I didn't expected much from my gambit but that was wielded surprising no results aside from a few association that could be made. So I'll come back with that tomorrow, in the mean time I think Ghostlin was a little bit too aggressive in his answer. Do you fear something buddy ?
I never intended to vote for anyone aside from Dry-Fit today but I wanted to see what people would comment after my post. Sadly not much . However it's still a perfect day to lynch Dry-Fit. VOTE: Dry-Fit
@whispersilk
: Do you think I should be suspected ? If so, please feel free to come at me anytime. You had some good points but scum even when attempting to force a mislynch in a powerful situation can't afford to vote all for the same person. In fact some of them might still prefer not to vote if you see what I mean
That's it for now. I'm pissed at myself I couldn't see that coming. I have some big soul searching to do. I'll come back if my internet allows me when I am done.
"That whisper is quite dangerous. She has been correct 100% of the time. Mime vig, scum vig, and now scum lynch. I've never seen such perfect accuracy before o_o. Enemy or not, I tip my hat to her. Her skillz are in the mad category." - hahonryuu, Paris Mafia 3
↑sorgster wrote:The counter wagons on me have had 2 scum flips so that's good.
And that affects the possibility that you're mafia, how?
1.means I'm not werewolf, if there are any left.
2.I've been put at l-1 too many times. If I was scum, wouldn't a buddy of mine hammered?
3.I'm just a lurkerish vt. Dry Fit and David X both played like too and both flipped town.
Marathon Game record
1-0.5(replace out during day 1)
Bogre is hiding scum. It's astonishing that he has a post count of 45, yet I can't remember a single contribution he's made to this game. Same goes for Whisper. I'm fine with either of these lynches today.
VOTE: Bogre
It's also come to my attention that I've got way too many townreads, and it's bothering me.
So, yeah. Tigers attacked the site, causing us to lose all the data between November 29th and February 25th (or so). The game had ended on January 6th, so it lost approximately 6 weeks of data -- Days 6 through 9. That data is probably not getting retrieved, but I do have the final lynch scene, where Global Warming was lynched at the end of Day 9, and then the mod notes:
The Valiant Order decided to rename themselves pregame to the Elucidated Brethren of the Ebon Night. Inducted members received a PM where "Valiant Order of St. George" was replaced with "Elucidated Brethren of the Ebon Night", and "St. George" was replaced with "Elucidated Brethren", but in my notes and the original Role PMs they are still referred to as the Valiant Order.
Mafia Odd-Night Doctor (Valiant Order of St. George)
8. TheJakalope -
Werewolf Goon (Order of the Knights Templar)
9. Oversoul
(replaces Lowell)
-
Werewolf Tracker
10. IceGuy -
Vanilla Townie
11. Wraith -
Vanilla Townie
12. Ghostlin -
Jack of All Trades
13. The Fonz
(replaces sageamagoo who replaces malpascp)
-
Doublevoter
14. Dry-fit -
Vanilla Townie
15. Bogre -
Medium
16. Global Warming (a hydra of RayFrost + ConSpiracy) -
Aleister Crowley (Secret Society Leader) (Hermetic Order of the Golden Dawn)
17. Alabaska J -
Vanilla Townie (Valiant Order of St. George)
18. sorgster -
Vanilla Townie
19. Yosarian2 -
Vanilla Townie (Order of the Knights Templar)
20. ToastyToast
(replaces Magister Ludi)
-
Mafia Goon (Rosicrucians)
21. David Xanatos -
Vanilla Townie (Valiant Order of St. George)
22. Maxous -
Werewolf Roleblocker
23. DarthYoshi -
Vanilla Townie (Freemasons)
24. StefanB -
Vanilla Townie
25. zMuffinMan -
Vanilla Townie (Freemasons)
Spoiler: Vanilla Townie Role PM
Murder has come to your formerly sleepy village; friends and neighbors, some you’ve known for years, have both been viciously slaughtered, while others have been revealed to be amoral killers. It is up to you to drive the evil out of city and restore the peace.
You are a
Vanilla Townie
.
Mod Note: If the VT started in a Secret Society, they received one of the following, and the Society description at the end of their PM. There were two of each.
Freemasons:
You are an established member of the Freemasons (described below).
Valiant Order of St. George:
You are an established member of the Valiant Order of St. George (described below).
Order of the Knights Templar:
You are an established member of the Order of the Knights Templar (described below).
Your weapons are your vote and your voice.
You win with the
Town
: You win when everyone alive wins with the Town, and at least one player is alive.
Spoiler: Aleister Crowley (Secret Society Leader) (Hermetic Order of the Golden Dawn) Role PM
After faking your death all those years ago, you’ve lived a peaceful life for many decades. Now, murder has come to your formerly sleepy village; friends and neighbors, some you’ve known for years, have both been viciously slaughtered, while others have been revealed to be amoral killers. Luckily, your magical talents will provide a decisive edge, once you’ve assembled a core group of acolytes...
You are
Aleister Crowley (Secret Society Leader)
.
Hermetic Order of the Golden Dawn:
You are an established member (indeed, the only member) of the Hermetic Order of the Golden Dawn (described below).
Leader of the Golden Dawn (P):
While you are alive and a member of the Golden Dawn, you may choose who controls the Golden Dawn abilities for that Night regardless of the votes cast. You must make this decision during the Day, and your choice (but not the fact that you made it) will be posted into the Golden Dawn QT.
Amulet of Protection (P):
You are immune to all Night-kills. Once a Night starts where the Golden Dawn has three or more living members, this ability is removed.
