FAM6 - Thread 1 - Day 1

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Graveyard

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@Ishmael - Died Day 1 - Italy, Town
@Bradland - Executed Day 1 - Icibalus, Mafia Anomalist

Day 1

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Alphabetized Playerlist

This is an unofficial playerlist provided for player convenience. Any effects that depend on the order of the playerlist will NOT use this list.

Summary

@ACE
@Achromatic
@Amelia
@annika
@Apocryphal
@Arctic
@asherlark
@ATNoName
@autumnseas
@baudib1
@beancat
@benguinedparbecue
@boredofboredom
@BradLand
@bystander
@Cape90
@Chomps
@clarameow
@Daeron
@diafiasco
@Ephemera
@Fext
@FreezinIce
@gori
@Hazardwaste
@HeroShotter9000 (@Hippopablompoyeetus)
@hiii
@iamagummybear
@Ishmael
@Italy
@jason.mrrown
@Jinrou
@Kelsier
@Kiiruma
@Kyubey (@Litten)
@Leafia
@Linda
@Lissa
@Lucid_Daydream
@Magnus
@Marluna
@Marluxion
@Marshal
@Memekingpizza
@meow
@mimi
@Mistyx
@neil_the_eel
@nutella
@PortalRadio (@ImaginaryNeon)
@Pqwerty
@Ranta
@RealThomYorke (@Jaiden)
@Relm
@Ruby
@Selkie
@SherlockHolmes
@SirDerpsAlot
@soweli
@spookycat27
@thepigeonnyc
@Wazza
@Wisdom
@wlwillow (Willow)
@YoubutWorse

Abilities, Effects, and Action Resolution

I. General Ability Information

The following is true about abilities:

  • Actions cannot be used and abilities cannot trigger during Night 0 unless otherwise stated.
  • Unless otherwise specified, Immediate Day Action submissions are ignored during ITA windows. We prefer you do not try to submit them during ITA windows at all.
  • You may not choose or target yourself as a player with actions unless otherwise stated. This only applies when a player is selected.
  • To “visit” another player means you have targeted that player with an action, and that action has resolved. An action does not resolve if it is blocked or fails for another reason (e.g. the player is un-targetable because of a commute). It does resolve if its target was protected, immune, or otherwise unaffected. An action that does not target, does not visit (even if it says “choose”).
  • If two or more actions create a situation that cannot be resolved in a way that is deemed to be sensible and deterministic, all actions involved will fail. For example, Bus Driver A targets X and Y, and Bus Driver B targets Y and Z. As we cannot direct actions that target Y to both X and Z, the actions of both Bus Drivers fail.
  • By default, you may only use one action during the day and one action during the night. This does not apply to multitasking actions.
  • Items, event prizes, etc. are multitasking by default, unless otherwise specified. This means that you can use them alongside your role abilities.

II. Ability Types

There are 2 kinds of abilities, Action and Passive. An ability’s “tag line” (the line below the bold name) will say what kind it is. Actions may have 1 or more prefixes that affect when it can be used, or how often it can be used:

Click here for a list of prefixes
  • Day or Night — May only be used in that respective phase.
  • Cycle — May only be used once per Cycle, but in either phase.
  • Even or Odd — May only be used on even or odd Cycles respectively.
  • Immediate — Resolves as soon as the hosts are able to after it’s submitted. Immediate actions are ignored during ITA windows.
  • Factional — May be used by allied players instead of the player who owns it.
  • Innate — Are granted to players via game rules (e.g. ITA shots). “You may use an additional [reference to Innate action]” means you can use the referenced action an additional time. They may implicitly be used in addition to other actions during the same phase. They are not considered to be an ability of a role or player, and are ignored by effects that modify, inspect, or cause a player to lose abilities, unless otherwise stated.

There may be additional prefixes not listed here. If you are confused about your abilities, please ask the hosts.

Unless otherwise noted, actions must be submitted before the Phase’s respective action deadline, and resolve at the end of the Phase (unless it’s Immediate).


III. Effects

You probably don’t need to read this unless you’re confused about mechanics. It works as most would expect, but here’s an overly technical explanation of it anyways:

Click here to read more

Abilities have 1 or more effects. There are broadly two kind of effects: investigation, and state-changing.

Investigation is broken down further:

  • Observation — learns about visits (e.g. track or watch).
  • Inspection — learns about a player’s state (e.g. alignment cop, role cop, flavor cop).

