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FM Ferengi
July 1st, 2013, 08:58 PM
Role list (37):
The Prophet
Hidden Cultist
Assassin
Assassin
Assassin
Hidden Bhaalspawn
Hidden Bhaalspawn
Hidden Bhaalspawn
Hidden Neutral
Hidden Neutral
Hidden Neutral
Hidden Neutral
Hidden Neutral
Hidden Harper
Hidden Harper
Cleric
Duke
Hidden Adventurer
Hidden Adventurer
Hidden Adventurer
Hidden Adventurer
Hidden Adventurer
Hidden Adventurer
Hidden Adventurer
Hidden Adventurer
Hidden Adventurer
Hidden Adventurer
Hidden Adventurer
Hidden Adventurer
Hidden Adventurer
Explorer
Explorer
Explorer
Explorer
Explorer
Explorer
Explorer

Hidden Cultist: Arcane Trickster (Drug Dealer), Beguiler, Graverobber, Quartermaster (Caporegime), Shadow Thief (Janitor/Dirty Sleuth), Bard (Consort), Diviner, Herald (Journalist), Ranger (Agent), Spy (Consigliere)
Hidden Bhaalspawn: Barbarian (Serial Killer), Doppelganger (Disguiser), Evoker (Interceptor), Half-Dragon (Veteran), Necromancer (Arsonist/Framer), Shadow Adept (Electromaniac/Framer)
Hidden Harper: Harper Agent (Sheriff), Harper Alchemist (Gunsmith), Harper Guardian (Bodyguard/Enforcer), Harper Paragon (Mason Leader)
Hidden Adventurer: Armoursmith, Bard (Escort), Cleric (Doctor), Diviner, Enchanter, Explorer (Citizen), Fighter (Vigilante), Heartwarder (Architect/Matchmaker), Herald (Journalist), Illusionist (Bus Driver), Monk (Coroner), Ranger (Agent), Ritualist (Mortician), Shaman, Spy (Investigator), Warden (Jailor)
Hidden Neutral: Amnesiac, Antagonist (Executioner), Apprentice (Student), Avenger (Ghost), Bounty Hunter (Hitman), Druid (Survivor), Lunatic (Jester), Thief(Sleuth)


Winning Conditions:

The Cult of Bhaal:
Attain 50% of the votes.
Harpers must die and only one Bhaalspawn may live.
The Bhaalspawn:
The Harpers and all other Bhaalspawn must die (does not end game).
Win with the Cult of Bhaal or the Adventurers.
Must survive until the end (even if converted).
The Harpers:
The Cult of Bhaal and the Bhaalspawn must die.
Win with the Adventurers.
At least one Harper must survive.
The Adventurers:
The Cult of Bhaal must die
Either all Bhaalspawn must die OR or the Harpers must die and only one Bhaalspawn may live.
At least one Adventurer must survive.
Amnesiac: Must choose a role and inherits its winning conditions.
Antagonist:See their assigned target lynched during the day.
Apprentice: Must choose a master and inherits their winning conditions.
Avenger: Must die and see the faction of his killers lose
Bounty Hunter: Must fulfil at least one contract for Adventurers and the Cult and survive until the end.
Druid: Must survive until the end.
Lunatic: Must get lynched during the day.
Thief: Must unseal the inner sanctum by being the first to solve the main puzzle

Tie Breakers:
Bhaalspawn win ties over Harpers
Cult wins ties over Adventurers and Harpers.
This includes stalemates where nobody dies or gets converted for 2 days and 3 nights.

Rolecards:
The Cult of Bhaal

The Prophet (Cult Leader)
Abilities before Inner Sanctum is opened:
At night, the prophet can attempt to convert a player to The Cult of Bhaal.

Abilities after Inner Sanctum is opened:
At night, the prophet can manipulate the actions of a targeted player like a witch.

Special:
The Prophet can override all Cultist actions inside the cult’s night chat.
May only convert one Bhaalspawn.
Manipulation may cause self-targets
Manipulation forces visit, even for roles that normally don’t visit.
Detection immunity (Harper Agent/Monk/Ranger)
Roles that are immune to conversion can't be manipulated either.
Lynch immunity (if inner sanctum is sealed)
Night kill immunity (if inner sanctum is sealed)

Assassin (Mafioso)
Abilities after Inner Sanctum is opened:

May be sent to assassinate a chosen target (-1).