The Great Beast (P):
For most abilities (investigations, etc), you are treated as being aligned with the Werewolves. If you die, you will still flip as Town.
You win with the
Town
: You win when everyone alive wins with the Town, and at least one player is alive.
Spoiler: Doctor (Freemasons) Role PM
Murder has come to your formerly sleepy village; friends and neighbors, some you’ve known for years, have both been viciously slaughtered, while others have been revealed to be amoral killers. Luckily, your extensive medical training can help people recover from even the most grievous of wounds...
You are a
Doctor
.
Protect (A):
Each Night, you may choose another player (not yourself) you wish to protect. The first attempt to kill that player will fail.
Freemasons:
You are an established member of the Freemasons (described below).
You win with the
Town
: You win when everyone alive wins with the Town, and at least one player is alive.
Spoiler: Doublevoter Role PM
Murder has come to your formerly sleepy village; friends and neighbors, some you’ve known for years, have both been viciously slaughtered, while others have been revealed to be amoral killers. Luckily, you’re an upstanding and respected townsperson, and what you say carries additional weight...
You are a
Doublevoter
.
Extra Vote (P):
You have a second vote that you may use during the Day, at your discretion. This second vote may be controlled by PMing the mod; it will not appear on vote counts and will not affect the lynch threshhold.
You win with the
Town
: You win when everyone alive wins with the Town, and at least one player is alive.
Spoiler: Jack of All Trades Role PM
Murder has come to your formerly sleepy village; friends and neighbors, some you’ve known for years, have both been viciously slaughtered, while others have been revealed to be amoral killers. Luckily, your years of experience have given you many tools to use in dangerous situations like these.
You are a
Jack of All Trades
.
You have several abilities available to you; however, each of them is single use. Remember that you can only use one (A) ability a Night.
One Shot Night-Kill (A):
One Night during the game, choose another player you wish to kill. That player will die unless protected.
One Shot Protect (A):
One Night during the game, choose another player (not yourself) you wish to protect. The first attempt to kill that player on this Night will fail.
One Shot Cop (A):
One Night during the game, choose another player you wish to investigate. You will receive back a result of “Mafia” or “Not Mafia”.
One Shot Seer (A):
One Night during the game, choose another player you wish to investigate. You will receive back a result of “Werewolf” or “Not Werewolf”.
You win with the
Town
: You win when everyone alive wins with the Town, and at least one player is alive.
Spoiler: Medium Role PM
Murder has come to your formerly sleepy village; friends and neighbors, some you’ve known for years, have both been viciously slaughtered, while others have been revealed to be amoral killers. Luckily, your innate talents show how untrue it is that dead men tell no tales...
You are a
Medium
.
Remember that you can only use one (A) ability a Night.
Psychometry (A):
Each Night, you may choose a player who has died. You will learn the kill flavor(s) for that player’s death.
Mod Note: Kill flavors were: Lynched (obv), Shot (Mafia), Mauled (Werewolves), Stabbed (Jack of All Trades), Heart Attack (Hermetic Order of the Golden Dawn)
Seance (A):
Each Night, you may choose a player who has died. You will learn which Secret Society (if any) that player was a member of.
You win with the
Town
: You win when everyone alive wins with the Town, and at least one player is alive.
Spoiler: Tracker Role PM
Murder has come to your formerly sleepy village; friends and neighbors, some you’ve known for years, have both been viciously slaughtered, while others have been revealed to be amoral killers. Luckily, your living as a hunter and trapper allows you to follow your suspects without being seen...
You are a
Tracker
.
Track (A):
Each Night, you may choose another player. You will be told who that player visited during the Night. Roleblocked abilities do not count as a visit.
You win with the
Town
: You win when everyone alive wins with the Town, and at least one player is alive.
Spoiler: Mafia Goon (Rosicrucians) Role PM
You have undertaken this mission from your godfather to take control of this sleepy village and bring it under the rule of the Mafia. You’ve already stumbled across some competition in this regard, but it’s nothing a bullet to the back of the head can’t take care of.
You are a
Mafia Goon
.
Mafia Knowledge:
The Mafia team is Magister Ludi (Mafia Goon, and a member of the Rosicrucians), whispersilk (Mafia Even-Night Watcher), and BBmolla (Mafia Odd-Night Doctor, and a member of the Valiant Order of St. George).
Mafia Communication (P):
You may speak with the other Mafia in this Quicktopic at any point during the game.
Mafia Night-kill (FA):
Each Night, one member of the Mafia may choose a player to kill. That player will die unless protected. If you are the last remaining Mafia, this may be done in addition to using another (A) ability.
Rosicrucians:
After infiltrating them, you have successfully purged all other members of the Rosicrucians, leaving you as the sole member (described below). (The normal, non-evil text for this would read: "You are an established member of the Rosicrucians (described below).")
Fakeclaim (P):
At any point, you may provide the mod mechanical details (role, powers, etc), and the mod will provide a fakeclaim incorporating those elements with the correct flavor and stylings.
You win with the
Mafia
: You win when everyone alive wins with the Mafia, and at least one player is alive (or nothing can prevent the same).
Spoiler: Mafia Even-Night Watcher Role PM
You have undertaken this mission from your godfather to take control of this sleepy village and bring it under the rule of the Mafia. You’ve already stumbled across some competition in this regard, but it’s nothing a bullet to the back of the head can’t take care of. Luckily, as a lookout for your crew, you’re adept at finding danger before it finds you...
