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{{role
{{RolePage
|align= Varies
| Align = Town | Align2 = Mafia
|alias= Unlynchable
| Alias = Prince
|type= Protective
| Alias2 = Eliminationproof
|type2= Passive
| Alias3 = Eliminateproof
|choice= None
| Type = Protective | Type2 = Voting
}}
| Normal = Known


A '''Lynchproof''' player is a player who is resistant to being lynched. This is very often one-shot, as complete immunity to the lynch prevents players who cannot kill as a function of their role (i.e. [[Vig|Vigilantes]]) from killing the Lynchproof player.
| Introduction = A '''Diplomat''' is a player who cannot be [[eliminated]] by the [[vote]].
| Standard = When an attempt is made to eliminate a Diplomat, they survive the elimination, ending the Day with no successful elimination and thus no player dying/[[flip]]ping as a result.
| Variations = Diplomatic immunity is very often [[1-shot]], as complete immunity to the elimination prevents players who cannot kill as a function of their role (e.g. [[Vigilante]]s) from killing the Diplomat.


Upon being lynched, a Lynchproof player will not flip (unless they actually die).
The effect when an attempt is made to eliminate a Diplomat can vary; a common alternative is for the player to be confirmed as a Diplomat and the day to continue. This is effectively an infinite-strength version of [[Loved]].


Lynchproof is a rare role that is generally only seen in [[role madness]] games. It has been known to be of any alignment; however, Lynchproof scum are very difficult to deal with under normal conditions.
[[Deathproof]] is a variant that combines Diplomat with [[Bulletproof]] (but acts more similarly to a Diplomat in practice).
| Use = Scum Diplomats are almost impossible to wipe out without the help of a [[Vigilante]] or the like. You'll need to include multiple, redundant killing roles (or some sort of mechanic for non-elimination-based kills) if you want to be able to fit a [[scum]] Diplomat player in the game.


==Variations==
A consequence of this is that a failure to eliminate a player tends to confirm them as [[town]] unless there's a strong setup-based or flavour-based reason to suspect otherwise. As such, the role can be compared to [[Innocent Child]], another role which never realistically gets eliminated, but is much weaker because town will have to waste a day to confirm the elimination immunity.
The main article to this page is [[Bulletproof]]. [[Deathproof]] is a variant that combines Bulletproof and Lynchproof; however, it balances more closely to Lynchproof.
| Advice = As Town, remember that there are consequences to attempts to eliminate you; the wasted day can be a real issue, so you don't really have license to play scummily or gambit (like you would with [[Innocent Child]]). In fact, the role might even be harmful (for the same reason that [[Quitter]] can be useful); your lack of flip will deny the town information. That said, you may well end up obviously town based on [[setup speculation]] anyway. (If you're actually scum, the same reasoning should give a huge head start to your attempts to analyse the setup.)
 
| SampleModifier = Odd Day
==Use and Power==
}}
Lynchproof roles generally only appear where they fit flavor.  In Town hands, its power is only moderate, but in scum hands, it's very powerful (pending how necessary the lynch is for players to get killed in general).
 
[[Category:Role Modifiers]]

Latest revision as of 23:17, 10 January 2024

Diplomat
Aliases:
  • Prince
  • Eliminationproof
  • Eliminateproof
Alignment:
Role type:
  • Protective
  • Voting
Choice: none
Status: Known

A Diplomat is a player who cannot be eliminated by the vote.

Standard version

When an attempt is made to eliminate a Diplomat, they survive the elimination, ending the Day with no successful elimination and thus no player dying/flipping as a result.

Variations

Diplomatic immunity is very often 1-shot, as complete immunity to the elimination prevents players who cannot kill as a function of their role (e.g. Vigilantes) from killing the Diplomat.

The effect when an attempt is made to eliminate a Diplomat can vary; a common alternative is for the player to be confirmed as a Diplomat and the day to continue. This is effectively an infinite-strength version of Loved.

Deathproof is a variant that combines Diplomat with Bulletproof (but acts more similarly to a Diplomat in practice).

Use & Balance

Scum Diplomats are almost impossible to wipe out without the help of a Vigilante or the like. You'll need to include multiple, redundant killing roles (or some sort of mechanic for non-elimination-based kills) if you want to be able to fit a scum Diplomat player in the game.

A consequence of this is that a failure to eliminate a player tends to confirm them as town unless there's a strong setup-based or flavour-based reason to suspect otherwise. As such, the role can be compared to Innocent Child, another role which never realistically gets eliminated, but is much weaker because town will have to waste a day to confirm the elimination immunity.

Play Advice

As Town, remember that there are consequences to attempts to eliminate you; the wasted day can be a real issue, so you don't really have license to play scummily or gambit (like you would with Innocent Child). In fact, the role might even be harmful (for the same reason that Quitter can be useful); your lack of flip will deny the town information. That said, you may well end up obviously town based on setup speculation anyway. (If you're actually scum, the same reasoning should give a huge head start to your attempts to analyse the setup.)

Sample Role PMs

The standardized Role PM for "Diplomat" describes the passive ability as follows:

  • As an unmodified passive ability: eliminations that target you will fail to kill you (but the Day will still end). (edit)
  • As a passive ability with a modifier: the nth elimination that targets you OR eliminations that target you on day n will fail to kill you (but the Day will still end). (edit)

Example (unmodified)

Welcome to game! You are a Town Diplomat.

Eliminations that target you will fail to kill you (but the Day will still end).

You have no active abilities.

You win if all threats to the town are eliminated and at least one town-aligned player is alive.

Confirm by replying to this PM with a summary of your role.

Example (modified)

Welcome to game! You are a Town Odd Day Diplomat.

Eliminations that target you on an odd-numbered day will fail to kill you (but the Day will still end).

You have no active abilities.

You win if all threats to the town are eliminated and at least one town-aligned player is alive.

Confirm by replying to this PM with a summary of your role.