M-FM : The Curse of Castle Varen
Located on a lonely island stands the once majestic Castle Varen. The now decrepit Castle and untame landscape is a desired location for Historians and Thrill Seekers alike. With 42 deaths and 167 disappearances in the past 116 years, Castle Varen has built quite the reputation for itself: It's cursed. Everyone believes that the curse started after the disappearance of Lady Varen. Rumor has it that she's vanished from the island hours after having her portrait painted; some say that she was murdered by her Husband, her soul cursing the Island and the Portrait. Others, however, tell a story of how the Varen family is a Cult, converting and murderering their visitors.
Whatever the case may be, the descendants of Lady and Lord Varen held a contest, giving 17 winners an invitation to spend a night at the Castle.
The date came, and as the last lucky winner disembarked the Ferry, it left. All 17 of them were trapped on the Island until the next Ferry, tomorrow morning. Lady Varen greeted the winners and showed them inside.
"As you can see, we haven't had any visitors in a while", said Lady Varen as she attempted to explain the condition of the Castle. As dust covered everything, it was apparent no one had cleaned in several years. "I regret to inform you that Lord Varen is sick in his chamber, and will not be joining us this evening."
She showed everyone to their rooms, and let them unpack.
"Meet in the great hall at 8, and we will begin our tour." stated Lady Varen, as she retreated to her chambers.
Art Collector
Hidden Mercenary
Hidden Mercenary
Hidden Mercenary
Hidden Federal Agent
Hidden Federal Agent
Hidden Thrill Seeker
Hidden Thrill Seeker
Hidden Thrill Seeker
Hidden Thrill Seeker
Hidden Thrill Seeker
Hidden Thrill Seeker
Hidden Thrill Seeker
Hidden Thrill Seeker
Hidden Thrill Seeker
Hidden Thrill Seeker
Hidden Thrill Seeker
Lord Varen (Hidden Neutral)
Lady Varen (Hidden Neutral)
Groundskeeper (Hidden Neutral)
Art Collector & Mercenaries: After the contest ended, the Art Collector used his resources to obtain 4 tickets. He hired 3 Mercenaries for protection, and brought them with him to Castle Varen. The Art Collector has planned to use this exclusive visit to Castle Varen and a chance to find and steal the Painting of Lady Varen. Classified as priceless, the Painting is said to steal the soul of whoever looks into the eyes of Lady Varen, killing them. The Art Collector sees this as an opportunity to complete his collection, and possibly use the Portrait as a weapon.. If the stories are true...
Federal Agents: The Feds confiscated 2 tickets after the contest, and plan to send two agent in undercover. The purpose of this mission is to search the Castle for signs of Ritualistic killings and to explore the rumors of a Cult on the Island. With 209 open cases, the Feds are really pressing the matter, sending their two top Agents. Will they find the cause of all the murders, or will the come across something more sinister?
Thrill Seekers: The 11 true winners of Lady Varen's contest came for one reason: to find proof of the curse. However, in a Castle with this much history of blood, will they be able to band together and survive the horrors in store for them?
Lord Varen & Lady Varen: Current owners of Castle Varen, Lady and Lord Varen invited people to the castle in hopes to solve the mystery of the castle, in hopes to encourage more people to come and visit the island once it's solved.
Groundskeeper: The Groundskeeper for as long as anybody can remember. His family has served generations of Varens, and is a loyal servant of Lord and Lady Varen. But, with the state of the Island and Castle, what does he do with his time?
Possible Mercenary roles: Consort, Consigliere, Disguiser, Framer, Interrogator, Janitor, Mafioso, Tailor, Thief.
Possible Federal Agent roles: Detective, Investigator, Jailor, Lookout, Sheriff, Vigilante.
Possible Thrill Seeker roles: Architect, Blacksmith, Bodyguard, Bulletproof, Citizen, Coroner, Doctor, Escort, Journalist.
Possible Neutral roles: Amnesiac, Banshee, Corrupt Journalist, Cultist, Cult Leader, Executioner, Ghost, Graverobber, Jester, Ritual Killer, Witch.
Win Conditions:
Mercenaries: Eliminate the Federal Agents, the Thrill Seekers, the Cult, and any killing Neutrals; at least one member must be alive at the end.
Federal Agents: Eliminate the Mercenaries, the Cult, any killing Neutrals, and the Witch; at least one member of the Federal Agents or the Thrill Seekers must be alive at the end.
Thrill Seekers: Eliminate the Mercenaries, the Cult, any killing Neutrals, and the Witch; at least one member of the Federal Agents or the Thrill Seekers must be alive at the end.
Killing Neutrals: Eliminate the Mercenaries, any other Killing Neutrals, the Federal Agents, and the Thrill Seekers; must survive until the end.
Cult: Eliminate the Mercenaries, the Federal Agents, and the Thrill Seekers; at least one member must be alive at the end.
Amnesiac: Survive until the end, or gain the Win Condition of the role you become.
Corrupt Journalist: Eliminate the Federal Agents and the Thrill Seekers and survive until the end.
Executioner: Get your target lynched and survive until the end.
Ghost: Die, and then make sure your killer's faction loses.
