All Conclaves
-Know who their Conclave-mates are and may communicate with them freely.
The Loyalist Conclaves
-Gain a factional kill when they become the Conclaves with the most surviving members.
-Win by eliminating the Rebel Conclaves and the Indorani, and establishing a majority over the rellyw.
The Rebel Conclaves
-Gain a factional kill when they become the Conclaves with the most surviving members.
-Win by eliminating the Loyalist Conclaves and the Indorani, and establishing a majority over the rellyw.
The Rellyw
-Win by freeing themselves from the yoke of Ankyrean oppression - eliminating the Indorani, and then all the Conclaves.
The Indorani
-Win by killing everyone else.
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The Conclaves of Science and Magic (Rebel)
-Are host to the Dhasan of Science, who may investigate the role - not the allegiance - of any other player each night.
-Are host to the Dhasan of Magic, who may use their magic to block a role's active (not passive) power. This may only be done once every two rounds, owing to the complex spellwork involved; in this context, a day is a round and so is a night. If the person blocked has access to a factional kill, they are prevented from voting on it, and do not count as a member of the coalition that has access to it.
-Are host to the Consanguine Experiment, a terrifying, bloodthirsty creature animated via Chakrasulian catalyst. Only a lynch in full daylight will dispose of it; any kill attempted on it during the night will not be publicly revealed, but its attackers will witness it fleeing in mistform and know its identity. It furthermore has the power to shroud a target in secrecy, preventing the Warden from detecting any actions it performs. This is a passive effect, defaulting to shrouding the Dhasan of Magic out of loyalty to its creator, and may be switched once at the beginning of the game and once each night round.
The Conclaves of Art, Nature, and Devotion (Loyalist)
-Are host to the Dhasan of Devotion, a canny Severnite who may frame any other player; the Severnite may choose to frame a player as rellyw, loyalist, rebel, or Indorani, and may specifically select any role appropriate to that alignment to frame the player as. If the Dhasan of Devotion frames someone with their actual alignment and role, there is no effect. This is a passive effect, defaulting to disguising the Severnite as an ordinary rellyw, and may be switched once at the beginning of the game and once each night round.
-Are host to the Dhasan of Nature, who can select one person at night to send out on a scouting mission during the day, preventing them from voting on the lynch and from being killed during the day by any method except for a lynch. This also blocks their role's active power until nighttime. The Dhasan of Nature, of course, may also elect to send themselves out.
-Are host to the Dhasan of Art, who can use their illusions to redirect uses of active powers from one selected player to another selected player - in effect, making them resolve as if the second player had been targeted instead. Conversely, actions targeting the second player instead redirect to the first player. This may only be done once every two rounds, given that back in the Second Mortal Epoch, illusions still took equilibrium to use. In this context, a day is a round and so is a night.
The Revolutionaries (Rellyw)
-Have the Jailer, who may imprison one person per night - this protects them from night death and blocks their role's active (not passive) power until day. If the person has access to a factional kill, they are prevented from voting on it, and do not count as a member of the coalition that has access to it. Anyone investigating an imprisoned individual will learn they are imprisoned. The Jailer, of course, cannot jail themselves.
-Have the Syssin, who can investigate one person per night - this will tell the Syssin whether the person is a Conclave member, rellyw, or the Indorani.
-Have the Warden, who is informed of which roles did what with their active powers at the end of each round (i.e. "The Dhasan of Art used illusions to redirect actions performed on Player A to Player B.")
-Have the Vigilante, who begins the game with two night kills and gains a third when the Jailer, Syssin, or Warden dies. They may exercise a night kill once per night. The Conscript replacement does not count for gaining the extra kill; only the original roles do. Any kills not spent carry over to the Conscript, if the Vigilante is the first to die. The Vigilante may only ever kill thrice in one game.
-Have the Conscript, who is held in reserve until one of the rellyw roles dies - at which point they assume the previously vacated role. If the Conscript dies first, another one is randomly selected from the pool of available rellyw. Until such time as the Conscript assumes another role, they will appear to any and all investigation as a normal rellyw.
