PDA

View Full Version : Haunted Mansion Theme & Setup



BorkBot
January 5th, 2012, 09:40 AM
Just moving my theme here :)

In essence, it's a modified Cult vs Town setup with a bunch of neutrals on the side. Some special mechanics are used to spice things up a little and to add something extra to do at night. Since this is a cult setup, it's designed to last slightly longer than your average MFM.

Index:
Post 1:
Roles & Goals
Post 2:
Riddles & Keys
Other Mechanics
Setup
Post 3:
Order of Operations
Feedback Messages
Post 4:
Rules
Q&A

Roles & Goals

The Haunting
Win Conditions: All members of the Exorcists are dead or converted. AND at least 7 unconverted Exorcists MUST die.

Dead members of The Haunting will lose if the Death Knight survives.

Members of the Haunting can communicate at night and participate in the night kill vote. An assassin is required to perform a night kill; noone else can be sent to do it.

The Banshee can override the night kill vote.

An assassination and a conversion from The Haunting cannot occur simultaneously, but an assassination and a maniplulation from The Haunting can.

The Banshee (Lady Trianesh)
Abilities:
At night, The Banshee may manipulate the actions of a targeted player like a witch. Players who are immune to conversion can't be manipulated either.
Alternatively, she can attempt to convert a player to The Haunting.

Special:
Detection immunity (Shadow Hunter/Stalker/Ranger)
Roleblock immunity (Bard/Paladin)
Lynch immunity (if crypt is sealed)
Night kill immunity (if crypt is sealed)

Investigator (The Valet)
May investigate a player each night. Detects exact role.

Assassin
Each night, one Assassin can be sent to assassinate a chosen target (-1).

Shadow (Sheriff)
Check one player each night to see if they are part of the Exorcists.


The Exorcists
Win Condition: All members of the Haunting are dead.

The Paladin (Sir Bastion)
Abilities:
At night, the Paladin may attempt to smite a member of the Haunting (-1). Players who are not part of the Haunting aren't killed, but they will be roleblocked. An unsuccessful smite will always tell the paladin that his target survived his attack, but the target will be informed if they were roleblocked or attacked.
This ability cannot be used for one night after a successful smite (a killing smite).

Alternatively, he can ward a player to avoid their conversion/manipulation each night.
Successful warding (preventing conversion/manipulation) grants that player permanent conversion immunity.

Special:
Conversion immunity

Cleric
Can heal a target each night (+1)

Special:
Conversion immunity

Diviner
Abilities:
May scry a player at night to see if they possess any keys.

Will also see up to 4 submitted riddle answers for each riddle, chosen at random. This ability is passive and automatic. The Diviner will be notified if one of the answers he saw was correct, but he won't be told which one.

Starting at day 4, the diviner can locate a specific key (bronze, silver or gold) to see who owns it. This ability can be used only once per day.

Special:
Conversion immunity

Knight (Bodyguard)
Can protect a player each night (+1) and kills their assailant (-1), but dies in the process. Doesn't pierce night immunity.

Shadow Hunter (Sheriff)
Check one player each night to see if they are a member of The Haunting. The Death knight is shown as a member of The Haunting without actually being a part of it.

Becomes a Shadow if converted by the Banshee.

Bard (Escort)
Can roleblock a player each night. There is no feedback to indicate whether or not a roleblock was successful.

Ranger (Lookout)
May watch a player each night to see their visitors. May also watch dead players.

Stalker (Detective)
May track a player to see their target. The stalker also sees if their target has any keys in his possession, even if they do not visit anyone.

Herald (Journalist)
During the day, may choose a person to interview at night.

The targeted player will be able write an article and send it to the GM in a PM. It will be posted the following day as a news article.

The journalist may choose to submit an article to be posted alongside his interview.

Undertaker (Mortician)
May inspect a dead player to see what actions were performed on them (converted, healed, manipulated, etc). The nights on which these actions occurred are revealed as well. Also discovers death type (Assassin, Death Knight, Paladin).

Coroner
May inspect a dead player to see a list of all their night actions and submitted riddle answers. Also discovers death type (Assassin, Death Knight, Paladin).

Armoursmith
May give armour to a targeted player each night.

Single use vests like those of a survivor (+1) which can be activated alongside other night actions.

Acolyte (Citizen)
Becomes an Assassin if converted by The Banshee.


Neutrals

For all neutrals, their win condition after being converted becomes to win with The Haunting. Except for the Thief who still needs to open the crypt, special conditions no longer apply. But related events will still occur (Jester lynch death, Thief crypt opening death, executioner gaining immunity after lynching his target)

The Death Knight (Sir Purigon)
Win Conditions:
1) Survive to see all (unconverted) Exorcists, the Thief and the Banshee die.
OR
2) Survive long enough to see The Haunting eliminated.

Ability:
Must choose a target to slay each night (-1) except the first night. If no target is submitted, the dice will decide.

Special:
Conversion immunity
Kills Roleblockers
Lynch immunity (if crypt is sealed)
Night kill immunity (if crypt is sealed)
Appears as a member of The Haunting to a Shadow Hunter

Thief
Win Conditions:
Be one of the players who unseals the crypt. Must survive until the end.
If converted to the haunting, he no longer has to survive until the end, but he must still unseal the crypt.

Ability:
May target a player each night to steal one key in their possession. May also loot dead players.

Alternatively, he may plant a key on a player of his choosing. This ability can only be used once.

Has a passive vest that protects him from the first attack made against him. The vest is lost if he is converted to the Haunting.

If the Thief is among those who unseal the crypt, one random player will die that night (Members of The Haunting, The Death Knight and the Thief himself are not included in the roll).

Executioner
See your assigned target lynched and survive until the end. Target is always an Exorcist.
Becomes a jester upon failure. Becomes immune to night kills upon success.

May visit a player at night to bother them.

Amnesiac
May choose a player from the graveyard at night to assume their role. Cannot become The Banshee, The Death Knight or The Paladin.

If the Amnesiac is part of The Haunting, he remains in The Haunting regardless of the role he picked (it's possible to become a Cleric of the Haunting). If he assumes a new role while still neutral, he joins the faction that role normally belongs to.

New role (but not the faction) is revealed at the start of the day.

Loses if no role is chosen by the end of the game.

Jester
Must try to get lynched. Random guilty voter dies when lynched.

If the jester is part of the Haunting, members of the Haunting are excluded from the random suicides.

May visit a player at night to bother them.

Survivor
Must survive until the end. 3 single use vests (+1).