You are a
Mafia Even-Night Watcher
.
Mafia Knowledge:
The Mafia team is Magister Ludi (Mafia Goon, and a member of the Rosicrucians), whispersilk (Mafia Even-Night Watcher), and BBmolla (Mafia Odd-Night Doctor, and a member of the Valiant Order of St. George).
Mafia Communication (P):
You may speak with the other Mafia in this Quicktopic at any point during the game.
Mafia Night-kill (FA):
Each Night, one member of the Mafia may choose a player to kill. That player will die unless protected. If you are the last remaining Mafia, this may be done in addition to using another (A) ability.
Even-Night Watcher (A):
Every even-numbered Night (N2, N4, N6, etc), you may choose another player. You will be informed who, if anyone, visited that other player. Roleblocked abilities do not count as a visit.
Fakeclaim (P):
At any point, you may provide the mod mechanical details (role, powers, etc), and the mod will provide a fakeclaim incorporating those elements with the correct flavor and stylings.
You win with the
Mafia
: You win when everyone alive wins with the Mafia, and at least one player is alive (or nothing can prevent the same).
Spoiler: Mafia Odd-Night Doctor (Valiant Order of St. George) Role PM
You have undertaken this mission from your godfather to take control of this sleepy village and bring it under the rule of the Mafia. You’ve already stumbled across some competition in this regard, but it’s nothing a bullet to the back of the head can’t take care of. Luckily, your stash of pharmaceuticals can keep a man going long after he should be dead...
You are a
Mafia Odd-Night Doctor
.
Mafia Knowledge:
The Mafia team is Magister Ludi (Mafia Goon, and a member of the Rosicrucians), whispersilk (Mafia Even-Night Watcher), and BBmolla (Mafia Odd-Night Doctor, and a member of the Valiant Order of St. George).
Mafia Communication (P):
You may speak with the other Mafia in this Quicktopic at any point during the game.
Mafia Night-kill (FA):
Each Night, one member of the Mafia may choose a player to kill. That player will die unless protected. If you are the last remaining Mafia, this may be done in addition to using another (A) ability.
Odd-Night Doctor (A):
Each odd-numbered Night (N1, N3, N5, etc), you may choose another player. That player will be protected from a single Night-kill attempted upon them during this Night.
Valiant Order of St. George:
You are an established member of the Valiant Order of St. George (described below).
Fakeclaim (P):
At any point, you may provide the mod mechanical details (role, powers, etc), and the mod will provide a fakeclaim incorporating those elements with the correct flavor and stylings.
You win with the
Mafia
: You win when everyone alive wins with the Mafia, and at least one player is alive (or nothing can prevent the same).
Spoiler: Werewolf Goon (Order of the Knights Templar) Role PM
Your pack has decided that this sleepy village is the perfect place to use as a new hunting ground. However, before it can be considered “yours”, it has to be cleansed of all threats to the pack’s dominance, one bloody night at a time.
You are a
Werewolf Goon
.
Werewolf Knowledge:
The Werewolf team is TheJakalope (Werewolf Goon, and a member of the Order of the Knights Templar), Maxous (Werewolf Roleblocker), and Lowell (Werewolf Tracker).
Werewolf Communication (P):
You may speak with the other Werewolves in this Quicktopic at any point during the game.
Werewolf Night-kill (FA):
Each Night, one member of the Werewolves may choose a player to kill. That player will die unless protected. If you are the last remaining Werewolf, this may be done in addition to using another (A) ability.
Order of the Knights Templar:
You are an established member of the Order of the Knights Templar (described below).
Fakeclaim (P):
At any point, you may provide the mod mechanical details (role, powers, etc), and the mod will provide a fakeclaim incorporating those elements with the correct flavor and stylings.
You win with the
Werewolves
: You win when everyone alive wins with the Werewolves, and at least one player is alive (or nothing can prevent the same).
Spoiler: Werewolf Roleblocker Role PM
Your pack has decided that this sleepy village is the perfect place to use as a new hunting ground. However, before it can be considered “yours”, it has to be cleansed of all threats to the pack’s dominance, one bloody night at a time. Luckily, your baying howl can keep those who would challenge you cowering in their homes in fear...
You are a
Werewolf Roleblocker
.
Werewolf Knowledge:
The Werewolf team is TheJakalope (Werewolf Goon, and a member of the Order of the Knights Templar), Maxous (Werewolf Roleblocker), and Lowell (Werewolf Tracker).
Werewolf Communication (P):
You may speak with the other Werewolves in this Quicktopic at any point during the game.
Werewolf Night-kill (FA):
Each Night, one member of the Werewolves may choose a player to kill. That player will die unless protected. If you are the last remaining Werewolf, this may be done in addition to using another (A) ability.
Roleblock (A):
Each Night, you may send me the name of a player. All actions that player takes that Night will fail, with the exception of roleblocks.
Fakeclaim (P):
At any point, you may provide the mod mechanical details (role, powers, etc), and the mod will provide a fakeclaim incorporating those elements with the correct flavor and stylings.
You win with the
Werewolves
: You win when everyone alive wins with the Werewolves, and at least one player is alive (or nothing can prevent the same).
Spoiler: Werewolf Tracker Role PM
Your pack has decided that this sleepy village is the perfect place to use as a new hunting ground. However, before it can be considered “yours”, it has to be cleansed of all threats to the pack’s dominance, one bloody night at a time. Luckily, your keen sense of smell helps you to quickly find your prey...
