You wanna watch it fall apart
Every time I walk I watch
I look, I notice, I observe
I read the signs
And the signs are pointing in the wrong direction
The signs are not naming the streets
Or leading you to the highways
The signs are naming names
Tombstones to mark the death of children not even born
And I don't mean abortion I mean what is to come
The signs are telling me to turn back around
The signs are telling me to research my past
The signs are telling me to learn from my mistakes
The signs are asking me questions
Do you wanna watch it all fall apart?
Do you have any control?
Is there anything that you can do?
Time is not a nice person
I know because the sign said it
Time can be generous but ultimately time is indifferent
Time does not give two damns or a fuck
So what will you do?
What will we do?
So I'm in the middle of the street talkin' to the signs
And people are lookin' at me pointing and laughing
Like, "This mothafucker's crazy! "
But do they not see the signs?
Do you not see the signs?
If there is one thing in this world
That you can depend on
That you can bet your last dollar on
It's the ignorance of the American people
But still I have faith
But still I read the signs
They are indeed there
Some of us are lost
And will not find our way
No matter what the signs say
Some of us do not see the signs because
We are too busy shopping.
Some of us do not see the signs because
We can't help but stop and look at the accidents and stare
We are in a daze
We are amazed by the world's displays
Some of us do not see the signs because
We are giving spare change to the homeless
We are getting gas
We are volunteering for duty
And we are watching television
We are driving around in circles on spinners
And we are working eight to six
We are on our way to the club
We are high, we are drunk, and we are sober
And we do not see the signs
We are listening to a moron babble
We are listening to tongues that lie
We give them an ear
We give them a hand
We give them both eyes
So we cannot see the signs
There are children playing in the streets
And they cannot read the signs
They are only children
Stop.
Stop!
I fear there is no U-turn
And that this road dead-ends
Because we cannot read the signs
Do you not see the signs?
We must read the signs
And we must turn around
We must turn around
We gotta turn this shit around
And we gotta read the signs
We must read the signs...
We must read the signs...
We must read the signs...
We gotta read the signs...
We gotta turn this shit around...
We must turn this shit around...
Every time I walk I watch
I look, I notice, I observe
I read the signs
And the signs are pointing in the wrong direction
The signs are not naming the streets
Or leading you to the highways
The signs are naming names
Tombstones to mark the death of children not even born
And I don't mean abortion I mean what is to come
The signs are telling me to turn back around
The signs are telling me to research my past
The signs are telling me to learn from my mistakes
The signs are asking me questions
Do you wanna watch it all fall apart?
Do you have any control?
Is there anything that you can do?
Time is not a nice person
I know because the sign said it
Time can be generous but ultimately time is indifferent
Time does not give two damns or a fuck
So what will you do?
What will we do?
So I'm in the middle of the street talkin' to the signs
And people are lookin' at me pointing and laughing
Like, "This mothafucker's crazy! "
But do they not see the signs?
Do you not see the signs?
If there is one thing in this world
That you can depend on
That you can bet your last dollar on
It's the ignorance of the American people
But still I have faith
But still I read the signs
They are indeed there
Some of us are lost
And will not find our way
No matter what the signs say
Some of us do not see the signs because
We are too busy shopping.
Some of us do not see the signs because
We can't help but stop and look at the accidents and stare
We are in a daze
We are amazed by the world's displays
Some of us do not see the signs because
We are giving spare change to the homeless
We are getting gas
We are volunteering for duty
And we are watching television
We are driving around in circles on spinners
And we are working eight to six
We are on our way to the club
We are high, we are drunk, and we are sober
And we do not see the signs
We are listening to a moron babble
We are listening to tongues that lie
We give them an ear
We give them a hand
We give them both eyes
So we cannot see the signs
There are children playing in the streets
And they cannot read the signs
They are only children
Stop.
Stop!
I fear there is no U-turn
And that this road dead-ends
Because we cannot read the signs
Do you not see the signs?
We must read the signs
And we must turn around
We must turn around
We gotta turn this shit around
And we gotta read the signs
We must read the signs...
We must read the signs...
We must read the signs...
We gotta read the signs...