Arcane Trickster (Drug Dealer)
May cast a major image at a chosen target, giving them false feedback.

Special:
May use any single night feedback in the game. Investigative feedback will not override the original feedback for investigative roles, but will give an additional result.

Beguiler
May shadow a player, redirecting all actions targeted at the beguiler to his own target.

Graverobber
May rob the grave of a dead target and gain 2 charges of their ability to use on future nights.

Special:
Can not take the following roles’ abilities: Prophet, Bhaalspawn, Harpers, Cleric, Duke, Heartwarder, Herald, Warden, Amnesiac, Apprentice, Avenger, Bounty Hunter
Can only rob the same target once.
Can’t rob a grave and use one of his stolen abilities on the same night.

Quartermaster (Caporegime)
May assign a new role to a member of the Cult.

An Assassin can be assigned any Hidden Cult role.
Hidden Cult roles can be assigned the Assassin role.

Special:
Two nights between assignments
Target can’t act the night a new role is assigned to them
Can’t assign a Hidden Cult role that already exists among living cult members

Shadow Thief (Janitor)
May clean a player’s role and last will if they die that night.

Special:
Learns contents of last will, whether target dies or not.
3 charges, used up whether target dies or not.

The Bhaalspawn

Barbarian (Serial Killer)
At night, may choose a target to slay at night (-1).

Special:
Kills roleblockers (Bard/Paragon)
Lynch immunity (if inner sanctum is sealed)
Night kill immunity (if inner sanctum is sealed)
Gains 1 charge auto-vest after killing a Bhaalspawn

Doppelganger (Disguiser)
At night, may select a target to mimic. The Doppelganger will attempt to kill his target (-1).

If successful, will steal his target’s identity (his account and that of his target are swapped).

Special:
3 charges.
One night between mimicking.
Cleans role and last will.
Learns target’s original role.
Can infiltrate Cult and Harper night chats, appearing with the identity of the person they’re mimicking.

Can’t access night chat archives
Can't use death notes
Lynch immunity (if inner sanctum is sealed)
Night kill immunity (if inner sanctum is sealed)
Gains 1 charge auto-vest after killing a Bhaalspawn

Evoker (Interceptor)
At night, the evoker may cast a delayed blast fireball at a chosen target’s house and/or dismiss a delayed blast fireball from a chosen target’s house.

The target’s first visitor after activation will trigger the fireball and die in the blast (-1). If the target himself stayed at home, he will die as well if someone triggers the trap (-1).

Special:
Can trap own house
Self visit counts as staying at home
Fireballs remain until triggered, dismissed or until the target dies by other means.
Maximum of 2 simultaneous active fireballs on living players.
Informed of number of active fireballs at the start of the night.
Lynch immunity (if inner sanctum is sealed)
Night kill immunity (if inner sanctum is sealed)
Gains 1 charge auto-vest after killing a Bhaalspawn

Half-Dragon (Veteran)
At night, may shift into dragon form and breathe fire on all visitors (-1).

Special:
4 charges.
Alert grants conversion immunity
Does not ignore immunity.
Cleans last will.

Lynch immunity (if inner sanctum is sealed)
Night kill immunity (if inner sanctum is sealed)
Gains 1 charge auto-vest after killing a Bhaalspawn

Necromancer (Arsonist/Framer)
At night, the necromancer may curse a chosen target and/or remove curse from a chosen target, removing any curses and attunements from them.

Alternatively, he may cast wail of the banshee, killing all previously cursed targets (-1).

Special:
Wail does not ignore immunity and can’t be healed.
Maximum of 3 simultaneous active curses on living players.
Informed of number of active curses at the start of the night.
May attach an anonymous message to the curse (without a message, target gets no feedback).
Lynch immunity (if inner sanctum is sealed)
Night kill immunity (if inner sanctum is sealed)
Gains 1 charge auto-vest after killing a Bhaalspawn

Shadow Adept (Electromaniac/Framer)
At night, may attune 3 targets’ souls to the shadow weave.

In addition, may remove curse from a chosen target each night, removing any curses and attunements from them.