You are a
Werewolf Tracker
.
Werewolf Knowledge:
The Werewolf team is TheJakalope (Werewolf Goon, and a member of the Order of the Knights Templar), Maxous (Werewolf Roleblocker), and
Lowell
Oversoul (Werewolf Tracker).
Werewolf Communication (P):
You may speak with the other Werewolves in this Quicktopic at any point during the game.
Werewolf Night-kill (FA):
Each Night, one member of the Werewolves may choose a player to kill. That player will die unless protected. If you are the last remaining Werewolf, this may be done in addition to using another (A) ability.
Track (A):
Each Night, you may choose another player. You will be told who that player visited during the Night. Roleblocked abilities do not count as a visit.
Fakeclaim (P):
At any point, you may provide the mod mechanical details (role, powers, etc), and the mod will provide a fakeclaim incorporating those elements with the correct flavor and stylings.
You win with the
Werewolves
: You win when everyone alive wins with the Werewolves, and at least one player is alive (or nothing can prevent the same).
Spoiler: Illuminatus (Traitor Cop) Role PM
The signs and portents are clear; this sleepy village will be the site of the battle. All of your enemies will be gathered, and the blood will run; while others scrabble around fighting for territory, you need to seize the moment to enact the larger plan and bring these groups into the fold, or destroy them utterly.
You are the
Illuminatus (Traitor Cop)
.
Enlightenment (A):
Each Night, you may choose another player. You will be told if that player wins with the Town, the Mafia, the Werewolves, or Other.
Mod Note: This returns the correct result (Town) if used on Aleister Crowley.
Protection of the Masters (P):
You are immune to the first kill made on you by a member of the Mafia, and the first kill made on you by a member of the Werewolves. You will not be alerted if either of these protections are used.
Mod Note: This still applies if the kill is done via the Hermetic Order of the Golden Dawn, if the actual killer (leader) is Mafia or Werewolf.
Fakeclaim (P):
At any point, you may provide the mod mechanical details (role, powers, etc), and the mod will provide a fakeclaim incorporating those elements with the correct flavor and stylings.
You win as an
Illuminatus
: You win if the Town loses (ie, everyone with the Town win condition dies).
Mod Note: The Illuminatus is the sole winner if everyone dies.
Spoiler: Freemasons Role PM
“Brothers, we stand before the holy Arch, our purpose charged with the duty bequeathed to us by the Creator: to rid ourselves of those men who clutch Evil to their hearts.”
As a member of the Freemasons, you gain access to the following:
Mod Note: Starting members of the Society received the following:
Freemason Knowledge:
The starting members of the Freemasons are MagnaofIllusion, DarthYoshi, zMuffinMan. You know that none of the starting Freemasons are members of the Mafia, though this does not guarantee that they are Town. This does not apply to (and will not be confirmed to) any new members that are inducted.
Mod Note: Inducted members of the Society received the following:
Freemason Knowledge:
The current members of the Freemasons are XXX, YYY, ZZZ.
Mod Note: Starting members of the Society received the following:
Freemason Communication (P):
You may speak with fellow members of the Freemasons during the Night in this Quicktopic. You may also speak to them during pregame, and during the first 72 hours of Day 1.
Mod Note: Inducted members of the Society received the following:
Freemason Communication (P):
You may speak with fellow members of the Freemasons during the Night in this Quicktopic.
Freemason Leadership:
The members of the Freemasons vote during the Day on who will be able to use an ability, as described in II.3.f.
Freemason Abilities:
Each Night, the leader of the Freemasons may perform one of these abilities. The ability used (and any targets) may be stated in the Quicktopic or PMed to the mod -- in the case where both are done, the one PMed to the mod takes precedence.
Induction (A):
Choose up to three players who are not already members of the Freemasons. The first two in the list that are eligible will join the Freemasons at the start of the next Night.
Measure the Heart (A):
If there are five or more members of the Freemasons, choose another player who is not a member. You will be told if that player is “Mafia” or “Not Mafia.”
Spoiler: Valiant Order of St. George Role PM
“Take up the Ascalon, and with it slay the beasts and demons that bedevil the world. Courage, be thy constant companion. Selflessness, be thy constant guide. Purity, be thy goal. Girded thusly, drive thy sword through the heart of Evil.”
As a member of the Valiant Order of St. George, you gain access to the following:
Mod Note: Starting members of the Society received the following:
St. George Knowledge:
The starting members of the Valiant Order of St. George are BBmolla, Alabaska J, and David Xanatos. You know that none of the starting St. George members are Werewolves, though this does not guarantee that they are Town. This does not apply to (and will not be confirmed to) any new members that are inducted.
Mod Note: Inducted members of the Society received the following:
St. George Knowledge:
The current members of the Valiant Order of St. George are XXX, YYY, ZZZ.
Mod Note: Starting members of the Society received the following:
St. George Communication (P):
You may speak with fellow members of the Valiant Order of St. George during the Night in this Quicktopic. You may also speak to them during pregame, and during the first 72 hours of Day 1.
Mod Note: Inducted members of the Society received the following:
St. George Communication (P):
You may speak with fellow members of the Valiant Order of St. George during the Night in this Quicktopic.
St. George Leadership:
The member of the Valiant Order of St. George who has been on the most lynch wagons that have flipped non-Town is the leader. The members may vote during the Day on who will be able to use an ability, as described in II.3.f, but this will only be used as a tiebreaker.