BorkBot
January 5th, 2012, 09:40 AM
Riddles & Keys

The Banshee and the Death Knight cannot die until the crypt has been opened. To do this, each player in possession of one of the three keys (bronze, silver and gold) must submit an -unseal action on the same night. You must already own the key before the night starts in order to use the unseal action.

At the start of Night 1, a riddle will be posted. All players can PM their riddle answer to the game master, but only unconverted Exorcists, Hidden Neutrals and the Thief are eligible to be awarded with a key. In the event that only the Death Knight or a member of the Haunting gives the correct answer, the riddle will remain unsolved. Each night, you're only alowed to submit a single one-word answer for each riddle. Names aren't allowed. If a player answers correctly, he receives the key. If multiple players give the correct answer, the key will be awarded to a random player among them. The riddle may be discussed during the day.

On night 1, the riddle for the Bronze Key will be posted.
On night 2, the riddle for the Silver Key will be posted.
On night 3, the riddle for the Golden Key will be posted.

Unsolved riddles will be posted each night until all 3 keys have been handed out. For example, if the Bronze Key riddle is not solved on night 1, then both the Bronze Key riddle and the Silver Key riddle will be posted on night 2. When sending answers for two (or three) riddles in the PM to the game master, please make it clear which riddle each answer belongs to (bronze/silver/gold).

During the day, a player who is in possession of a key can -reveal key

A player who possesses a key can -give key to player.

It's only possible to give a key to someone who has revealed a key on the same day. These commands are sent in a PM to the Game Master, similar to a mayor reveal. You're allowed to lie about possession of a key, but you can't support such a claim with a reveal.

If a player is found dead with a key on them, players can publically -vote keybearer during the day. The player with the most votes gets it. If the Banshee or the Death Knight come to be in possession of a key in this manner, they have to choose someone else to give the key to at night. If a player is lynched and had a key on them it will be revealed, but no keybearer can be chosen until the next day.


Other Mechanics

There's a few other mechanics that will be in effect in this game that are worth mentioning.

When someone is converted to the Haunting ("culted") they will receive a message saying they were witch controlled OR converted. They won't know for sure until the next night and have no knowledge of who the other members of the Haunting are.

Members of the Haunting other than the Banshee herself are not informed of conversion success. They also aren't informed of each other's actions, so deception among members of The Haunting is possible.

When someone is converted, their victory conditions are changed to win with the Haunting. Converted neutrals who had already accomplished their objective won't win if the Haunting loses. Role abilities are unchanged unless otherwise noted in their respective rolecards.

Death types in the graveyard will be hidden. That means you won't be able to see if someone was killed by an Assassin, the Death Knight or the Paladin.

The RP is strictly for flavour. Don't attempt to derive information from it, because it's more likely that you'll be deceived than that you'll guess correctly.


Setup

The Banshee (Lady Trianesh)
Investigator (The Valet)
Assassin

The Paladin (Sir Bastion)
Cleric
Diviner
Hidden Exorcists Power Role **
Hidden Exorcists Power Role **
Hidden Exorcists Power Role **
Hidden Exorcists Power Role **
Hidden Exorcists Power Role **
Hidden Exorcists Power Role **
Hidden Exorcists Power Role **
Acolyte
Acolyte
Acolyte

The Death Knight (Sir Purigon)
Thief
Hidden Neutral ***
Hidden Neutral ***

Hidden Exorcists Roles **: Knight, Ranger, Stalker, Bard, Herald, Undertaker, Coroner, Armoursmith, Shadow Hunter
Hidden Neutral Roles ***: Executioner, Amnesiac, Jester, Survivor

BorkBot
January 5th, 2012, 09:58 AM
Order of Operations

0.1 Keys found on the dead from the start of the day are given to the elected keybearer
0.2 Herald Interview
0.3 Amnesiac remembers role
1. Elected Banshee/Death Knight keybearers pass their keys to another player. The key for the correct riddle answer is awarded
2. Use of Vests (+1 to life bar)
3. Paladin Warding
4. Banshee Manipulation/Conversion
5. Roleblocking (including paladin smite on non-Haunting players)
6. Stealing/Planting
7. Ranger, Stalker, Undertaker (Can see visitation actions starting at 3., but actions can also be affected by roleblocking, manipulation)
8. Diviner Scrying
9. Jester/Executioner visitation
10. Give Armour
11. Investigations/Shadow Hunter/Shadow/Coroner
12. Knight Protection (+1 to life bar)
13. Kills (-1 to life bar)
14. Heals (+1 to life bar)
15. Herald publishes article
16. Key owners unseal the crypt (must own key before 1.)



Feedback Messages

Shadow Hunter check:
The Haunting/The Death Knight: Your target is enveloped in an aura of corruption. They are part of The Haunting!
Anyone else: Your target appears to be clean of corruption.

Shadow check:
Exorcists: Your target radiates an aura of self-righteous zeal. They are part of the Exorcists!
Anyone else: Your target does not appear to be driven by any pathetic moralistic motivations.

Investigations:
While searching through your target's belongings, you discover that their role is X.

Ranger Watching:
You posted at your target. They were visited by XYZ.

Stalker Tracking:
You tracked your target. They visited X.

Diviner Scrying/Stalker Tracking target possesses key:
If in possession of a key: Your target has the bronze/silver/golden key!
If not: Your target had no keys at all.

Scried by a Diviner / followed by a Stalker:
You felt like you were being watched.

Roleblocked by a Bard or Paladin Smite:
You can't seem to recall exactly what happened tonight. Were you dreaming? You vaguely recall someone stopping you from doing whatever you had planned. You were roleblocked.

Warded by a Paladin:
You felt courageous and strong-willed tonight, inspired by a Paladin.

Resisted conversion/manipulation by the Banshee:
The Banshee attempted to gain control over you tonight, but you resisted!

Converted/Manipulated by the Banshee:
A strange force dominated you tonight.

Banshee target resisted conversion/manipulation:
You attempted to gain control over X tonight, but they resisted!

Thief Stealing:
Success: You find the bronze/silver/golden key and claim it for yourself.
Failure: After searching your target's belongings for a while, you can't seem to find any keys and give up.

Key Obtained:
You managed to get a hold of the bronze/silver/golden key!

Key Stolen:
When you wake up in the morning, you discover that your bronze/silver/golden key is missing!

Attacked a target who survived, regardless of the reason for their survival (night immunity, vests, healing, unsuccessful smite):
Your target somehow managed to survive your attack.

Given a vest from an Armoursmith:
You received a suit of Armour.

Survived an attack because of Night Immunity/Vest:
Someone attacked you tonight, but you survived!

