User:Solmization/~mastermind lojic games~

Ideas I have for the mastermind game mode. The espionage game mode has a nicer ring to it, in my opinion, but of course that would fail to convey the importance of the mastermind and instead focus on the filthy traitors who shall never be mentioned.

~mastermind lojic games~ (Rathon®™)

Plight of the Crazed (Default AU)
The mastermind is feared throughout all of the village, but one annoying resident hasn't learned their lesson yet; that resident is the crazed shaman. Yeah, there's a mastermind, so what? Yeah, the village might come under the iron fist rule of a greater evil than anyone has ever imagined, but who the fuck cares? Who wants a totem? The mastermind is sick and tired of these shenanigans, and has taken manners into her own hands, seeking to manipulate this obnoxious totem hoarder's "presents" for her own amusement. As soon as the crazed shaman realizes that even they are no longer truly free to do what they want, the entire village will finally fall into despair, allowing her to begin her absolute reign over the hamlet...

Mastermind Win Condition
 * Force the activation of a certain number of different totems that the crazed shaman gives out during the day (depending on the player count).
 * "Trigger" totems: Revealing, Desperation, Luck, Misdirection, Exchange
 * Passive totems that have an effect that immediately ends the day (Pacifism, Impatience) also count, but only if the person holding them ends the day with the totem's effect. For example, if a person with the Impatience Totem participates in the vote, it will not count as a trigger. However, if they do not explicitly participate in the vote and instead are counted at the end of the day as voting for that person, it will count as a trigger, even though the effect is technically continuous.

Roles

 * Crazed shaman - Cannot be cabal.
 * Shaman
 * Cabal shamans can choose not to give totems by using  in PM.


 * Wolf shaman
 * Cabal wolf shamans can choose not to give totems by using  in PM.

The Fool's Journey (Foolish AU) 15p+
After the untimely death of the seer, and the beginning of the musings of the fools, the village largely ignores them and leaves them be... but the mastermind knows full well the true potential of the fool. The fool symbolizes limitless potential; if left to their own musings, they may grow in power and become a powerful asset to either force attempting to levy control over the hamlet, being impervious to untimely death and being able to inherit the powers of all the villagers or wolves that have fallen before them. The mastermind seeks to get either one of them lynched, or both of them killed before they can ever threaten these powers, and seeks to turn the village's attention back towards those fools...

Mastermind Win Conditions Either:
 * Lynch either the Savior or the Stalwart with at least one cabal member alive, OR
 * Kill both the Savior and the Stalwart.

Roles
No role with fool chat access can be cabal.
 * The Savior (blessed villager fool) - The Savior wins with the usual winners if they survive until the end of the game. They do not win if they are lynched; if that happens, the game ends with the mastermind and the cabal as the sole winners. The Savior does not know their exact fool role, and are not told that they are blessed. The Savior is normally seen as a villager by the oracle, is seen blue by the augur, and is IDed as a fool by the detective.
 * The Stalwart (fool) - The Stalwart wins with the mastermind if they are lynched, or with the usual winners if they survive until the end of the game. The Savior, Stalwart, and Cursed all have access to a "fool chat." The Stalwart does not know their exact fool role. If both the Savior and the Stalwart die, the mastermind wins. If the Savior dies, the Stalwart can no longer win with the mastermind. The Stalwart is normally seen as a villager by the oracle, is seen gray by the augur, and is IDed as a fool by the detective.
 * The Cursed (cursed jester) - The Cursed is a jester who has infiltrated the fool gathering. They are the only one in the fool chat who know their exact role, and are on the side of the mastermind. As long as the Cursed stays alive, neither fool can win by surviving until the end of the game. The two fools must find the jester and kill them lest they never realize the true extent of their powers through surviving. The jester gets a team win with the mastermind, but can only get an individual win if the mastermind loses if lynched when both cabal members are still alive at the end of the game. The Cursed is normally seen as a wolf by the oracle, is seen red by the augur, and is IDed as a fool (not a jester) by the detective.
 * Any sub-plots that add seers cause them to be downgraded to oracles.

Avalon (Aleatoire AU)
Blood, blood everywhere. The spirits of this island village are restless; assassins loom everywhere, watching their targets for any signs of betrayal, and the dead innocents' souls haunt the village, taking more lives as the nights pass. The mastermind refuses to rule over a village that has already collapsed upon itself (because really, what would be the point?), and seeks to restore some semblance of order before she usurps control over all of the villagers and wolves. To do this, she must temporarily give aid to the village's strongest diviner and keep them alive so they can keep the village under control; that is, until she stabs them in the back personally after all of this madness is over...

Mastermind Win Conditions Either:
 * Keep all vengeful ghosts alive when the number of safe roles equal the number of wolves, OR
 * Prevent Merlin from being assassinated, OR if Merlin is killed by other means,
 * kill all assassins.

Roles

 * Merlin (blessed villager prophet) - The mastermind immediately loses a win condition if Merlin is assassinated. Although he is blessed, any and all assassinations targeting him will bypass all forms of protection. One assassin will always target Merlin, but nobody knows which.
 * Vengeful Ghost x2
 * Assassin x3 - No assassins can be members of the cabal. All assassin targets are predetermined, and assassins are not told who they are targeting. One assassin will always target Merlin. Wolves will always have at least one assassin among their team.
 * Minion

Chaos End (Maelstrom AU)
Villagers and wolves alike have been affected by a nearby radiation leak, causing them to rapidly shift forms and powers. The mastermind, wanting to keep the village under control, laughs at the prospect of those with varying powers ever threatening her rule over the village. After all, they can't adapt to their new strengths if their form changes every night, right? The mastermind seeks to kill all of those with static powers, so that they may never become a master at their craft and threaten her...

Mastermind Win Conditions
 * Kill all players who do not switch roles every night.

Roles

 * None. However, a predetermined number of players will switch to different roles every night (like in maelstrom), though with some key differences.
 * Villagers can only change to other village roles.
 * Wolves can only change to other wolf roles.
 * Neutral players can never change roles.

Predator and Prey
It's hunting season in the village, and the hunters are out to play. They swarm the village, some looking to kill normal game, and others looking for more of a thrill and hunting more dangerous species... such as the werewolves and lycanthropes. Indiscriminate towards even wolf children, the hunters may never know if they've angered the wolves in the crossfire.

Roles

 * Hunter (11p: 1, 15p: 2)
 * Lycan (15p)
 * Wolf cub

Mist
Fog seeps in from an unknown source and darkens the village, making it much more difficult for those with magical powers to decipher the true identity of the wolves. Even with the brilliant work of the incoming detective, the village still feels suffocated by the looming threat within the thick fog...

Roles

 * Seer
 * Detective (15p)
 * Wolf Shaman - Increased frequency of deceit totems.
 * Doomsayer (15p)
 * Turncoat (17p)

Winter of Silence
The weather outside is frightful, and the fire is so delightful... but there's no holiday cheer in the village this year. With recent murders noticed around town, everyone has kept silent, in fear of being the next target, and the wolves have taken advantage of this. With their special powers, they have made sure that villagers keep their self-imposed silence... but luckily, some villagers are not so easily silenced.

Roles

 * Shaman - Increased frequency of silence totems.
 * Village Drunk
 * Wolf Shaman - Increased frequency of silence totems.
 * Hag

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 evil magicians to help them find the diviners of the village so that they may kill them off. Will the village adapt to be less reliant on the seers and augurs, or will they fall?

Roles

 * Seer
 * Augur (15p)
 * Sorcerer
 * Warlock (14p)