The Children of Despair (Indorani)
Collectively, the Indorani are capable of brutally, messily torturing one person to death each night. They can be discovered by both the Researcher and the Syssin, barring noted exceptions. They win when everyone else is dead, and may have one, two, or all of the following roles at their beck and call:
-The Necromancer. Their soulcage allows them to survive anything but a lynching, or two subsequent kill shots during the same round. If a kill is attempted on them during the night, their attackers will know their identity.
-The Summoner. Their power lies in the ability to summon doppelgangers - this allows them to double the effect of someone's existing vote during the daytime lynch, and may be exercised once per day round. The doppelganger's presence will not be indicated until the daytime lynch goes through. The Summoner's pact is limited and may only be used thrice before it is exhausted.
-The Wildcard. Starting play with three blank cards, the Wildcard may magically inscribe any of these cards to duplicate the active power of any role no longer surviving in the game; each card is one use only, and abides by the power's usual limitations, number of shots and methods of acquiring shots excepted. The Wildcard will display as an ordinary rellyw until they use their first card, at which point they will properly display as the Indorani Wildcard to appropriate investigation.---Order of resolution (top to bottom):
(Switcher) Dhasan of Art
(Roleblockers) Jailer/Dhasan of Nature/Dhasan of Magic
(Framers) Consanguine Experiment/Dhasan of Devotion
(Investigative/Informative) Dhasan of Science/Syssin/Warden
(Others) Summoner/Vigilante/Conscript/Necromancer/Wildcard
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This thread will remain open for a week before I begin the game - all that is necessary to sign up for the game is a post declaring intention. This post will be consistently updated with a list of players. Questions concerning roles and rules should be posted here, as well.List of players:
Comments
Nothing is going to get better. It's not.”
― Dr. Seuss, The Lorax
i am rapture coder
i am rapture coder
I'm down
In essence, this creates a scenario in which there are three potential groups of scum, all trying to get the factional kill.
i am rapture coder
Nothing is going to get better. It's not.”
― Dr. Seuss, The Lorax
Practically speaking, the Indorani need to achieve a majority - and therefore, control of the lynch - in order to win the game. They are the most obvious, present threat at the game's beginning, and all three factions have a vested interest in getting rid of them so they can achieve their own win conditions and potentially gain access to a factional kill.
No rellyw need to stay alive in order for the Conclaves to win; but once one coalition of Conclaves achieves a majority and eliminates all members of the opposing Conclaves, they are considered to have won. The rellyw win by eliminating the Indorani and the Conclaves both.
Therefore, the opening stages of the game entail getting rid of the Indorani - at the same time, though, the rellyw want to bump off Conclave members, and each Conclave wants a leg up on the other so they can access a factional kill and fulfill their own win conditions - the rellyw, Loyalist, and Rebel factions all have mutually exclusive win conditions, and each must capitalize on the presence of the Indorani while simultaneously attempting to destroy the Indorani.
The win conditions, briefly summarized:
-Indorani; establish a clear majority over the surviving players, and/or kill everyone.
-Rebels; kill all Loyalists and Indorani, achieve majority over surviving rellyw and/or kill them all.
Does that all follow? Is there anything I have to explain more clearly? I understand it's a bit convoluted.
i am rapture coder
Nothing is going to get better. It's not.”
― Dr. Seuss, The Lorax
i am rapture coder
Nothing is going to get better. It's not.”
― Dr. Seuss, The Lorax
E.G. the Indorani are dead, and the Rebels and Loyalists each have two surviving members. During the night, the Jailer locks up a Rebel, protecting them from night death and blocking their role; this allows the Loyalists to exercise a factional kill that night.
As in other versions of Mafia, optimal play is to pretend to be a rellyw, and gameplay will center around the daytime lynch, as is usual. There is no scenario in which more than one factional kill can exist at once; the most possible deaths per night is two, via factional kill and Vigilante arrow.
i am rapture coder
Nothing is going to get better. It's not.”
― Dr. Seuss, The Lorax
- Dhasan of Nature: can his target still post during day rounds?
- Dhasan of Art: will the active role user be told about the illusion (I'm assuming not)? Does the switch apply to lynches?
- Jailer: is the jailing action resolved before any other?
- Are anonymous messages allowed?