Arch-Demon's Eternal Game: Aeon Edition, The Turtle Chronicles

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The harsh whip-crack of thunder punctuated the dissonant drumbeat performed by the rain and...
The Beginning
Location
United States
Pronouns
He/Him
The harsh whip-crack of thunder punctuated the dissonant drumbeat performed by the rain and waves pounding against your ship. The winds had betrayed pulling you to these foreign waters, deeper into this storm, deeper into such cruel darkness that consumed the paltry lights of your lanterns. If it weren't for the sky itself splitting into grim illumination there would've been some hope, but this storm wanted you to know of the maelstrom that was calling for your lives, it wanted you to see the other vessels.

At least that could offer a minor solace, this wasn't some divine punishment targeting you or your own, just a show of force that would destroy you all. As the ship lurched and was brought ever closer to the mouth of this vortex, brought ever nearer another vessel, you could see the fear that turned to solemn contentment as the stern crashed into the other vessel's port side, the whine of the timbers turned into the splintering popping drowned out every other sound, besides the screams. As the waters climbed above you, you found a sturdy enough remnant of the ship and locked it into a deathgrip, and then there was nothing but the straining of muscles and these stygian waters.

When you came too, you found yourself caked with salt and sand, gentle waves nipping at your legs, dragging yourselves off of the driftwood onto your wavering feet, you could see other survivors, shapes lying against this beach and others standing like yourself. But just shapes, rubbing at your eyes to clear your vision failed to define any of the beings around you, it must have been magic for every other detail was as crystal clear.

Then you heard the voice, emanating from nowhere; no not nowhere, below you all, the land itself speaking in a low cadence. "Welcome children, I have rescued you all, welcome and enjoy my island. However, each of your souls has been claimed by other powers, I am barred from bringing you to the mainland without offering you a trial. An Arch-Demon and Arch-Fiend have agreed to test you with their favorite game, a game of mob rule and death. Each day you shall select one of your own to be sacrificed, only when there is a clear victor between their factions or both fail to claim your souls will I be able to return you."

Some seem to shake in fear, at these words, or perhaps just the cold of being soaked through, but if demons and fiend were present how could anyone stand against them, they had powers greater than mortals innately. This voice, this Arch-Turtle, seemed to sense your fear of being able to overcome these odds, "At my temple, you will find a chest filled with the items these Arch-beings call 'the sack.' These items will assist you in combating these unknown dangers, I wish each of your luck, may fortune change favor for each of you."


Welcome to Arch-Demon's Eternal Game: Aeon Edition, the Turtle Chronicles. Any and all players are welcome to participate in this game of Mafia.
 
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Rules and Player List
Player List
  1. @Reliable_2IC; "DROWNED" day 3, Human. Had a Twin World Telehat.
  2. @mesonoxian
  3. @Scia
  4. @Byzantine
  5. @Wiadi
  6. @Nictis; "Incinerated" night 3, Human. Had a Hell's Herald.
  7. @QTesseract; "Throat Ripped Out" night 1, Human. Had a Ferryman's Coin.
  8. @Shadell; "Struck Down by Cold Steel" night 2, Elf. Had a Ferryman's Coin.
  9. @Happerry; "Incinerated" night 5, Human. Had an Eagle Mask.
  10. @Shalmoa; "Zapped to Oblivion" day 2, Fiendish Orc. Had a Talisman of Defense with Shard of Blue Mirror.
  11. @Tykan; "Zapped to Oblivion" day 4, Fiend. Had a Staff of Life.
  12. @OriginalName; "Scattered Across the Room" night 2, Elf. Had an Amulet of Command with Shard of Red Mirror.
  13. @Cyricubed; "Throat Ripped Out" night 2, Human. Had nothing.
  14. @hailcapital; "Zapped to Oblivion" day 5, Demon. Had a Staff of Life.
  15. @Zaealix; "Scattered Across the Room" night 5, Human Knight. Had a Talisman of Defense with Shard of Blue Mirror.
  16. @Yun; "Zapped to Oblivion" day 1, Human. Had an Ancient Mirror.
  1. @Cyricubed
  2. @Reliable_2IC
  3. @JDS
  4. @Byzantine
  5. @QTesseract (replaced @Swarmingu)
  6. @-Rosen
  7. @Shadell
  8. @ondine
  9. @Hutchmang
  10. @mesonoxian
  11. @Happerry
  12. @Tykan; "Zapped to Oblivion" day 1, Possessed Gnome.
  13. @Scia; "Cleaved in Twain" night 1, Human Freedom Fighter. Had a Staff of Life.
  14. @Wiadi; "Blown Away" and "Scattered across the room" night 1, Gnome. Had a Token of Exchange.
  15. @Broken Base
  16. @hailcapital
  17. @Nictis
  18. @OriginalName; "Blown Away" night 1, Human. Had an Eagle Mask.
  19. @Zaealix replaced (@Twisted Mind)