If a target who is attuned to the shadow weave visits another, both are banished to the shadow plane and cease to exist on the prime (-1).

Special:
Does not ignore immunity and can’t be healed.
One night between attunements.
May attach an anonymous message to the attunements (without a message, target gets no feedback).
Manipulation causes a direct double attack on the attuned target
Lynch immunity (if inner sanctum is sealed)
Night kill immunity (if inner sanctum is sealed)
Gains 1 charge auto-vest after killing a Bhaalspawn

Neutrals

Amnesiac
May remember a player’s role from the graveyard.

Special:
If the Amnesiac is part of The Cult of Bhaal, he remains part of his faction regardless of the role he picked. If he assumes a new role while still neutral, he joins the faction that role normally belongs to (before conversion).
Can’t remember The Prophet or a Harper.
Loses if no role is chosen by the end of the game.

Antagonist (Executioner)
See your assigned target lynched during the day. Your target is:

May visit a player at night.

Special:
Visitation does not give feedback.
Becomes immune to night kills upon success.
Becomes a Lunatic upon failure.

Apprentice (Student)
May choose a master at night. Gains a night chat the night afterwards.

Will win along with his master. If his master dies, he will take the master’s role.

Special:
Becomes an Assassin if the Prophet is chosen as master.
If converted before choosing a master, becomes Assassin.
If converted after choosing a master, win condition changes to Cult of Bhaal.
If converted after choosing a Harper as their master, becomes an Assassin if master dies and never gains access to Harper chat.
If the Apprentice's master had to survive as part of his win conditions, the master still wins if the Apprentice wins in his stead. Unless the Apprentice became part of the Cult and the master did not.
Loses if no master is chosen by the end of the game.

Avenger (Ghost)
Must die, then see the faction that killed him (Cult of Bhaal, Bhaalspawn, Harpers, Adventurers) lose.

After dying, the ghost may possess a target each night, taking control of that player’s account the following day.

Special:
Learns opposed faction upon death
If the Avenger is lynched or killed by a puzzle trap, his opposed faction will be the Adventurers
If killed by Alchemist’s Fire, he will oppose the Harpers
If killed by a Bounty Hunter, he will oppose the client’s faction
If killed by a Lunatic or a neutral contractor, the Avenger loses.
May not submit daytime actions during possession (neither may the target)
May not possess the same target two nights in a row
Can no longer use his ability after being successful in defeating his enemies or losing (neutral Bounty Hunter contractor or Lunatic kill).

Bounty Hunter (Hitman)
Must fulfil at least one contract for Adventurers and the Cult and survive until the end.

May request a contract from a target during the day.

The target is informed at night and may opt to skip their night action (if any) to send you to kill a target at night.

Special:
If your client targets you for the contract, you kill your client instead.
One night between successful contracts
Conversion immune
1 auto-use vest (+1)

Druid (Survivor)
Must survive until the end.
May shapeshift up to 4 times (+1).

Special:
Shapeshift grants conversion immunity

Lunatic (Jester)
Must try to get lynched during the day.

May visit a player at night.

Special:
Must choose ⅕ of guilty voters to slaughter the night after being lynched.
Visitation does not give feedback.

Thief
Must unseal the inner sanctum by being the first to solve the main puzzle.

May steal a player’s last will at night and will get to see its contents.

Special:
Last will will not be posted if it’s stolen the same night a player dies. On following nights it will show again.
Learns of any puzzle clues the target has collected from volunteering or night actions
Immune to death by puzzle traps. Will always learn clues as “volunteer,” even if the solution given is wrong.
Becomes a Shadow Thief if converted to the Cult.
Becomes Lunatic upon failure.
1 auto-use vest (+1)


The Harpers

Harper Agent (Sheriff)
Check one player each night to see if they are corrupted with the taint of Bhaal. Cultists, Bhaalspawn and players affected by a Curse will show up as corrupted.

If the Agent’s fellow Harper dies, they can sacrifice their night action to recruit a player. If the target is an Explorer, they will become a Harper Alchemist.

Special:
Has conversion immunity

Harper Alchemist (Gunsmith)
May give alchemist’s fire to a targeted player at night.

If the Alchemist’s fellow Harper dies, they can sacrifice their night action to recruit a player. If the target is an Explorer, they will become a Harper Guardian.

