Setup: 13 players [DLCItttttt123]
D - The Death Shaman
[POWER] [3-SHOT] [MAGICAL] [NIGHT] Power of Death: Kills oneself immediately. No roleflip will occur; your death message will be “[PLAYER] has died during the Night”. You may only use this power three times.
[POWER] [1-SHOT] [MAGICAL] [NIGHT] I Will Drag You With Me: Can only be used the same night Power of Death is used for the first time. The player targeted by this power will die the same Night. This cannot be used N0.
[POWER] [MAGICAL] [NIGHT] Grasp of Death: Can only be used while dead. Kills one targeted player. Cannot be used the same night as Power of Death. This cannot be used N0.
[PASSIVE] [NIGHT] Cheating the Reaper: You may choose to resurrect at any time. You may only remain dead for two Nights, excluding the night Power of Death was used, before being forced to resurrect. You may only die safely three times. Upon your fourth death, by any cause, you will die permanently and lose.
OBJECTIVE: Eliminate the Life Shaman. Then eliminate everyone else.
--> Basic Premise: Must remain hidden until the Life Shaman can be found, whereupon Power of Death and IWDYWM can be activated and endgame procedures can begin. Guessing wrongly will almost certainly result in loss.
L - The Life Shaman
[POWER] [5-SHOT] [MAGICAL] [DAY] Resurrection: Resurrects one person from the dead. Person retains all non-one-shot powers and passives, with the exception that the Death Shaman retains his/her one-shots. Cannot be used on self. Cannot be used in conjunction with any other action on the same Day. Can be used a maximum of 6 times; but on the 6th, the resurrect will happen at the cost of your own life. Can be done either via PM or via a post in the thread. The action will resolve with the next votecount.
[POWER] [1-SHOT] [MAGICAL] [DAY] Lifeforce: If you are dead, you may use this power to burn one shot of the Resurrect power to resurrect yourself. If you have depleted all five proper shots of Resurrect, this power does not work.
[POWER] [MAGICAL] [DAY] Ward: Prevents a person from dying the next night. Cannot be used in conjunction with any other action on the same Day. Can be done either via PM or via a post in the thread. The action will resolve with the next votecount.
OBJECTIVE: Keep the Death Shaman alive. Survive.
--> Basic Premise: A hidden player that seeks to find who the Death Shaman may be, then will reveal self in order to prevent Death Shaman from winning and “locking up” the two roles, preventing either one from actioning anyone but each other. Guessing wrongly will mean almost certain death at the hands of the opposing Shaman.
C - Dark Child
[PASSIVE] [DAY] [NIGHT] Blood Pact: If you die, your soul will be consumed immediately by the demon. You cannot be resurrected and you will lose.
[PASSIVE] [DAY] [NIGHT] Feigned Innocence: You are difficult to accurately inspect.
[POWER] [NIGHT] Murder: You may kill a player each night. This cannot be used N0. This cannot be used the same night as Consume.
[POWER] [MAGICAL] [NIGHT] Consume: Using Consume on a fresh corpse (one that died no earlier than the previous Night) will strengthen your bond with the demon and improve your abilities - but will also strengthen the demon’s grip on your soul and your mind. This cannot be used in conjuction with any other power.
OBJECTIVE: Kill everyone. Survive.
--> Note: The Consume ability does not prevent subsequent resurrection.
Upgrade path with Consume:
[POWER] [MAGICAL] [NIGHT] Destroy (Level 1): You may kill a player each night. This power is untraceable by non-magical means, but is more visible magically. This cannot be used the same night as Murder.
[PASSIVE] [MAGICAL] [DAY] [NIGHT] Demonic Innocence: You are almost completely immune to inspections. Upon inspect, there is a small chance that this power is detectable by magical means (you are not informed when this happens).
[POWER] [MAGICAL] [NIGHT] Destroy (Level 2): You may kill a player each night. This power is unblockable and untraceable by non-magical means, but is more visible magically. This cannot be used the same night as Murder.