St. George Abilities:
Each Night, the leader of the Valiant Order of St. George may perform one of these abilities. The ability used (and any targets) may be stated in the Quicktopic or PMed to the mod -- in the case where both are done, the one PMed to the mod takes precedence.
Induction (A):
Choose up to three players who are not already members of the Valiant Order of St. George. The first two in the list that are eligible will join the Valiant Order of St. George at the start of the next Night.
Fire the Crucible (A):
If there are five or more members of the Valiant Order of St. George, choose another player who is not a member. You will be told if that player is “Werewolf” or “Not Werewolf.”
Spoiler: Order of the Knights Templar Role PM
“Behold, this water has been sanctified within the Holy Grail itself. Those who drink of it fall into a deep and restful slumber, awakening refreshed and healed of even mortal injuries. Guard it carefully, and use it well.”
As a member of the Order of the Knights Templar, you gain access to the following:
Mod Note: Starting members of the Society received the following:
Knights Templar Knowledge:
The starting members of the Order of the Knights Templar are Otolia, TheJakalope, and Yosarian2.
Mod Note: Inducted members of the Society received the following:
Knights Templar Knowledge:
The current members of the Order of the Knights Templar are XXX, YYY, ZZZ.
Mod Note: Starting members of the Society received the following:
Knights Templar Communication (P):
You may speak with fellow members of the Knights Templar during the Night in this Quicktopic. You may also speak to them during pregame, and during the first 72 hours of Day 1.
Mod Note: Inducted members of the Society received the following:
Knights Templar Communication (P):
You may speak with fellow members of the Knights Templar during the Night in this Quicktopic.
Knights Templar Leadership:
The member of the Knights Templar who had the most lynch votes in the game thread at the end of the Day is the leader. If there is a tie, the earliest last vote will be the tiebreaker.
Knights Templar Abilities:
Each Night, the leader of the Knights Templar may perform one of these abilities. The ability used (and any targets) may be stated in the Quicktopic or PMed to the mod -- in the case where both are done, the one PMed to the mod takes precedence.
Induction (A):
Choose up to three players who are not already members of the Knights Templar. The first two in the list that are eligible will join the Knights Templar at the start of the next Night.
Holy Water (A):
If there are three or more members of the Order of the Knights Templar, choose any player (including yourself). If you choose yourself, you are protected. If you choose someone else, that player will be both roleblocked and protected.
Immortality (A):
This may be successfully used only once during the game. If you are still alive at the start of the Day, you will become a Treestump -- you will die, but you may continue to talk in the game thread and the Knights Templar QT for the remainder of the game.
Brother’s Keeper (A):
If there are five or more members of the Order of the Knights Templar, choose another player. You will learn that player’s role name and which Secret Society they belong to (if any).
Spoiler: Hermetic Order of the Golden Dawn Role PM
“Their names and forms are evil and strange,
Yet they by thy magick will I change!
The nameless horrors I bind without fright;
I now proclaim thy will, the Law of Light!”
As a member of the Hermetic Order of the Golden Dawn, you gain access to the following:
Mod Note: Starting members of the Society received the following:
Golden Dawn Knowledge:
The only starting member of the Golden Dawn is Global Warming.
Mod Note: Inducted members of the Society received the following:
Golden Dawn Knowledge:
The current members of the Golden Dawn are XXX, YYY, ZZZ.
Mod Note: Starting members of the Society received the following:
Golden Dawn Communication (P):
You may speak with fellow members of the Golden Dawn during the Night in this Quicktopic. You may also speak to them during pregame, and during the first 72 hours of Day 1.
Mod Note: Inducted members of the Society received the following:
Golden Dawn Communication (P):
You may speak with fellow members of the Golden Dawn during the Night in this Quicktopic.
Golden Dawn Leadership:
The members of the Golden Dawn vote during the Day on who will be able to use an ability, as described in II.3.f. There is a secret mechanic that may influence this vote.
Mod Note: The secret mechanic is Aleister Crowley's ability to select the leader independent of the votes.
Golden Dawn Abilities:
Each Night, the leader of the Golden Dawn may perform one of these abilities. The ability used (and any targets) may be stated in the Quicktopic or PMed to the mod -- in the case where both are done, the one PMed to the mod takes precedence.
Induction (A):
Choose up to three players who are not already members of the Golden Dawn. The first two in the list that are eligible will join the Golden Dawn at the start of the next Night.
Pruning the Branch (A):
If there are three or more members of the Hermetic Order of the Golden Dawn, choose another player who is not a member. That player will die unless protected.
Show of Force (A):
This may be successfully used only once during the game. The existence of the Hermetic Order of the Golden Dawn, plus the names of all its living members, will be publicly announced at the start of the next Day.
Judgment (A):
If there are five or more members of the Hermetic Order of the Golden Dawn, choose a phrase that contains at least two words of four letters or more in length and does not contain "vote" or "unvote". During the following Day, the first player whose name is placed immediately before or after that phrase in posts by you and two other members of the Golden Dawn will be daykilled. Nothing formatted outside of normal text (eg, quotes, bold tags, etc) will be counted.
Spoiler: Rosicrucians Role PM
“For what we do presage is not in grosse,
For we are brethren of the Rosie Crosse;
We have the Mason Word and second sight,
Things for to come we can foretell aright.”
As a member of the Rosicrucians, you gain access to the following:
Mod Note: Starting members of the Society received the following:
Rosicrucians Knowledge:
The starting members of the Rosicrucians are Magister Ludi.