Special:
Single use weapon (-1).
Can be used alongside other night actions.
Cannot target Harpers to give Alchemist’s Fire to them.
One night between Alchemist’s Fire concoctions.
Has conversion immunity.

Harper Guardian (Bodyguard/Enforcer)
Can protect a player each night (+1). If they are attacked, the Guardian kills their assailant (-1), but he dies in the process.

In addition, he may observe a target. If the target was the player attacking his protection target, a successful protection will not result in the Guardian’s death.

If the Guardian’s fellow Harper dies, they can sacrifice their night action to recruit a player. If the target is an Explorer, they will become a Harper Paragon.

Special:
Does not pierce night immunity.
Prevents Conversion, Manipulation and Roleblocks (Paragon and Bard).
Does not protect from Wail or Fireball.
Has conversion immunity

Harper Paragon (Mason Leader)
At night, the Harper Paragon may attempt to smite a target to kill the Cultists of Bhaal (-1). Targets who are not Cultists aren’t killed, but they will be roleblocked.

An unsuccessful smite will always tell the Paragon that his target survived his attack, but the target will be informed if they were roleblocked or attacked.

If the Paragon’s fellow Harper dies, they can sacrifice their night action to attempt to recruit a player. If the target is an Explorer, they will become a Harper Agent.

Special:
One night between smites
Has conversion immunity

The Adventurers

Armoursmith
May give armour to a targeted player each night.

Single use vests like those of a survivor (+1).

Special:
Can be used alongside other night actions
Becomes a Quartermaster if converted to the Cult

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

Cleric (Doctor)
Can heal a target each night (+1).

Alternatively, he may remove curse from a chosen target, removing any curses and attunements from them.

Special:
Conversion immunity.
Does not prevent conversion.

Diviner
May read mind to learn of any puzzle clues the target has collected from volunteering or night actions

Alternatively, may scry to sense how many members each non-Adventurer faction has.

Special:
3 charges of scry

Duke (Mayor)
May reveal self during the day.

Special:
The Duke’s vote counts for 3 after revealing
May not be healed after revealing

Enchanter (Enchantress)
At night, may lure a player to force them to target you and simultaneously repel a player to prevent them from targeting you.

Special:
Must use both lure and repel at the same time, or use no ability at all.
Lure and Repel must have different targets.
A successful repel (if you targeted them, and they targeted you) functions like a roleblock.
If the Prophet is lured while trying to use manipulation, the secondary target of manipulate becomes the Enchanter’s repel target.

Only a successful repel provides feedback
Becomes a Beguiler if converted to the Cult

Explorer (Citizen)
Special:
Becomes an Assassin if converted to the Cult.

Fighter (Vigilante)
At night, may assault a player, killing them (-1).

Special:
Unlimited assaults
One night between assaults
Becomes an Assassin if converted to the Cult

Heartwarder (Matchmaker)
During the day, may choose to unite two players, giving them a night chat the following night.

Any night action directed at one of the united players will target both players instead.

Special:
Heartwarder does not see the night chat
If Harpers try to recruit one of the united players, only their primary target is affected.
Becomes a Beguiler if converted to the Cult

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

The targeted player will be able submit an article. It will be posted the following day as a news article.

Special:
The Herald may choose to submit an article to be posted alongside his interview.

Illusionist (Bus Driver)
May swap two players at night, redirecting all actions intended for the first target to the second, and vice versa.

Special:
May swap self
Becomes Arcane Trickster if converted

Monk (Coroner)
May inspect a dead player to see a list of all the people they visited. The order is scrambled.

Special:
Also discovers true role.
Also recovers last will if stolen or cleaned.
Learns of any puzzle clues the target has collected from volunteering or night actions
Also discovers exact death type (Assassin, Barbarian, Evoker, Doppelganger, Half-Dragon, Necromancer, Shadow Adept, Paragon, Guardian, Alchemist’s Fire, Fighter, Warden, Bounty Hunter, Lunatic, Lynching, Trap, Suicide).
Becomes a Graverobber if converted to the Cult

Ranger (Agent)
May watch a player each night to see their visitors.

Alternatively, may track a player to see their target.