Rules
  • All roles will be randomly assigned. In addition to a role, you will receive a random place in the order for receiving an item from the Sack. When Role PMs go out, the first player will receive a list of all items in the sack, and choose one. The second player will then receive the list, minus the removed item, before selecting an item themselves, and then moving to the third player, etc. You may not discuss the items in the sack in the thread once role PMs go out, until of day 1 starts.
  • The game will be separated into Day and Night phases. Each Day phase is 72 hours, each Night phase is 48 hours or when I get all the Night Actions. If you have an extremely good reason, I may give an extension.
  • Always always always post at least once per Day Phase! It'd be nice if you did it once every 24 hours.
  • Conversely, never post during night phases. Excepting allowances for posts consisting purely of announcements that it is night so other players know not to post (such as if the GM missed the day's end).
  • Lynches happen when 72 hours has passed, and the player with the plurality of votes will be lynched.
  • When you vote for someone, vote for them by like so: [x] Vote [player name]. To rescind your vote, vote [x] Null.
  • Do not write illegible, hidden, or coded messages. Invisitext isn't as cute as you think it is.
  • DO NOT DISCUSS THE GAME WITH OTHER PLAYERS OUTSIDE THIS THREAD. Only talk to another player elsewhere if there is something in your role that allows it. If you're talking elsewhere, impersonating other players is not allowed.
  • DO NOT EDIT YOUR POSTS. If you gotta fix something, doublepost.
  • There is no restriction on quoting your role PMs save that you cannot post any quick topic links you possess. Doing the latter is grounds for an immediate modkill, but as an open setup the former is useless. Please don't use the actual quote function though,that gets annoying to fake up.
  • When you die, you stop posting. You get one final post of no game value when you die, and that's it, you're out.
  • If you've got a question, or you're confused about something, ask me.
  • Finally, do not act against the spirit of the game. This is a nebulous term, but includes such things as "Taking your ball and going home". Always keep fighting for yourself, always be trying to win. Don't give up, basically.
  • For this game in particular, please do not discuss the sack within thread before day 1 officially begins, do not reveal if you've already obtained an item, do not converse about what items sets were rolled and the context of such for the game during the selection process. Thank you.
  • If you want to know more about Mafia, our Megathread has a number of useful posts.
 
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Changelog and Set-up
Tl;dr Changelog: Most secondary roles have been lost, minimum game size is now 12, and every game includes two scum factions of 2 demons and 2 fiends.

Changelog and Set-up:

A-Block has been refitted to be of size 12 with always 2 demons and 2 fiends in the mix. This creates a more streamlined starting point than older designs. Additionally Demons and Fiends have had their win-condition revised to add a stronger dynamic to the 3rd party survivors to become more invested in directly hunting within the game as they truly have enemies. Demons are enemies of Orcs and Dwarves, wanting them eliminated like Humans and Fiends, except there own possessed versions of those species. Fiends are enemies of Elves and Gnomes, wanting them eliminated like Humans and Demons, except there own fiendish versions of those species.

Human Freedom Fighters now only appear in A Block, and are Trios instead of pairs.

All roles from F Block are gone: Imps, Exploding Imps, Dragons, and certain special forms of Demons and Fiends.

Oracles have been removed.

Blocks past A block are no longer distinct, excluding Alpha and Beta blocks, with "copy paste B block some more fool" which grants infinite scaling and limits headache on trying to design specific targeted expansions post B-Block configurations.

All fiends can now steal items once per game, all types of fiends take one more item from the sack than before.

ComiTurtle conjures the Deep Dweller to Alpha block to add more "spice" to it. Resulting in a change to the number of item sets rolled to be determined by the equation of
X= (N/.55)/5
Where N is the number of players, and X is the number of sets, rounded up to the nearest integer.

Full details on the set-up are below.

