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Post by Pleonast on Jan 11, 2013 13:23:54 GMT -8
Voting
Players may vote for multiple players. Generally, the player with most votes is lynched, but there are many powers to affect this. If "no lynch" and a player(s) are tied, a lynch will happen. In case of ties, the tie-breakers are, in order: 1. Whichever player has a vote from the Baron. 2. Whichever player has a vote from the Executioner. 3. Whichever player has more votes in Hell. 4. Whichever player has more sins (any Devil has more sins than any non-Devil). 5. Whichever player has more penalties. If none of the tie-breakers breaks the tie, then all tied players are lynched.
End Game
The game ends when either the Devils win or it becomes impossible for them to win.
Sins
A player gains a sin whenever the meet any of following conditions.
1. Having an active vote on a non-Devil that was lynched. 2. Not having an active vote on a Devil that was lynched. 3. Killing a non-Devil. 4. Committing a Cardinal Sin.
Multiple sins can be gained every Day and Night.
Cardinal Sins
Lust Each Day, you may choose another living player to satisfy your lust with. If they accept, neither of you can be killed or investigated the following Night. This is in addition to your role's regular power(s), but you will both sin if you choose to do so. They will receive the message "An unknown player desires to slake their lust with you. If you accept, the following Night, neither of you can be killed or investigated. This is in addition to your role's powers, but you will both sin if you choose to accept. Reply with an affirmative if you wish to accept this offer.". This power usually cannot be blocked or redirected. The protection will only work the first Night spent with a particular player, but you will always gain a sin.
Gluttony Each Day, you feel a compulsion to play the game to its fullest. You gain one point for each post you've made, two points for each inactive vote by you at the end of the Day, five points for each active vote by you at the end of the Day, ten points for each inactive vote on you at the end of the Day, and fifteen points for each active vote on you at the end of the Day. If your total number of points is at least 50 and greater than any of your totals from previous Days, the following Night you may learn the identity of all players who targeted you and what type of power they used (Killer, Investigator, Manipulator, Mechanic). If you choose to do so, you will sin. This power cannot be blocked or redirected, but some powers may not be detected.
Greed Each Night, you may choose to guess the total number of active votes on all players combined for the next Day. If no other Greedy player (Greedy players may be of any alignment) guesses closer, without going over, you will learn the alignment of the player with the most votes who is not lynched. You will sin if you do this, whether you win or not. This power cannot be blocked or redirected, but some powers may falsify your result.
Sloth If you actively choose to use no powers during a Night, the next Day the number of votes on you will be halved for purposes of determining the lynch. You must send the moderator a message stating that you are choosing to use no powers in order to activate the Sloth Cardinal Sin. You will sin if you choose to do so. This power cannot be blocked.
Wrath If at the end of a Day, you have an active vote on a player who voted for you before you voted for them and that vote is still active, then the following Night you may choose to block any non-killing power they may try to use. This is in addition to your role's powers, but you will sin if you choose to do so. This power cannot be blocked or redirected, but not all powers are blockable. You may use this power on more than one player each Night, at the cost of additional sins.
Envy If at the end of a Day, you are the only one with an active vote on a player, you may choose to track them the following Night. You will learn all of the players that they target. This is in addition to your role's powers, but you will sin if you choose to do so. This power cannot be blocked or redirected, but some powers may falsify your result. You may use this power on more than one player each Night, at the cost of additional sins.
Pride If at the end of a Day, either 1) the first vote (either active or inactive) on the lynched player is your active vote, or 2) your first vote (whether active or not) of the Day is on the lynched player, then you may choose to protect yourself from being blocked or redirected. This is in addition to your role's powers, but you will sin if you choose to do so. This power cannot be blocked or redirected.