Special:
Track only reveals primary targets (not the secondary Illusionist swap target, Necromancer Remove Curse or Enchanter Repel).
Multiple visits from the same player only register once on watch.
May also watch dead players.

Ritualist (Mortician)
May inspect a dead player to see what actions were performed on them (converted, healed, manipulated, etc). The order in which these occurred is scrambled and duplicates aren’t revealed.

Special:
Also discovers true role.
Also recovers last will if stolen or cleaned.
Learns of any puzzle clues the target has collected from volunteering or night actions
Also discovers exact death type (Assassin, Barbarian, Evoker, Doppelganger, Half-Dragon, Necromancer, Shadow Adept, Alchemist’s Fire, Guardian, Paragon, Fighter, Warden, Bounty Hunter, Lunatic, Lynching, Trap, Suicide).
Becomes a Graverobber if converted to the Cult

Shaman
May command the spirit of a deceased target, forcing them to fulfil their night action once more.

Special:
May only command the same target once
Can not manipulate Beguiler, Doppelganger, Half-Dragon, Duke, Explorer, Heartwarder, Herald, Warden, Amnesiac, Apprentice, Avenger, Bounty Hunter, Druid
When commanding the Prophet, will use Manipulate
[FONT=Arial]When commanding a Harper, will use their primary ability (no recruitment)*********
Becomes a Graverobber if converted to the Cult

Spy (Investigator)
May investigate a target at night to learn the investigation pairing they belong to.

Warden (Jailor)
During the day, may choose a player to capture. The Warden gets a night chat with his target the following night and temporarily removes them from any other night chats.

In addition, the Warden may choose to execute his captive at night.

Special:
Unlimited executions
Executions do not ignore night immunity
Target gains night immunity (to kills other than executions), immunity to conversion and recruitment and is perfectly roleblocked
Can only capture after a no lynch
Becomes a Quartermaster if converted to the Cult

Mechanics:

Puzzles
In order for the Prophet and the Bhaalspawn to lose their immunity to death, the inner sanctum of the Temple of Bhaal must be unsealed. To do this, the main puzzle must be solved.

The primary source for clues will be various puzzle locations. At night, all living players will be divided into up to three groups (depending on how many puzzles are left unsolved) to explore these locations. There will be a different puzzle in each location. Group compositions are random and change each night (note that night actions can target anyone, not just players inside the same puzzle group).

Each group must vote for a “volunteer” to test their solution. Note that someone can be forced to take this position against their will. Whoever gets the most votes will be charged with the task. In case of a tie, the volunteer will be randomised to break the tie.

Voting for a volunteer uses the same formatting as voting to lynch someone. A majority doesn’t lock the vote. The tally at the end of the night is used.

Solutions can be proposed by anyone, whether they’re chosen as volunteer or not. A solution is proposed in the puzzle chat using the following format:

-propose solution


[I]insert solution here

Unfortunately for the explorers, all of these locations are heavily trapped. If a wrong answer is given by the volunteer, he has a 66% chance of being struck by a trap and die. Having no proposed solution counts as a wrong answer.

If he is correct though, he will be awarded with a clue in his night feedback PM and the puzzle location will be closed.

There may be additional clues hidden in the RP.

Solutions to the main puzzle to unseal the inner sanctum of the Temple are submitted privately in a PM to the host. They must be submitted at night. There is no penalty for wrong answers, but only one solution can be submitted per night and in order to submit one, you must forego your night action if you have any.

In addition to unsealing the inner sanctum, the first person to submit the correct solution is awarded with a 1 charge auto-vest. If more than one player submits the correct answer on the same night, the “winner” is chosen at random among them.

If the “winner’s” role is Thief, they will steal the Dagger of Bhaal and incur the wrath of his Cult, giving them up to 3 night kills instead of 1 the first night after the sanctum is opened.Each must be performed by an individual assassin.

If the puzzle remains unsolved after night 6, the inner sanctum will open automatically.


The Cult
Before the inner sanctum of the Temple of Bhaal is unsealed (the main puzzle solved), the Cult of Bhaal is able to convert players to join their faction. The maximum number of living cultists is 9.

They will not have night meetings, nor a factional kill. Instead, they will participate in the nightly puzzle chats along with all other players.They also receive a list of members every night until the Inner Sanctum is opened, but not afterwards.