This is essentially a fanwork of sorts for the Arch-Demon/Fiend series of games by @Terrabrand. It is a re-usable setup by design, which allows it fairly free expression for others to experiment with it if they choose to run it, refining it how they may see fit, but in this case I'm mostly babysitting, as I've been given a large sum of direction for this overhaul since the last game of this series. All of these changes I've agreed with and I believe this should be an enjoyable game for everyone to participate in.

This is an open setup for 12+ players, with theoretically infinite scaling but lets try not to push it too far, you'll break me. This game isn't inherently designed around the traditional mafia roles complicating that into species and items instead.

Species and items are divided into sets. Which sets will be included are rolled randomly, and then roles distributed randomly from that. Block Sets will not be revealed, HOWEVER Item Sets will be revealed during role distribution.

At twelve players, you use Block A, the foundational block.

Set A1: Human, Human, Human, Human, Human, Human, Human, Human, Demon, Demon, Fiend, Fiend.
Set A2: Human, Human, Human, Human, Human, Human, Human Knight, Elf, Demon, Demon, Fiend, Fiend.
Set A3: Human, Human, Human, Human, Human, Human, Human Knight, Gnome, Demon, Demon, Fiend, Fiend.
Set A4: Human, Human, Human, Human, Human, Human, Human Knight, Orc, Demon, Demon, Fiend, Fiend.
Set A5: Human, Human, Human, Human, Human, Human, Human Knight, Dwarf, Demon, Demon, Fiend, Fiend.
Set A6: Human Freedom Fighter, Human Freedom Fighter, Human Freedom Fighter, Human, Human, Human Knight, Elf, Orc, Demon, Demon, Fiend, Fiend.
Set A7: Human Freedom Fighter, Human Freedom Fighter, Human Freedom Fighter, Human, Human, Human Knight, Elf, Dwarf, Demon, Demon, Fiend, Fiend.
Set A8: Human Freedom Fighter, Human Freedom Fighter, Human Freedom Fighter, Human, Human, Human Knight, Gnome, Orc, Demon, Demon, Fiend, Fiend.
Set A9: Human Freedom Fighter, Human Freedom Fighter, Human Freedom Fighter, Human, Human, Human Knight, Gnome, Dwarf, Demon, Demon, Fiend, Fiend.

For every 4 players beyond, a set from Block B is added. (No individual set can be selected more than once)

Set B1: Human, Human, Demon, Fiend.
Set B2: Human, Human, Possessed Elf, Fiend.
Set B3: Human, Human, Possessed Gnome, Fiend.
Set B4: Human, Human, Possessed Orc, Fiend.
Set B5: Human, Human, Possessed Dwarf, Fiend.
Set B6: Human, Human, Demon, Fiendish Elf.
Set B7: Human, Human, Demon, Fiendish Gnome.
Set B8: Human, Human, Demon, Fiendish Orc.
Set B9: Human, Human, Demon, Fiendish Dwarf.
Set B10: Human Knight, Elf, Elf, Fiendish Orc.
Set B11: Human, Knight, Elf, Gnome, Fiend.
Set B12: Human Knight, Gnome, Gnome, Fiendish Dwarf.
Set B13: Human Knight, Orc, Orc, Possessed Elf.
Set B14: Human Knight, Orc, Dwarf, Demon.
Set B15: Human Knight, Dwarf, Dwarf, Possessed Gnome.
Set B16: Human, Human, Possessed Elf, Fiendish Elf.
Set B17: Human, Human, Possessed Elf, Fiendish Gnome.
Set B18: Human, Human, Possessed Elf, Fiendish Orc.
Set B19: Human, Human, Possessed Elf, Fiendish Dwarf.
Set B20: Human, Human, Possessed Gnome, Fiendish Elf.
Set B21: Human, Human, Possessed Gnome, Fiendish Gnome.
Set B22: Human, Human, Possessed Gnome, Fiendish Orc.
Set B23: Human, Human, Possessed Gnome, Fiendish Dwarf.
Set B24: Human, Human, Possessed Orc, Fiendish Elf.
Set B25: Human, Human, Possessed Orc, Fiendish Gnome.
Set B26: Human, Human, Possessed Orc, Fiendish Orc.
Set B27: Human, Human, Possessed Orc, Fiendish Dwarf.
Set B28: Human, Human, Possessed Dwarf, Fiendish Elf.
Set B29: Human, Human, Possessed Dwarf, Fiendish Gnome.
Set B30: Human, Human, Possessed Dwarf, Fiendish Orc.
Set B31: Human, Human, Possessed Dwarf, Fiendish Dwarf.