State-changing is broken down further:

  • Killingdirectly results in a player’s death.¹
  • Protection — prevents other effects from being applied (e.g. a Doctor protects against killing actions). All effects, not just killing, can be protected against if specified. If it protects against killing actions, it will prevent all effects of an action with a killing effect. If it only protects against killing effects, all effects other than a killing effect will be applied as normal if possible.
  • Blocking — causes actions to fail. If an action becomes blocked, the acting player does not visit if they otherwise would.
  • Redirection — changes the target of another player’s actions. If an action would be redirected to an illegal target, the redirecting action fails instead.
  • Diversion — changes the target of another player’s actions that visit a particular player (e.g. Bus Driver).
  • Communication — changes when, where, how, etc. a player may communicate. This includes private chats, extra public chats, posting restrictions, and having the host account post a message.
  • Inventory Changing — giving, removing, stealing, swapping, or copying Items, Charges, or other game objects.
  • Property Changing — modifying player or ability tags; giving, removing, stealing, swapping, copying, inheriting abilities (or roles); modifying vote weight, or otherwise modifying player, role, or ability properties.
  • Rules Changing — modifies the normal rules of the game. i.e. a conventional Commuter (the game generally treats them as if they don’t exist while commuted) or an Accelerator (makes an affected action resolve entirely before other actions begin resolution).

Other state-changing effects not named above include things like modifying tags, abilities, Charges, ITA accuracy or shots, vote weight, and modifying other mechanical markers. The above effects (besides Communication, Inventory Changing, Property Changing, and Rules Changing) can usually be recognized by the verbs “kill,” “protect,” “block,” “redirect,” and “divert” respectively.

Communication effects are often recognizable by what they do. Inventory Changing and Property Changing all typically use verbs like “give,” “steal,” “swap,” and “copy.” Rules Changing effects (and sometimes Property Changing and Inventory Changing) are only recognizable by what they do rather than the particular word choice.

Anything that refers to state-changing effects also refers to Killing, Protection, Blocking, Redirection, Communication, etc. but not the other way around. That is, effects that specify Killing only apply to Killing effects and not any other state-changing effects.

Additional Vote Weight is always private (except on final votecounts) and lost in XYLO unless otherwise stated.


¹Effects are not considered “killing” effects if they do not kill a player when they resolve, even if they would eventually cause a death or are likely do so. For example, vanilla Poison action has a state-changing effect that applies a mechanical marker (what we’d call a tag in this game) that has the effect of killing the player its attached to if not removed (“healed”), but the action itself does not kill when it resolves. A vanilla Arsonist’s Douse action works similarly by placing a Doused tag on players that the Ignite action kills, but similarly it does not itself kill. Therefore, a vanilla Doctor’s action (“Protect target player from killing actions.”) would not stop such actions, and a vanilla Voyeur/Follower would not observe them as killing actions. An inspection action that lets a player learn the kind (effects) of actions their target has would not see a Poison action or Douse as killing.

If an effect lets you learn the kind (effects) of an ability, we will be as specific as possible, and list each different kind of effects present. If we say “investigation”, it’s neither observation nor inspection. Similarly, if we say “state-changing”, it’s not any of the more specific named variants (or couldn’t reach a decision regarding which it specifically is). If it has multiple effects of the same kind, we will still only list it once. That is, if an action is “killing and state-changing”, it has one or more killing effects and one or more state-changing effects.


IV. Allied Players

An allied player is a player of the same alignment, whose alignment has been either publicly confirmed, or confirmed to you personally (such as your Mason, other members of the Mafia, or someone you alignment peeked.)

An unallied player is a player of a different alignment or any player whose alignment has not been confirmed by the host in some manner.


V. Action Resolution

Action resolution does not have an order-of-operations.
No effects have implicit priority over the others unless the effects interact. Resolution is done in a manner similar to “natural action resolution” or “golden rule resolution,” and essentially means it’ll happen in a way that makes intuitive sense (e.g. a block resolves before the action it’s blocking).

Click here to read more

Certain actions that interact with each other may be given priority based on their effects. Actions that change the acting player’s state (it affects themselves, targeted or not) are given priority over actions that would be affected by that state change (i.e. a self-commute resolves before a block targeting them). Additionally, when a block and redirect are cross-targeting, the redirect is given priority. That is, if a redirector and blocker cross-target, the block is redirected, but if a blocker targets a redirector and the redirector goes somewhere else, the redirect is blocked.

If two or more actions interact, and one of the above priority rules cannot be used, all interacting actions fail (none of their effects apply and the acting player does not visit). For example, cross-targeting blockers and redirectors will have their actions fail. If two Bus Drivers have overlapping targets, both fail.

