Alignment: The Council
Role: ClauseHog
Factional Abilities:
Factional Communication
You share a permanent (day and night) factional chat with all other members of The Council.
Collect Information
The Council may assign a member to visit another player to determine their role, but not their alignment. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions. This visit is a level 2 ninja, it is immune to detection, and immune to forms of detection that counteract detection immunity, but not immune to higher levels of detection immunity counteraction.
Underground Network (2-shots, passive, toggleable)
The Council has a shared underground network that warns them about attacks before they happen.
This warning allows any member of The Council to evade death on a night when they would have otherwise died. Death can only be evaded in this way twice among all members of The Council.
At any time, members of The Council may be chosen to not be under this protection. (E.g to not waste charges protecting a lost cause)
Rigging the Armory (1-shot, passive, toggleable)
The Council may use their underground network to rig ITA shots. If a member of The Council would normally die to an ITA shot, they can instead dodge. This dodge consumes both a charge of Rigging the Armory AND a charge of Underground Network.
At any time, members of The Council may be chosen to not be under this protection. (E.g to not waste charges protecting a lost cause)
Shadowy Organization (passive)
The Council is a shadowy organization. Upon death, their factional abilities and win-con are redacted. Their alignment name and role are revealed as normal.
Win Condition:
Maintain Balance.
You win if all of the following conditions are met at any SoD:
- At least one member of The Council is alive
- There are seven or fewer non-Council players alive
- There are two or fewer anti-town players alive
- There are more town than anti-town players alive
Rolecard:
You are the ClauseHog, a large, infovoric, semi-intelligent, non-domesticated pig.
You are the top hog, a boss hog, the alpha pig. You exude the pig equivalent of manliness, the piggiest pig to ever pig. You spend your days and nights doing what you want, which is pig shit! and eating clauses. But you are not just any basic ass pig, you eat clauses, """"a particular and separate article, stipulation, or proviso"""". Eating clauses makes you even stronger, allowing you to be even more of a boss hog!
- You don't use standard targeting for your primary night actions, instead, all other players are sorted into groups of roughly 2-6, each night, you select a group and your night action targets a random number of players within that group.
- Being a ClauseHog with a powerful sense of smell, you can identify and sort groups ranked by the following characteristics. You are unable to identify groups by the names or amount of players within the group
- Seek out the strongest hog in these lands to cement yourself as the true boss of the hogs!
- Quantity
- Quality
- Pigness
- Your primary ability is to select a group at night, and just go ham. You permanently gain clauses from those players' rolecards. Gained clauses will appear on your role-card. Players will receive feedback that very loud pig noises were heard at their place last night.
- At any time you may shed a clause that wasn't originally a part of this role-card, losing it.
- At any time you may consume a clause that you did not start with. gaining a limited charged ability based off of that clause. Abilities gained this way may either use standard targeting, group targeting, or some combination of the two. Your metabolism is somewhat limited, only allowing you to consume three clauses per phase.
Clauses:
If you use group targeting, and a player in that group has said """"bacon"""", or has a grill, then you are guaranteed to target that player if they are within the group you have targeted.
Being an infovore, you cannot die of hunger so long as you have access to information.
You are immune to poison unless it is distributed through a memetic form, injected toxins still work.
Being a boss hog, you have order of operations priority vs other abilities that involve swine or swine-like entities.
(Additional clauses will be listed out here for your use and or managed in host chats)"
General Hidden Information
Because this role-card has a lot of hidden elements, all information under the above horizontal line is considered hidden to both the player who receives this role-card and other players, unless otherwise specified.
This role causes two things to happen by existing in the game.
1.) Each role card that does not specifically have clauses (as identified and defined by the hosts) will gain an indeterminate amount of clauses that fit the flavor and theming of the role, with no less than two clauses for each role.
2.) For every 5 players, an "alpha-type" hog will be spawned, for every remaining player, a "beta-type" hog will be spawned. These hogs appear as living pigs, and have descriptors that reinforce that. "Alpha-type" hogs will generate with names such as "The Boss Hog", "The HogFather", "The Alpha Boar", "The Big Hog", etc. "The Boss Hog" always generates with that exact name, and cannot be renamed. "Beta-type" hogs will generate with names that have simple descriptors, such as "Long-snouted Hog", "Big-bellied Hog", or "Spotted Hog".
Hogs are randomly assigned to all players, and appear as a hybrid inventory item/npc/additional role for the player to have. Players may rename their hogs once during the game, but "alpha-type" hogs will only accept suitably badass or manly names, with exception of "The Boss Hog", which will accept no other name. Players are not informed of whether or not a hog is an "alpha-type" or a "beta-type"
Players are not informed of the chosen name for any pig if they are transferred between players.
Players are informed that they may not harm their hogs in any manner, nor may they directly target other player's hogs. They are effectively immune to player effects with exception of the ClauseHog.