If there is an odd number of players the one role wildcard block Alpha is used.

Alpha Set 1: Human.
Alpha Set 2: Elf.
Alpha Set 3: Gnome.
Alpha Set 4: Orc.
Alpha Set 5: Dwarf.
Alpha Set 6: Human Knight.
Alpha Set 7: Hell Beast.
Alpha Set 8: Hell Beast.
Alpha Set 9: Hell Beast
Alpha Set 10: Hell Beast.
Alpha Set 11: Hell Beast.
Alpha Set 12: Hell Beast.
Alpha Set 13: Hell Beast.
Alpha Set 14: Hell Beast.
Alpha Set 15: Hell Beast.
Alpha Set 16: Hell Beast.
Alpha Set 17: Deep Dweller.
Alpha Set 18: Deep Dweller.
Alpha Set 19: Deep Dweller.
Alpha Set 20: Deep Dweller.

If there are two or three more players than a multiple of four (eg 14, 15, 18, 19, ect), the two role Block Beta is used.

Beta Set 1: Ent, Crusading Lumberjack Dwarf.
Beta Set 2: Ent, Dark Elf.
Beta Set 3: Ent, Undying Orc Lord.
Beta Set 4: Ent, Gnome Kleptomaniac.
Beta Set 5: Ent, Human.
Beta Set 6: Human, Human.
Beta Set 7: Human, Human Knight.
Beta Set 8: Human, Gnome Kleptomaniac.
Beta Set 9: Gnome Kleptomaniac, Gnome Kleptomaniac.
Beta Set 10: Elf, Orc.
Beta Set 11: Elf, Dwarf.
Beta Set 12: Gnome, Orc.
Beta Set 13: Gnome, Dwarf.
Beta Set 14: Demon, Fiend.
Beta Set 15: Possessed Elf, Fiendish Elf.
Beta Set 16: Possessed Orc, Fiendish Orc.
Beta Set 17: Possessed Dwarf, Fiendish Dwarf.
Beta Set 18: Possessed Gnome, Fiendish Gnome.

You are a Human. You don't do anything interesting on your own.

As a Human, you win when the game is over with all Demons, Fiends, and Hell Beasts dead.
You are a Human Freedom Fighter, and you've stood against worse, with your friends at your side. Unfortunately, you only seem to have two with you!

As a Human, you win when the game is over with all Demons, Fiends, and Hell Beasts dead.

The Resistance

Freedom Fighters are experts at secret communication, every resistance movement with its own codes. The plus side is no-one can catch you at the task. The downside is that you can only secretly communicate with the two other members of your organization. At the start of the game, you receive a secure quicktopic shared with your fellows.
Yea, strong of arm and honorable of spirit you are, forsooth you are the Human Knight. You will valiantly seek the triumph of right over wrong.

As a Human, you win when the game is over with all Demons, Fiends, and Hell Beasts dead.

Strong of Arm

You are a master of martial combat and protector of the weak. Each night, you may send a message containing the words 'bodyguard [player]' to set forth into the terrors of the dark and protect them from any nefarious do-badders. Should your target be attacked by any kill, save those derived from the items of the Sack, including Strongman kills, you will swoop in and take the hit for them, and strike down their attacker thineself. Your kill flavor should you succeed is [Struck Down by Cold Steel]. You may use this power in addition to any item you carry, but you must in such a case target both powers upon the same player (or in the case of multi target items eg Ferryman's Coin you must guard one of your multiple targets). You cannot target yourself to guard.

Additionally, the first two normal kills against you are shrugged off by your mighty armor if not otherwise blocked. Note that you redirect kills to yourself, and so successful bodyguard attempts will result in you taking a hit, or even being slain outright.

You are an Orc. Strong of arm, you care only for the survival of your people.

As an Orc, you win when the game is settled with at least one surviving Orc. For the purposes of this wincon, anything with 'orc' in it's name is an Orc. Demons are an enemy to your kind wishing for your elimination.

Orcish Might

Orcish might is unmatched. As an Orc, any kill you perform is automatically a strongman kill. If you do not receive a killing power, your vote counts for two votes at all times.

Orcish Wisdom

Orcs are wiser than most think. At the start of Day One, you are told which other players are Orcs (but not their alignments otherwise).