The result of investigation effects is determined at the end of the Night, not when it resolves. For example, two trackers cross-targeting will successfully observe each other.

The name of the investigated player is not normally included in results. However, if an investigation action is redirected, the investigating player will be informed they were redirected, but not to whom they were redirected.


VI. Frequently Asked Questions

Click here for the FAQ

Q. If an action specifies an unallied player, and a member of the Mafia targets a Lost Wolf with it, what happens?

A. The Lost Wolf would be considered an unallied player until the moment they rejoined the pack, if able.

Q. How does allied and unallied work with 3rd Party or Neutral players?

A. 3rd Party or Neutral alignments may or may not be considered allied with each other, but are never considered allied with members of others factions.

Q. My Night action requires the target be unallied, but they’re host confirmed to be an allied player at the start of Day. What happens?

A. For the purposes of allied and unallied, we only care if it’s true when you submitted the action. The action would resolve normally, if able.

Q. Wait so what if the Mafia use an unallied kill on their Lost Wolf who submits their action to rejoin the pack that same Night?

A. Tragedy.

Q: Without an OOP, how am I supposed to know how certain roles will interact???

A: You may ask the hosts how certain interactions would resolve. You can use actions from your role, flipped roles, vanilla roles, or descriptions of hypothetical actions that may or may not exist when asking your question. We will give you an answer to the question you ask, and we are never confirming or denying the existence of certain actions by answering these questions. If you ask us a question that has an ultimately misleading answer relative to the game state, that’s on you.

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Player & Ability Tags

I. Tags

Tags are mechanical markers of players and abilities. Some tags modify the player or ability they’re on, some are hooks that effects can refer to, and some may just be there for flavor. Players know what tags they have, and what tags their actions have at all times unless otherwise stated.

II. Common Tags

We recommend looking through these at least once!

Most (but not necessarily all) of the following tags are in the game. These will often not be explained in role cards when they appear. Tags may exist that are not on this list, and they will be explained on role cards when they appear.

Player tags:

  • Enigmatic — This player cannot claim or soft any role flavor, role tags, role abilities, or any non-public game actions. If they do, they lose all role abilities and tags (You may know this as Scared), and any ongoing effects are canceled (e.g. if the role created an ongoing event, the event would end immediately). The claimed/softed flavor, tags, abilities do not have to be real. Claiming/softing anything mechanical relating to your role at all violates this restriction. You are able to talk about things that everyone has access to or knowledge of e.g. you have a role (no one is vanilla), you have an ITA shot (everyone does), or that you’ve used an event prize (this has nothing to do with your role). YOU MAY CLAIM THAT YOU’RE ENIGMATIC .
  • Enigmatic About {Something} — Similar to Engimatic , the player cannot claim or soft anything specifically related to X. As long as it does not imply a relation to the thing you’re Engimatic about, it does not violate the restriction. This has the same consequences as violating a normal Engimatic restriction. YOU MAY CLAIM THAT YOU’RE ENGIMATIC ABOUT SOMETHING .
  • Vulnerable — This player cannot be protected from kills (think Macho).

Ability tags:

  • Compulsive — This action must be used at every opportunity. Choices and targets will be selected randomly if the action is not submitted.
  • Hidden — This action cannot be observed e.g. can’t be tracked, watched, etc. (think Ninja).
  • Inactive — The ability’s passive effects do not apply, its triggers do not trigger, and it cannot be used if it’s an action.
  • Loud — The players visited by this action are publicly announced at the beginning of the next Phase or after they resolve if Immediate. Example: “Adora visited Catra during the Night.” (Those names are Chloe’s fault. She knows what she did.)
  • Multitasking — This action can be used in addition to other actions in the same Phase, Cycle, etc. Items are multitasking by default, unless specified otherwise.
  • X-shot — This action can only be used X times per game.
  • Overwhelming — The action ignores effects that protect the targeted player, or diversion effects on their target (i.e. a Bus Driver).
  • Strong-willed — The action cannot be blocked, and ignores redirection targeting the acting player.
  • Unstoppable — The action is both Strong-willed and Overwhelming, and ignores all other effects that would prevent it (e.g. a Commuter).

