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Post by Pleonast on Jan 4, 2014 9:25:22 GMT -8
Victory Conditions
Pagan Victory Conditions: 1. You must stop the Devils from winning. You don't know what that involves, 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 might or might not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin.
H. Now that all the Devils are dead, you discover that all Christians must be dead as well. But beware that the Devils may not have been stopped yet.
Christian Victory Conditions: 1. You must stop the Devils from winning. You don't know what that involves, 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 might or might not be beneficial. c. Never reveal to another player nor allow another player to figure out your Cardinal Sin.
H. Now that all the Devils are dead, you discover that at least half of all living players must be Christian. But beware that the Devils may not have been stopped yet.
Devil Victory Conditions: 1. The Devils must have the souls of at least half of the players, living or dead. This includes yourself, any recruits and all claimed souls.
Agnostic Victory Conditions: 1. You must survive until the game ends.
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Post by Pleonast on Jan 4, 2014 9:25:59 GMT -8
Game End Conditions
The game ends when
1. The Devils win: the number of Devils plus the number of claimed souls is greater than or equal to half the total number of all players.
or
2. The Pagans win: there are no living Christians, and either the number of souls in Heaven is strictly greater than half the total number of all players or two complete Day-Night cycles have passed without any deaths.
or
3. The Christians win: the number of living Christians must be greater than or equal to the total number of living players, and either the number of souls in Heaven is strictly greater than half the total number of all players or two complete Day-Night cycles have passed without any deaths.
Note that the Pagan and Christian win conditions are not mutually exclusive.
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Post by Pleonast on Jan 4, 2014 9:50:50 GMT -8
Lynch Tie Breakers
1. Whoever has the most votes on Earth. 2. Whoever has the most votes in Hell. 3. Whoever has the most sins. (The Magician always has more sins than any other player.) 4. Whoever has the most penalties.
"No Lynch" loses all tie-breakers. If two or more players are still tied after all tie-breakers, they are all lynched.
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Post by Pleonast on Jan 4, 2014 9:52:07 GMT -8
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Post by Pleonast on Jan 4, 2014 20:43:56 GMT -8
Cardinal Sins
Cardinal Sin Power: Your Cardinal Sin is Envy. Each Night you may choose to activate this power, at the cost of increasing your number of sins by one. Choose any living player and guess what type of power they have (Vanilla, Investigator, Killer, Manipulator, Mechanic). If you guess correctly, you will learn all the players your target targeted, and all the players who targeted your target. (That is, you both track and watch them.) This power cannot be blocked or redirected.
Cardinal Sin Power: Your Cardinal Sin is Gluttony. Each Night you may choose to activate this power, at the cost of increasing your number of sins by one. If you have more posts in the following Day's thread, or if you have more active votes (adding together votes on you and by you), than any other player that Day, then the following Night, you will be protected from most non-killing powers that target you. This power cannot be blocked or redirected.
Cardinal Sin Power: Your Cardinal Sin is Greed. Each Night you may choose to activate this power, at the cost of increasing your number of sins by one. Guess what the total number of active votes placed on all players will be at the end of the following Day and choose a player to target. If, without exceeding the actual number, no other player with Greed guesses closer than you, you will learn the alignment of your target. This power cannot be blocked or redirected.
Cardinal Sin Power: Your Cardinal Sin is Lust. Each Day you may choose to activate this power, at the cost of increasing your number of sins by one. Choose any living player. The moderator will send a secret message to them at the end of the Day, "An unknown player wishes to slake their lust with you. If you accept before the end of this Night, you will be protected from all killing powers ToNight, but will gain one sin." If they accept, both of you will be protected from most killing powers, but only if you have not slaked your lust with this player before. (You gain a sin whether or not they accept.) This power cannot be blocked or redirected.
Cardinal Sin Power: Your Cardinal Sin is Pride. Each Night you may choose to activate this power, at the cost of increasing your number of sins by one. If you are the first player to vote (including active votes, and unvoted votes) for the player to be lynched the following Day, or if you have the earliest active vote on the lynched player, or if you have the last active vote on the lynched player, any powers you use the following Night will mostly be unblockable and unredirectable. This power cannot be blocked or redirected.
Cardinal Sin Power: Your Cardinal Sin is Sloth. Each Night you may choose to activate this power, at the cost of increasing your number of sins by one. All of your powers, both active and passive will be blocked that Night. The following Day, you will be immune to being lynched. If you have the most votes, the player with the next most votes will be lynched instead. This power cannot be blocked or redirected.
Cardinal Sin Power: Your Cardinal Sin is Wrath. Each Night you may choose to activate this power, at the cost of increasing your number of sins by one. If at the end of the following Day, you have a vote on another player, and they have a vote on you, then all of your votes on all players are doubled. That is, each of your votes count as two, for determining the lynch. This power cannot be blocked or redirected.
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Post by Pleonast on Jan 4, 2014 22:16:59 GMT -8
Power Interactions
All powers are resolved "simultaneously", which generally means if order is important, choose the order that allows both powers to take effect. There's too many powers to list out all the possible interactions, although secret notes in each role might list some. For powers that affect other powers that cannot be affected (that is, unstoppable force meets immovable rock), use this order of precedence: 1. Once-per-game powers 2. Once-per-player powers 3. Cardinal sin powers 4. Powers with limited targets 5. All other powers
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Post by Pleonast on Jan 4, 2014 22:27:10 GMT -8
Transfer Messages
Welcome 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).
1. Each Night, you may vote for living players that you think will be lynched or killed at the end of the next Day. If you have a vote on a player who is lynched or killed, the number of sins you have will be reduced by the number of living players you did not have a vote on. However, you will always gain a sin for each player you voted for that was not lynched or killed. These gains and losses are adjusted for before your number of sins is halved at the end of the Day.
2. Each Day, you may vote for living players that you think will be killed at the end of the next Night. If you have a vote on a player who is killed, the number of sins you have will be reduced by the number of living players you did not have a vote on. However, you will always gain a sin for each player you voted for that was not killed. These gains and losses are adjusted for before a Devil attempt to claim your soul at the end of the Night (thus you may ascend to Heaven before their attempt).
Welcome 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 your choice of a one-shot power.
Each player who reaches Heaven may once per game, use one of the following one-shot powers.
1. Once per game, during the Night, you may protect a living or dead player from all powers caused by Devils (including attempts to claim their soul).
2. Once per game, during the Day, you may prevent a living player from being lynched. The player with the next highest number of votes will be lynched instead.
3. Once per game, during the Day or Night, you may remove all sins from a living player, but also block all their powers (including passive) that Day/Night and the following Night/Day.
Welcome 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 a few small ways.
1. Each Day, all the players in Hell (including Devils) may vote for players up on Earth. The votes in Hell are the first tie-breaker if the votes on Earth are tied.
2. Each Night, if one living player (not the Magician) has more sins than any other living player, that player is tried in the court of Hell. All players in Hell (including Devils) may vote either "guilty" or "innocent". If there are more guilty votes than innocent votes, the tried player is killed and sent to Purgatory. This kill can be blocked by powers that protect against Devils. It cannot be redirected.
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