Orcish Determination

If you determine you are the only Orc of any kind in the game, you receive several benefits as you show your determination to survive. You gain the ability to modulate your force of personality, and can send a message containing the words 'vote as 1' to reduce your vote to counting as the normal one, or send a message containing the words 'vote as 2' to increase it to counting as 2, or send a message containing the words 'vote as 3' to increase it to counting as 3. You may do any of these as many times a day as you feel is needed at no cost. Furthermore, you instantly craft a special Orcish Battle Wand, which functions exactly as a normal Battle Wand except you may use it as many times as you want (with a one night cooldown period after each use).
You are an Elf. Fleet of foot, you care only for the survival of your kind.

As an Elf, you win when the conflict is over with at least one surviving Elf. For the purposes of this wincon, anything with 'elf' in its name is an elf. Fiends are an enemy to your kind wishing for your elimination.

Elvish Step

Elven senses are the sharpest around. As an elf, you may, once, perform an undetectable nightkill, with a kill flavor of [pinned to the wall]. This conflicts with any other night action you may take. As well, you are undetectable when taking other night actions, by watchers and trackers alike.

Elvish Memory

Even through the clouding effects of the game, you'd recognize the mannerisms of an Elf. At the start of Day One, you are told which other players are elves (but not their alignments otherwise).

Elven Ruthlessness

If you determine you are the only Elf of any kind in the game, you receive significant benefits as you give your all to ensure your survival. Using your bow no longer competes with other actions, may be done twice, and causes you to survive all non-Voodoo Doll based kills that would otherwise affect you that night. Additionally, instead of using your bow (but in addition to any item you may possess), you may invoke a Transporter effect as per the Ferryman's Coin as many nights as you wish once per night. (compared to any Ferryman's Coins in circulation, you act last)
You are a Gnome. Accustomed to knick knacks and doohickeys, you are better able to use items from the Sack. You care only that the Gnomish people survive this trial.

As a Gnome, you win the conflict is over with at least one Gnome alive. For the purposes of this wincon, anything with 'Gnome' in its name is a Gnome. Fiends are an enemy to your kind wishing for your elimination.

Gnomish Ingenuity

Many items have a specified altered effect for gnomes. This is always somehow better than normal.

Gnomish Signs

You know a few, very basic, Gnomish Signs. As a result, you can pick out the other Gnomes present, by seeing who is giving Gnomish Signs themselves. At the start of Day 1, you are informed of all other Gnomes (but not their alignments otherwise).

Gnomish Memory

If there is one thing Gnomes are good at, it's gizmos and thingamabobs and more. Should you find you are the only Gnome of any kind in the game, you receive significant benefits. Until the end of the first day, you may name up to three different items you saw in the Sack to receive exact duplicates of (excepting mirror shards), in addition to the item you actually took. You still may only use the items as much as you normally could, and cannot use more than one normal nighttime activation item a night. These hand crafted duplicates are inferior to the real deal, and you will use them as if a lesser species and not a Gnome, and your professional pride prevents you from making the same item twice.
You are a Dwarf. Your people are hardy and loyal, and you are determined to see things through to a dwarven victory.

As a Dwarf, you win when the conflict is over with at least one Dwarf alive. For the purposes of this wincon, anything with 'Dwarf' in its name is a dwarf. Demons are an enemy to your kind wishing for your elimination.

Dwarven Constitution

As a Dwarf, you are particularly sturdy and talented at defending yourself. You will survive the first night you would be nightkilled. Should you be benefitting from item based nightkill protection, such as a Talisman of Defense, Staff of Life, or Mystic Cage, that protection will extend to Strongman kill effects.

Stones Tell Tales

The stones echo with the presence of dwarves. At the start of day 1, you will be informed of all other players who are themselves dwarves, though not of their alignment otherwise.

Dwarven Warrior Spirit

Should you determine you are the only Dwarf of any kind in the game, you receive significant benefits. Your Dwarven Constitution improves as you dig deep, both literally and figuratively, rendering you entirely immune to normal nightkills for the entire game, and still receive all the rest of the benefits of it.

You are a Demon. The master bids you slay these mortals, for his amusement.

As a Demon, you win when all enemies of the demons have been eliminated. That includes all Dwarves, Orcs, Humans, Fiends, Hell Beasts, and Ents, but does not include any form of Elf or Gnome. It also does not include Possessed creatures of any type.