Mod Note: Inducted members of the Society received the following:
Rosicrucians Knowledge:
The current members of the Rosicrucians are XXX, YYY, ZZZ.
Mod Note: Starting members of the Society received the following:
Rosicrucians Communication (P):
You may speak with fellow members of the Rosicrucians during the Night in this Quicktopic. You may also speak to them during pregame, and during the first 72 hours of Day 1.
Mod Note: Inducted members of the Society received the following:
Rosicrucians Communication (P):
You may speak with fellow members of the Rosicrucians during the Night in this Quicktopic.
Rosicrucians Leadership:
The members of the Rosicrucians vote during the Day on who will be able to use an ability, as described in II.3.f.
Rosicrucians Abilities:
Each Night, the leader of the Rosicrucians may perform one of these abilities. The ability used (and any targets) may be stated in the Quicktopic or PMed to the mod -- in the case where both are done, the one PMed to the mod takes precedence.
Induction (A):
Choose up to three players who are not already members of the Rosicrucians. The first two in the list that are eligible will join the Rosicrucians at the start of the next Night.
Second Sight (A):
If there are three or more members of the Rosicrucians, choose another player who is not a member. You will receive a PM stating what ability or abilities they used during the Night: None, Investigation, Protection, Roleblock, Induction, or Killing. If this ability fails, you will receive “Ability failed.” Roleblocked abilities are considered “None.”
The Great Experiment (A):
This may be successfully used only once during the game. Choose another player who is not a member of the Rosicrucians. They will receive a PM from the mod at the start of the next Day telling them your alignment.
Prophecy (A):
If there are five or more members of the Rosicrucians, activate this ability. During the next Day, every group or player with a killing ability will have 72 hours to choose who they will target the next Night. You will be PM’ed these choices after the 72 hours are up (but not who chose what). During the Night, each group or player with a killing ability may choose to carry out their pre-selected kill, or may choose to not kill.
Spoiler: N1 Actions
MagnaofIllusion
protects
DarthYoshi
: Blocks
TheJakalope
's kill
Baby Spice
performs NO ACTION (Cop)
PeregrineV
performs NO ACTION (Track)
whispersilk
kills
MagnaofIllusion
:
MagnaofIllusion
dies
Otolia
jailkeeps
zMuffinMan
:
zMuffinMan
's inductions are blocked
BBmolla
inducts
Yosarian2
,
zMuffinMan
,
MagnaofIllusion
: No effect (all are already in societies)
TheJakalope
kills
DarthYoshi
: No effect (blocked by
MagnaofIllusion
's protection)
Oversoul
tracks
zMuffinMan
: "zMuffinMan visited no one."
Ghostlin
kills
EtherealCookie
:
EtherealCookie
dies
Bogre
seances
IceGuy
: "IceGuy did not belong to a Secret Society."
Global Warming
inducts
ToastyToast
,
Ghostlin
,
DarthYoshi
:
Ghostlin
joins the Hermetic Order of the Golden Dawn
ToastyToast
inducts
whispersilk
,
Baby Spice
,
zMuffinMan
:
whispersilk
and
Baby Spice
join the Rosicrucians
Maxous
roleblocks
EtherealCookie
: No effect
zMuffinMan
inducts
Ghostlin
,
Global Warming
,
Yosarian2
: No effect (jailkept by
Otolia
)
Spoiler: N2 Actions
Empking's Alt
investigates
David Xanatos
: "David Xanatos wins with the Town."
PeregrineV
tracks
The Fonz
: "The Fonz visited no one."
whispersilk
watches
Wraith
: "Alabaska J visited Wraith."
BBmolla
kills
StefanB
: No effect (roleblocked by
Maxous
)
Oversoul
kills
zMuffinMan
:
zMuffinMan
dies
Ghostlin
seers
Maxous
: "Maxous is a Werewolf."
Bogre
performs NO ACTION (Medium)
Global Warming
inducts
Alabaska J
,
The Fonz
,
zMuffinMan
: No effect (
The Fonz
is inducted into the Knights Templar first)
Alabaska J
inducts
Ghostlin
,
Wraith
,
PeregrineV
:
Wraith
and
PeregrineV
join the Elucidated Brethren of the Ebon Night
Yosarian2
inducts
ToastyToast
, TheFonz, and
Ghostlin
:
The Fonz
joins the Order of the Knights Templar
ToastyToast
follows
Maxous
: "Maxous performed a Roleblock."
Maxous
roleblocks
BBmolla
: Blocks
BBmolla
's kill
DarthYoshi
inducts
Maxous
,
ToastyToast
,
Oversoul
:
Maxous
and
Oversoul
join the Freemasons
Spoiler: N3 Actions
Empking's Alt
investigates
Bogre
: "Bogre wins with the Town."
PeregrineV
tracks
Yosarian2
: "Yosarian2 visited no one."
Otolia
jailkeeps
The Fonz
: No effect
BBmolla
protects
Global Warming
: No effect
Oversoul
kills
Alabaska J
:
Alabaska J
dies.
Oversoul
tracks
ToastyToast
: "ToastyToast visited DarthYoshi."
Ghostlin
cops
Alabaska J
: "Alabaska J is *not* Mafia."
Bogre
mediums
MagnaofIllusion
: "MagnaofIllusion was shot."
Global Warming
inducts
PeregrineV
,
Empking's Alt
,
StefanB
: No effect (
StefanB
is inducted into the Freemasons first)
Alabaska J
seers
Oversoul
: "Oversoul is a Werewolf."