We gotta turn this shit around...
We must turn this shit around...
---
Rolelist: Spoiler: Neighborhood Investigative
Neighborhood Protective
Neighborhood Killing
Neighborhood Support
Random Neighborhood
Random Neighborhood
Random Neighborhood
Random Neighborhood
Citizen
Citizen
Citizen
Citizen
Sign-Seer
Fog Boss
Fog Support
Random Fog
Random Fog
Rhapsody
Ghost
Pursuant
Role Alignments: Spoiler: Neighborhood Power - Retributionist, Jailor, Lawyer, Sign-Seer. These people, despite being rare, are one with the fog and knows it's intricacies better than the rest of the Caravan.
Neighborhood Investigative - Sheriff, Investigator, Lookout, Spy. These people crave information about this fog attack, and take this a means of learning, not despair.
Neighborhood Protective - Doctor, BodyGuard, Marshal. These people know what risks the Caravan is taking by being in this situation. They take precautionary measures to reduce the impact of this blow.
Neighborhood Killing - Vigilante, Veteran, Firebrand. These people are eager to get rid of this fog, through any means necessary.
Neighborhood Support - Escort, Transporter. These people worked the oddjobs on the caravan. When enlisted by the rest of the caravan they become quite powerful.
Citizen - They don't see the signs.
Fog Boss - The one who controls the fog. He uses fog's versatile properties to bend the world to his will.
Fog Support - Blackmailer, Mafioso, Agent, Consigliere, Consort. These roles perform independent of the Fog Boss, and are top associates.
Fog Deception - Prankster, Framer, Disguiser. These roles are underlings of the fog and serve to add to the paranoia of the Caravan.
Neutrals - Rhapsody, Ghost, Pursuant. Others.
---
Rules: Spoiler: 1) Be respectful. This should be common sense, but it's worth reminding. There will be NO tolerance on racial/homophobic/sexist remarks, those being punishable with replacement. If posts are becoming a little too heated and insults are being thrown around, I'll give a friendly reminder to stay cool. If a specific user is deliberately trying to be rude towards others, they'll receive an official warning. Persisting said rude behavior after an official warning will get you replaced or worse.
2) Do not gamethrow. This basically means: ALL your actions must have your specific win condition in mind. Attemting to undermine your/others of the same faction's chance to win (shooting a revealed Mayor as vigilante, joining the town as witch against evildoers, etc.) will get you blacklisted from future games. This can include "Jesting".
3) Inactivity. After 36 hours if a player has not posted I will prod them for inactivity. If they do not reply and post within 18 hours they will be replaced. If their posts are judged to be an attempt of prod-dodging, the counter won't reset. If I prod them again, they will be replaced. If you're going to be inactive for a long period, please let me know in advance so I can replace you.
4) No outside communication. All game-related communication between players must be kept between the day thread, night conversation or whispers. You might not talk with dead players if you're alive or vice-versa unless you're a medium using your ability. Dead players may talk amongst themselves, but communication with Mediums might suffer interference. Please refrain from the use of third-party programs such as Skype, other forums, etc. to share any kind of info. Break of this rule will end in blacklisting from future games.
5) Please do not spam. Avoid cluttering the thread. Some players can't be online all the time, and spam makes it harder for them to catch up. Try to use the forum fuctions at your disposal (Quote, Preview, Spoiler) so your thoughts are organized in a single big post instead of multiple small ones. I will spoiler posts as I see fit.
6) Codes: No codes, no encryptions. Signals may be used.
7) Whispers: There are no whispers.
8) Labels:
- Death Notes: "Death Note" (Any role that kills has acess to these)
Night Abilities: "Night Action"
Day Abilities: "Day Action"
9) Flavour Text: Do not make any assumptions based on the description of a lynch or kill, for example. Like the name says, it's just flavour.
10) Important Links: Be sure to look at ObiWan's Rules for more info.
11) Titles: This isn't an official episode, but you can bet bragging rights will apply.
Mechanics: Spoiler: 1. This game is FLIPLESS. Because this inherently benefits scum Town have been awarded extra players in the rolelist.