Double Dip

The Sack contains more than enough items for everyone. And the master wants his game interesting. Demons each receive two places in the Sack selection order, and are immediately informed of both number positions in the selection order they received. For items that provide active night powers, only one may be used on the same night.

Demonic Death

Mortals are no match for a demon in hand to hand. Each night, a demon may make a kill, in addition to any items you wish to use. To kill, send a message containing the words 'kill [player]'. Should multiple demons send a kill in, the kill to go through will be chosen at random. Please discuss with your partners carefully. Your kill flavor is [Rent Asunder]. Should a demon become targeted by this kill, nothing happens.

Furthermore, each demon may, once, send a message containing the words 'strongman [player]', to perform an even more ferocious kill, with a kill flavor of [Scattered across the room]. This competes with the normal factional nightkill, but cannot be stopped by Talismans of Defense, Staves of Life, or Mystic Cages. Barring item use, it remains the case that only one demon may kill per night and each Demon may only perform this special kill once.

Demonic Teamwork

Once roles are assigned, you will receive access to a secure quicktopic with which to conspire with your cohorts. Additionally, should you perish, you will be able to give all items you carry to other demons, distributed as you see fit. However if you currently carry more than one item, you must select one item to be discarded and revealed on your corpse, while being able to pass the rest on.
You are a Possessed Orc. The master bids you slay these mortals, for his amusement. You are possessing an orc, and so qualify as one yourself and may be sheltered by them, as they win if you survive. You also gain several of their traits.

As a Demon, you win when all enemies of the demons have been eliminated. That includes all Dwarves, Orcs, Humans, Fiends, Hell Beasts, and Ents, but does not include any form of Elf or Gnome. It also does not include Possessed creatures of any type.

Orcish Wisdom.

At the start of Day 1, you are automatically informed as to the identity of all other orcs, just as if an ordinary Orc.

Strength Compounded

Mortals are no match for a demon in hand to hand, let alone one possessing as mighty a mortal body as an Orc. Each night, a demon may make a kill, in addition to any items you wish to use. To kill, send a message containing the words 'kill [player]'. Should multiple demons send a kill in, the kill to go through will be chosen at random. Please discuss with your partners carefully. Your kill flavor is [Scattered Across the Room]. Your kill is always a strongman kill, both when performing the factional nightkill and when using any nightkill items.

Single Dip

Unlike any demons not possessing a creature, you do not get to select two items from the Sack, but you are informed of what place in the selection order you received at the start of the game.

Demonic Teamwork

Once roles are assigned, you will receive access to a secure quicktopic with which to conspire with your cohorts. Additionally, should you perish, you will be able to give all items you carry to other demons, distributed as you see fit. However, if you currently carry more than one item, you must select one item to be discarded and revealed on your corpse, while being able to pass the rest on.
You are a Possessed Elf. The master bids you slay these mortals, for his amusement. You are possessing an Elf, receiving both the natural fealty elves feel they owe each other and many of the capabilities they possess, in terms of natural grace and agility.

As a Demon, you win when all enemies of the demons have been eliminated. That includes all Dwarves, Orcs, Humans, Fiends, Hell Beasts, and Ents, but does not include any form of Elf or Gnome. It also does not include Possessed creatures of any type.

Elven Grace

Just like an ordinary Elf, you are automatically informed of the identity of all elves at the start of day 1. Also just like a normal Elf, you are undetectable using items by effects like Trackers and Watchers.

Elven Murder

Mortals are no match for a demon in hand to hand. Each night, a demon may make a kill, in addition to any items you wish to use. To kill, send a message containing the words 'kill [player]'. Should multiple demons send a kill in, the kill to go through will be chosen at random. Please discuss with your partners carefully. Your kill flavor is [Pinned to the Wall]. You cannot be detected performing this kill.

Single Dip

Unlike demons not possessing creatures, you do not get a second pick from the Sack. Like your fellow demons, however, you are informed of your place in the selection order at the start of the game.

Demonic Teamwork

Once roles are assigned, you will receive access to a secure quicktopic with which to conspire with your cohorts. Additionally, should you perish, you will be able to give all items you carry to other demons, distributed as you see fit. However, if you currently carry more than one item, you must select one item to be discarded and revealed on your corpse, while being able to pass the rest on.
You are a Possessed Gnome. The master bids you slay these mortals, for his amusement. As you currently possess the body of a gnome, you benefit from both the legendary gnomish talent for gadgets and their fierce loyalty to one another.