"Alpha-type" hogs spawn with 1-3 random clauses that are hidden from all other players. "The Boss Hog" spawns with 5-7 clauses, these clauses do not have to be pig or animal related.
Hogs follow the player during their night action. If a player targets multiple people during a single night, then the hog will follow along in each one (assuming it makes logical sense for the hog to-do so, otherwise the hog will only visit the first target). If a player does not do anything during the night, or has non-standard night actions which do not follow an Order of Operations, then the player may instead send their hog to visit another player in addition to their normal actions. Role-blocking does not stop the player from sending the hog to another player.
A "Pig pack" is formed whenever two or more "beta-type" hogs visit the same "alpha-type" hog in the same night. The player who has the "alpha-type" hog will gain a pig pack, a herd of pigs that follow the "Alpha-type". Hogs are tracked within the Pig pack.
If a "pig pack" has more than one "alpha-type" hog, then there is a 50% chance of the "pig pack" turning into a wild "hog horde" each night, Players are informed that their hogs ran away last night.
If a player with a "pig pack" is killed, then the pig pack disbands, roughly 50% (rounded down) of the "beta-type" hogs will be distributed to random players. Each "alpha-type" hog within pig pack will divide the remaining "beta-type" hogs equally and form wild "Hog Hordes"
Wild Hog Hordes randomly target players each night.
Hog Hordes spawn 0-3 hogs randomly each night or increase in size by 12% rounded up (whichever is greater), there is a 90% chance of a hog spawned this way will be a "Beta-type" hog, and a 10% chance of a hog spawned this way to be an "alpha-type" hog.
"Beta-type" hogs leave wild hog hordes at a rate of 1 hog each night, or 10% rounded down (whichever is greater), hogs that leave hog hordes this way will be distributed to players without hogs randomly.
If there are more than 3 alpha-type hogs in a wild hog horde, then they will divide semi-randomly and form two separate wild hog hordes at night.
Hog hordes are targetable by the ClauseHog, and appear as their own separate "groups"
Feedback is generated whenever a hog visits another player with differing conditions:
Players are always informed of when any hog leaves or joins them.
If a "beta-type" hog visits a player with no other hog, then no feedback is generated for either player.
If a "beta-type" hog visits a player with a "beta-type" hog, then no feedback is generated.
If a "beta-type" hog visits a player with an "alpha-type" hog, then the visiting player receives feedback that their hog was intimidated by a larger one and ran home.
If a "beta-type" hog visits a player with a "pig pack", then there is a 10% chance of the "beta-type" hog of leaving their player, and joining the "pig pack" This percentage increases by 5% for each "beta-type" hog in the pig pack, and an additional 10% for each "alpha-type" hog in the pig pack. Otherwise the visiting player receives feedback identical to if the ClauseHog visited with their "go ham" action. Players are informed that their pig left them.
If a "beta-type" hog visits a player with a "hog horde", then the beta-type hog will join the "hog horde". The visiting player receives feedback that they heard a heard a lot of pig noises that night. Players are informed that their pig left them.
If a "beta-type" hog visits the ClauseHog, then the visiting player receives feedback that their hog was intimidated by a larger one and ran home. The ClauseHog receives feedback that they were visited by a much smaller hog.
If an "Alpha-type" hog visits a player with no other hog, then the visited player receives feedback identical to if the ClauseHog visited with their "go ham" action.
If an "Alpha-type" hog visits a player with a "beta-type" hog, then the visited player receives feedback that their hog was intimidated by a larger one.
If an "alpha-type" hog visits a player with another "alpha-type" hog, then both players receive feedback identical to if the ClauseHog visited with their "go ham" action.
if an "alpha-type" hog visits a player with a "pig pack", then both players receive feedback identical to if the Clausehog visited with their "go ham" action. Additionally, if there are more than 5 hogs total in the "pig pack", there is a 65% chance of no additional effects, a 30% chance of the visiting player forming a "pig pack" by stealing two "beta-type" hogs from the visited player's "pig pack", and a 5% chance of the "alpha-type" hog to join the "pig pack" Players are informed that their pig(s) left them.
If an "alpha-type" hog visits a player with a "hog horde", then there is a 25% chance of the visiting player to steal two "Beta-type" hogs to form a "pig pack". There is a 50% chance of the visiting player's pig to leave and join the "hog horde". Both players receives feedback that they heard a lot of pig noises that night. Players are informed that their pig(s) left them.
If an "alpha-type" hog visits the Clausehog, then the "alpha-type" hog will engage in combat with the ClauseHog the following day. Combat will be explained further below.
If a "pig pack" visits a player with no hog, then the visited player receives feedback identical to if the ClauseHog visited with their "go ham" action.
If a "pig pack" visits a player with a "beta-type" hog then there is a 10% chance of the "beta-type" hog of leaving their player, and joining the "pig pack" This percentage increases by 5% for each "beta-type" hog in the pig pack, and an additional 10% for each "alpha-type" hog in the pig pack. Otherwise the visited player receives feedback identical to if the ClauseHog visited with their "go ham" action. Players are informed that their pig left them.