Successful Cleric Heal (including healing a night immune target):
Your target was attacked, but you mended their wounds and saved their life.

Attacked and Healed (even if you are night immune):
Your were attacked, but a Cleric came to heal your injuries.

Saved by a Knight:
You were attacked, but a Knight fended off your attacker.

Visited by a Cleric or Knight, but not attacked:
Someone protected you tonight.

Visited by an Jester or an Executioner:
A bothersome person visited you tonight.

Diviner riddle answers:
Focusing on the Bronze /Silver/Golden key riddle and working your magic, you read the following words in the surface thoughts of people nearby:
A, B, C, D

Correct riddle answer was among the words that were seen:
Eureka! You feel confident that one of these answers was correct!

Resisted roleblocking as a Banshee:
Some fool got in your way. You feigned stupor until they left again.

Paladin can't smite:
You can't bring yourself to do harm to another person tonight. You feel the urge to protect your fellows instead.

Interviewed by a Herald:
A herald approached you. You may share your story and he will make your words immortal! (150 words max)

Mortician/Coroner cause of death:
Your target was assassinated/slain/smitten/lynched

Mortician results:
Your target was subjected to the following actions:
Night 1: [actions]*
Night 2: [actions]*
etc.

*actions can be: investigated, followed, watched, healed, protected, manipulated, converted, warded, attacked, roleblocked, given armour, robbed, bothered, checked, inspected, interviewed, scried
Brackets aren't displayed in the actual message. Actions are separated with ,
Paladin smite comes up as attacked even if it resulted in a roleblock

Coroner results:
Your target visited the following targets:
Night 1: Player A
Night 2: Player B
etc.

Your target submitted the following riddle answers:
Night 1 Bronze: A
Night 2 Bronze: B
Night 2 Silver: C
Night 3 Bronze: D
Night 3 Golden: E
etc.

BorkBot
January 5th, 2012, 10:02 AM
Rules

As usual, don't discuss this MFM outside the channels provided within the game itself. Using external (voice) chat software, forum PMs or rep messages to share information about the game is NOT allowed under any circumstances. Not even if you're in the same faction. If I discover that this does happen, there will be repercussions.

You may casually mention the game as long as you don't strategise or reveal anything the other person shouldn't know.

You're free to mention the RP names on the roles list in day chat. There are no hidden RP names in this game.

Lynch votes will only be counted if they are in red. Preferrably in bold as well. -vote BorkBot

All night actions should be sent to me in a private message. This includes night actions from The Haunting. Night chat is just for strategising. You may lie to your peers about your actions.

Riddle answers must be English words and can't be names.

Last wills are allowed. Only Assassins can leave death notes.

Don't edit your posts in the MFM. This is cheating and will result in you being modkilled.

Exorcists who ask to be converted or blatantly betray proven allies by lynching will turn into red acolytes without powers if they ever get converted. So the Haunting will be better off killing them and taking other players instead.

Excluding day 1, you will only be excused for not contributing one game day during the entire game. To be considered active, make at least 4 posts that contribute significantly to the chat ("hi guys, I read the thread and now I have to go again" doesn't count). Anyone who is inactive for more than one day (for example day 2 and day 4) will be replaced by a reserve. Replacements keep the same role and alignment. Massive lurking will break this game and I won't accept it as a "strategy".


Q&A

1. Will a Ranger or Stalker see a Herald's interview target? And what about Diviner scrying?
No. The Herald's interview happens before any actions they can see. The Diviner doesn't need to visit his target to scry on them; he works his magic in his own quarters.

2. If a thief steals a key the same night it's awarded for a riddle answer, will the target be notified of the theft?
No. The thief's sleight of hand allows him to nick the key before the target realises it.

3. As there is no feedback message for it, I assume that the Paladin isn't notified for successfully warding (preventing manipulation/conversion) a person. Is that correct?
Yes, he won't know about it. But the Banshee will.

4. Considering the Order of Operations, is it possible for the Amnesiac to remember his role and take a night action the very same night (assuming the remembered role has one)?
That's correct. It also means he loses his eligibility to win a key from a riddle if he takes on the role of The Valet, a Shadow or an Assassin, even if he was still neutral before the start of the night.

5. Does the Amnesiac get a list of roles every night, or does he even know which player had which role?
Exact roles will be visible in the graveyard

6. Is it possible to write a last will or is submitting a riddle answer the only way to pass post-hum information about you to the Exorcists via the Coroner?
Last wills are allowed.

7. Can you keep answering solved riddles each night to write a message for the Coroner to see?
No, you can only submit answers to unsolved riddles

8. Can The Valet investigate dead people?
No, and he doesn't need to.

9. Are Stalkers told the target, if the target is a dead person?
Yes, except if the dead person is a Cleric who never got to heal his target

10. Does the Undertaker get targets along with the actions performed on his target? I.e. -manipulate <inspected target> <any target>
He sees all actions performed on a chosen player in the graveyard before and after his death. The target is always the player he is inspecting.

11. Can Jester grief/Thief unsealing be healed? Does it penetrate night immunity?
Yes, it can be healed. Vests don't protect you from it though. And neither does Knight protection.

12. Can manipulation make targets without night actions make visitations? Are dead players valid second targets for manipulations?
Yes to both.

13. Thief is the only one to be able to snatch an armor of a dead player?
He snatches riddle keys because he wants to pillage the crypt. He's not interested in stealing bulky armour because he won't be able to carry as much gold.

14. If the Knight protects a target and both an Assassin and the Death Knight attack it, does the Assassin die or is it random?
A random attacker will die.

15. Do Diviner only see the riddle answers of the actual night, or all of them (including previous nights)?
Only of that actual night. He is reading the thoughts of others in the mansion.

16. In what format do riddle answers have to be submitted?
One single word. Names are not allowed.

17. Does the Diviner always see 4 submitted answers per riddle if at least 4 were submitted?
No. He sees up to 4 answers. The more people submit an answer, the more answers the Diviner will see. If only 12 out of 20 players submit an answer for example, he might only get to see 3.

18. If someone who is not part of The Haunting submits the correct riddle answer and is converted to the Haunting on the same night, can they still win a key?
Yes, they can.

19. If you reveal a key, will there a some little day rp stating that you have revealed a key?
There will be an announcement like with a mayor, yes.

20. Can you reveal specific keys, if you have more than one?
Yes.

21. Is the -give key to player action hidden, as in nobody knows you gave the key away and who got it?
It's publically announced who received a key, but not who gave it away. Otherwise the bad guys could hide keys indefinitely.