As a Demon, you win when all enemies of the demons have been eliminated. That includes all Dwarves, Orcs, Humans, Fiends, Hell Beasts, and Ents, but does not include any form of Elf or Gnome. It also does not include Possessed creatures of any type.

Gnomish Ingenuity

You make use of items as per a gnome, and are informed of any other gnomes at the very start of the game, just like a regular gnome.

Demonic Death

Mortals are no match for a demon in hand to hand. Each night, a demon may make a kill, in addition to any items you wish to use. To kill, send a message containing the words 'kill [player]'. Should multiple demons send a kill in, the kill to go through will be chosen at random. Please discuss with your partners carefully. Your kill flavor is [Rent Asunder]. Should a demon become targeted by this kill, nothing happens.

Single Dip

You don't get two shots at the Sack, unlike normal demons, but you nevertheless are informed of your Sack position at the start of the game.

Demonic Teamwork

Once roles are assigned, you will receive access to a secure quicktopic with which to conspire with your cohorts. Additionally, should you perish, you will be able to give all items you carry to other demons, distributed as you see fit. However, if you currently carry more than one item, you must select one item to be discarded and revealed on your corpse, while being able to pass the rest on.

Special Note: Items given to you are, yes, used as a Gnome, and items taken from you are used as not-a-gnome, so eg you may gain extra votes out of a Talisman of Command, or your nearly empty talisman of Command may be rendered functionally useless from being passed to another player.
You are a Possessed Dwarf. The master bids you slay these mortals, for his amusement. The legendary endurance and friendships of the dwarven people will serve you well.

As a Demon, you win when all enemies of the demons have been eliminated. That includes all Dwarves, Orcs, Humans, Fiends, Hell Beasts, and Ents, but does not include any form of Elf or Gnome. It also does not include Possessed creatures of any type.

Dwarven Constitution

You possess the famed strengths of the Dwarven people- you will not be killed the first night you otherwise would, and if protected by an item effect, that items protection will extend to even strongman effects. As well, like a normal Dwarf, you are immediately informed of all other Dwarves.

Demonic Death

Mortals are no match for a demon in hand to hand. Each night, a demon may make a kill, in addition to any items you wish to use. To kill, send a message containing the words 'kill [player]'. Should multiple demons send a kill in, the kill to go through will be chosen at random. Please discuss with your partners carefully. Your kill flavor is [Rent Asunder]. Should a demon become targeted by this kill, nothing happens.

Single Dip

While unlike ordinary demons, you don't get a second shot at the Sack, you do receive immediate knowledge of the position in the Sack order you have received.

Demonic Teamwork

Once roles are assigned, you will receive access to a secure quicktopic with which to conspire with your cohorts. Additionally, should you perish, you will be able to give all items you carry to other demons, distributed as you see fit. However, if you currently carry more than one item, you must select one item to be discarded and revealed on your corpse, while being able to pass the rest on.

You are a Fiend, and you're determined to show those uncouth Demons whos boss by ensuring a truly fiendish triumph.

As a Fiend, you win when all enemies of the fiends are eliminated. That includes all Humans, Demons, Hell Beasts, Ents, Gnomes, and Elves. It does not include any form of Dwarf or Orc. It also does not include Fiendish creatures of any type.

Fiendish Findings

Each Fiend receives three shots at the Sack, in a random order. Unlike Demons, you do not know where you are in the order until the Sack passes to you.

Fiendish Talents

Fiends possess strange powers. You may use each and every item you possess, subject to their internal limits but without competing with any other item or the factional kill.

Fiendish Fingers

Once per game, at the cost of taking no other night action, each fiend may steal one item from a target by sending a message containing the words 'rob [player name]' at night, permanently removing it from your target and adding it to yourself. Each fiend may do this independent of the others, as long as they personally are neither killing nor using an item that night. If the target had more than item, the fiend will take the oldest item they held, without learning whether they held more than one.

If this ability fails for any reason, the fiend retains the ability to use it on future nights.

Fiendish Fangs

Each night, in addition to item use, one fiend may send in a message containing the words 'factionkill [player]' to go and kill them with a kill flavor of [Throat Ripped Out]. Only one fiend may perform the faction kill per night.

Fiendish Forces

All fiends receive access to a secure quicktopic in which to discuss their plans as soon as role PMs go out. Additionally, should you die you will distribute all items you possess to other Fiends or Fiendish creatures as you see fit. However, if you currently carry more than one item, you must select one item to be discarded and revealed on your corpse, while being able to pass the rest on.
You are a Fiendish Orc, and you're determined to show those uncouth Demons whos boss by ensuring a truly fiendish triumph.