1a. The Sign-Seer finds dead player's roles and is aligned with the Town. The Ghost does the same, but has a Witch win-con.
2. New roles are added: Sign-Seer, Firebrand, Fog Boss, Rhapsody, Ghost, and Pursuant.
3. Mayor and Godfather are removed.
4. Role balances:
4a. Lawyer trials, if resulting in a not-guilty, add 24 hours to the day.
4b. Investigator results include generally about five results to increase claimspace.
4c. Vigilante has Jailor's guilt.
4d. Mafia Support includes Mafioso, Blackmailer, Consort, Consigliere, and Agent.
5. The Fog Boss role is added, which includes a cooldown-effective Caporegime, Underboss, and Enforcer.
6. There will be no last wills. Death notes are limited to 50 characters.
New Role Cards: Spoiler:
Lawyer
Your alignment is Neighborhood Power
You don't see the signs, but you wanted to. So you began taking some classes in law.
During the day you may select a player, that night the player then can optionally write a 1000 character affidavit which will be sent to you. You may hold on to the affidavit yourself or submit it to the town and it will be posted completely anonymously.
You may also pm your moderator during the day to start a trial, when a majority is reached on a player it will be announced that you have entered the gallows and a trial has begun.
During a trial you can communicate with the town anonymously via two 1000 character limit messages for your opening/closing arguments.
Within 24 hours, the players must send a vote of /Guilty or /Not Guilty to the Game Moderator.
Your vote counts as three in trials.
At the end of the Trial, if a Guilty verdict was achieved, the person will be immediately lynched. If an Innocent verdict was released, the day will have 24 hours remaining.
During your trials, you may also swap defendants, or force a verdict. You may only do each of these once and they can be used together.
You may do this only three times. You can also perform this power on yourself.
Players may not whisper during trials.
You win with the Town
You must kill the Fog
You must kill Ghosts
You must kill Pursuants
You may spare Rhapsodies
Sign-Seer
Your alignment is Neighborhood Power
Do you not see the signs? You do, and it's your job to illuminate them to the rest of this neighborhood.
Every night you may select a dead player. You will learn their role.
You win with the Town
You must kill the Fog
You must kill Ghosts
You must kill Pursuants
You may spare Rhapsodies
Firebrand
Your alignment is Neighborhood Killing
The power of fire. It illuminates through any old pesky fog. You'll light the way for anyone else to see through the fire and the flames.
Each night you may douse a player in gasoline.
You may also ignite all of your doused targets, however you may only ignite once so choice your actions wisely.
Your method of killing ignores night immunity.
You win with the Town
You must kill the Fog
You must kill Ghosts
You must kill Pursuants
You may spare Rhapsodies
Vigilante
Your alignment is Neighborhood Killing
Before you left on the caravan trip you were given a strange gun, that can shoot through fog. You never thought it useful until now.
Each night you may decide to shoot and kill one town member you believe to be evil.
However, if the person you shoot turns out to be part of the Caravan, you will be overcome with grief and vow to never shoot again.
You will also know if you killed a town member.
You only have 3 bullets, allowing you to perform your night action up to 3 times. Make them count.
You may not shoot on the first night.
You win with the Town
You must kill the Fog
You must kill Ghosts
You must kill Pursuants
You may spare Rhapsodies
Fog Boss
Your alignment is Fog Head
Part of what makes fog so strong is it's versatility. You, being the head of all operations, have learned the many powers, and you will use the fog's versatility to destroy this neighborhood, and make sure none of them see the signs ever.
You may use one ability per night: a Caporegime retrain, an Underboss detain, or an Enforcer evade.
These abilities are cooldown effective, meaning you must wait a night before performing an ability again.
Retrain:
You may target a member in your Mafia at night, retraining them into another Mafia role of your choosing.
Should this ability succeed then you must wait an additional night until you may retrain again.
You may not promote players into unique roles, even if they are already an unique role.
You may demote yourself into another non-unique Mafia role.
You can communicate with your allies each night, for as long as they are alive.
Detain:
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.