22. If three player reveal that they have a key, can they switch the keys around between them as in a three cups one ball game or are there any unmentioned limitations?
No limitations. But since passing keys to other players is public, there's really no point to pass it around endlessly unless you're just trying to annoy everyone.

23. Do only players, that have revealed a key earlier the day, have the possibility to give it away, or are only revealed keybearer valid recipients of key giving actions?
You don't have to reveal a key to give it away to a revealed keybearer, but everyone will know that he has it.

24. If a Cleric heals a player, both get attacked (Assassin and Death Knight) and neither of them gets any further protection/heals, do both die (as the Cleric gets killed before he gets to heal the player)? What if the other attacked player is a Cleric, that targets the first one?
Both will die.

25. When is a player found dead with a key on them? The moment the day starts and a key-bearing player has died the previous night?
When a key owner gets killed at night, or when a player who owned a key gets lynched. If a key owner gets lynched, the thief can take that key the same night if he targets that player.

26. Can the kpn be increased, if The Banshee manipulates an Assassin, that wasn't sent to kill, on any player?
No. It will just be a visitation without any effects beyond that. Like if you were manipulating an Acolyte to visit someone.

27. Does the Haunting get information about the graveyard/dying people, that the Exorcists don't without using power roles?
The Haunting knows when they sent an assassin to kill someone.

28. Will you receive multiple instances of the same feedback message or always a maximum of one? If it is only one, is it slightly altered to reflect the number of persons being cause for the message? I.e. multiple Clerics and Knights protecting you, without being attacked.
It will be made clear that you were affected by the same or a similar action multiple times.

29. Does one person have to be in possession of all three keys in order to open the crypt or can two or three different people collaborate to open the crypt at once? If the haunting can't possess the keys what is stopping people from just giving the "unseal" command every night?
The 3 key owners need to collaborate and give their unseal command on the same night. The Haunting can come in possession of keys by converting keyholders. The town might not want to unseal the crypt in fear of the thief and an executioner or jester could have certain demands.

30. If the thief is converted does his objective become to keep the crypt closed instead of being the one to open it? Can the thief (and other converted players) still posses keys or are they not allowed to as a new member of the haunting?
His goal becomes to win with the haunting, but he must still open the crypt. Once you have a key, nothing forces you to give it up except dying or a thief looting it off you. The crypt can't be closed.

31. Do any roles other than the Acolyte and the Shadow Hunter change after conversion?
The jester and the amnesiac also function differently if they get converted. All other roles stay the same, but become aligned to the haunting. A shadow hunter will be able to sense them.

32. Are we Allowed to -suicide?
Yes

33. Assuming Death Knight is dead. Win conditions for the Haunting:
1) All members of the Exorcists are dead or converted.
2) At least 7 unconverted Exorcists MUST die.
Must both 1 and 2 be accomplished to win, or is it either 1 or 2?
Both objectives must be met.

34. Can anyone in the Haunting be sent to perform a kill?
No, only an assassin can perform a kill for the Haunting. If the Haunting has no assassin, they can't night kill.

35. Can anyone but the Banshee be sent to convert someone?
No, only the Banshee can convert players to the Haunting. It's one of her night abilities.

36. Does a converted executioner still need to lynch his target to win? Does he keep his night immunity if he is converted?
He doesn't need to lynch his target in order to win, but he will be granted night immunity. If he was already successful before the conversion, he will retain his night immunity.

37. Does a survivor keep his vests after conversion?
Yes

38. Do the cult members know each other from start?
Members of the Haunting did not know each other before night 1.
New converts won't know whether they were converted or bewitched until the next night. If they were converted, they won't know who their new allies are until they enter night chat.

39. Will there be punishment for gamethrowing?
Exorcists are allowed to side with the cult, but if they ask to be converted or blatantly betray known allies by lynching, I will turn them into red acolytes without powers if they ever get converted. So the Haunting will be better off killing them and taking other players instead.

40. How does lynch immunity work exactly? If they are given the hammer will it just not go through and we are told at the end of the day?
The hammer will still count and you can't lynch anyone else, but you will be informed that the player was immortal.

41. Will the Paladin be notified of a successful smite or just an unsuccessful one? Will there be any indication that he can't smite the next night?
The paladin's smite is only considered successful if it kills its victim. Every other situation (heals, immunity, invalid target/roleblock) reports as unsuccessful. On the night after a successful smite, the paladin will receive a PM telling him that he can't smite.

42. Do the vests (either survivor or given by armoursmith) trigger upon being attacked? Or do you have to decide to use them that night to save your life.
You have to decide when to use them.

43. Is the death knight able to kill night 1? It says he MUST kill everynight except first, but doesn't say he can't.
He can kill, but he may choose not to. Holding off on the first night may be a strategical choice. Because he isn't necessarily everyone's enemy...

44. Is there any way possible to prevent a thief from stealing you key?
He can be roleblocked. Other than that, no.

45. In the order of operations it says 0.3 Amnesiac remembers role. So if he is killed that night it will show his new role and also reveal to town that he took it?
Yes.

46. Does the amnesiac immediately get his role when he chooses it at night? Is he able to perform his new night action?
Yes and yes.

47. According to the order of operations someone can obtain a key and die the same night?
Yes. The key will be found on their corpse the next morning.

48. On day 4 the diviner can locate keys. Is this action a day action or night? If night does he have to chose between scrying and locating?
It's a daytime action.

49. In the FAQ question 3 you said paladin doesn't know if ward prevents conversion. Will the target know? or ONLY the banshee?
Both the target and the Banshee will know.

50. Can the journalist add his own opinions to an article?
He can publish an article of his own alongside the interview.

51. Can a Shadow Hunter tell the difference between neutrals and Exorcists?
No. Besides the Death Knight, neutrals come up as not suspicious.

52. Can the haunting convert every night?
Yes, as long as the Banshee is alive.

53. Is there a limit to the max size of the haunting?
No.

54. If the Paladin tries to smite the death night (assuming he is not a member of the haunting yet) will he be attacked or roleblocked?
He is roleblocked.

55. If an amnesiac was one of the players to open a crypt and he later becomes a Thief, will his "loot the crypt" winning condition be fulfilled?
No. He will automatically lose the game because he didn't loot the crypt when he had the chance.

56. Does the game end when the Haunting can no longer win because they recruited too many exorcists?
No. Not unless they suicide.

57. Can a single player activate the 3 keys to open the crypt?
Yes.

BorkBot
January 27th, 2012, 12:19 PM
The Death Knight's win condition to win alongside the Haunting was nearly impossible to achieve at first, so it was made easier and more straight forward.

