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Enabler: Difference between revisions
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TemporalLich (talk | contribs) (JoATs are now an official alias for a multirole of 1-shot roles, this means Enablers will now affect their corresponding JoAT ability (https://forum.mafiascum.net/viewtopic.php?p=13500924#p13500924)) |
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{{ | {{RolePage | ||
| | | Align = Town | Align2 = Mafia | ||
| | | Type = Negative Utility | Type2 = Manipulative | ||
| | | Normal = Yes | ||
| | |||
| | | Introduction = An '''Enabler''' has no active abilities, but must stay alive to allow another player to use their abilities. An Enabler is linked to a specific role; if the Enabler dies, all players who have that role will lose it. | ||
| | | Standard = An Enabler is linked to a specific role (such as [[Doctor]]), not types of role (such as [[protective]]); the Normal version of an Enabler is [[self-aware]] (and knows which role they enable). When the Enabler dies, all players lose the role that they are linked to, e.g. the death of a [[Doctor]] Enabler will cause every Doctor in the game (and every [[JOAT]]'s Doctor ability) to become useless. | ||
There is no requirement that the role being Enabled actually exists within the game. | |||
Enabler is a modular role similar to [[Finder]]. [[Cop]] Enabler and [[Doctor]] Enabler are valid roles but Enabler isn't. However, a Doctor Enabler is not a Doctor since Enabler is not considered a modifier (and thus won't allow [[Nurse]]s to back up or show up as not having a gun if Mafia-aligned to [[Gunsmith]]s). | |||
| Use = While Towns are punished for Enablers' deaths (making them somewhat of a [[Negative Utility]] role), they do generally indicate that at least one of the enabled role is in the game. They can also be used to increase the chance that a particular role becomes unusable early, e.g. because it would be broken if it were still being used into the lategame; it's more likely that one of two players (the Enabler and the role's actual user) will die, than it is that one specific player will die. | |||
Some more creative uses have included Town Enablers for Mafia power roles and Mafia Enablers for Town power roles. Both of these (the latter to a greater extent) reduce the [[Positive Feedback|positive feedback]] Mafia naturally generates for a faction that starts to win by taking away their power roles. Likewise, you could modify a [[negative utility]] role in order to allow an opportunity to remove it | |||
| Advice = As an Enabler, although you have no night action, you need to stay alive to let other players use theirs. As such, if the action in question is powerful enough to make someone with that action adapt their [[dayplay]] to safeguard it, you should do the same thing as an Enabler. | |||
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Latest revision as of 22:18, 12 September 2022
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An Enabler has no active abilities, but must stay alive to allow another player to use their abilities. An Enabler is linked to a specific role; if the Enabler dies, all players who have that role will lose it.
Normal version
An Enabler is linked to a specific role (such as Doctor), not types of role (such as protective); the Normal version of an Enabler is self-aware (and knows which role they enable). When the Enabler dies, all players lose the role that they are linked to, e.g. the death of a Doctor Enabler will cause every Doctor in the game (and every JOAT's Doctor ability) to become useless.
There is no requirement that the role being Enabled actually exists within the game.
Enabler is a modular role similar to Finder. Cop Enabler and Doctor Enabler are valid roles but Enabler isn't. However, a Doctor Enabler is not a Doctor since Enabler is not considered a modifier (and thus won't allow Nurses to back up or show up as not having a gun if Mafia-aligned to Gunsmiths).
Use & Balance
While Towns are punished for Enablers' deaths (making them somewhat of a Negative Utility role), they do generally indicate that at least one of the enabled role is in the game. They can also be used to increase the chance that a particular role becomes unusable early, e.g. because it would be broken if it were still being used into the lategame; it's more likely that one of two players (the Enabler and the role's actual user) will die, than it is that one specific player will die.
Some more creative uses have included Town Enablers for Mafia power roles and Mafia Enablers for Town power roles. Both of these (the latter to a greater extent) reduce the positive feedback Mafia naturally generates for a faction that starts to win by taking away their power roles. Likewise, you could modify a negative utility role in order to allow an opportunity to remove it
Play Advice
As an Enabler, although you have no night action, you need to stay alive to let other players use theirs. As such, if the action in question is powerful enough to make someone with that action adapt their dayplay to safeguard it, you should do the same thing as an Enabler.
Sample Role PMs
The standardized Role PM for "Enabler" describes the passive ability as follows:
- With no modifier:
When you die, the role "P1" will cease to function for all players.
(edit)
Example (modifying an active ability)
Welcome to game! You are a Town Jailkeeper Enabler.
When you die, the role "Jailkeeper" will cease to function for all players.
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 (modifying a passive ability)
Welcome to game! You are a Town Ascetic Enabler.
When you die, the role "Ascetic" will cease to function for all players.
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.