This is a semi-open game; what follow are all the possible role PMs, but I won't tell you which ones are actually in the game, or how many. You may as well read
this thread, where I posted an earlier version of the setup for comments.
Some miscellaneous setup-specific rules:
•The cult win condition is "You win when your cult cannot be eradicated, or such a situation is inevitable." Even if the leader dies so the cult can't wipe everyone else out, the cult can still wins if they can no longer be eliminated. In practice, this probably means that they both have at least 50% of the town and there are no other killing roles alive. (If two non-killing cults are both half of the town, they tie.)
•If multiple Cults recruit the same player at the same time, it acts as a nightkill attempt on that player.
•If an unprotected player is culted and nightkilled at the same time, the recruitment fails.
•A recruited player loses any powers he previously had
except
that ex-Masons can communicate with their fellow masons. (After all, the true power of the Mason role is trust, and that's kind of out the window...)
•The only thing that grants protection from nightkills is being an SK or Cult Leader, or if the killer is blocked.
•Vigs and SKs kill with guns, and their victims are listed as "shot". Cults kill with orbital lasers, and their victims are listed as "burnt to a crisp". If someone's killed multiple times simultaneously, they're all listed, like "shot twice and burnt to a crisp".
Cult Leader
You are the [cultname] Cult Leader. Every night, you may attempt to recruit one player into your cult or kill one player. Once you have fellow cultists, you may discuss with them at night, but the ultimate decision and responsibility to PM is yours. If you die, the cult may neither kill nor recruit; however, you are immune to the first attempt to kill you at night.
You win when your cult cannot be eradicated, or such a situation is inevitable.
(In my games, I prefer to be kept in the loop on Night discussion; if you get the chance to communicate, please keep me in touch somehow: give me a link to a forum, or CC me on PMs, or whatever)
Cult Recruit
You have been recruited by the [cultname] Cult, led by [name] and also composed of [names]. You may communicate with the rest of the cult at night. You lose all other abilities you previously had, except that if you were a Mason, you can still talk to your fellow Masons at night.
You win when your cult cannot be eradicated, or such a situation is inevitable.
(In my games, I prefer to be kept in the loop on Night discussion; if you get the chance to communicate, please keep me in touch somehow: give me a link to a forum, or CC me on PMs, or whatever)
Clarifications: Cult recruits are immune to cult recruitment. Cult recruits are revealed as [cultname] Cultist, previously [oldrole].
Serial Killer
You are a Serial Killer. Each night, you may kill someone. You are completely immune to investigations and cult recruitment, and the first attempt to kill you at night will fail.
You win when you are the last person standing.
Steadfast Mason
You are a Steadfast Mason; the rest of your group is
- . You know that everyone in your group is pro-town... for now. You may communicate with any living members at night.
You are immune to cult recruitment; however, this does not necessarily apply to everyone in your group.
You win when any threats to the town are eliminated.
(In my games, I prefer to be kept in the loop on Night discussion; if you get the chance to communicate, please keep me in touch somehow: give me a link to a forum, or CC me on PMs, or whatever)
Mason
You are a Mason; the rest of your group is
- . You know that everyone in your group is pro-town... for now. You may communicate with any living members at night.
Some members of your group may be immune to cult recruitment. However, you are not one of them.
You win when any threats to the town are eliminated, or if you join a cult before its takeover is inevitable.
(In my games, I prefer to be kept in the loop on Night discussion; if you get the chance to communicate, please keep me in touch somehow: give me a link to a forum, or CC me on PMs, or whatever)
Clarifications: If a Mason is recruited, the masonry is not notified and they can still communicate with fellow members.
Inquisitor (Cop)
You are an Inquisitor. Each night, you may investigate one other player and determine their cult status as of the end of the night. You are sane.
You win when any threats to the town are eliminated, or if you join a cult before its takeover is inevitable.
Clarifications: Gets "cult" or "not cult". Cult leaders, as well as someone being successfully recruited that night, investigate as guilty, but if someone's investigated, recruited, and nightkilled in the same night, they investigate as innocent. (As above, I don't switch players' alignments when they die)
Alarmist (Doc)
You are an Alarmist. Each night, you may protect one other player from any cult or cults that may attempt to recruit them.
You win when any threats to the town are eliminated, or if you join a cult before its takeover is inevitable.
Clarifications: Nobody is notified of a successful protection (The cult is told that the recruitment failed, but not why). If multiple cults target a person who an Alarmist is protecting, they're still protected. An Alarmist may not self-protect, and is not immune to culting unless protected by another.
Vigilante
You are a Vigilante. You may attempt to kill one other player at night, but you may not attempt to kill two nights consecutively.
You win when any threats to the town are eliminated, or if you join a cult before its takeover is inevitable.
Roleblocker
You are a Roleblocker. Each night, you may block one other player; this prevents any night action they attempt to perform that night.
You win when any threats to the town are eliminated, or if you join a cult before its takeover is inevitable.
Tracker
You are a Tracker. Each night, you may track one other player; I will inform you of who, if anyone, they targeted with any night actions.
You win when any threats to the town are eliminated, or if you join a cult before its takeover is inevitable.
Watcher
You are a Watcher. Each night, you may watch one other player; I will inform you of who, if anyone, targets them with any night actions.
You win when any threats to the town are eliminated, or if you join a cult before its takeover is inevitable.
Clarification: "Your investigation failed" (When blocked) and "Nobody targeted X" (And conversely, "X targeted nobody") are distinct results. Roleblocked actions still show up for trackers & watchers. Cult actions always "originate" with the cult leader, so blocking them blocks the recruit or kill, and so on.
Steadfast Townie
You are a Steadfast Townie. You are immune to recruitment, but have no other abilities.
You win when any threats to the town are eliminated.
Townie
You are a Townie. You have no special abilities.
You win when any threats to the town are eliminated, or if you join a cult before its takeover is inevitable.
(In addition to the
site-wide rules)
1. Notify me (Don't just post in the vacation thread, post here or pm me) if you're going to be unavailable for more than 48 hours. Four days without a post (If you don't let me know there's something up, of course) or general request will get you prodded, no response for 48 hours will get you replaced.
2. I'll only count bolded votes; while I much prefer and recommend the format
unvote: A, vote: B
when changing your vote, I'll count any vote that's bolded and unambiguous.
3. As soon as one person reaches a majority of the votes, (Or we hit the deadline) their
lynch is inevitable. Before I actually post their death scene, it is considered
twilight. Mods differ on how they treat it- my rule is that nobody should post significant game-related information, but I'll forgive an honest mistake.
4. If you communicate in Night as a part of any group, I'd prefer if you send me an extra copy (Use partnername;Norinel in the PM, or just send me a link to the Quicktopic or something) of anything you send. It makes things more interesting for me and easier for you if someone in your group gets replaced down the line.
Some other notes:
1. If discussion lags, I may set a
deadline for the day. If the town doesn't have a majority by then, the person with the most votes is lynched if they have at least half of the required votes. If there are multiple people with the same number of votes at a deadline, the one who reached that number first is lynched. If no one has half the majority, no one is lynched.
2. If I set a deadline for the night, I expect all night choices to be in by then. If you don't send me something, you won't take any action.
3. Modkilling during the day of a pro-town player takes the place of a lynch.
4. If I change any of these rules (Or the standard rules) at any time, I'll announce it. Anything rules-related I say after making this post, publicly or privately, takes precedence over this post.