1) Titles: This is not an official game so therefore, titles will not be awarded.
2) Inactivity: If a player hasn't posted in the thread within 36 hours, I will prod them for inactivity. If they do not respond to the prod within 18 hours of it being sent, they will be replaced. Receiving two prods will result in an automatic replacement. Posts must be productive to the game and anything else will be seen as prod dodging and will not reset the prod timer.
3) Be Respectful: I will not tolerate any homophobic, racist, sexist, or any otherwise discriminatory behavior. Any type of behavior like this will be punished by being forcibly replaced. Remember that this is a game and if you feel that you're too on edge, take a break from it. I will step in and ask people to calm down if it starts getting too heated. So please, refrain from personal attacks.
4) Gamethrowing: Any attempt to intentionally make your faction lose the game will result in being blacklisted from future games. All your actions must be done with the goal of winning as your faction and have a clear, logical explanation for your actions. This can include Jesting.
5) Spam: Do not post multiple times in a row if it can be avoided. It detracts from the game and makes it harder for people to catch up. Use quotes and spoilers to make one large post instead of many small ones as well as using the preview function to look at your post before posting it. I will spoiler excessively long posts at my own discretion.
6) No Outside Communication: Do not use outside methods of communication to disclose your role or any other similar information about this game to another player. Dead players may only speak to dead players, with a Medium using their night action being the only exception to this rule. Breaking this rule will result in being blacklisted from future games.
7) Last Wills, Deathnotes, and Night Actions: Be sure to label all PMs to me accordingly or you risk the chance that I'll miss the PM and not process whatever you wanted done. There are no wills or death notes. The proper way to label actions are:
"10D Night Action"
8) Whispers: There will be no whispers this game.
9) Flavor: Flavor should not be used to infer anything or support arguments as it is as the title implies, flavor text.
10) Fun: The most important rule is to have fun because this is a game and shouldn't be treated as anything aside from that.
Important Notes:Spoiler:The jester will be the mass roleblocker used in 8C instead of a haunting ability. Transporter cannot transport themself. Prankster is not a charged ability any longer. Doctor heals will give night immunity messages.
Sheriff Results: Spoiler:Your target is not suspicious. Your target is a member of the Mafia! Your target is a Serial Killer!
Pranks: Spoiler:You were roleblocked! You were transported! You were controlled by a witch! You were doused! You were given a bomb! You were attacked but nursed back to health! You have successfully healed your target! You were attacked but somebody fought off your attacker! You were attacked but you are immune at night! You were attacked but your vest saved you! Your target is night immune! You slept peacefully!
Note: Trying to determine if you were pranked by the way one of the above was written in your Night Result is useless. I will write these the way I write them, whether you were pranked or not. (e.g. I may say "You were controlled." instead of "You were controlled by a witch!")
Possible roles: Town Power - Jailor, Retributionist, Mayor Town Support - Escort, Medium, Transporter Town Killing - Firebrand, Vigilante, Veteran Town Protective - Doctor, Marshal, Bodyguard Town Investigative - Sheriff, Lookout, Parity Cop Citizen
Updated Rolecards and new rolecards that are different than in the link given: Spoiler:
Parity Cop
You are a Parity Cop.
Your alignment is Town Investigative.
You're an inspector, particularly admired for you comparisons between criminals and forming connections among suspects. Always ready for a challenge, you're excited to see what these petty lowlifes bring to the table.
Each night you may question a player. When you question a player you will be informed if they have a connection to the previously questioned player or not. If they are connected then they are of the same alignment (Town, Mafia, Neutral).
You win with the Town You win with Survivors You must kill the Mafia You must kill Arsonists You must kill Witches You must kill Warlocks You must kill Kleptomaniacs You must kill Serial Killers You must kill Detonators You must kill Bombers You may spare anyone else
Transporter
You are a Transporter.
Your alignment is Town Support.
Your job is to move people, no questions asked. Not only that, but you are very good at it! You swap two people during the night in the hopes of saving the lives of your fellow innocent town members.
Every night you may transport two people. The two people will be notified that they were transported. Any actions targeting the two people will be swapped, unless otherwise stated on the rolecard of the targeting player. You may not transport yourself. You are immune to being controlled by a witch.
You win with the Town You win with Survivors You must kill the Mafia You must kill Arsonists You must kill Witches You must kill Warlocks You must kill Kleptomaniacs You must kill Serial Killers You must kill Detonators You must kill Bombers You may spare anyone else
Underboss
You are the Underboss.
Your alignment is Mafia Head.
You've been sent here with a small group by the Godfather, a mission to take Salem over. You're the second in command and have learned much from the Godfather and your life on the streets. One thing the seperates you from your superior, and you're especially proud of, is your "hands on" approach with your job.
Every day, you may choose to jail somebody. To Jail somebody, you must message your Moderator during the day telling them who you would like to Jail. If you do not do this before the day is over - you jail no one. The prisoner is removed from any night chats they might be and are roleblocked. However, they may send a 1000 character defense to you. While imprisoned, only Protective and Investigative abilities may be used against your target. If you choose to execute your prisoner as the Mafia's night kill, they are roleblocked and killed. This does not ignore night immunity.
You win with the Mafia You win with Survivors You win with Witches You win with Warlocks You win with Kleptomaniacs You must kill the Town You must kill Arsonists You must kill Serial Killers You must kill Bombers You must kill Detonators You may spare anyone else
Jester
You are a Jester Your alignment is Neutral Avid
Your goal is.... You don't have any! You just cause mayhem in the town, annoying townspeople and mafia alike.
