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Diplomat

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Revision as of 06:13, 24 June 2019 by Callforjudgement (talk | contribs) (port to {{RolePage}}; expand somewhat)
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Diplomat
Alias:
  • Unlynchable
Alignment:
Role type:
  • Protective
  • Voting
Choice: none
Status: No

A Lynchproof player is a player who cannot be lynched.

Standard version

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

Variations

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

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

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

Use & Balance

Lynchproof scum is almost impossible to eliminate 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-lynch-based kills) if you want to be able to fit a lynchproof scum player in the game.

A consequence of this is that a failure to lynch 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 lynched, but is much weaker because town will have to waste a day to confirm the lynch immunity.

Play Advice

As Town, remember that there are consequences to attempts to lynch 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.