Evade:
Once each night you may target a member of the Mafia and a person not aligned with the Mafia. Should either role be visited that night by a role which has a directly helpful or harmful ability, you will copy that role and perform its action on your second target, or vice versa. You will do this for all actions being carried out on your targets that night, including self-targeting abilities other than Veteran alerts.
You may not target yourself.
This ability ignores transports and if one of the targets is Witched, the second target will be forced to visit the same player as the first. The Spy will not see which member of the Mafia you visit, but they may see which member of the Town you visit.
You win with the Fog
You win with Ghosts
You must kill the Caravan
You must kill Pursuants
You may spare Rhapsodies
Neutral Rolecards: Spoiler:
Rhapsody
Your alignment is One With The Fog
You are the one that dies tragically in the middle of the story. But you've always seen the signs, and it's your job to lead someone who understands the signs to victory.
During a Day or Night you can inform the Game Moderator you wish to channel spiritual energy during a phase.
If you die doing this, you must choose to follow someone the following night for the rest of the game.
You may only perform this ritual 5 times. You cannot serve people who vote to lynch you.
You have 5 200-character whispers to give to the person you're following each night.
You will learn who the person you are following visits, and a clue to that person's role.
(Basically - You choose X to follow. X visits Y. You learn X visits Y, and a clue to Y's role similar to the Investigation results.)
You win if your efforts help the person you're following's side win the game.
You lose if your efforts fail to help the person you're following's side win the game, if you die without performing the ritual, or should you remain alive at the end of the game.
Ghost
Your alignment is Actually Dead
You always knew the signs, but you never bothered to share them with anyone. As punishment, you were not granted to heaven when you died.
You may choose a player every night to grasp. You will latch on to their soul.
You may only latch onto three souls at a time. If you latch onto a new soul while you are on three souls, you will cut the connection to your first latch.
When a person that you have latched onto dies, you will take their soul and learn their role.
The Spiritualist will also not be able to find out that persons role.
You win with Ghosts
You win with the Fog
You win with Pursuants
You must kill the Caravan
You may spare Rhapsodies
Pursuant
Your alignment is Sign Omnipresence
You always knew how to get through the signs with ease. You can instill fear into the depths of everyone.
Each phase, you may stalk one person.
Each of your stalked targets will commit suicide four phases after you begin stalking them.
Your targets will not know they are being stalked, until they commit suicide.
You may stalk a new target each phase, and your past targets will all commit suicide over the paranoia that you have caused them.
Your method of killing ignores night immunity, and any Caravan Protectives trying to stop this attack will fail to do so.
You are night immune. You are also immune to stalking.
If someone tries to roleblock you (including the Jailor), you will stalk your roleblocker and your original target.
If your stalking target is transported, you will stalk both your original target and the other transport.
Once you begin stalking a target, nothing can save them unless you die before the night they decide to commit suicide.
You win with Pursuants
You win with Ghosts
You must kill the Fog
You must kill the Caravan
You may spare Rhapsodies
---
Investigator/Rhapsody Results: Spoiler: Your target speaks a normal voice! They must be a Traveler, BodyGuard, Transporter, Fog Boss, Prankster, or Pursuant!
Your target speaks an aggressive voice! They must be a Sheriff, Vigilante, Doctor, Disguiser, or Mafioso!
Your target speaks a scholarly voice! They must be an Investigator, Spy, Lawyer, Consigliere, or Rhapsody!
Your target speaks a knowing voice! They must be a Veteran, Sign-Seer, Jailor, Blackmailer, or Ghost!
Your target speaks a manipulative voice! They must be an Escort, Marshal, or Consort!
Your target speaks foreign voices! They must be a Retributionist, Lookout, Firebrand, Agent, or Framer!
Sheriff Results: Spoiler: Your target is not suspicious.
Your target is part of the fog! (Note: framed targets appear this way as well.)
Notes: Spoiler: -Flipless game with roles that can learn roles.
-Sign-Seer is not unique, meaning multiple may be rolled.
-The Fog Boss is not immune to sheriffs, nor is he immune to standard attacks like Vigilante.
-The theme is that everyone must see the signs to survive. It's some people's job to show those signs to people. When someone dies only the sign remains. The fog separates people.