When converted, roles keep their powers and simply become a cult version of their role unless otherwise noted in their rolecards. Winning condition changes to that of the Cult. For all neutrals, special conditions no longer apply. But related events will still occur (Jester lynch death, Executioner gaining immunity after lynching his target). Bhaalspawn will still lose if they do not survive until the end.

If a Bhaalspawn was converted before the inner sanctum is opened, the Prophet will be assassinated the night it becomes unsealed (cannot be prevented) and the Bhaalspawn becomes the new Cult Leader, meaning he can override the rest of the Cult’s actions.

Members of The Cult of Bhaal will start to converge for night meetings after the inner sanctum of the Temple of Bhaal has been unsealed. When this happens, the cult can no longer convert anyone, but they gain a factional night kill instead. Only an assassin can perform the night kill.

If a Bhaalspawn kills the current Cult Leader, they will be given the option to take up the mantle and become the new Cult Leader, effectively becoming a Cultist and losing their ability to win with the Adventurers. Their decision must be made before nightfall, otherwise they remain neutral.

Members of The Harpers will start to converge for night meetings after the inner sanctum is unsealed as well.

Death descriptions
Death types will not be exactly specified. They will fall into one of two roughly outlined categories:

Death by physical weapons: Assassin, Barbarian, Doppelganger, Paragon, Guardian, Fighter, Warden, Bounty Hunter, Lunatic, Suicide.
Death by magic: Evoker, Half-Dragon, Necromancer, Shadow Adept, Alchemist’s Fire.

Last Wills and Death Notes
Anyone can write a last will to be revealed upon death.

Death notes can not be used by Adventurer roles, but anyone else can.

Day and Night Length
Most days and nights will be 48 hours long. Certain exceptions may occur. If forums go down, it will be at the hosts discretion if an extension is necessary.

The game starts on day 1, with lynching being allowed.

Lynches
Lynches use [ vote ] tags.

Before the Inner Sanctum is opened, there will be no hammer votes. Days will not end when a majority is reached. They will end as scheduled, and if a player has a majority of the votes at that time, the lynch will take place. In case two players have an equal majority because of the Duke (Mayor), the Duke's vote decides.

After the Inner Sanctum is opened, majority lynch votes will end the day immediately. Though the night will not start until the scheduled time, the RP and the lynched target's role may be posted before then.

Order of Operations
0.1 Avenger victim regains control
0.2 Warden Captures
0.3 Bounty Hunter approaches Client
0.4 Heartwarder Unites
0.5 Herald Interviews
0.6 Necromancer / Evoker informed of number of active Curses / Fireballs
0.7 Night Chats Open / Bhaalspawn becomes Cult Leader / Cultists are given a member roster
1. Use of Vests / Druid Shapeshift (+1 to life bar) / Correct puzzle solutions grant clues / main puzzle solution grants vest
2. Half-Dragon Shifts (target self)
3. Evoker Dismisses Fireball
4. Evoker Fireballs Activate
5. Shaman Commands
6. Enchanter Lures (Affected by 10 & 13)
7. Enchanter Repels (Affected by 10 & 13)
8. Illusionist Swaps (Affected by 10)
9. Guardian Protects (Affected by 11)
10. Prophet Manipulates / Converts
11. Bard Roleblocks (Affected by 13)
12. Beguiler Shadows
13. Paragon Smites non-Cult
14. Ranger tracking/watching (Can see visitation actions starting at 5)
15. Lunatic / Antagonist visits / Arcane Trickster casts Major Image
16. Armoursmith Gives Armour / Harper Alchemist gives Alchemist’s Fire
17. Necromancer / Shadow Adept / Cleric Removes Curse
18. Necromancer Curses / Shadow Adept Attunes
19. Harper Agent Checks / Spy Investigates
20. Diviner Reads Mind
21. Kills (-1 to life bar) (Includes Paragon Smite on Cult, Guardian, Alchemist’s Fire, Fighter, Assassination, Barbarian, Evoker Fireballs, Half-Dragon, Necromancer Wail, Adept Banishment, Lunatic, Bounty Hunter, Puzzle Traps)
22. Cleric Heals (+1 to life bar)
23. Suicides (-100 to life bar)
24. Doppelganger Mimics (-1 to life bar)
25. Evoker Casts Fireball
26. Thief Steals / Shadow Thief Cleans / Grave Robber Robs
27. Monk Inspects
28. Ritualist Inspects
29. Undefined visitations
30. Warden Executes (visit self) / Releases (visit target)
31. Amnesiac Remembers role / Student Chooses Master / Harper Recruits / Quartermaster Assigns
32. Diviner Scrying (visit self)
33. Herald Publishes articles (visit self)
34. Fireballs Deactivate
35. Avenger Possesses