Win Conditions:
1) Survive to see all (unconverted) Exorcists, the Thief and the Banshee die.
OR
2) Survive long enough to see The Haunting eliminated.


The Haunting is now required to see at least 6 unconverted Exorcists in the graveyard in order to win. This rule was added to avoid "almost everyone wins" strategies where Exorcists would be encouraged to lynch off the Paladin and the Cleric to side with the Haunting early in the game.

Removed the Mindbender/Framer from the possible Valet roles. A balanced framer that would remain useful to a cult as it grew larger required undesired complications. The order of operations is now also simplified and there are no special rules about X info that can be affected by framed and Y info that can't.

The Valet is now always an investigator.

One Acolyte was replaced with a Hidden Exorcists Power Role.

Key riddles will now be posted on nights 1, 2 and 3 regardless of the previous riddle being solved or not. This should enhance the flow of the game.

The crypt can no longer be sealed. Once it's open, it stays open.

Goremancer
January 27th, 2012, 01:47 PM
Fuck yea. I'll be looking forward to this one.

Luna
January 27th, 2012, 01:57 PM
Very interesting

BorkBot
January 31st, 2012, 09:03 AM
Added Rules and Q&A section (post 4)

BorkBot
January 31st, 2012, 09:40 AM
Added missing feedback messages (resist conversion/manipulation, conversion/manipulation, diviner/stalker visitaton).

Merged Knight and Cleric visitation message (unsuccessful protection).

Clarified that all Exorcist roles keep their abilities if they're converted to the Haunting unless otherwise noted.

New converts don't know if they were controlled OR converted, and won't see the Haunting night chat or its members.

BorkBot
January 31st, 2012, 10:15 AM
Small adjustment to paladin smite feedback:


At night, the Paladin may attempt to smite a member of the Haunting (-1). Players who are not part of the Haunting aren't killed, but they will be roleblocked. An unsuccessful smite will always tell the paladin that his target survived his attack, but the target will be informed if they were roleblocked or attacked.
This ability cannot be used for one night after a successful smite (a killing smite).


This also means that a paladin can smite again the next night if he struck a Haunting member that was healed.

BorkBot
February 1st, 2012, 07:32 AM
Added "Other Mechanics" section inbetween the Keys and Setup (post 2) to clarify some things.

Undertaker and Coroner rolecards have been updated to reflect that they're able to discover the target's death type.

The Haunting must see to it that at least 7 unconverted Exorcists are dead in order to win (6 before).

Paladin Warding ability adjusted to allow more strategical choices (he's intended to be a "mason leader" without night chat):

Alternatively, he can ward a player to avoid their conversion/manipulation each night.
Successful warding (preventing conversion/manipulation) grants that player permanent conversion immunity.

BorkBot
February 16th, 2012, 06:06 PM
Added a slight twist to the Thief so that the Exorcists will be less inclined to just let him have a key.


Thief
Win Conditions:
Be one of the players who unseals the crypt. Must survive until the end.

Ability:
May target a player each night to steal one key in their possession. May also loot dead players.

Alternatively, he may plant a key on a player of his choosing. This ability can only be used once.

Has a passive vest that protects him from the first attack made against him. The vest is lost if he is converted to the Haunting.

If the Thief is among those who unseal the crypt, one random player will die that night (Members of The Haunting, The Death Knight and the Thief himself are not included in the roll).


The Thief can now also participate in answering the riddles to obtain keys.

BorkBot
February 16th, 2012, 07:10 PM
One major change in the key system to make it more dynamic. The crypt is no longer automatically opened. Players who possess a key must send a command at night along with any night actions they might have.



The Banshee and the Death Knight cannot die until the crypt has been opened. To do this, each player in possession of one of the three keys (bronze, silver and gold) must submit an -unseal action on the same night. You must already own the key before the night starts in order to use the unseal action.

Phyr
February 21st, 2012, 03:32 AM
As there is no feedback message for it, I assume that the Paladin isn't notified for successfully warding (preventing manipulation/conversion) a person. Is that correct?

Considering the Order of Operations, is it possible for the Amnesiac to remember his role and take a night action the very same night (assuming the remembered role has one)?

Does the Amnesiac get a list of roles every night, or does he even know which player had which role?

Is it possible to write a last will or is submitting a riddle answer the only way to pass post-hum information about you to the Exorcists via the Coroner?

Can you keep answering solved riddles each night to write a message for the Coroner to see?

Can The Valet investigate dead people?

Are Stalkers told the target, if the target is a dead person?

Does the Undertaker get targets along with the actions performed on his target? I.e. -manipulate <inspected target> <any target>

Can Jester grief/Thief unsealing be healed? Does it penetrate night immunity?

Can manipulation make targets without night actions make visitations? Are dead players valid second targets for manipulations?

Thief is the only one to be able to snatch an armor of a dead player?

If the Knight protects a target and both an Assassin and the Death Knight attack it, does the Assassin die or is it random?

Do Diviner only see the riddle answers of the actual night, or all of them (including previous nights)?

Depending on the format the riddles' answers can be given i think there might be some problems with the Diviner role as it a powerful role for Exorcist communication. As Haunting members can't try to answer the riddle, it can confirm up to 5 non Haunting/SK members night 1, up to 10 night 2 and up to 15 night 3 if no correct riddle answer is given. All the Exorcists have to do is to answer by putting at least their name as riddle answer (much more information can be given).
Here you be my game plan as Exorcists:
Night 1:
Every Exorcist (except Diviner) answers the riddle by writing his name, role and a random string code. ie. Phyr Doctor j4fq
Diviner gets told 5 answers.
Day 2:
Diviner claims. He provides proof by giving the name and the code of the 5 players. If at least 3 are claimed as correct, he is the Diviner (as the Haunting could only forge up to 2 and would be in a very bad position anyway, if they tried to counter claim. Every Cleric and Knight would now protect him the following nights.
The Town is divided in two groups of even size (group bronze and group silver).
Night 2: Every Exorcist besides the Diviner and confirmed Exorcists (minimum of 2, max of 5) repeats the process of night 1 except that the respective groups only answer one of the riddles.
Day 3: Diviner should survive this, as there are only two night kills. Diviner clears up to 10 Exorcists. Most of the Exorcists should be cleared by now. Discussing correct answers to riddles.
Night 3: Trying to answer bronze riddle correctly. Using riddle silver and gold to clear rest of non Haunting.
Day 4: Discussing last riddle. Make plans to roleblock Death Knight (one Cleric on the Bard - Diviner knows roles). Earlier nights also provides opportunity to prove themselves.
If the riddles aren't too hard the rest should be easy.