ToastyToast
kills
DarthYoshi
:
DarthYoshi
dies
DarthYoshi
inducts
Ghostlin
,
ToastyToast
,
StefanB
:
StefanB
joins the Freemasons
Spoiler: N4 Actions
Empking's Alt
investigates
Dry-fit
: "Dry-fit wins with the Town."
PeregrineV
performs NO ACTION (Track)
whispersilk
watches
ToastyToast
: "No one visited ToastyToast."
Oversoul
kills
Global Warming
: No effect (Amulet of Protection)
Oversoul
inducts
Global Warming
,
PeregrineV
,
Empking's Alt
: No effect (all are already in societies)
Bogre
mediums
EtherealCookie
: "EtherealCookie was stabbed."
Global Warming
inducts
Yosarian2
,
Empking's Alt
,
StefanB
: No effect (all are already in societies)
Yosarian2
protects
Yosarian2
: No effect
ToastyToast
kills
Oversoul
:
Oversoul
dies
Spoiler: N5 Actions
Empking's Alt
investigates
Global Warming
: "Global Warming wins with the Town."
PeregrineV
inducts
The Fonz
: No effect (already in a society)
whispersilk
follows
BBmolla
: "BBmolla performed a Protect."
Otolia
jailkeeps
Bogre
: Blocks
Bogre
's medium
BBmolla
protects
Ghostlin
: No effect
Bogre
mediums
DarthYoshi
: "Ability failed." (blocked by
Otolia
)
Global Warming
inducts
ToastyToast
,
whispersilk
,
Bogre
:
Bogre
joins the Hermetic Order of the Golden Dawn
ToastyToast
kills
Yosarian2
:
Yosarian2
dies
StefanB
inducts
The Fonz
,
whispersilk
,
sorgster
:
sorgster
joins the Freemasons
Spoiler: N6 Actions
Empking's Alt
investigates
Wraith
: "Wraith wins with the Town."
PeregrineV
tracks
BBmolla
: "BBmolla visited no one."
whispersilk
follows
PeregrineV
: "PeregrineV performed an Investigation."
Ghostlin
inducts
BBmolla
,
StefanB
,
Empking's Alt
: No effect (
StefanB
is inducted into the Knights Templar first)
The Fonz
inducts
StefanB
,
Empking's Alt
,
PeregrineV
:
StefanB
joins the Order of the Knights Templar
sorgster
inducts
BBmolla
,
StefanB
,
Global Warming
: No effect (
StefanB
is inducted into the Knights Templar first)
ToastyToast
kills
Ghostlin
:
Ghostlin
dies
Spoiler: N7 Actions
Empking's Alt
investigates
Otolia
: "Otolia wins with the Town."
PeregrineV
tracks
Wraith
: "Ability failed." (jailkept by
Otolia
)
Otolia
jailkeeps
PeregrineV
: Success (blocks track)
BBmolla
protects
Global Warming
: No effect
Global Warming
inducts
PeregrineV
,
BBmolla
,
Wraith
:
PeregrineV
,
BBmolla
,
Wraith
join the Hermetic Order of the Golden Dawn
ToastyToast
kills
The Fonz
:
The Fonz
dies
Spoiler: N8 Actions
Empking's Alt
performs NO ACTION (Cop, Leader of the Rosicrucians)
This game grew out of a draft of a Masons and Monks Large Normal I was planning on running back in the day, except that the Masons and Monks could Neighborize if they so desired. Unfortunately, it didn't fit Large Normal guidelines, so it got shelved and I ran Marketplace Mafia instead. I then revisited this as a Large Theme, the Masons became the Freemasons, the Monks became the Valiant Order of St. George, and things got a lot more complicated.
Overall, the town had little intrinsic power, with the idea that most of the power would come from the societies. Jack of All Trades, Tracker, and Doctor are all decent roles that provided some oomph but aren't going to carry things on their own in a Large Theme of this size; Medium and Doublevoter were essentially very cornercase-useful roles, and functioned more like named townies.
I wanted to avoid symmetric scumteams, so the Werewolves got the better PRs (Tracker, Roleblocker), but the worse initial society placement (the Goon was a Knights Templar). The Mafia got less-useful PRs (Odd-Night Doctor, Even-Night Watcher -- this was deliberate to prevent the Mafia from finding a PR N1), but much better society placement, including their own society, essentially (the Doctor in the Valiant Order, and the Goon was the only starting Rosicrucian). Through the Valiant Order, they also got to know off the bat two people who weren't Werewolves.
I felt the scumteams were underpowered at 3-3-19, but all of my reviewers said that 4-4-17 was way too scumsided (I was very surprised to see The Fonz say during the game he thought that was the norm, compared to my reviewers). Various combinations of traitors and weakened roles were tried, but eventually I settled on the Illuminatus role for simplicity's sake. (In earlier drafts, the Illuminatus was an SK. My reviewers laughed.)
The ten-second society overview:
Each society could induct, which is described in more detail below.
Every society had a power that they could use with 5 members. With 5 societies, it was not expected that many of these powers would ever actually get used, or would be usable more than once.
The societies other than the Freemasons and the Valiant Order also had a 3 member power, and a one-shot power. The one-shot powers were of questionable use -- clever players could find a use for them, but they were very much on the weak side.