Transition to Purgatory
You have died, but because you have committed NNN sins, you cannot go to Heaven. The Devils have not yet claimed your soul, but they will certainly try. Each Night, one Devil may try to claim your soul by guessing your Cardinal Sin. If they guess correctly, you will go to Hell (this is bad). However, at the end of each Day, your number of sins is halved, rounded down. If you reach zero sins before a Devil has claimed your soul, you will ascend to Heaven (this is good). You may also gamble with the Devils to try to reduce your sin and end your stay in Purgatory earlier.
You may now only post on the Purgatory board. (You may continue to read-only any other boards you have access to.) Please do not contact any players by any other means. You may create an account with your regular user name (if you don't already) at ....
Transition to Heaven
You've reached the beginning of everything. You now have perfect knowledge of the game, but you are forbidden from interacting with the players below you. Except for one small thing--once per game either Day or Night, after ascending to Heaven, a player may send a guardian angel to protect and support a player on Earth. The guardian angel will help the player for one Day and one Night. The player cannot be affected by any power from any Devil, directly or indirectly (this includes redirecting another player onto the protected player). Votes by Devils on the protected player will not be counted when determining who will be lynched. The protected player's soul cannot be claimed (an attempt will fail as if the claimed Cardinal Sin were wrong).
You may now only post on the Heaven board. (You may continue to read-only any other boards.) Please do not contact any players by any other means. You may create an account with your regular user name (if you don't already) at ....
Transition to Hell
You've reached the end of everything. Your soul belongs to a Devil and you've ultimately helped them towards victory. However, you may still affect the outcome in one small way. All the players in Hell vote each Day for players up on Earth. The votes in Hell are the third tie-breaker if the votes on Earth are tied.
You may now only post on the Hell board. (You may continue to read-only any other boards you have access to.) Please do not contact any players by any other means. You may create an account with your regular user name (if you don't already) at ....
Penalties and Mod-kills
A player who is mod-killed will have information revealed based on whether or not the Executioner or Gravedigger are alive.
A player who is mod-killed during the Day will have their alignment, role name, and role type be revealed if the Executioner is alive. Otherwise, only their alignment will be revealed.
Likewise, a player who is mod-killed during the Night will have their alignment, role name and role type revealed if the Gravedigger is alive. Otherwise, only their alignment will be revealed.
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Post by Pleonast on Jan 11, 2013 13:24:43 GMT -8
Role List
26 Players = 17 Christians + 2 Pagans + 2 Heretics + 5 Devils
The Ascetic, Christian, Investigator The Baron, Christian, Mechanic The Confessor, Christian, Mechanic The Duelist, Christian, Killer/Investigator The Executioner, Christian, Investigator/Mechanic The Friar, Christian, Investigator/Mechanic/Manipulator The Gossip, Christian, Investigator The Gravedigger, Christian, Investigator/Manipulator The Great Deceiver, Devil, Manipulator The Horseman of Death, Devil, Manipulator The Horseman of Famine, Devil, Investigator The Horseman of Pestilence, Devil, Manipulator The Horseman of War, Devil, Manipulator The Innocent, Christian, Mechanic The Inquisitor, Christian, Killer/Investigator The Intercessor, Christian, Mechanic/Investigator The Manichee, Heretic, Manipulator The Martyr, Christian, Manipulator The Medium, Pagan, Mechanic The Monk, Christian, Investigator/Mechanic/Manipulator The Nun, Christian, Investigator/Mechanic/Manipulator The Penitent, Christian, Killer/Mechanic The Prophetess, Pagan, Investigator The Quixote, Christian, Investigator The Scientist, Heretic, Investigator/Manipulator The Shepherd, Christian, Mechanic
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Post by Pleonast on Jan 11, 2013 13:25:05 GMT -8
Role Name: The Ascetic Alignment: Christian Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Investigator Powers: 1. Each Night you may investigate a living player. You will discover their alignment. However, you must keep yourself somewhat removed from this world to be successful. You must not have ended the previous Day with an active vote on the player lynched. And you must not be targeted during the Night by anyone using a Manipulator-type power. Initial Sins: 1 Cardinal Sin:
Role Name: The Baron Alignment: Christian Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Mechanic Powers: 1. Each Night you may either vote-charge or vote-cancel another living player. If vote-charged, the player's votes will secretly count double for determining the lynch the next Day. If vote-cancelled, the player's votes will secretly not count towards determining the lynch the next Day. 2. Once per game during the Day, you can choose to cancel the lynch. No one will be lynched. 3. Your vote is one of the tie-breakers in case of a tie for the most votes. Hidden Powers: 4. A cancelled vote still counts as an active vote. 5. Your lynch cancellation power overrides all other lynch-affecting powers. 6. Your vote is the first tie-breaker. Initial Sins: 1 Cardinal Sin:
Role Name: The Confessor Alignment: Christian Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Mechanic Powers: 1. Each Day, you may offer to another player the chance to confess their sins. They will receive the message "Another player has offered to remove your sins ToNight, but you will be unable to use any powers then. To accept, you must reply in the affirmative to me before the end of ToDay.". If they accept, the following Night, they may not use any powers, but all of their sins will be removed. If you target a Devil and they accept, they may not use any powers, but you will die in the process of trying and failing to remove their sins. Initial Sins: 1 Cardinal Sin:
Role Name: The Duelist Alignment: Christian Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Killer/Investigator Powers: 1. Each Night, if you ended the previous Day with an active vote on another player, and they ended the Day with an active vote on you, you may choose to duel them. You may only duel one player per Night. If they are a Devil, you win and kill them. If they are not, they win and kill you. If the would-be loser is protected by another power, the result is a draw. They will receive an appropriate message: "Player challenged you to a duel. You won and killed them.", or "Player challenged you to a duel. They won and killed you.", or "Player challenged you to a duel. It was a draw.". This power cannot be redirected, but may be blocked. 2. If you are killed in a duel, each Night thereafter for a limited time, you may choose to haunt a living player. That player will receive a message "The ghost of Player haunted you. It kept repeating 'I was wrong about Player2'.", where Player2 is the player who killed you in the duel (you may not target them). Hidden Powers: 3. You may only haunt while in Purgatory. Initial Sins: 1 Cardinal Sin:
Role Name: The Executioner Alignment: Christian Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Investigator/Mechanic Powers: 1. If you have an active vote at the end of the Day on the player lynched, then the player's role name, alignment and role type will be publicly revealed at their lynching. Otherwise, only the alignment will be revealed. 2. Once per game during the Day, you may choose the player to be lynched, instead of the player with the most votes. They must have your active vote on them and at least one other active vote (that isn't yours) at the end of the Day. 3. Your vote is one of the tie-breakers in case of a tie for the most votes. Hidden Powers: 4. Your choice of lynch can be cancelled by vote or lynch cancellation powers. 5. Your vote is the second tie-breaker. Initial Sins: 1 Cardinal Sin:
Role Name: The Friar Alignment: Christian Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Investigator/Mechanic/Manipulator Powers: 1. You know that Player is the Monk and Player2 is the Nun. Both are Christian and cannot be recruited. 2. You may communicate secretly at the Priory. 3. Each Night, you may protect from being killed by a Devil a living player who is not yourself or the Monk or Nun. 4. You cannot be recruited. Hidden Powers: 5. You may not communicate secretly when dead. Initial Sins: 1 Cardinal Sin: Secret Board:
Role Name: The Gossip Alignment: Christian Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Investigator Powers: 1. Each Night, you discover which players did something sinful that Night. Initial Sins: 1 Cardinal Sin:
Role Name: The Gravedigger Alignment: Christian Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Investigator/Manipulator Powers: 1. Any Night you survive and are not blocked, the role name, alignment and role type of every player killed that Night will be publicly revealed. Otherwise, only the alignment will be revealed. 2. Each Night, you may dig a grave for a player. The player will have all protections against being killed cancelled, even protections that are usually not blockable. Initial Sins: 1 Cardinal Sin:
Role Name: The Great Deceiver Alignment: Devil Victory Conditions: You win if 1. There are no living non-Devil players and each Devil has claimed at least one soul. or 2. At least half of all living players are Devils and at least one-third of all non-Devil players have had their soul claimed by any Devil. or 3. At least two-thirds of all non-Devil players have had their soul claimed by any Devil. Role Type: Manipulator Powers: 1. If investigated for alignment you will appear to be Christian. If investigated for anything else, the investigation will fail as if blocked. This power cannot be blocked by any means. Bonus Powers: 2. The next Night after claiming a soul, you may choose to obfuscate all alignment investigations. All non-Devils will appear to be Devils, and all Devils will appear to be Christian. This bonus power is in addition to your regular power and can even be used when dead. Generic Devil Powers: 3. Each Night, one Devil may perform a kill, in addition to any other powers they have. You may volunteer yourself to the moderator (and name your target) to make the kill. If more than one Devil volunteers, then the first on the list: Death, War, Famine, Pestilence, Deceiver, does it. 4. Each Night, you may try to claim the soul of one player in Purgatory. No more than one Devil can attempt to claim a player each Night; if more than one tries, resolve using Night-kill resolution order. You must notify the moderator of the target player and your claimed Cardinal Sin of that player. If the you are correct, the target goes immediately to Hell, and the your bonus power is activated. Otherwise, no effect. 5. Each Day-Night cycle, you may choose one Cardinal Sin for that cycle. If you satisfy its requirements, you will get its power. Note, that for the Cardinal Sins Greed and Sloth, you must inform the moderator of your intention to use it the Night of the previous cycle. All other Cardinal Sins, you may inform the moderator anytime during the Day part of the cycle. You may also choose to not partake of any Cardinal Sin. 6. You know the other Devils are (...). Initial Sins: uncountably many Secret Board:
Role Name: The Horseman of Death Alignment: Devil Victory Conditions: You win if 1. There are no living non-Devil players and each Devil has claimed at least one soul. or 2. At least half of all living players are Devils and at least one-third of all non-Devil players have had their soul claimed by any Devil. or 3. At least two-thirds of all non-Devil players have had their soul claimed by any Devil. Role Type: Manipulator Powers: 1. Each Night, you may protect a living player from any non-Devil kill. Bonus Powers: 2. The next Night after claiming a soul, you may choose to kill a living player who did not have an active vote on another player at the end of the previous Day. If no non-Devil players meet that criterion, you may choose to kill a living player who had no active votes on them at the end of the previous Day. If no non-Devil players meets that criterion, you may choose to kill the non-Devil player with the fewest number of posts the previous Day. This bonus power is in addition to your regular power and can even be used when dead. Generic Devil Powers: 3. Each Night, one Devil may perform a kill, in addition to any other powers they have. You may volunteer yourself to the moderator (and name your target) to make the kill. If more than one Devil volunteers, then the first on the list: Death, War, Famine, Pestilence, Deceiver, does it. 4. Each Night, you may try to claim the soul of one player in Purgatory. No more than one Devil can attempt to claim a player each Night; if more than one tries, resolve using Night-kill resolution order. You must notify the moderator of the target player and your claimed Cardinal Sin of that player. If the you are correct, the target goes immediately to Hell, and the your bonus power is activated. Otherwise, no effect. 5. Each Day-Night cycle, you may choose one Cardinal Sin for that cycle. If you satisfy its requirements, you will get its power. Note, that for the Cardinal Sins Greed and Sloth, you must inform the moderator of your intention to use it the Night of the previous cycle. All other Cardinal Sins, you may inform the moderator anytime during the Day part of the cycle. You may also choose to not partake of any Cardinal Sin. 6. You know the other Devils are (...). Initial Sins: uncountably many Secret Board:
Role Name: The Horseman of Famine Alignment: Devil Victory Conditions: You win if 1. There are no living non-Devil players and each Devil has claimed at least one soul. or 2. At least half of all living players are Devils and at least one-third of all non-Devil players have had their soul claimed by any Devil. or 3. At least two-thirds of all non-Devil players have had their soul claimed by any Devil. Role Type: Investigator Powers: 1. Each Night, you may investigate a living or dead player to determine their role name. Bonus Powers: 2. The next Night after claiming a soul, you may choose to block all roles of any one type: Killer, Investigator, Manipulator or Mechanic. This will not affect any Devil powers, nor any Cardinal Sins. This bonus power is in addition to your regular power and can even be used when dead. Generic Devil Powers: 3. Each Night, one Devil may perform a kill, in addition to any other powers they have. You may volunteer yourself to the moderator (and name your target) to make the kill. If more than one Devil volunteers, then the first on the list: Death, War, Famine, Pestilence, Deceiver, does it. 4. Each Night, you may try to claim the soul of one player in Purgatory. No more than one Devil can attempt to claim a player each Night; if more than one tries, resolve using Night-kill resolution order. You must notify the moderator of the target player and your claimed Cardinal Sin of that player. If the you are correct, the target goes immediately to Hell, and the your bonus power is activated. Otherwise, no effect. 5. Each Day-Night cycle, you may choose one Cardinal Sin for that cycle. If you satisfy its requirements, you will get its power. Note, that for the Cardinal Sins Greed and Sloth, you must inform the moderator of your intention to use it the Night of the previous cycle. All other Cardinal Sins, you may inform the moderator anytime during the Day part of the cycle. You may also choose to not partake of any Cardinal Sin. 6. You know the other Devils are (...). Initial Sins: uncountably many Secret Board:
Role Name: The Horseman of Pestilence Alignment: Devil Victory Conditions: You win if 1. There are no living non-Devil players and each Devil has claimed at least one soul. or 2. At least half of all living players are Devils and at least one-third of all non-Devil players have had their soul claimed by any Devil. or 3. At least two-thirds of all non-Devil players have had their soul claimed by any Devil. Role Type: Manipulator Powers: 1. Each Night, you may redirect a living player's target(s) to any living or dead player. The redirected player will receive no indication that their target has been changed. Bonus Powers: 2. The next Night after claiming a soul, you may choose to infect a living player with disease. Any player that targets an infected living player, and any player who is targeted by an infected living player, will become infected as well. Any newly infected player will receive the message "You have been infected by a disease.". This bonus power is in addition to your regular power and can even be used when dead. 3. The next Night after claiming a soul, you may instead choose to kill a player. If your target is infected, they will die, bypassing all protections. Otherwise, you fail to kill them. This bonus power is in addition to your regular power and can even be used when dead. Generic Devil Powers: 4. Each Night, one Devil may perform a kill, in addition to any other powers they have. You may volunteer yourself to the moderator (and name your target) to make the kill. If more than one Devil volunteers, then the first on the list: Death, War, Famine, Pestilence, Deceiver, does it. 5. Each Night, you may try to claim the soul of one player in Purgatory. No more than one Devil can attempt to claim a player each Night; if more than one tries, resolve using Night-kill resolution order. You must notify the moderator of the target player and your claimed Cardinal Sin of that player. If the you are correct, the target goes immediately to Hell, and the your bonus power is activated. Otherwise, no effect. 6. Each Day-Night cycle, you may choose one Cardinal Sin for that cycle. If you satisfy its requirements, you will get its power. Note, that for the Cardinal Sins Greed and Sloth, you must inform the moderator of your intention to use it the Night of the previous cycle. All other Cardinal Sins, you may inform the moderator anytime during the Day part of the cycle. You may also choose to not partake of any Cardinal Sin. 7. You know the other Devils are (...). Initial Sins: uncountably many Secret Board:
Role Name: The Horseman of War Alignment: Devil Victory Conditions: You win if 1. There are no living non-Devil players and each Devil has claimed at least one soul. or 2. At least half of all living players are Devils and at least one-third of all non-Devil players have had their soul claimed by any Devil. or 3. At least two-thirds of all non-Devil players have had their soul claimed by any Devil. Role Type: Manipulator Powers: 1. Each Night, you may protect a living player from being watched and tracked. Any watcher or tracker targeting them will receive a "nothing happened" result. Bonus Powers: 2. The next Day after claiming a soul, you may choose to double the lynch. The top two players with the most votes will be lynched, except that no Devil can be lynched. Thus, from zero to two players may be lynched, depending on how many Devils are among the top two vote-getters. This bonus power is in addition to your regular power and can even be used when dead. Generic Devil Powers: 3. Each Night, one Devil may perform a kill, in addition to any other powers they have. You may volunteer yourself to the moderator (and name your target) to make the kill. If more than one Devil volunteers, then the first on the list: Death, War, Famine, Pestilence, Deceiver, does it. 4. Each Night, you may try to claim the soul of one player in Purgatory. No more than one Devil can attempt to claim a player each Night; if more than one tries, resolve using Night-kill resolution order. You must notify the moderator of the target player and your claimed Cardinal Sin of that player. If the you are correct, the target goes immediately to Hell, and the your bonus power is activated. Otherwise, no effect. 5. Each Day-Night cycle, you may choose one Cardinal Sin for that cycle. If you satisfy its requirements, you will get its power. Note, that for the Cardinal Sins Greed and Sloth, you must inform the moderator of your intention to use it the Night of the previous cycle. All other Cardinal Sins, you may inform the moderator anytime during the Day part of the cycle. You may also choose to not partake of any Cardinal Sin. 6. You know the other Devils are (...). Initial Sins: uncountably many Secret Board:
Role Name: The Innocent Alignment: Christian Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here is a hint: a. Lynching or killing Devils will always help your team. Role Type: Mechanic Powers: 1. You are truly innocent. You cannot be lynched, no matter what. If you end the Day with the most votes, the player with next most votes will be lynched instead. 2. You have no sins and cannot accumulate any. 3. You cannot be recruited. Hidden Powers: 4. You will always automatically refuse any offers to participate in sinful activities.
Role Name: The Inquisitor Alignment: Christian Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Killer/Investigator Powers: 1. Each Night, you may determine whether or not a living player has sins. (All Devils have sin.) You will receive an answer of "Innocent" or "Guilty". Unfortunately, only those without sin will survive the questioning, unless they are protected by another power. Killing a Christian is a sin. If your investigation fails for any reason, you will not attempt to kill your target. Initial Sins: 1 Cardinal Sin:
Role Name: The Intercessor Alignment: Christian Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Mechanic/Investigator Powers: 1. Each Night you may pray for another living or dead player. This will reduce their sins by half. If you target a living player, they cannot be recruited that Night. If you target a dead player, their soul cannot be claimed by a Devil that Night. You will also learn where a dead player's soul is. Initial Sins: 1 Cardinal Sin:
Role Name: The Manichee Alignment: Heretic Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Manipulator Powers: 1. Each Night you may protect another living or dead player from all powers. All of your target's powers will be blocked, as well. Even normally unblockable powers will fail against/by your target. Initial Sins: 1 Cardinal Sin:
Role Name: The Martyr Alignment: Christian Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Manipulator Powers: 1. Each Night, you may protect another player from being killed by a Devil by redirecting the kill to yourself. If a Devil attempts to kill your target, you will die instead, unless your target or you are protected by another power. 2. Once per game during the Night, you may redirect all killing powers onto yourself. If any killing powers are attempted, you will die unless protected by another power. Hidden Powers: 3. If you are killed because of a kill redirected to yourself or are lynched, you will also transfer the sins of all living players and all dead players in Purgatory to yourself. Initial Sins: 1 Cardinal Sin:
Role Name: The Medium Alignment: Pagan Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Mechanic Powers: 1. Each Night you may try to open a channel to a dead player. Not all dead players will be available and even players that are available will be so only for a limited time. If you are successful in opening a channel, each Day and Night thereafter, you may each send a message to the other (via the moderator) until the channel is closed. Messages are delivered at the end of the Day or Night. This power cannot be redirected, but may be blocked. If you are blocked at a certain time, any messages at that time will be lost. You will be informed when the channel is closed because the dead player's availability has ended. You may only have a channel open to one dead player at a time. You may try to open a new channel while keeping the old one open. It won't close unless the new channel opens. a. There is a restriction on the messages. They must have only the 26 capital letters of the English alphabet; no spaces or punctuation or digits, etc. And each letter may only be used once, or not at all. The moderator will enforce this restriction. For example, if you try to send the message "The quick brown fox jumps over the lazy dog.", what will be received is "THEQUICKBROWNFXJMPSVLAZYDG". b. When a channel is opened, your target will be informed of your player name and role name, and how the messages work. Hidden Powers: 2. Only a player in Purgatory may be communicated with. This includes Devils, if they are dead. You will appear to be targeting the dead player the entire time the channel is open. Initial Sins: 1 Cardinal Sin:
Role Name: The Monk Alignment: Christian Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Investigator/Mechanic/Manipulator Powers: 1. You know that Player is the Friar and Player2 is the Nun. Both are Christian and cannot be recruited. 2. You may communicate secretly at the Priory. 3. Each Night, you may protect from being killed by a Devil a living player who is not yourself or the Friar or Nun. 4. You cannot be recruited. Hidden Powers: 5. You may not communicate secretly when dead. Initial Sins: 1 Cardinal Sin: Secret Board:
Role Name: The Nun Alignment: Christian Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Investigator/Mechanic/Manipulator Powers: 1. You know that Player is the Friar and Player2 is the Monk. Both are Christian and cannot be recruited. 2. You may communicate secretly at the Priory. 3. Each Night, you may protect from being killed by a Devil a living player who is not yourself or the Friar or Monk. 4. You cannot be recruited. Hidden Powers: 5. You may not communicate secretly when dead. Initial Sins: 1 Cardinal Sin: Secret Board:
Role Name: The Penitent Alignment: Christian Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Killer/Mechanic Powers: 1. Each Night, if you are without sin, you may choose to kill a living player. It is a sin to kill a Christian. 2. Each Night, if you have sin, you must spend the Night in prayer. This will remove all sin from you. Initial Sins: 0 Cardinal Sin:
Role Name: The Prophetess Alignment: Pagan Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Investigator Powers: 1. Each Night, you may investigate any living or dead player. You will learn their role type. However, if a player you had an active vote on at the end of the Day dies during the Night, you will also learn the complete power descriptions of your target, including hidden powers, if any. This will only happen if you voted for no more than one-third of all living players at that time. Hidden Powers: 2. You will not discover the bonus powers a Devil can use after claiming a soul, nor the generic powers that all Devils have. Also, you will not discover powers obtained from Cardinal Sins. Initial Sins: 1 Cardinal Sin:
Role Name: The Quixote Alignment: Christian Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Investigator Powers: 1. Each Night, you may investigate a particular player. You will learn who targeted that player and also who that player targeted. The player you target will be the living player who you've voted for more than any other living player (counting only active votes at the end of all Days). If there is a tie, then you may not investigate anyone. This power cannot be redirected. Initial Sins: 1 Cardinal Sin:
Role Name: The Scientist Alignment: Heretic Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Investigator/Manipulator Powers: 1. Each Night, you may attempt to advance your knowledge about one of the basic powers types in the game (Killer, Investigator, Manipulator or Mechanic). As your knowledge about a role type progresses, you gain more powers to affect that role type. After successfully completing step "a", you may then try step "b". Then step "c", etc. You may repeat any previous step, but then you will not progress. Knowledge of each role type must be advanced separately. Some powers may not be affected by yours. a. You discover how many players alive at the start of this Night have the given role type. Players with multiple types count towards all their types. b. You discover how many powers of the given role type are actively used this Night. c. You block all powers of the given role type. d. You redirect all powers of the given role type to another living player. Redirected players will receive no indication that their target has been changed. e. You discover if a living player of your choice has the given role type. f. You discover if a living player of your choice is using a power of the given role type this Night. g. You discover which living players are using a power of the given role type this Night. Hidden Powers: 2. Only the regular role powers are affected by these powers. That is, not Cardinal Sin powers, not hidden powers, not bonus powers, not group powers. Initial Sins: 1 Cardinal Sin:
Role Name: The Shepherd Alignment: Christian Victory Conditions: 1. You must stop the Devils from winning. You don't exactly know what that entails, but here are some hints: a. Lynching or killing Devils will always help your team. b. Removing your sins will always help your team, but increasing them may or may not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin. Role Type: Mechanic Powers: 1. You have some important knowledge about the game. There may be exceptions to some of the following facts. a. Christians initially have sin. b. Lynching a Christian is a sin. c. Christians that die without sin will go directly to Heaven (this is good). d. If a Devil can determine a Christian's Cardinal Sin, the Devil can claim their soul for Hell (this is bad). e. Christians that die with sin will go to Purgatory until their final fate is determined. 2. If you are killed by a Devil, you will gain special powers while you are in Purgatory. And they know this, too. Hidden Powers: 3. If you are killed by a Devil, either directly or via redirection, or if at least half of the effective votes on you when you are lynched are by Devils, then you gain the following powers while you are in Purgatory. a. You will go to Purgatory even if you are without sin. You may stay in Purgatory for as long as you wish, but once you leave you may not come back. b. No Devil may attempt to claim your soul while another Christian is in Purgatory. (And your soul cannot be claimed if you have no sins.) Initial Sins: 1 Cardinal Sin:
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Post by Pleonast on Jan 24, 2013 9:38:16 GMT -8
Holy crap, Pleo, this is complex! How long have you been working this up? Some questions, please let me know if I need to PM these to you: 1) Do all players know the usage and effects of all the Cardinal Sins, or does each player just have knowledge of one? 2) Claiming souls - only one soul can be claimed per Night, or one soul per Devil? Years. Like three or more, off and on. 1) Non-Devil players know only the public rules and their own role PM. A role PM only describes their own Cardinal Sin. See the example role PM. 2) Each Night, a Devil can try to claim one player's soul . Only one Devil can attempt to claim an individual player's soul per Night. So, if there's only one player in Purgatory, only one of you can try to claim it. If there's two, then two of you can try. If there's six, only five of the six players can be tried.
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Post by Pleonast on Feb 10, 2013 8:02:32 GMT -8
Two more questions, Pleo. 1) There's a soul in Purgatory right now. We ALL can try to claim that soul, right? And if more than one of us guesses her Cardinal Sin correctly, then which Devil gets the soul is determined by order of precedence? 2) In terms of what the Gossip sees, do Devils commit sin? Did I sin when I NK'd Paranoia? 1) No. Each Devil may attempt to claim one soul per Night, but no more than one Devil may attempt to claim a particular soul. That is, you can each make a claim on a soul each Night (either in Purgatory or via the Night kill). If more than one Devil tries to claim an individual, the order precedence determines who gets the attempt. So, if there's 0 souls in Purgatory, only the Night killer gets to try for a soul. If there's 1 soul, the Night killer and other Devil gets to try for a soul. If there's 2 souls, the Night killer and 2 other Devils get to try. 3 souls means the N.k. and 3 others. 4 souls means all Devils get a try. 5 or more souls mean some souls don't have an attempt on them. 2) Yes, you do commit sin when you kill a non-Devil. Also when you use a Cardinal Sin. But the Gossip doesn't get the number of sins committed, just a list of players who did sin.
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