This is just a simple draft. Much more can be achieved (getting Thief to cooperate, as the Exorcists should be strong enough to take that one death of Thief opening the crypt.) by adding information to the riddle answers and devising strategies using the Diviner as a non Haunting/Death Knight communication central.

I suggest tuning down the riddle answers the Diviner receives to 3 or 4.

BorkBot
February 21st, 2012, 10:07 AM
Thank you for your questions. I've answered them in the Q&A section.

Riddle answers can only be a single word. Names aren't allowed.

Phyr
February 21st, 2012, 10:58 AM
May the riddle answers be used to confirm non Haunting?
You might not get as much information as easy as if everything is allowed, but using words as riddle answers that are rarely used or in another language should work in the same way.
Every player would post a list of words (one for each role). The Diviner could then confirm the guys with the right word in their list (and would know their roles).
They could post that list beforehand, that way it is made sure, that no words are used twice. The only ones who could mess a little with this, are the two neutrals and the Thief. But being confirmed non Haunting should provide being useful to Thief, so i think he'll follow through with the plan. You could even take the possible/discussed answers (in the following nights) and make lists of them. As long as they are all unique they serve the same purpose.

BorkBot
February 21st, 2012, 01:14 PM
Edited the Diviner's passive ability:


Will also see up to 4 submitted riddle answers for each riddle, chosen at random. This ability is passive and automatic. The Diviner will be notified if one of the answers he saw was correct, but he won't be told which one.


Everyone is now allowed to submit riddle answers:

At the start of Night 1, a riddle will be posted. All players can PM their riddle answer to the game master, but only unconverted Exorcists, Hidden Neutrals and the Thief are eligible to be awarded with a key. In the event that only the Death Knight or a member of the Haunting gives the correct answer, the riddle will remain unsolved.

CmG
February 21st, 2012, 01:17 PM
inb4 the diviner gets stuff like Bitch please and Mein leben to identify some fags asap :)

BorkBot
February 21st, 2012, 01:27 PM
Haha :D

Anyway, I adjusted the rule about who can submit riddle answers as you can see above ^

I don't want to have to police riddle answers with all sorts of complex rules in order to avoid exploits. This way it's also more fun for players in The Haunting because they can participate in the riddle deal.

Phyr
February 21st, 2012, 02:03 PM
The change that everybody can answer fixes all the problems to the Diviner, because he isn't a non Haunting communication central anymore. Might as well get his 5 answers back, but I don't think it matters much. :D

BorkBot
February 21st, 2012, 02:14 PM
I already boosted him with the "locate key" ability recently. I think he's important enough as it is. Don't want the exorcists to rely solely on him.

Thanks for the feedback, by the way. Ironing out the kinks like this is better done before it starts than afterwards. Do you want to sign up? :p

Phyr
February 21st, 2012, 02:39 PM
I'd really like to, but I am away from Wednesday to Sunday, and that should collide with the beginning of the game. I might sign up as reserve, when I'm back, but I can't say anything definitive for now.

CmG
February 21st, 2012, 03:15 PM
inb4 the town leader is the deviner because the other tpr have to lay low and the deviner can't win with the cult :)

Phyr
February 22nd, 2012, 04:08 AM
Some more questions:
If you reveal a key, will there a some little day rp stating that you have revealed a key? The wording of the explanation only compares the parallels to the mayor reveal in regards to sending a pm.

Can you reveal specific keys, if you have more than one? Like -reveal silver key or -reveal silver key and gold key (even if you have all three of them).

Is the -give key to player action hidden, as in nobody knows you gave the key away and who got it? So you may use this action to better the chances of unsealing the crypt, as only one player is needed to open the crypt and nobody but the keybearers know who has all of them.

If three player reveal that they have a key, can they switch the keys around between them as in a three cups one ball game or are there any unmentioned limitations? I suppose players shouldn't abuse this, as it is a f***load of work for the GM.

I realize that i might have misinterpreted the wording:
Do only players, that have revealed a key earlier the day, have the possibility to give it away, or are only revealed keybearer valid recipients of key giving actions?
I'm a little bit confused here, because many instances of the setup read as if any player may only possess a maximum of one key.

And i saw that i failing my wording in one of my previous questions:
Q: Are Stalkers told the target, if the target is a dead person?
A: Yes, except if the dead person is a Cleric who never got to heal his target
What i meant:
Are Stalkers told the target's target, if it is a dead person?
Oh, i just see that, that this might be just what you answered.
But let's just make this more general:
Is there a case, where the Stalker doesn't get information about his target's target, if the Stalker's target or his target's target is a dead or a dying person?
I expect that to be the case, if the Stalker's target is a dead person, as i think this would be an illegal target for tracking.

If a Cleric heals a player, both get attacked (Assassin and Death Knight) and neither of them gets any further protection/heals, do both die (as the Cleric gets killed before he gets to heal the player)? What if the other attacked player is a Cleric, that targets the first one?

I'm intrigued to know how the Thief's ability to loot dead players comes into play, if he can't steal their vests:
When is a player found dead with a key on them? The moment the day starts and a key-bearing player has died the previous night? The stealing occurs before the killing, so there is no way, that a player would be killed and afterwards looted by the Thief. Or do the Undertaker and the Coroner need to inspect a dead player for a key to be found on him? Does the scry and locate action serve the same purpose in this case? This could become a problem if all Undertakers/Coroners(/Diviners?) and the Thief die, as there is no way to salvage the key on a dead body.

I suppose it's not possible, but witches sometimes have this ability in other setups:
Can the kpn be increased, if The Banshee manipulates an Assassin, that wasn't sent to kill, on any player?

You said that The Valet can't investigate dead people, and doesn't need to. I think in some cases, it might be desirable to do this, thus the motivation for this question.
Does the Haunting get information about the graveyard/dying people, that the Exorcists don't without using power roles?

Btw i like how with the changes to Diviner, his ability to get notified, if the correct answer is in there, serves a purpose now. Inb4 Haunting answering all riddles correctly and feeds Diviner the answers.

PS: A question in the Q&A still states, that the Diviner receives up to 5 riddle answers. On the sign-up page, only non Haunting/Death Knights are able to answer the riddles. (Just to prevent confusion)

BorkBot
February 22nd, 2012, 08:41 AM
Answered the questions, though I won't put this one in the faq because it's duplicate:
Is there a case, where the Stalker doesn't get information about his target's target, if the Stalker's target or his target's target is a dead or a dying person?

