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The most common special [[role]]. The Cop can investigate a player each [[night]] and find out whether they are [[innocent]] or [[guilty]] ([[pro-Town]] or [[anti-Town]], respectively). Depending on the variation, sometimes they can discover the role name as well. Certain roles, such as the [[Godfather]], can be immune to investigation, meaning regardless of their [[alignment]], they will come up [[pro-Town]].
The '''Cop''' is a power [[role]] that has the ability to investigate other players.  


A Cop can choose to reveal his role during the [[day]], in order to get someone lynched. However, this is sure to make the Cop a [[night kill|target]] for the [[Mafia]]. The Mafia may also try to impersonate the Cop by claiming false results.
The most typical use of this role involves the role [[PM]]ing the [[moderator]] their investigation target during the [[Night]] Phase and receiving a result of either innocent or guilty (or Pro-Town and Anti-Town) at the start of the next [[Day]] Phase. This role is almost always Pro-Town since the mafia traditionally already know who is guilty and innocent, making a Mafia Cop redundant.


In a [[Werewolf]] game, the Cop is frequently referred to as a [[Seer]]. In games with both Werewolves and Mafia, the Seer detects only Werewolves while the Cop detects only Mafia.
In games with [[werewolf|werewolves]], a cop who can only detect werewolves is commonly called a '''Seer'''.  
 
=Sanities=
Since the ability to uncover guilt or innocence regardless of analysis of play is a very powerful ability, most moderators dampen the cop's ability through the use of sanities. Sanity refers to the trustworthy-ness of the investigation results. The only time a cop may know his sanity ahead of time is when the mod tells them that they are a Sane Cop. Sanity may or may not be revealed upon death, according to the mod's discretion.
 
These are the most common four sanities.


== Sanities ==
There are four common variations on the Cop role, typically called ''[[sanities]]'':
* '''Sane Cop''': always gets ''correct'' results (i.e. "{{color|dred|guilty}}" for anti-Town roles and "{{color|dblue|innocent}}" for pro-Town roles)
* '''Sane Cop''': always gets ''correct'' results (i.e. "{{color|dred|guilty}}" for anti-Town roles and "{{color|dblue|innocent}}" for pro-Town roles)
* '''Insane Cop''': always gets ''incorrect'' results (i.e. "{{color|dred|guilty}}" for pro-Town roles and "{{color|dblue|innocent}}" for anti-Town roles)
* '''Insane Cop''': always gets ''incorrect'' results (i.e. "{{color|dred|guilty}}" for pro-Town roles and "{{color|dblue|innocent}}" for anti-Town roles)
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: ''this may be the most common variant sanity used, as it masks Scum even if the Cop dies early''
: ''this may be the most common variant sanity used, as it masks Scum even if the Cop dies early''


There is also the '''Random Cop''', which is almost never used, because it's a [[Bastard Mod|bastard]] role and the randomness of the results prevents any valuable information from being gathered, including ones' own sanity. Games rarely last long enough to determine that results are truly random. All variant sanities are uncommon in [[Mini Game]]s or other situations with just one Cop in the game.
There is also the '''Random Cop''', which is almost never used, because it's a [[Bastard Mod|bastard]] role and the randomness of the results prevents any valuable information from being gathered, including ones' own sanity. Games rarely last long enough to determine that results are truly random.  
 
When a [[Moderator]] uses these roles, the player receiving the role is usually only told their role is a Cop. Sometimes sanity is revealed upon death, but frequently not, leading to ambiguity if a Cop is killed early in the game.
 
Sometimes a cop may investigate themselves, using their result to try and determine their sanity.  If they get a "{{color|dred|guilty}}" result, they know they are Paranoid or Insane.  If they get an "{{color|dblue|innocent}}" result, they know they are either Naïve or Sane.  Usually [[Moderators]] do not allow this (for differing reasons depending on who is modding and what the situation in-game is) and the Cop ends up with a failed result.