[POWER] [MAGICAL] [NIGHT] Destroy (Level 3): You may kill a player each night. This power is unblockable and untraceable by non-magical means, but is more visible magically. This cannot be used the same night as Murder. The next Day, you will require 3 more votes than the second most popular candidate to lynch.
OR Game narrative power. If he recognises his long lost mason brother, the mason will become his body double - if the Dark Child is lynched or is the target of a nightkill, the mason will be possessed by the Dark Child’s soul.
t - Town
OBJECTIVE: Eliminate all witches.
I - Inquisitor
[POWER] [NIGHT] T1M3 TO 1NV3ST1G4T3: Each night, you may select a maximum of three targets to investigate - they do not need to be different players, and can all be used on the same player, if you so wish, to investigate the same target thrice in the same night. Each successive investigation of a player over the course of the game will reveal more enlightening information regarding a player’s role in the game - the first investigation, for example, may be a vague detail for interpretation whilst the third or fourth investigation action may reveal something more incriminating. In all cases, there will be no definitive investigation result and the information you accrue will demand heavy use of your interpretative and analytical skills. This cannot be used N0.
[POWER] [NIGHT] Break and Enter: A player that has been investigated three or more times by you over the course of the game can be targeted to be given your sole attention for a Night. This will allow you to learn a substantial amount of information regarding one of that player’s abilities, if any - the ability investigated is random. If the target has no abilities or passives, you simply will be told this. This ability cannot be used the same Night as T1M3 TO 1NV3ST1G4T3.
OBJECTIVE: Eliminate all witches and magical entities.
--> Basic Premise: Standard investigative role as before.
1 - The Witch Crone
[POWER] [MAGICAL] [1-SHOT] [NIGHT] Blood Ritual: Alternate hidden wincon for all factions. For Blood Ritual to succeed, both Shamans must be alive, all Witches must be alive, all other roles must be dead or otherwise removed, Blood Ritual must be cast the night after the first day of when only these five players remain, all of the remaining players must cast a No Lynch/No Vote that day, and all the remaining players other than the Crone must not action, be actioned or die during that night. If casting succeeds, everyone, including dead players and the Town faction, will win. If cast in any other circumstances, all players will die and the game will end with no winner.
[PASSIVE] [DAY] [NIGHT] Witches’ Coven: You may speak freely with your fellow witches in a private chatroom.
[PASSIVE] [MAGICAL] [DAY] [NIGHT] Magical Affinity: You have some chance of being notified of any magical events that occur during the course of the game, including any magical powers attempted by players.
OBJECTIVE: Reverse the Shamans’ roles - keep the Death Shaman alive to endgame without him having any ability to die, and keep the Life Shaman dead to endgame without him having any ability to resurrect.
--> Basic Premise: Will want to try to manipulate the game in order for this wincon to succeed.
2 - The Witch Mother
[POWER] [MAGICAL] [NIGHT] Weaken: If the targeted player has shot-limited powers, one will be selected at random and a shot will be removed from it (you will not gain the power). If the targeted player has no shot-limited powers, one power will be converted at random to a 4-shot power. This cannot be used N0. This cannot be used on dead players.
[POWER] [MAGICAL] [1-SHOT] [NIGHT] Lifeforce: One shot resurrect. Resurrected person retains all non-one-shot powers and passives. Cannot be used on self.
[PASSIVE] [DAY] [NIGHT] Witches’ Coven: You may speak freely with your fellow witches in a private chatroom.
[PASSIVE] [MAGICAL] [DAY] [NIGHT] Magical Affinity: You have some chance of being notified of any magical events that occur during the course of the game, including any magical powers attempted by players.
OBJECTIVE: Reverse the Shamans’ roles - keep the Death Shaman alive to endgame without him having any ability to die, and keep the Life Shaman dead to endgame without him having any ability to resurrect.
--> Basic Premise: Resurrect will allow the Witch faction to have a greater chance at survival and thus to achieve the hidden wincon. Alternatively, this can be used to salvage the game should one of the Shamans die.