All visitation actions besides the heal of a Cleric take place before night kills. So only a dying cleric as the Stalker's target will yield no information (and the Banshee because she's detect immune). He will see anyone else visit dying targets (a shadow stalker could check someone the same night they died, it won't stop their visitation). He will also see rangers, thieves, morticians and coroners visiting already dead targets.

Goremancer
February 24th, 2012, 05:43 PM
Can you put down a list of role counterparts? Which shows all the exorcist roles and its Haunting counterpart if any.

Goremancer
February 24th, 2012, 05:49 PM
WHERE DID MY QUESTION GO?

idk i must have posted it somewhere random.

Anyway can you put down a list of counterpart roles? Like acolyte/assassin etc...

Azeryuu
February 26th, 2012, 04:08 PM
Are we free to send in our night commands once we get our role cards?

BorkBot
February 26th, 2012, 04:11 PM
Are we free to send in our night commands once we get our role cards?
Yes. Just send me your riddle answer separately whenever you feel like it :)

Azeryuu
February 26th, 2012, 04:17 PM
Now to just wait for the Riddle to be posted

Goremancer
February 26th, 2012, 05:14 PM
night rp? :/

BorkBot
February 26th, 2012, 06:27 PM
night rp? :/
Forgive me. I got distracted a lot and I have a headache. It's posted now.

Goremancer
February 26th, 2012, 09:16 PM
Just double checking but there is no rep messaging right?

BorkBot
February 26th, 2012, 10:14 PM
No. And it's in the rules...

Phyr
February 27th, 2012, 03:30 AM
Will you receive multiple instances of the same feedback message or always a maximum of one? If it is only one, is it slightly altered to reflect the number of persons being cause for the message? I.e. multiple Clerics and Knights protecting you, without being attacked.

Kromos
February 28th, 2012, 04:46 PM
Was that ballad a death note?
Will you tell us who killed each person?
Are you notified that you have been watched or tracked?
Does the notification differentiate between the ranger and stalker?

BorkBot
February 28th, 2012, 04:49 PM
Was that ballad a death note?
It was an article.


Will you tell us who killed each person?
Are you notified that you have been watched or tracked?
Does the notification differentiate between the ranger and stalker?
I will no longer answer questions to which the answer can be found in the rules.

Kromos
February 28th, 2012, 04:50 PM
Will you tell us who killed each person?

I just read the answer is no.

Will the day end when someone has been hammered or will it continue until the deadline like in FMX? Will the lynched player still be able to talk?

I should have asked these questions yesterday :/

BorkBot
February 28th, 2012, 04:57 PM
Will the day end when someone has been hammered or will it continue until the deadline like in FMX?
Will the lynched player still be able to talk?

It'll stay open until the deadline. Lynched player can talk for the remainder of that day (not on following days/nights).

Azeryuu
February 28th, 2012, 05:10 PM
Question: Will there ever be a reason the Paladin doesn't get any message about Smite when the smited was killed by somebody else?

BorkBot
February 28th, 2012, 05:44 PM
Question: Will there ever be a reason the Paladin doesn't get any message about Smite when the smited was killed by somebody else?
<- Rules are on page 1

Azeryuu
February 29th, 2012, 11:11 AM
Bork, many people are asking why Luna's role was red, was it because she was culted? I'm sure it is but some people aren't sure and need an answer from you.

BorkBot
February 29th, 2012, 12:12 PM
Bork, many people are asking why Luna's role was red, was it because she was culted? I'm sure it is but some people aren't sure and need an answer from you.

With the information that exact roles are revealed in the graveyard, I think you can figure this out by yourselves.

CmG
February 29th, 2012, 01:57 PM
Bork? Y PEOPLE SO STOOPID IN UR GAME?

Phyr
February 29th, 2012, 03:08 PM
May I ask for a clarification regarding question 28?

28. Will you receive multiple instances of the same feedback message or always a maximum of one? If it is only one, is it slightly altered to reflect the number of persons being cause for the message? I.e. multiple Clerics and Knights protecting you, without being attacked.
It will be made clear that you were affected by the same or a similar action multiple times.

Is the exact number of actions made clear?

And Gooood, I wish i could talk to this town right now. So many failings at reading the rules... And so many things that could be organized or setup, to make it difficult for the Haunting to hide the following days...

BorkBot
February 29th, 2012, 05:31 PM
Is the exact number of actions made clear?

Yes. There won't be a specific feedback message for it, but "again" is a word that's likely to occur.

If the daytime chat is going too slow, you might notice that I just wrote a bit of day 2 RP at the start to fill up that gap. Taking a minute to read it might extend the entertainment value of the game ever so slightly :)

Escaho
March 1st, 2012, 10:44 AM
Does a Ward action on a player grant permanent conversion immunity?

Or must a Ward successfully prevent conversion THAT NIGHT in order to be permanent?

BorkBot
March 1st, 2012, 12:39 PM
Does a Ward action on a player grant permanent conversion immunity?

Or must a Ward successfully prevent conversion THAT NIGHT in order to be permanent?
The latter

Phyr
March 2nd, 2012, 07:28 PM
Does the Herald see the article of his interviewee prior to it being published, if the pm is sent early enough, as to comment on it? If yes, can he alter the interview's content?

BorkBot
March 2nd, 2012, 07:31 PM
Does the Herald see the article of his interviewee prior to it being published, if the pm is sent early enough, as to comment on it? If yes, can he alter the interview's content?

No, he won't get to see it until it's posted.

McJesus
March 2nd, 2012, 08:30 PM
What happens if no one can solve one of the riddles?

BorkBot
March 2nd, 2012, 08:36 PM
What happens if no one can solve one of the riddles?
I'm counting on it that that won't happen.

McJesus
March 2nd, 2012, 08:55 PM
are people that Rangers (lookouts) watch informed they are being watched? My understanding is that people who are stalked are informed is this also true (just to be sure)?

Nick
March 2nd, 2012, 10:56 PM
What is this parchment scroll on the beam thingy since day 2? Is it a post from the Herald or is that the death note?

TheWaaagh
March 2nd, 2012, 11:12 PM
What is this parchment scroll on the beam thingy since day 2? Is it a post from the Herald or is that the death note?

He answered this before, it's the article from the Herald.

Phyr
March 3rd, 2012, 06:33 AM
From the Knight(Bodyguard) Rolecard:
Can protect a player each night (+1) and kills their assailant (-1), but dies in the process. Doesn't pierce night immunity.

