User:Moonmoon/mastermind

Yet another mode to break out of the metagame of "safe claims, discusses with other safes in secret, and everyone follows them without thinking." This mode features a 3rd team comprised of a mastermind and her cabal. The mastermind chooses a scheme to accomplish over the course of the game, and can feed messages to her cultists in order to further her goal. Once accomplished, they win. However, the mastermind herself cannot directly participate or influence the village, although she has numerous powers that can throw wrenches into things. The villagers and wolves do not know what scheme is in play and must deal with imperfect and misleading information as they try to foil the scheme in addition to helping their team win.

Minimum 11 players, max 24 (including mastermind). Role reveal with team stats and unrestricted abstaining. At the start of each night phase, it is announced which actions the mastermind took during the previous day (or during the setup phase during night 1). The targets or parameters of the actions are not announced, only the actions themselves. !stats additionally tracks which once-per-game mastermind powers have been used.

Setup phase
This mode features a new "setup" phase that happens before the first night. The mastermind is chosen at the start of this phase and announced to the channel (and lykos -v's them). The mastermind then chooses which scheme she wants to undertake and two spins that help vary how the scheme plays out. The choice of scheme and spins determine the roles present in the game. Once they are chosen, roles are assigned to players and the mastermind is shown the full list of who has what role. She then picks a number of players to be members of her cult, who still retain their normal role but win with the mastermind instead of their regular team. All cultists know each other and the scheme in play (they are told of this at the beginning of night 1 when they learn their normal role as well). Once the mastermind finishes picking the scheme, spins, and cultists, she may use up to 3 powers (see below) to affect the next night/day. After using all 3 powers or issuing a "pass" command, the setup phase ends. Should the setup phase last too long (2 minutes?), the remaining choices are determined at random and all unused powers are lost.

Mastermind
The mastermind is not a member of the village, and thus cannot be the target of any powers. Similarly, she cannot speak in channel or participate in votes. The mastermind does have a number of powers she can use to manipulate the village, however. Unless stated otherwise, each power may only be used at most once per day, and particularly powerful ones are limited to once per game. All mastermind commands are performed in PM to lykos. The mastermind may use up to 3 powers per day. Powers listed as unrestricted do not count towards this limit. Certain powers may be used during night on an opportunistic basis, these are also specifically listed and count against the next day's limit. Each nick can only be the target of one mastermind power each day.

Player Powers
At the beginning of each night, it is revealed which nicks were targeted by mastermind powers (but not which powers were used on those nicks). Three players are then randomly chosen to make use of player powers, it is recommended that the village discusses which powers to use before the players issue their commands (this may need to happen during the previous day if the bot is set to devoice players during night). Cultists may be chosen this way. The available powers are listed below, there is no limit on how many times each power may be used a night, but some have hard caps on the total number of times they may be used. Powers are locked in once used and cannot be changed. All player powers are issued in PM to lykos. Each nick may only be the target of one player power each night.

Roles
Unless specified otherwise, roles do not stack between schemes and spins. This means that if the scheme calls for a harlot and a spin also calls for a harlot, there will only be one harlot. Similarly, if two spins each call for a harlot, then there will only be one. After all roles are determined, the remaining players will either be regular villagers or regular wolves plus one traitor -- the total number of wolves is determined as follows (player counts include mastermind): 10: 3, 13: 4, 16: 5, 19: 6, 22: 7.

The cultist role is co-opted into a template for this mode and is used to mark who belongs to the mastermind's cult. Cultists win with the mastermind in this mode, not with the wolves.

Below is a chart listing roles, their fear limits (the minimum number of fear marks they need to trigger events), and any leadership powers the role has.

Special Rules
These rules apply regardless of what scheme and spins are chosen.
 * 1) If the mastermind fulfills a win condition, the game ends immediately with the mastermind and her cabal being the only winners. This takes precedence over all other win conditions that may happen at the same time.
 * 2) If all cultists die, the mastermind can no longer use powers. She can still win if a win condition is achieved, but she will have a much more difficult time at it.

Schemes
The scheme determines a small number of roles in the game and determines how the mastermind wins. Generally, each scheme has one to three distinct win conditions that the mastermind can attempt to fulfill. Win conditions should be structured so that it is almost guaranteed that the mastermind wins should the village not attempt to foil the scheme by day 2-3 or so. Take care that a win condition cannot be fulfilled too early before the village can attempt to piece together what scheme is in play and how they can best go about stopping it.

The Chosen One
Prophecy has it that a member of the village will rise to greatness, greater even than the mastermind. The mastermind must try to put them down before they realize their power, but fate has so far interfered with her plans. The mastermind wins if the chosen one dies.

Roles
 * The Chosen One (blessed villager amnesiac - turns into prophet): Cannot be a cultist. Any lover the chosen one may have is treated as a blessed villager for the first night only.

Events

Turmoil
For too long has the village been a thorn in the mastermind's side, obscuring her otherwise picturesque view of the nearby lake. The mastermind cares not for the petty war being waged there, but wants to ensure that it ends with mutually assured destruction. The mastermind wins if there are 2 or less players alive at the end of the game.