3 - The Witch Maiden
[POWER] [MAGICAL] [NIGHT] Rapport: A targeted player can be psychically contacted during the night with the aim of establishing private communication; the player does not need to be alive. The targeted player will learn of your identity as the Witch Maiden, and will be offered the opportunity to enter a QuickTopic chat with you that will be held open for the remainder of the game. The target player may deny the offer and is under no obligation to keep your identity hidden.
[PASSIVE] [DAY] [NIGHT] Witches’ Coven: You may speak freely with your fellow witches in a private chatroom.
[PASSIVE] [MAGICAL] [DAY] [NIGHT] Magical Affinity: You have some chance of being notified of any magical events that occur during the course of the game, including any magical powers attempted by players.
OBJECTIVE: Reverse the Shamans’ roles - keep the Death Shaman alive to endgame without him having any ability to die, and keep the Life Shaman dead to endgame without him having any ability to resurrect.
--> Basic Premise: Will help the Witch Crone achieve the hidden wincon by trying to locate and contact the two Shamans.
Things to note:
Game takes place in 1489
Southern France
Town population 4000, Uzès in Languedoc-Roussillon
Partial Timeline:
1489 - Hunt
1486 - Colin is apprenticed to cooper, leaves monastery with book
1486 - Jacques de Crussol marries Simone
1485 - Marie Bouvet comes to Uzès
1484 - Louis de Crussol dies
1477 - Mathieu and Colin’s parents die, Colin is orphaned
1476 - Colin is born
1475 - Simone is betrothed to Jacques
1472 - Mathieu is apprenticed to mason
1472 - Jacques and Simone first meet
1471 - Simone d’Uzès is born
1461 - Mathieu is born
1460 - Jacques de Crussol is born
So good game. Before I get all the flavour organised, I'd like to mention a few post-game things:
Most of the game was thrown off whack by the Life Shaman claiming and dying immediately. It might have worked if the Shaman claimed better and the Ward was used on herself, but on the whole, that was a bad idea and was playing against her wincon. I tried to hint at that and tell her as much in the flavour and in the PMs we exchanged, but it seems that didn't work.
Most of the balance relied on the struggle between the Life and Death Shamans, which was supposed to happen until mid-game, when the first to make a big mistake would be the first to go, and tip the game in favour of Life or Death. That would require competent players and a good ability to keep a low profile - it looks like it didn't quite work out, though, which removed the main conflict from the game and made it less interesting. The Death Shaman subsequently won because, well, there wasn't anything in his way. I was hoping the last Witch would make the realisation that perhaps the now-dominant Death could be fought with Life, but it looks like that didn't happen either.
There was also the Dark Child, which was supposed to have very interesting mid-late game potential, but was sadly cut short by a nightkill. I deliberately added him in as a long-lost brother because it would be interesting, and because it made for a good mechanic that circumvented the role's fragility. That is, the mason Mathieu Gendre, if they came to recognise each other (which they mostly did here), would eventually become a backup body for the orphan boy-cum-demon child. Should be lynched or killed, the mason would become the new SK, along with the win condition and powers. The Dark Child didn't kill enough people for that, though. The Life Shaman was supposed to keep resurrecting enough that the Dark Child could get his powerups from the people who died.
And about resurrections. The reason Tiruin lost his eye wasn't because of her self-rez, but because the Dark Child ate it. Solifuge also ate Dariush's hand, but Tiruin was the only one who was resurrected and nobody could see the pattern.
The Rift was partly supposed to be something I could use to stir the game up if it got to this stage, but I was too busy to think of anything good. Again, sorry.
If, somehow, the Blood Ritual succeeded, everyone would "win" and get a fairly good ending. It was also there to potentially be used as a sort of tool for extortion, though, but that never took off.
Town played very well, but really in this situation there wasn't much to stop the Death Shaman from winning. ZU played fairly well, too, so it would feel bad to take his win away from him.
I'm not proud of the flavour, but it couldn't be helped. I had a lot to do.
Feel free to ask about anything else.