Player or Ability tags:

  • Sealed (Player) — This player cannot be interacted with while dead (this includes all of their abilities and Items). When a dead player becomes Sealed , it is publicly announced at the beginning of the next Phase that they became Sealed during the previous Phase. If a living player is Sealed, it’s never announced, but instead will be noted when their role is revealed. There is an ability tag of the same name that works the same way, but is limited to only the ability it modifies.
  • Sealed (Ability) — This ability cannot be interacted with while the player who owns it is dead. When an ability owned by a dead player becomes Sealed , it is publicly announced at the beginning of the next Phase that it became Sealed during the previous Phase. If the ability of a living player is Sealed, it’s never announced, but instead will be noted when their role is revealed. There is a player tag of the same name that works the same way.
  • Cycling — The player must use each Cycling ability in their role, or each Cycling mode of a single ability, an even number of times. (For example, if a player must Cycle between abilities A, B, and C, and they have used A and B once but C zero times, they would need to use C before using A or B. If they have used A and B twice, and C once, they would likewise need to use C before using A or B.)

THIS LIST IS NOT EXHAUSTIVE. OTHER TAGS NOT LISTED HERE MAY EXIST .

III. General Details

Click here to read more

Tags may have implicit mechanical effects. Tags may implicitly add other tags, and when it does, effects that care about the tag will resolve as if it had the implicit tags (see Unstoppable).

Tags may have a value. For example, the X-shot tag always has a numerical value that can vary from instance to instance, and X is replaced by whatever the value is e.g. 2-shot and 3-shot are both instances of X-shot, but the former has a value of 2 and the latter has a value of 3. Values are secret by default.

Tags do not stack, and neither players nor abilities can have more than 1 instance of a tag at a time. If an effect would put another instance of a tag on a player, it does nothing instead. If the effect is passive, it is ignored while the player or ability has the same tag. If two or more instances of a tag would be applied to the same player or ability during action resolution with different values, none are applied unless otherwise stated.

Tags of actions only apply to that action. That is, if a player is blocked, all actions would be blocked accept those that are Strong-willed or Unstoppable. If the player has a tag that normally only applies to abilities, like Unstoppable, it is identical to all of their abilities having the tag i.e. effects that care about an action being Unstoppable would see that action as Unstoppable if its player had the Unstoppable tag. For tags that have distinct meaning as both a player tag and an ability tag (e.g. Sealed), the player tag does not necessarily mean it is the same as all abilities having that tag.

Tags can often be recognized in the construction “becomes [Tag]” e.g. “becomes Overwhelming”. This construction may change to ensure it is proper(ish) English grammar e.g. “becomes a Key ability”. Roles that start with tags will often see it written as “You are [Tag]” e.g. “You are Enigmatic.” Abilities that start with a tag will find them in a space delimited list followed the em dash (“—”) on the tag line (the one that starts with “Day/Night Action”, “Passive” etc.).

IV. Tag-specific Details

Click here to read more

Sealed has a slightly different meaning when on a player instead of an ability in that it does a bit more when on a player than treating all of its abilities as Sealed, but an ability being Sealed is still redundant if its player is Sealed. When a player is Sealed, they cannot be interacted with at all (abilities or otherwise). If an ability is Sealed, it will be ignored by backups even if the rest of the role could be copied.

A Hidden action cannot be observed e.g. can’t be tracked, watched, etc. (think Ninja). The action must be Hidden when it resolves e.g. if an immediate action resolves during the Night and that action later becomes Hidden, observation effects still see the immediate action.

An Overwhelming action ignores effects that protect the targeted player, or diversion effects on their target (i.e. a Bus Driver). However, it can be blocked or redirected by effects targeting the acting player. In other words, it ignores anything that would somehow shield its target (think Strongman but bypasses a few more things). If an effect would cause ITA shots targeting a player to have their damage reduced to 0, Overwhelming would ignore such an effect, but it would not ignore an effect making the player’s shots deal 0 damage.

A Strong-willed action cannot be blocked, and ignores redirection targeting the acting player. However, it would not ignore things such as their target being protected or redirection from a Bus Driver. In other words, it ignores anything that affects the acting player (think Strongwill but bypasses a few more things). If an effect would cause a Strong-willed player’s ITA shots to deal 0 damage, they ignore such an effect. If an effect would cause ITA shots targeting a player to have their damage reduced to 0, it would not ignore that effect, and would deal 0 damage.

While Unstoppable ignores an effect that makes a player un-targetable or otherwise immune, it does not allow the action to ignore its own targeting restrictions. For example, if an action says it can only target members of the Mafia, it cannot ignore that restriction if it becomes Unstoppable. Additionally, anything that references Strong-willed or Overwhelming also applies to Unstoppable e.g. “Assist target player, and copy Key actions they use that are not Strong-willed.” would not copy Unstoppable actions either. Effects may still say things like “Overwhelming or Unstoppable” for the sake of clarity, but simply “Overwhelming” would have sufficed.