If a "pig pack" visits a player with an "alpha-type" hog, then both players receive feedback identical to if the Clausehog visited with their "go ham" action. Additionally, if there are more than 5 hogs total in the "pig pack", there is a 60% chance of no additional effects, and a 40% chance of the "alpha-type" hog to join the "pig pack"
If a "pig pack" visits a player with another "pig pack", then there is a 50% chance of the pig-packs merging and forming a wild "hog horde" Otherwise both players received feedback identical to if the ClauseHog visited with their "go ham" action.
If a "pig pack" visits a player with a "hog horde", then the "pig pack" will join the hog horde.
If a "pig pack" visits the ClauseHog, then the "alpha-type" hog(s) will engage in combat with the ClauseHog the following day. If the ClauseHog wins, then they gain all hogs in the "pig pack".
If a wild "hog horde" visits a player with no hog, then the visited player receives feedback identical to if the ClauseHog visited with their "go ham" action.
If a wild "hog horde" visits a player with a "beta-type" hog, then the beta-type hog will join the hog horde. The visited player receives feedback identical to if the Clausehog visited with their "go ham" action.
If a wild "hog horde" visits a player with an "alpha-type" hog, then there is a 50% chance of the visited player's hog to join the horde. The visited player receives feedback identical to if the Clausehog visited with their "go ham" action.
If a wild "hog horde" visits a player with a "pig pack", then there is a 50% chance of the "pig pack" joining the hog horde. The visited player receives feedback identical to if the ClauseHog visited with their "go ham" action.
If a wild "hog horde" visits a player with a "hog horde", then the wild hog horde will join the visited player's hog horde. The Visited player receives feedback identical to if the ClauseHog visited with their "go ham" action.
If a wild "hog horde" visits the ClauseHog, then the "alpha-type" hog(s) will engage in combat with the ClauseHog the following day. If the ClauseHog wins, then they gain all hogs in the "pig pack"
If the ClauseHog gains any number of hogs, they form a pig pack. If the ClauseHog is in a pig pack with an "alpha-type" hog, then they engage in instantaneous combat if they have not engaged in combat with each other before. If the ClauseHog wins, they form a "Hog Horde" under the control of the ClauseHog.
The Clausehog engages in combat the following day whenever they visit or are visited by any number of "alpha-type" hogs during the night. Additionally, the ClauseHog has a 50% chance of engaging in combat with an undefeated "alpha-type" hog in their Hog Horde every day. The ClauseHog is informed of the name of the "alpha-type" hog(s) whenever they engage in combat.
To engage in combat, the ClauseHog can use any amount of their limited charge abilities against any of "alpha-type" hogs they are in combat with. If the "alpha-type" hog would be affected in a negative manner by the ability if they were a player, then they are defeated. Or, if the opposing "alpha-type" hogs are unable to affect the ClauseHog because of any gained Clauses, then they are defeated. The ClauseHog is informed of these rules when they engage in combat the first time. If the ClauseHog is unable to defeat the "alpha-type" hog(s), then the ClauseHog does not win any hogs as followers, and any "alpha-type" hogs will leave the ClauseHog and form wild "hog hordes", taking half of the ClauseHog's accumulated "Beta-type" hogs.
If the ClauseHog wins combat with any "alpha-type" hog, then the ClauseHog permanently gains the clauses of the "alpha-type" hog(s) they defeated. If consumed or shedded, they may be gained again at no additional cost every other night.
If the ClauseHog engages in combat with "The Boss Hog" then they are informed that "The Boss Hog is the opposing monarch of these lands", if the ClauseHog wins combat with "The Boss Hog", then half of all hogs will immediately join the ClauseHog and form a "Hog Horde" if a Hog Horde has not already been formed.
If at any point the ClauseHog has 30 or more total hogs (including the ClauseHog) in their "Hog Horde" then the ClauseHog's rolecard changes in the following ways:
1.) The ClauseHog's role-name will change to "30-50 Wild Hogs".
2.) The 30-50 Wild Hogs' will gain access to an anonymous account named "S-FM 30-50 Wild Hogs". This account can vote and speak in thread, but it is obligated to type pig-like sounds every other post. It may be targeted and non-killing actions will affect you as if you were the one targeted. The account can be killed by any means including Day elimination and is unable to benefit from any sort of protection from death. If the account is killed, you lose access to the account permanently and are roleblocked the next night.
3.) All Hogs will automatically join the 30-50 Wild Hogs' Hog Horde.
4.) The 30-50 Wild Hogs' is obligated to target something with at least one of their abilities at night, if they fail to do so, then they will lose 25% of their hogs.
5.) If at any point the 30-50 Wild Hogs lose all their hogs, then they lose all abilities gained here and change their role-name back to The ClauseHog. The ClauseHog losses access to the anonymous account named "S-FM 30-50 Wild Hogs"