== Other Variations ==
===Other Variations===
* '''Day Cop''':  
* '''Day Cop''':  
: ''similar to the Cop, but he investigates one player each [[day]] instead of each [[night]]''
: ''Investigates one player each [[day]] instead of each [[night]]''
* '''Role Cop''':  
* '''Role Cop''':  
: ''similar to the Cop, but he receives information about powers and alignment. He is usually the Mafia's cop, though in large vanillaless games he is occasionally all cops. (see also: [[Flavor Cop]])''
: ''Investigates, but receives information about ability instead of alignment.''
* '''Macho Cop''':  
* '''Macho Cop''':  
: ''Can't be protected by protective roles''.
: ''Can't be protected by protective roles''.
* '''[[Flavor Cop]]''':
: ''An investigation will reveal a piece of flavor from target's role. (also see [[Thief]])''
* '''Amnesiac Cop''':
: ''Can investigate, however the results are sent to a third party.
=Mod's Notes=
The cop is a powerful role, but it becomes much more powerful when a Sane Cop is paired with a Pro-Town [[Doctor]]. When both these roles are know to be present, the cop can safely claim and reveal his investigations. This is commonly known as the [[Follow the Cop]] problem.
[[Cult]] Members generally should return a result of {{color|dred|Anti-Town}}. A [[Serial Killer]] should as well, except if there is an [[FBI Agent]] or [[Psychiatrist]].

Revision as of 16:46, 26 September 2009

Cop
Aliases:
  • Seer
  • Angel
Alignment:
Role type:
  • Informative
Choice:
  • Night
  • Day

The Cop is a power role that has the ability to investigate other players.

The most typical use of this role involves the role PMing the moderator their investigation target during the Night Phase and receiving a result of either innocent or guilty (or Pro-Town and Anti-Town) at the start of the next Day Phase. This role is almost always Pro-Town since the mafia traditionally already know who is guilty and innocent, making a Mafia Cop redundant.

In games with werewolves, a cop who can only detect werewolves is commonly called a Seer.

Sanities

Since the ability to uncover guilt or innocence regardless of analysis of play is a very powerful ability, most moderators dampen the cop's ability through the use of sanities. Sanity refers to the trustworthy-ness of the investigation results. The only time a cop may know his sanity ahead of time is when the mod tells them that they are a Sane Cop. Sanity may or may not be revealed upon death, according to the mod's discretion.

These are the most common four sanities.

  • Sane Cop: always gets correct results (i.e. "guilty" for anti-Town roles and "innocent" for pro-Town roles)
  • Insane Cop: always gets incorrect results (i.e. "guilty" for pro-Town roles and "innocent" for anti-Town roles)
once the player realizes they are insane, they can generally produce effective results by reporting the opposite of what they discover
  • Paranoid Cop: always gets "guilty" results (rare in games with a Godfather, for obvious reasons)
once the Cop discovers their sanity, they may stop investigating, as all results are equally useless
  • Naïve Cop: always gets "innocent" results
this may be the most common variant sanity used, as it masks Scum even if the Cop dies early

There is also the Random Cop, which is almost never used, because it's a bastard role and the randomness of the results prevents any valuable information from being gathered, including ones' own sanity. Games rarely last long enough to determine that results are truly random.

Other Variations

  • Day Cop:
Investigates one player each day instead of each night
  • Role Cop:
Investigates, but receives information about ability instead of alignment.
  • Macho Cop:
Can't be protected by protective roles.
An investigation will reveal a piece of flavor from target's role. (also see Thief)
  • Amnesiac Cop:
Can investigate, however the results are sent to a third party.

Mod's Notes

The cop is a powerful role, but it becomes much more powerful when a Sane Cop is paired with a Pro-Town Doctor. When both these roles are know to be present, the cop can safely claim and reveal his investigations. This is commonly known as the Follow the Cop problem.

Cult Members generally should return a result of Anti-Town. A Serial Killer should as well, except if there is an FBI Agent or Psychiatrist.