V. Charges & X-shot

Click here to read more

Charges are countable mechanical markers. Each Charge has a unique name such as Whatever Charge, and is not interchangeable with Charges of any other name unless otherwise stated.

X-shot is a tag with a positive integer value that replaces X in the name (e.g. 1-shot, 2-shot, etc.). X-shot checks how many times an action has been used, and will prevent a player from using the action further if they’ve used it X or more times. That is, if a 1-shot action has been used one or more times, it cannot be used again.

Click here for a (very) detailed explanation

Abilities may care about how many Charges you have, or require them as a cost to use an action. In this way, they can be similar to the X-shot tag in that the number of times you can use an action is limited (i.e. an action that costs 1 Bullet Charge and you have 3 Bullet Charges with no way to gain more is nearly identical in practice to the same action with a 3-shot tag. However, unlike Charges, X-shot is not a cost. It merely compares the number of times the action has been used that game to its number, and says the action cannot be used if its been used as many or more times than its number. That is, you cannot gain more shots of an X-shot ability. The only way to use an action more times than its X-shot tag says is by removing that tag.

Charge costs and X-shot are checked when the action is submitted, not when the action resolves. For example, you could not steal a Charge and make a player unable to pay a cost for an action they’ve already submitted (the cost was essentially deducted upon submission). Another example would be if an action that has been used on a previous Night, and submitted for the current Night, were to gain a 1-shot tag before resolving, it would resolve normally even though it will now have been used twice. This is similarly true if an action were to somehow gain a cost of Charges; it still resolves if it was already submitted. (An action is “submitted” once the action submission window is closed for that phase. If an Immediate action were to make an action X-shot or have a cost of Charges, this could prevent a non-Immediate action from resolving at the end of the phase.)

Passive abilities with effects based on Charge thresholds are updated as soon as Charges are gained or lost. For example, if a passive made a player Unstoppable if they had 3 or more Bulldoze Charges, and somehow gained a Bulldoze Charge during action resolution before their actions resolved, their actions would be Unstoppable. However, this still cannot fizzle actions that are already submitted. If an action is Inactive unless they have at least 5 Level Charges, it will resolve if it’s already submitted even if that player would dip below the threshold during action resolution (but would still technically be Inactive as it resolved).

If an action with the X-shot tag would be given another instance of the X-shot tag, the tag with the lowest value will be applied and all others are lost (this is not necessarily true of other tags with values).

If an action is copied (the text may say things like “inherit” or “gain”), its state is copied as well, which includes the number of times its been used. That is to say, if a 1-shot action has been used once, it still cannot be used again once copied.

VI. Frequently Asked Questions

Click here for the FAQ

Q. Why did you rename some of these that are in the List of Vanilla Roles?

A. Because notblackorwhite is incredibly opinionated and argumentative and we were tired of arguing with her (this was written by notblackorwhite and does not necessarily reflect the views of other FAM4 hosts). (There actually were not arguments about this.) The real reason is they were changed to have names more evocative of their mechanical effect, and be more flavor neutral/flexible e.g. Macho as an adjective has a lot of implications and doesn’t make sense in all contexts like making someone “macho” doesn’t make as much sense flavor wise as making someone “vulnerable”. Ninja is another example of a modifier that’s overly specific in terms of the flavor it implies, and Hidden evokes a similar meaning without the same flavor connotations.

Q. Aren’t these just modifiers? Why not call them modifiers?

A. They don’t all modify. All modifiers are tags, but not all tags are modifiers. Some have an implicit mechanical effect (they modify), but all of them are useful because they can be cleanly.

There is an example rolecard in the OP.

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In-Thread Attacks

Instead of having accuracy, ITA shots always hit, and deal damage to a player’s HP. However, each shot also has a chance to kill.


To fire an ITA shot, ping @Zugbot with **/ITA [player]**. YOU MUST PING ZUGBOT OR YOUR SHOT WILL NOT BE COUNTED.

I. Short Explanation

ITAs are handled via damage and HP, but all you need to know is that at the base rate (10 damage), you have an average ITA accuracy of ~18% over the course of the game if they worked conventionally (just trust us).

In short, your shots always deal damage if they connect, but have a chance to kill via a “direct hit,” and there’s a max number of shots someone can take before being guaranteed to die. Every player in the game starts with 100 HP (unless otherwise specified).

Effects that deal damage do not necessarily roll for direct hits. ITA Shots roll for direct hits because they say they do. If another effect that deals damage would roll for a direct hit, it will say so.