Roles
 * None

Events

Duel of the Fates
The village is watched over by benevolent beings, however a great enemy lurks in the darkness that could take them down. The mastermind wins by having a Guardian Angel turn into a Fallen Angel, if the monster wins, or if both Guardian Angels have 4 or more bribe marks (this win condition is only achievable with 15+ players, as it requires having two GAs).

Roles
 * Guardian Angel: Cannot be a cultist.
 * Guardian Angel (2) (15+)
 * Alpha Wolf
 * Monster: Always a cultist. The mastermind chooses one less cultist than normal as a result of this.

Events

Stalemate
The mastermind is enjoying the battle between villagers and wolves, and wants it to continue for eternity. To this end, she wants to ensure neither team wins too fast, as that would spoil the fun. The mastermind wins if a day or night ends without anyone dying.

Roles
 * None

Events

Precipice of Darkness
Something is seriously wrong with the nearby village. There is chaos in the streets as the dead rise from their graves and people barricading their houses in fear of the unnatural events happening. A lone priest is all that is preventing the situation from spiraling out of control. The mastermind wants to control this village, but that doesn't work too well when everyone is dead. She therefore must lend her aid to this priest to put a stop to this madness. The mastermind wins if no vengeful ghosts died by the end of the game or if the priest is alive at the end of the game.

Roles
 * Priest
 * Vengeful Ghost
 * Vengeful Ghost (2) (15+)
 * Vengeful Ghost (3) (20+)

Events

Spins
The spins determine the bulk of the roles in the game and add additional interactions and nuance with the scheme. These do not add additional win conditions, but may make various win conditions easier to obtain. Spins are meant to provide varying flavor (or spins, if you will) to the game and make it more difficult to correctly guess which scheme is in play.

Star-Crossed Lovers
Love is in the air, but not all is well. A love triangle gone wrong has caused a bitter shadow to befall the land, waiting for an opportune time to strike.

Roles
 * 2 lovers: Chosen by mastermind during setup phase.
 * Assassin: Cannot be the GA or a lover, automatically targets one of the lovers.
 * Guardian Angel
 * Guardian Angel (2) (16+)

The Hidden Laboratory
Deep underground is a hidden laboratory, where a mad scientist works away on concoctions unknown. He's started experimenting with them by treating the village well with them, causing some unusual shifts to occur in the village.

Roles
 * Mad Scientist
 * Lycan
 * Cursed Villager
 * Blessed Villager
 * Seer
 * Lycan (2) (16+)

Presents
Totem carving is a cherished tradition in the village, held up by the shaman. The wolves have managed to twist the totemic magic into something far more sinister, and the village cannot tell who gave out what. The crazy guy at the end of the row probably taught the wolves how. A pair of villagers must try to sort out who gave what to uncover the wolf shaman and eliminate them.

Roles
 * Shaman (16+)
 * Wolf Shaman
 * Crazed Shaman (13+)
 * Detective
 * Hunter

New Moon
The werewolves lurking the village have been weakened as the moon transitions phase to the new moon once again. To aid them, they have recruited an evil magician to help them foil the village diviners.

Roles
 * Warlock
 * Seer
 * Harlot
 * Sorcerer (16+)
 * Augur (16+)

Bad Medicine
A plague has befallen the land, and a wandering doctor who claims to have a vaccine has recently shown up in the village to administer it to healthy villagers as a precaution. As more and more people in the village fall ill, it seems that those who have never been vaccinated are still perfectly healthy. Does the doctor really hold the village's best intentions at heart, or is something more sinister going on?

Roles
 * Doctor
 * Priest
 * Doomsayer
 * Augur (13+)

Wolf Season
A handful of villagers are sick of how long the village takes to decide to lynch obvious wolves, so they decided to take matters into their own hands. They venture out at night hunting people they suspect to be wolves, but unless they tread carefully they may see why the rest of the village is so cautious.

Roles
 * Hunter
 * Hunter (2)
 * Vengeful Ghost
 * Cursed Villager

Must Be Aliens
Inexplicable things are happening in the village, and nobody knows how or why, but after the funeral for someone dead, that person is seen walking the streets again as a perfectly alive, healthy person! This also seems to coincide with the mysterious disappearance of one of the other villagers...

Roles
 * Clone
 * Clone (2)

Events
Events are things that can happen at scripted points in the game. The event phase happens between each day and its subsequent night. Each event is tied to a particular target, and will only be triggered if that target is alive and has enough fear marks on them at the time the event should go off. Each scheme lists which events happen when. The mastermind is told any additional information about the event (such as the target) during the setup phase. Targets are determined by a prioritized list based on their role (e.g. the first role in the list will be chosen if it exists in the game, otherwise it goes down the list. If no listed roles exist, the event is skipped). Unless otherwise specified, each player can be the target of at most one event.

Leadership
Leadership powers are player-driven abilities that are unlocked with leadership marks. Leadership marks are not consumed to activate leadership powers. Not every player has a leadership power, the table in lists which roles gain which powers. A player can activate their own leadership powers with the "!lead  [nick]" command in channel, where N is the number of marks needed to activate the power and nick is an optional parameter used in case the power requires a nick to be targeted. All leadership power replies are also issued in-channel.