Freemasons: The anti-Mafia secret society. Each of the starting Freemasons was confirmed non-Mafia to eachother. If they had five people, they could start copping people to determine if they were Mafia or not. Incidentally, the Freemasons were the only society that started with more than one person that started all Town (though they didn't know this at the time). Sadly, the Freemasons were cursed with absolutely terrible luck -- their N1 inductions were blocked, and they got shot N1 (twice, though one was Doctor-saved), N2, and N3.
Valiant Order of St. George: The anti-Werewolf secret society. Like the Freemasons, the starting members were confirmed non-Werewolf to eachother, and if they had five people they could start seering people to determine if they were Werewolf or not. The Mafia started with a member here, so knew two confirmed non-Werewolves amongst the town. The Valiant Order was the only one that ever got five people in it -- Alabaska J successfully seered Oversoul the Night that he died.
Order of the Knights Templar: The jailkeeping society. With three members they could jailkeep; with five they could rolecop, and their one-shot power was to treestump. The Werewolves started with a member here, which in theory would give them a leg up on who might be protected or roleblocked, but the society (quite wisely) didn't provide that information and the society was never scum-controlled. The ability for the leader to self-protect was added in to dissuade the Werewolves from just killing off the leaders.
Hermetic Order of the Golden Dawn: Ah, the vig society. With three members they could kill; with five they could daykill, and their one-shot power to mod-confirm the society and its members. Balancing this one was tricky, because of the swing inherent in the power, especially if scum got control of it. This is why Aleister Crowley started in the society alone, why he had complete control over who the leader was while he was alive, and why he was a limited bulletproof (more on that later). Sadly, the Hermetic Order was plagued by induction problems, and only had one available shot through the game, at which point is was already too late: N2, N3, and N6 had the Hermetic Order beaten out by the Knights Templar and the Freemasons for recruits, and N5 saw Bogre inducted but he was lynched D6.
Rosicrucians: The godfather society. With three members they could follow, with five they could wonkily restrict kills, and they had a one-shot power to friendly neighbor someone. The catch, of course, is that the sole starting member was Mafia. The design was that the Mafia could simply quit the society if they so chose (it being a somewhat potent anti-scum tool), or they could leverage their sole-starting-membership as a towntell in the same way that Aleister Crowley in theory could.
Inductions:
All societies could induct, and the inductions all worked the same way. The order of priority for the inductions was Freemasons > Valiant Order of St. George > Order of the Knights Templar > Hermetic Order of the Golden Dawn > Rosicrucians. The #1 picks were done first, then the #2, then the #3, so the #1 pick of the Rosicrucians took precedence over the #2 pick of the Freemasons. Trackers and watchers would see all induction attempts, successful or not.
So then there's the mechanic that people inducted aren't informed until the next Night. This had a convoluted evolution:
Originally, inductions would occur, and people would be inducted, and if there were multiple attempts they would be informed of all of them.
I knew that I wanted one action per person per Night -- that is, I knew that I wanted PRs (and scum) to have an incentive to not want to be leader because they'd already be using their PR/kill. Inductions presented a problem then, especially late game, because they were confirmable actions that could clear someone as not having performed a kill. I imagined a scenario were someone would leave a society and then demand that every society attempt to induct them, and it made even a 1-member society useful because of the confirmable action.
These were not things that I wanted.
So I moved the notifications from the end of the Night to the beginning of the next one. But this produced a lot of confusion (see the Bogre lynch, where where Bogre says he wasn't recruited, and Global Warming and Ghostlin, who tried to induct him, take this as some sort of scumtell).
What Didn't Work:
Leadership mechanics:
These pretty much didn't work at all. Originally, the societies would determine their targets and receive their reports communally; however, that public way of doing things made it impossible for the scum to subvert -- I wanted something that would be a more private, so came up with the idea of having a leader, but this presented the next question of how to select the leader. Voting seemed ideal, so I went with that for the majority of the societies.
The problem is that virtually no one ever submitted a vote. MagnaoIllusion did D1, Ghostlin did D3 for Global Warming, and ToastyToast selected Empking to friendly neighbor someone D7. That was literally it.
Two of the societies selected on things other than votes: The Valiant Order selected on the number of scum-lynch-wagons people were on, and the Knights Templar selected on lynch votes at the end of the Day. In theory, a member of the Knights Templar could self-vote and then self-protect -- for at least half of the game, no member of the Knights Templar had any votes on them at the end of the game. Yet this never occurred.
So what actually happened in the vast majority of cases is that random.org broke ties, which was a huge letdown to me and made an element of randomness that I expected to be very rare actually very common.
Not sure what the proper answer is here (perhaps select the leaders communally the Night before?), but it wasn't what this game used.
Induction Notifications:
As discussed previously.
Aleister Crowley's Bulletproof:
So Crowley was Bulletproof to prevent a very lucky N1 shot from leaving the society in scum hands, essentially. The desire was that at least the first shot from the society would be town-controlled. Unfortunately, due to the way the inductions (didn't) work, Global Warming ended up being Bulletproof up until N8 (which I had never actually considered a possibility). That was not the desired goal. I realized this was a problem around D4, and was the reason I added on the 1v1 endgame rule in #1450.
This was just sloppiness on my part. I don't like full-Bulletproof town, and the inclusion of this one was a mistake. Should've expired N3 or when the Hermetic Order had 3 members, whichever came first.
Thank Yous:
A big thank you to my replacements: Empking's Alt, ToastyToast, Oversoul, and The Fonz.
Another thank you to my reviewers: Andrius, Vi, and Regfan for disabusing me of some of my stupider notions.
And finally, a thank you to the players, for whom the game would not be possible otherwise.