II. Shot Feedback

Read this at least once
  • “The shot connects.” — We have processed the shot, and its damage has been applied (damage may be 0). The target is at a non-zero HP, and the shot was not a Direct Hit. To be extra clear, this shot DID NOT KILL if you see this feedback.

  • “Direct hit! Stand by for flip.” — The shot rolled a direct hit.

  • “Hit! The target has reached 0 HP and died. Stand by for flip.” — The target reached 0 HP.

  • “Miss!” — There was an effect that interfered with the shot. This could be something like a “day angel”, a vest, or an effect that makes a player’s shots “miss”. Please note that an effect that reduces another player’s damage to 0 would be still be processed as “The shot connects.”


III. HP Feedback

Read this at least once

HP Feedback will not be provided.


IV. Armor Plates

Read this at least once

Armor plates have been slightly modified from FAM4. 1 Armor Plate negates 1 point of damage against a player, and is then destroyed. However, different armor plates from different users do not stack. For example, if Arete gives you 10 Armor Plates, and then Marshal gives you 15 Armor plates, you have 15 Armor Plates, not 25. (Think Temporary Hit Points in D&D 5e).

If there is damage left over from an ITA after an Armor Plate is destroyed, the remaining damage is processed as a normal ITA.

Armor plates will expire at the end of the Day phase.


V. Longer Explanation (for nerds)

Click here for the longer explanation

Every player in the game starts with 100 HP (unless otherwise noted). ITA shots deal damage, and have a base damage of 10. If a player reaches 0 HP, they die.

Additionally, each shot has a chance of a direct hit which will kill the target regardless of their HP. Direct hits in this sense operate similarly to conventional accuracy based ITAs, but instead of having a (mostly) fixed accuracy, the chance increases as the target’s HP gets lower. The following formula is used to determine the chance of a direct hit:

            Incoming Shot Damage / Target’s Current HP = Direct Hit Chance

The chance is rolled before the damage is dealt. For example, a player at 100 HP is targeted by a shot with 10 damage, the direct hit chance is 10 / 100, or 10%. If a shot isn’t a direct hit, then the target’s health is reduced accordingly to 90. The damage used for the shot is after all effects that would increase and decrease its damage for shooting its target have been applied. In other words, we looked ahead at the damage it’s going to do when rolling for a direct hit.

Only ITA shots have a chance to direct hit unless otherwise noted. Other effects that deal damage, are not ITA shots, and do not explicitly say that have a chance to direct hit, cannot direct hit.

A shot must deal damage to have a chance at a direct hit. If the shot deals 0 damage, or the damage would be otherwise prevented, it cannot be a direct hit.

Health cannot go below 0. If an effect would reduce a player’s health below 0, it goes to 0 instead. A player’s starting HP and max HP is 100 unless otherwise noted. Your HP cannot go above your max HP, and if an effect would, it’ll have it go to your max HP instead.


VI. Frequently Asked Questions

Click here for the FAQ

Q: But isn’t this system super town-sided???

A: Nope! Not significantly more so than conventional accuracy ITAs anyway. We had more than one discussion about it, and designed with the potential differences in mind. It’s not exactly untested either.

Q: What would the feedback of a “day angel” be?

A: The exact feedback would depend on the wording of the effect with the ultimate goal of “preventing death from ITAs during the Day”. In practice, we could do:

Shield target player from ITA shots by reducing shots that target them deal 0 damage during the next Day.

The above would have the feedback of “The shot connects.” because the damage is reduced to 0.

Protect target player from ITA shots during the next Day.

The above would have the feedback of “Miss!” because protection stops the shots from having any effect (they do not deal damage, and cannot direct hit).

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ITAs in Zugbot

  • During an ITA session, you will be able to fire your ITA with /ITA [playername]. You must ping the bot (@Zugbot) in the post you fire your ITA.
  • You can only fire one ITA per post. Subsequent ITA commands in the same post will be ignored.
  • While Zugbot will announce the shot feedback, hosts are manually posting flips.
  • Shots on invalid targets will not be processed. For example, if you type “/ITA Chole @Zugbot” instead of “/ITA Chloe @Zugbot”, your shot will be ignored.
    • That said, shortened names are accepted if the input cannot refer to multiple players.

Silent ITAs

  • Zugbot supports Silent ITAs. If you have a Silent ITA, you can use it with /ITA [playername] in your role PM during an ITA session.
  • Wolves can proxy the Silent ITAs of other wolves through the Zugbot discord bot.