Death of a Knight resulting from protecting somebody can be prevented by heals/vests?

It's intuitive, but as there is no (-1) after "dies", it may not be the case.
And i see now, why The Valet doesn't need to investigate the dead (guilty of thinking that the role is not revealed, if you die during the night).

BorkBot
March 3rd, 2012, 07:31 AM
Death of a Knight resulting from protecting somebody can be prevented by heals/vests?

Yes, he can be saved with "+1"

Phyr
March 3rd, 2012, 10:26 AM
Can you use multiple vests per night? In case both you want to survive an attack by an Assassin and The Death Knight on the same night.

BorkBot
March 3rd, 2012, 10:56 AM
Can you use multiple vests per night?
No

McJesus
March 3rd, 2012, 11:29 AM
If a haunting member puts on a vest and is smited by the Paladin will he still die?

BorkBot
March 3rd, 2012, 04:46 PM
A smite is just an attack that roleblocks invalid victims.

Phyr
March 3rd, 2012, 10:41 PM
Does a Herald need to be in play (one of the players rolled Herald), for an article to be published? Or are the interviewee random.org'ed(d20) and the article published (without additional Herald written text), if Herald isn't rolled.

Will the Coroner see the pm'ed or the actual target, if somebody got witched?

McJesus
March 4th, 2012, 03:58 AM
Will we know if a riddle is solved/unsolved?

Phyr
March 4th, 2012, 05:49 AM
Will we know if a riddle is solved/unsolved?
We will know a riddle is solved, if the riddle doesn't come up again the following night, somebody at day reveals/gives away the key belonging to the riddle, or the one receiving the key for correctly answering the riddle dying at night. I don't think it is stated in the start of day rp, if a riddle is solved.

BorkBot
March 4th, 2012, 02:06 PM
Does a Herald need to be in play (one of the players rolled Herald), for an article to be published? Or are the interviewee random.org'ed(d20) and the article published (without additional Herald written text), if Herald isn't rolled.

No herald = no article


Will the Coroner see the pm'ed or the actual target, if somebody got witched?
Real target, after witching. Same for a Stalker or Ranger.

CmG
March 4th, 2012, 04:58 PM
thread tags is the same as cheating and should be modkilled.

BorkBot
March 4th, 2012, 05:00 PM
thread tags is the same as cheating and should be modkilled.

What are you talking about?

TheWaaagh
March 4th, 2012, 05:02 PM
What are you talking about?

It's like getting to post your own mini-articles, I can see where he's going with it.

BorkBot
March 4th, 2012, 05:10 PM
The problem is I don't know what you're talking about... what are thread tags?

TheWaaagh
March 4th, 2012, 05:12 PM
The problem is I don't know what you're talking about... what are thread tags?

Oh lol scroll down to the bottom of the page and you'll see "tags". Each person can anonymously (I think?) submit 2. Then they'll appear at the bottom there. As of right now there's "inb4 someone cheats" "deathfire is gay" and "thewaaagh is stupid". Theoretically, people could try to guide the day chat by submitting their night action results and stuff without coming forward as their role.

BorkBot
March 4th, 2012, 05:19 PM
Ah ok. Well, as long as nobody posts anything significant I will ignore it. I can't see who posted them and I won't ask the mods to look it up for inconsequential nonsense.

Ubernox
March 5th, 2012, 02:39 PM
For example, look at what's in the tags now. It's like public rep messages.

BorkBot
March 5th, 2012, 05:27 PM
I can see that. If anyone abuses it, I will ask Luna to look into it.

McJesus
March 5th, 2012, 09:06 PM
Can the Amnesiac use their night action the same night they remember their role?

BorkBot
March 5th, 2012, 09:07 PM
See FAQ

Nick
March 6th, 2012, 02:39 AM
1. How do we suicide?
2. Can we mass suicide?
3. Can we fake suicide?

CmG
March 6th, 2012, 06:25 AM
Are you a lame ass gay host who invents on the fly changes because one side has bad luck?

CmG
March 6th, 2012, 06:50 AM
When does suiciding occur in your chain of actions?

BorkBot
March 6th, 2012, 08:06 AM
1. How do we suicide?
2. Can we mass suicide?
3. Can we fake suicide?
1. By PM'ing me with a -suicide message
2. Yes. But if you commit suicide, you lose the game.
3. As long as you don't send me a -suicide message, you haven't suicided. But day inactivity can still result in replacement
4. Suicide is immediate.

Nick
March 6th, 2012, 08:16 AM
Can't be lazy eh...

Nick
March 6th, 2012, 08:36 AM
Can we vote for lurkers to lose the game even though they win?

BorkBot
March 6th, 2012, 08:43 AM
Can we vote for lurkers to lose the game even though they win?
No

Ubernox
March 6th, 2012, 09:03 AM
BorkBot, how do you make the cool in-book type manuscript stuff for your riddles 'n' shit?

BorkBot
March 6th, 2012, 09:27 AM
Google & Photoshop :)

Ubernox
March 6th, 2012, 09:28 AM
Can someone give the key to someone else during the day? If so, will that person be able to -unseal that night?

BorkBot
March 6th, 2012, 09:39 AM
That's in the rules

Ubernox
March 6th, 2012, 09:40 AM
But I lack the intelligence to properly probe and interpret the rules.

Phyr
March 6th, 2012, 11:21 AM
I shall answer you Ubernox:
The answer you seek is located here:

During the day, a player who is in possession of a key can -reveal key

A player who possesses a key can -give key to player.

It's only possible to give a key to someone who has revealed a key on the same day. These commands are sent in a PM to the Game Master, similar to a mayor reveal. You're allowed to lie about possession of a key, but you can't support such a claim with a reveal.

You must already own the key before the night starts in order to use the unseal action.

So yes, you are able to give the key to somebody during the day, BUT that person must have revealed a key earlier on the same day. And yes, the person given the key (the one that revealed a key) can unseal the crypt, unless it dies.

Ubernox
March 6th, 2012, 12:10 PM
So you can only give the key to someone who is confirmed to have other keys?

BorkBot
March 6th, 2012, 12:19 PM
Yes

Ubernox
March 6th, 2012, 12:31 PM
Thanks guys.

Phyr
March 6th, 2012, 01:12 PM
Can the -unseal action be roleblocked?

BorkBot
March 6th, 2012, 01:45 PM
yes

Ubernox
March 6th, 2012, 04:32 PM
Can you end the day thread, please?

Nick
March 9th, 2012, 05:00 AM
Can we have shorter days? 24 hours from now on?