Feedback Messages

Rolecard:

You are a:
[Rolecard]

Captured by a Warden:

You have been captured and will have to spend the night in a holding cell with only the Warden to keep you company.

Account: [Account Name]
Password: [Password]

United by a Heartwarder:

A heartwarder brought you and another person together for tonight. You can speak with one another tonight and will share the same fate.

Account: [Account Name]
Password: [Password]

Interviewed by a Herald:

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

Approached by a Bounty Hunter:

A bounty hunter approached you. You may forsake your night action and choose to send the bounty hunter to kill someone instead.

Necromancer:

You currently have X people cursed.

Evoker:

You currently have X active fireballs.

Bhaalspawn becomes Cult Leader:

You are a child of Bhaal, and the time has come for you to claim his throne. None shall stand in your way to ascend to godhood.

Cultist member roster:

The faithful are:

[List of Cultist names]

Bounty Hunter's Contract declined:

Your target declined your contract request.

Swapped by an Illusionist:

Disorienting magic caused you to get lost on the way to your residence.

Manipulated by the Prophet or Lured by an Enchanter:

You were compelled to act on behalf of a higher power last night.

Roleblocked by a Bard, Paragon Smite or Enchanter Repel:

You can't seem to remember exactly what happened last night. Were you dreaming? You vaguely recall someone stopping you from doing whatever you had planned. You were roleblocked.

Attacked a target who survived, regardless of the reason for their survival (night immunity, vests, healing, guardian protection, unsuccessful smite):

Your target somehow managed to survive your attack.

Converted by the Prophet:

The Prophet has opened your eyes and revealed to you your destiny. A tide of blood is coming, but you were one of the chosen disciples who shall see to the return of Bhaal, Lord of Murder.

The faithful are:

[List of Cultist names]

Resisted conversion/manipulation/roleblocking

A strange force attempted to meddle with your mind tonight, but by your strength of will, you managed to resist!

Prophet target resisted conversion/manipulation:

You attempted to gain control over someone tonight, but they resisted!

Ranger Watching:

You posted at your target. They were visited by [X, Y and Z].

Ranger Tracking:

You tracked your target. They visited X.

Given a vest from an Armoursmith:

An expert smith gave you a suit of Armour.

Given a Alchemist’s Fire from a Harper Alchemist:

An alchemist gave you Alchemist’s Fire.

Successful Curse Removal:

You feel as if a weight has been lifted off your shoulders. You might just see this through...

Saved from a kill by a Harper Guardian:

You were attacked, but a warrior fended off your attacker.

Necromancer Curse / Shadow Adept Attunement Message:

You awake covered in cold sweat. The damning whispers from the nightmare you have just experienced are still fresh on your mind.

[insert message here]

Harper Agent check on Cult/Bhaalspawn/Cursed:

Your target is enveloped in an aura of corruption. They are part of The Cult of Bhaal, or might be the Spawn of the Lord of Murder himself!

Harper Agent check on Prophet/Anyone else:

Your target appears to be untainted.

Spy Investigations:

Your target is a traveler with a troubled past. They must be an Amnesiac, Antagonist, Druid or Explorer.

Your target is fanatical in their convictions. They must be an Avenger, the Duke, a Harper Paragon, a Heartwarder, a Lunatic or the Prophet.

Your target has a great deal of patience. They must be an Apprentice, Armoursmith, Monk, Quartermaster or Warden.

Your target dabbles in mind magic. They must be an Arcane Trickster, Bard, Beguiler, Enchanter or Illusionist.

Your target is armed to the teeth. They must be an Assassin, Barbarian, Bounty Hunter, Fighter or Harper Guardian.