Viewing and Reordering your ITAs

  • You can view the ITAs you currently have by running /view in your role PM.
  • When you use an ITA, you will use the one that is first in your list.
  • You can reorder the public ITAs you have by running /reorder [index1] [index2] in your role PM.
    • This swaps the ITAs that are at index1 and index2.
  • You can reorder the silent ITAs you have by running /reorderSilent [index1] [index2] in your role PM.

Votecounts

Zugbot will not process the elimination, but it will still help post votecounts. Periodically, votecounts may automatically be posted. However, you can also use “/votecount” in your role PM to automatically post a votecount.

Note that there is a short cooldown on votecounts, so if you request a votecount when one was just posted, your request may be ignored.

Of course, do not spam votecounts.

Do not abuse the bot

Naturally, do not intentionally try to exploit or break the bot. As mentioned in the rules:

  1. ITAs this game will be partially automated – processing will be done by @Zugbot, but flips will be posted by the hosts. Attempting to manipulate or exploit automated ITA processing in any way is a modkillable rulebreak.

Night 0 Flavor

Hello, everybody, and welcome to the new FoL Council City Hall! This is our first official town meeting… or is it a city meeting? Planet meeting? Whichever one it is, welcome. I am your Prime Minister, May Flowers. With me today are our other Ministers of Education (Arete), Justice (Zugzwang), Finance (Ash), …goth Culture (tutuu), Health (Chloe), and Agriculture (Zone).

First of all, a quick runthrough on what’s happened since we’ve landed. The most interesting news you may have missed: we’ve discovered a unique material called Nyaluminum which exists only on this planet.

Nyaluminum is extremely valuable, as it grants special abilities to some who use it. Whether somebody can obtain or use Nyaluminum appears to be innate (as of right now), so look within your heart and your wallet to see if you can use Nyaluminum yourself!

Secondly, we are hoping to transition to a more democratic form of government. I know we’re a bit, uh, centralized right now, but we’re going to start smoothly transitioning into rule of the people. To start out, we’re going to hold several super-democratic Referenda to determine new laws and policies on Planet FoL! They’ll be revealed tomorrow. Get hyped!!!

That’s all for today. Return to your sleeping quarters for the night, and get ready for your new jobs in the morning!

EXECUTIVE SUMMARY FOR ZOOMERS PROVIDED BY THE MINISTRY OF GOTH CULTURE

  • Nyaluminum is a special material that exists and gives you powers, you can obtain/use it through roles
  • Democracy soon; there will be votes every day to add/change rules

Votecount Setup

ACE
Achromatic
Amelia
annika
Apocryphal
Arctic
asherlark
ATNoName
autumnseas
Baudib1
beancat
benguinedparbecue
boredofboredom
BradLand
bystander
Cape90
Chomps
clarameow
Daeron
diafiasco
Ephemera
Fext
FreezinIce
gori
Hazardwaste
HeroShotter9000
hiii
iamagummybear
Ishmael
Italy
jason.mrrown
Jinrou
Kelsier
Kiiruma
Kyubey
Leafia
Linda
Lissa
Lucid_Daydream
Magnus
Marluna
Marluxion
Marshal
Memekingpizza
meow
mimi
Mistyx
neil_the_eel
nutella
PortalRadio
Pqwerty
Ranta
RealThomYorke
Relm
Ruby
Selkie
SherlockHolmes
SirDerpsAlot
soweli
spookycat27
thepigeonnyc
Wazza
Wisdom
wlwillow
YoubutWorse

Day 1 Flavor

Hello, everybody, and welcome BACK to the remains of the new FoL Council City Hall! It seems that we’ve had… a bit of an accident, which the Ministry of Justice is currently investigating carefully to rule out foul play. Don’t worry — everybody is safe, but in light of this action, we’re making some changes.

First of all, we will be accelerating our schedule for democracy. The first thing we’re implementing is a continuous, anonymous vote as to whether we should go home. It’s all together or not at all, because we only have one spaceship, but if, at any point, over 50% of citizens want to leave, we all go. No need for sabotage! I expect the polls will be highly in favor of staying in our society at the moment, though.

Secondly, we have a couple additional referenda to present to you: a vote on what method of Nyaluminum refinement we should prioritize, and an election for the five members of the City Council, a task force which will do several very important government jobs.

Now, the big thing: we will be introducing a new justice system in light of the recent… suspicious acts of vandalism around town. Each time a crime is discovered, we will hold a public vote as to which player is guilty, tapping in to the wisdom of the crowds to find out who to jail. We’ll also be allowing anonymous tips at our Sabotage Hotline during the nights.