Graverobber: Eliminate the Federal Agents and the Thrill Seekers and survive until the end.
Jester: Get Lynched.
Witch: Eliminate the Federal Agents and the Thrill Seekers and survive until the end.
Mechanics:
Mercenaries know who eachother are.
Federal Agents know who eachother are, but not roles.
Lady & Lord Varen know who eachother are, but not roles.
Mercenaries share a night chat.
Cult shares a night chat.
Days can last 48 hours long. Days can be ended early by either lynch or skip vote.
Nights are 24 hours long.
Non-town can create deathnotes.
Anyone can create lastwills.
Autolynch occurs at 51%.
Voting is done with the [VOTE]Name[/VOTE] tags.
Regarding Night Chat Accounts:
Jailor & Interrogator:
Night accounts can be named Detainer, Captor, Confiner, or Imprisoner. It will be randomized.
Jailed targets:
Night accounts will be named Detained #, Captive #, Confiner #, Imprisoner #. The # will be the night number.
Architect targets:
Night accounts will be named Architect A # and Architect B #. The # will be the night number.
Rules:
No editing posts (0 warnings).
No COM claiming (true or false) (1 warnings).
No COM hunting (true or false) (1 warning).
Must post multiple times each day, excluding double posts (0 warning).
No videos (1 warning).
No posting screenshots (0 warnings).
No quoting PMs (0 warnings).
No outside communication about the game (0 warnings).
English only (1 warning).
Rolecards:
Spoiler : Mercenary Rolecards :
Spoiler : Federal Agent Rolecards :
Spoiler : Thrill Seeker Rolecards :
Spoiler : Neutral Rolecards :
Investigative Pairings:
Art Collector/Jester/Cult Leader/Citizen/Ritual Killer (immune to detection)/Banshee (immune to detection)
Consort/Witch/Escort/Bodyguard
Consigliere/Ghost/Executioner/Investigator/Sheriff
Tailor/Cultist/Detective/Architect
Framer/Amnesiac/Lookout
Ritual Killer/Banshee/Bulletproof
Janitor/Coroner
Interceptor/Jailor
Mafioso/Disguiser/Blacksmith/Vigilante
Thief/Graverobber/Doctor
Corrupt Journalist/Journalist
Order of Operations:
1. Day targets: Corrupt Journalist/Journalist
2. Jailed: Interceptor/Jailor chooses target.
3. Night chats open/Architect
4. Manipulation: Witch (affected by 4)
5. Roleblocks: Consort/Escort
6. Protection: Vest/Bodyguard/Doctor
7. Mafia utility:Framer
8. Conversion: Cult Leader/Cultist
9. Mafia deception: Tailor/Janitor
10. Kills: Mafia/Interceptor/Jailor/Vigilante/Banshee/Ritual Killer/Gun
11. Investigative: Consigliere/Investigator/Sheriff/Detective/Lookout/Coroner
12. Items: Thief/Graverobber/Blacksmith
13. Misc: Jester/Amnesiac/Ghost
Feedback:
Roleblock:
Roleblock Immune:You were roleblocked last night!
Sheriff Feedback:Someone tried to roleblock you last night, but it was ineffective.
Investigator Feedback:Your target appeared to be Anti-Town/Town.
Detective Feedback:Your target appeared to be INVESTIGATIVE PAIRING.
Lookout Feedback:Your target visited *PLAYER* last night.
Jailed (By Jailor/Interceptor):Your target was visited by *PLAYER* last night.
Stolen Power:You were jailed! Proceed to *URL* to speak with your captor.
Power Stolen:You stole a(n) *POWER* last night.
Power Returned:Your power was stolen last night. You may not use your night action tonight.
Target Immune to Attacks:Your power was returned to you. You may use your night action tonight.
Attacked & Immune:Your target was immune to attacks last night.
Attacked:You were attacked last night, but it proved to be ineffective.
Attacked & Healed:You were killed last night!
Successful Healing:You were attacked last night, but somebody saved your life.
Architect Chat:You successfully healed your target!
Architect Chat Failed:You were rushed into a dark room. Proceed to *URL* to see if anyone else is here.
Successful Bodyguard:One of your targets couldn't be found.
Received Gun:You saved your target and died last night!
Received Vest:You received a one-use gun last night.
Coroner:You received a one-use vest last night.
Selected for Interview:Your target's role was *ROLE*.
Your target visited *PLAYER* night one.
Your target was killed by *ROLE/LYNCH*
Amnesiac:Someone has asked you to write an anonymous article.
Please submit your article one hour before night ends.
Culted:You remembered that you were a *ROLE*!
Possessed:You were culted last night.
Cult Leader: *PLAYER*.
Cultists: *PLAYERS*
Night Chat: *URL*
Graverobber:You were possessed yesterday.
To re-obtain old feedback, please contact me.
You obtained an *ITEM* from your target.
Death Descriptions:
Jailor/Interceptor:
Vigilante/Gunsmith Gun/Mafia Kill:Found dead with hir hands bound behind hir back.
Ritual Kiler:Shot in the head.
Banshee:All that was left was a pile of charred bones.
Bodyguard:Scared to death.
Killed in a fight.