Your target is fascinated by life and death. They must be a Cleric, Graverobber, Necromancer, Ritualist or Shaman

Your target possesses tomes in a runic language. They must be a Diviner, Evoker, Half-Dragon, Harper Alchemist or Shadow Adept.

Your target snoops around for information. They must be a Doppelganger, Harper Agent, Herald or Spy.

Your target stalks other people at night. They must be a Ranger, Shadow Thief or Thief.

Survived an attack because of Night Immunity/Vest:

Someone attacked you last night, but you survived!

Avenger learns opposing faction:

Your untimely end was orchestrated by [faction]. You swear to bring about their downfall even in death.

Attacked and Healed (only if the heal is what saves the target):

Your were attacked, but a Cleric came to heal your injuries.

Successful Cleric Heal (only if the heal is what saves the target):

Your target was attacked, but you mended their wounds and saved their life.

Doppelganger role information:

From mimicking your target, you have learned that they were a [Role].

Doppelganger infiltration:

You have managed to infiltrate a faction’s secret meetings by stealing the identity of one of their members.

Account: [Account Name]
Password: [Password]

Graverobber gains ability:

You have defiled a grave and can now use the ability of a [Target’s Role] twice.

Thief/Shadow Thief finds last will:

The last will you nicked reads as follows:
[Target’s Last Will]


Thief/Shadow thief target had no last will:

You were unable to find a last will.

Monk/Ritualist recover last will:

You recovered a last will from your target:
[Target’s Last Will]


Thief/Diviner Mind Read/Monk/Ritualist learns clues:

Your target uncovered the following clues:
[clues]

Thief/Diviner Mind Read/Monk/Ritualist target had no clues:

Your target had not uncovered any clues.

Monk/Ritualist cause of death:

Your target was killed by assassination/a barbarian/a fireball/a doppelganger/dragon’s breath/wail of the banshee/banishment/alchemist’s fire/dueling/smiting/a warrior/execution/a sellsword/a madman/lynching/trap/suicide

Monk results:

Your target visited the following targets:
Player A, Player B, etc.

Ritualist results:

Your target was subjected to the following actions:
[actions*]

*actions can be: investigated, tracked, watched, healed, protected, manipulated, converted, assigned quarters, attacked, roleblocked, given armour, given alchemist’s fire, robbed, checked, inspected, interviewed, jailed, swapped, united, cursed, trapped, mimicked, shifted, possessed
Brackets aren't displayed in the actual message. Actions are separated with ,
Paragon smite comes up as attacked even if it resulted in a roleblock.
Recruited by harpers comes up as converted.
Enchanter lure comes up as manipulated.
Enchanter repel comes up as roleblocked.
(Shadow) Thief theft comes up as robbed.
Beguiler shadow comes up as swapped.
Chosen by a student comes up as united.
Commanded by Shaman comes up as possessed.
Shadow Adept Attunement comes up as cursed.
Evoker Fireball casting comes up as trapped.
Arcane Trickster image, Diviner mind read, Lunatic and Antagonist visits, Warden Release and Exexution and Undefined Visits do not appear.

Apprentice chose a master:

You chose [master name] as your master. You will share a night chat the following night.

Account: [Account Name]
Password: [Password]


Chosen by an Apprentice:

An apprentice chose you as their master. You will share a night chat the following night.

Account: [Account Name]
Password: [Password]

Harper recruit failed:

Having already found their calling in life, your target refused to join the secret society of the Harpers.

Explorer is recruited as a Harper:

[recruiter name] welcomed you into the secret society of the Harpers.

Amnesiac / Apprentice / Harper Recruit / Quartermaster target takes new role:

You have become a:
[Rolecard]

Amnesiac / Apprentice / Harper Recruit gains new night chat along with new role:

Account: [Account Name]
Password: [Password]

Quartermaster failed to change role:

You failed to assign your target a new area of expertise.

Diviner Scrying:

You gaze into the thin layer of water on the obsidian platter before you.

The image is merely a small ocean of blackness at first, but then you see ripples forming, and specks of light converge.
X Cultists yet live.
Y Bhaalspawn yet live.
Z Harpers yet live.

Avenger Possesses:

You took possession of a soul among the living. It will last for a day.

Account: [Account Name]
Password: [Password]