If things get any worse, we may be holding Windows for Comment, where all citizens can submit a form to accuse another of sabotage. We will be very carefully and deliberately sorting through these forms to determine which are reliable (todo: come up with justifications for throwing them out).

Thank you for coming to this meeting on such short notice. Let’s keep working hard to make Planet FoL strong!

EXECUTIVE SUMMARY FOR ZOOMERS PROVIDED BY THE MINISTRY OF GOTH CULTURE

  • Defeat the mafia! Vote them out! Get nightkilled! ITAs open tomorrow!
  • Referenda are for the City Council and Nyaluminum Refinement! See later posts for more info!

Today’s referenda are:

Nyaluminum Refinement: Decide how Nyaluminum not spent on abilities will be processed!

Choose ONE (1) option:

City Council: A democratically elected government!

All players may choose 5 players to vote for in the City Council Elections. The top 5 voted-for players will gain access to a collective night action, whose target will be voted on each night. A random player on the City Council will perform the action on the most-voted player.

The City Council players will not be added to a neighborhood.

Choose FIVE (5) players.

Submit votes in your PM.

Event Announcement

Dear Valued Citizen,

Please note that the FoL Council is hosting an event today.

Agriculture is the foundation of any successful colony, as Planet FoL’s distance from Earth makes it impossible to rely on agricultural imports. While the introduction of genetically modified crops, such as Joybeans, has made it easier than ever to feed the populace, a balanced diet will require more than just a single crop. SHEEP are the perfect addition to our planet; in addition to potentially serving as a source of meat, they are also a reliable source of wool and cheese.

Sheep farming requires many colonists to work together, and working together requires synergy. As such, we’re introducing this event, which is all about finding synergy with your fellow colonists – essentially, you will answer a series of questions, with the goal of providing the same answer to your fellow colonists. To make it as easy as possible for everyone to get the same answer, each question is a basic trivia question about the events of a previous FAM, so there should be no chance of anyone getting the answers wrong.

You are invited to participate in:

SHEEP
Players: Unlimited
Chance of Death: None
Mobile-friendly: Yes
Duration: Until 2 hours before EoD
Discord Access: Not Required
Other Notes: N/A

How to Play:

  • You may NOT discuss this event publicly or privately until it has concluded.
  • Submit your answers in your role PM. To make it easy for hosts to process them, you should submit each response on a new line, WITHOUT numbering your responses.
  • For each question, you receive points equal to the total number of players who gave the same answer to that question – for example, if eight players say “FoL”, each of them receives 8 points. At the discretion of the hosts, substantively identical answers (e.g. “FoL” and “Fortress of Lies”) may be counted as the same.
  • Exception: If the tiebreaker is needed, it is scored based on actual correctness (absolute distance between your answer and the correct answer), not on matching other players.

How to Join:
Submit your answer in your role PM by 2 hours before EoD. Event results will be announced at some point during the night phase.

Questions:

  1. Who was the lead host of FAM 2036?
  2. Which site rule was broken more than thirty times during FAM 2037?
  3. FAM 2038 was the first FAM to be held on-site in an IRL location. Where was it held?
  4. How many game days did FAM 2039, the longest FAM of all time, last?
  5. What famous media property was FAM 2040 themed around?
  6. How many times did katze die during FAM 2041?
  7. Which of the various third party roles included in FAM 2042 resulted in the greatest number of bans due to postgame salt?
  8. How many players were in FAM 2043?
  9. What game was the FAM 2044 “Boats” event (infamous for killing more than a quarter of the playerlist) based around?
  10. What extremely unbalanced role resulted in FAM 2045 ending on day 2?

Tiebreaker: As of SoD1, how many messages had been sent in host chat?

:closed_umbrella: First!

:closed_umbrella: (she will not be first)

:closed_umbrella: Anyway, what’s hanging gang? Got anything to report?

image

MEOW

hi ok so what happened i was going to make a post with a screenshot of celeste showing off my golden berries saying ‘this is my application to be a town leader’ but i thought to myself that i needed to get the summit golden berry which while technically feasible didn’t pan out (shoutout 1500M). and now I have a headache and my water bottle is far away but the idea of drinking water is anyways. so basically what all that means is that you all have to be nice to me forever?

but yeah hi everybody i’m so excited for FAM yayyyy it’ll be fun. we’re going to collectively do the best game of mafia ever.

1 Like

meow

hi

:closed_umbrella: Oh god the extension isn’t working.

why don’t they let me like posts :frowning:
good post

I considered doing gif’s all game but considered it would be rude for the mobile users.