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Alarmist

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Revision as of 02:13, 15 August 2017 by Callforjudgement (talk | contribs) (→‎Variations: mention the generalised version)
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Alarmist
Alias: none
Alignment:
Role type:
  • Protective
  • Linked
Choice:
  • Night

An Alarmist is a form of protective role designed to counteract a Cult Recruiter. The Alarmist targets a player at Night, and if someone else attempts to recruit that player that Night, the recruitment will fail.

Alarmists are almost always pro-Town, as Cults generally cannot recruit anti-Town players anyway.

The presence of an Alarmist is a fairly clear indicator of either the existence of a Cult, or a moderator who likes toying with false positives.

Variations

A few moderators make Alarmists' protection permanent. However, this effectively confirms the player as non-Cult for the rest of the game if they were not Cult-aligned to begin with.

A generalised version of Alarmist prevents its target from having its win condition changed in any way that Night (as opposed to merely preventing Cult recruitment). This is typically used interchangeably with the faction-specific version; you may need to check with your moderator what variant of Alarmist is in use, unless clearly specified. In practice, the two variants are almost the same because alignment-changing effects are rare, and effects that change to a non-Cult alignment even rarer.

Alarmist is not to be confused with Deprogrammer.

Use and Power

Beyond making it evident to the game that a Cult exists in the game, the Alarmist's actions are generally only useful late in the game when process of elimination is being used to determine who was recruited into the Cult and when.