You win the game by being lynched during the day by a majority vote. You lose the game by dying during the night.
If you get lynched during the day, everyone who voted for your lynch will be roleblocked that night. This includes transporters, escorts, and consorts. Oh, how wonderful that everybody suffers from your antics! If a Neutral Killing voted for your lynch, they will not be roleblocked.
Warlock
You are a Warlock
Your alignment is Neutral Evil.
Mortals, all you wish is to be left alone from their silly conflicts and empty promises. Salem used to be your home and yours alone. While you despise all those who now live here, you have a particular grudge against the townies who first settled here.
Each phase you may hex a player of your choice. If that hexed player dies in the next two phases you will be completely immune the phase during and after their death. This includes methods that would normally kill regular night immune players, douses and stalks. The only thing that pierces this immunity is the Bomber. You will learn the identity and role of anyone attempting to attack you. If you are to be lynched while immune the day will lose 24 hours instead of you being lynched. You may not hex yourself.
You win with Warlocks You win with Kleptomaniacs You win with Witches You win with Survivors You win with the Mafia You win with Arsonists You win with Serial Killers You win with Detonators You must kill the Town You must kill Bombers You may spare anyone else
Kleptomaniac
You are a Kleptomaniac
Your alignment is Neutral Evil
A petty criminal who just can't help themselves. It's amazing what people take to their graves. So you've decided to relieve them from any possessions they have, it's not like they're using them anymore.
Each night, you can choose a dead player to steal from. You will be passively informed of how many charges each dead player has at the beginning of each night. You may use their ability as if you were that role for that night and gain any of their special attributes (IE night/roleblock immunity). For each dead person you may only steal from them once. You may not steal from unique roles, Witch being the only exception. When you steal from a killing role, you will only take their passives. You're not one for killing. You have no idea how the Bomber's fuses work, thus you've decided against using them. You must be alive at the end of the game in order to win.
You win with Kleptomaniacs You win with Survivors You win with the Mafia You win with Arsonists You win with Witches You win with Warlocks You win with Serial Killers You win with Detonators You must kill the Town You must kill Bombers You may spare anyone else
Detonator
You are a Detonator.
Your alignment is Neutral Killing.
Boom! Nothing is more satisfying than an explosion. Thus you've decided to share your love of explosions with everyone. You hope they'll appreciate this hands on experience with your earth shattering ka-booms!
Each night you may place a device on a player; they will be informed of this. If a player with a device visits another player with a device, all devices will explode and kill the player holding them. This ignores night immunity. You may plant a device on yourself; however, visiting a target while you have a device won't trigger them unless the device on the other player is from a previous night. You are immune to your explosions. You are redirection immune. You are night immune.
You win with Detonators You win with Survivors You win with Witches You win with Warlocks You win with Kleptomaniacs You must kill the Town You must kill the Mafia You must kill Arsonists You must kill Serial Killers You must kill Stalkers You must kill Bombers You must kill everyone else
Graveyard: Spy Ryanyb - Witch - Lynched Day 2 Purple - Firebrand - Died from mafia Night 2 Deferent - Bodyguard - Died from guarding Night 2 ChubbyMooshroom9 - Underboss - Lynched Day 3 Teamalex - Medium - Died from mafia Night 3 James2 - Parity Cop - Lynched Day 4 3Cheers - Escort - Died from mafia Night 4 Swordsworth - Prankster - Lynched Day 5 Chit - Marshal - Detonated Night 5 PKR - Lookout - Shot by Mafia and Detonated Night 5
Day One of my captivity: I know not who brought me here in this dark underground. My only source of entertainment is tossing this coin in the dark and attempting to find it. I receive one meal a day.
The one thing I do know is that this evildoer has one name. Spy.
He says he wants revenge for 10A. I fear for my life.
There is a game going on. Depending on the outcome, I get to either live or die. I pray for my safe return back to the forum.
The thread is now open for discussion. Dawn of the 1st day. 24 hours remain. Day 1 will end on 7/8, 5:00pm (CST)
FM Wins: 5F Werewolf, Vengeance Mafioso, CFM4 Begrudged, 7C Consort, 7E Retributionist, SFM10 Platinum the Trinity, TFM14 Serialstalkerarsofathervigimayor, 8A Escort SFM14 Myrmidon
Well this started quickly. This will be... fun.. yes.. fun..
FM HistorySpoiler:NFM20 - Won - Lookout FM10C - Lost - Marshal NFM22 - Won - Consort FM10D - Won - Citizen SFM20 - Lost - Your Mom NFM24 - Lost - Citizen SFM21 - Lost - Tactical Encryptor CFM18 - Won - Flow Sensor NFM27 - Lost - Doctor FM11F - Lost - Enforcer TFM39 - Won - Titenic EpiXII - Won - Citizen
RollTheDiceTemptFate wrote:saying your role sooner makes you more believable?
Yeah. Go for it.
FM HistorySpoiler:NFM20 - Won - Lookout FM10C - Lost - Marshal NFM22 - Won - Consort FM10D - Won - Citizen SFM20 - Lost - Your Mom NFM24 - Lost - Citizen SFM21 - Lost - Tactical Encryptor CFM18 - Won - Flow Sensor NFM27 - Lost - Doctor FM11F - Lost - Enforcer TFM39 - Won - Titenic EpiXII - Won - Citizen