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Loyal

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Revision as of 03:48, 19 March 2016 by Callforjudgement (talk | contribs) (→‎Use and Power: not always negative utility)
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Loyal
Alias: none
Alignment:
Role type:
  • Negative Utility
  • Passive
Choice:
  • Varies

Loyal is a conceptual role modifier developed by Kaiveran in the early stages of C18++ (although it is not present in the current version.) A Loyal role can only use its role action on a player of the same alignment; if they attempt to use their power(s) on someone who is not of their alignment/team, the power fails.


Use and Power

Obviously its potential has not been explored yet, but making a role Loyal can possibly "debug" some powers and/or power combinations to prevent unintended or broken uses.

The original example was that of a scum team with a couple of Power Roles such as Roleblocker and Role Cop, in which one scum was made a Jailkeeper in order to counter killing roles. On it's face, it was a neat trade-off effect; the scum could prevent an important Power Role from being killed during the night, in exchange for them not being able to use their power that night. However, since there were no limitations on who the Jailkeeper could target, in practice the JK could act as a second Roleblocker for the scum, greatly increasing their power. Making the JK Loyal solved the issue, making sure it would be used for the protective purposes it was meant for.

In some cases, a role can be made more powerful via the addition of this modifier; a Loyal Doctor is better in town's hands than a regular Doctor, and potentially gamebreaking if a Vigilante is available to shoot at the loyal Doctor's targets. In general, if you have a Loyal role as town, consider whether it's possible to gain investigative-style information from the fact that the role fails on anti-Town players.