As a Fiend, you win when all enemies of the fiends are eliminated. That includes all Humans, Demons, Hell Beasts, Ents, Gnomes, and Elves. It does not include any form of Dwarf or Orc. It also does not include Fiendish creatures of any type.

Orcish Heritage

Fiendish though you may be, you are still an Orc. Any kill you perform is a strongman kill, and you are informed of all other orcs in the game at the start of day 1. Other Orcs are informed of you as well, and of course you count as an Orc for the orcish win condition.

Fiendish Findings

Each Fiendish creature receives two shots at the Sack, in a random order. Unlike Demons, you do not know where you are in the order until the Sack passes to you.

Fiendish Talents

Fiends possess strange powers. You may use each and every item you possess, subject to their internal limits but without competing with any other item or the factional kill.

Fiendish Fingers

Once per game, at the cost of taking no other night action, each fiend may steal one item from a target by sending a message containing the words 'rob [player name]' at night, permanently removing it from your target and adding it to yourself. Each fiend may do this independent of the others, as long as they personally are neither killing nor using an item that night. If the target had more than item, the fiend will take the oldest item they held, without learning whether they held more than one.

If this ability fails for any reason, the fiend retains the ability to use it on future nights.

Fiendish Fury

Each night, in addition to item use, one fiend may send in a message containing the words 'factionkill [player]' to go and kill them with a kill flavor of [Throat Ripped Out]. Only one fiend may perform the faction kill per night. Well, that describes ordinary Fiends. As a Fiendish Orc, your might is particularly exceptional; should you perform the faction kill, you deliver a strongman kill, with a kill flavor of [Cleaved in Twain]. You may perform this as many times as you desire, though of course it will in practical terms reveal that there is a Fiendish Orc, and of course competes with the factional kill being performed by any other Fiends or Fiendish creatures.

Fiendish Forces

All fiends receive access to a secure quicktopic in which to discuss their plans as soon as role PMs go out. Additionally, should you die you will distribute all items you possess to other Fiends or Fiendish creatures as you see fit. However, if you currently carry more than one item, you must select one item to be discarded and revealed on your corpse, while being able to pass the rest on.
You are a Fiendish Elf, and you're determined to show those uncouth Demons whos boss by ensuring a truly fiendish triumph.

As a Fiend, you win when all enemies of the fiends are eliminated. That includes all Humans, Demons, Hell Beasts, Ents, Gnomes, and Elves. It does not include any form of Dwarf or Orc. It also does not include Fiendish creatures of any type.

Elvish Prowess

Like an ordinary elf, you know of all elves starting day 1, and any night actions you take cannot be detected. You also count as an elf for all detection and wincons.

Fiendish Findings

Each Fiendish creature receives two shots at the Sack, in a random order. Unlike Demons, you do not know where you are in the order until the Sack passes to you.

Fiendish Talents

Fiends possess strange powers. You may use each and every item you possess, subject to their internal limits but without competing with any other item or the factional kill.

Fiendish Fingers

Once per game, at the cost of taking no other night action, each fiend may steal one item from a target by sending a message containing the words 'rob [player name]' at night, permanently removing it from your target and adding it to yourself. Each fiend may do this independent of the others, as long as they personally are neither killing nor using an item that night. If the target had more than item, the fiend will take the oldest item they held, without learning whether they held more than one.

If this ability fails for any reason, the fiend retains the ability to use it on future nights.

Fiendish Fighter

Each night, in addition to item use, one fiend may send in a message containing the words 'factionkill [player]' to go and kill them with a kill flavor of [Throat Ripped Out]. Only one fiend may perform the faction kill per night. Well, that describes normal fiends. As a Fiendish Elf, you may still make the faction kill, but if you do so, you perform a ninja kill with a kill flavor of [Pinned to the Wall]. You may do this as many times as you want, but it remains the case that only one of the members of your group may perform the faction kill each night.

Fiendish Forces

All fiends receive access to a secure quicktopic in which to discuss their plans as soon as role PMs go out. Additionally, should you die you will distribute all items you possess to other Fiends or Fiendish creatures as you see fit. However, if you currently carry more than one item, you must select one item to be discarded and revealed on your corpse, while being able to pass the rest on.
You are a Fiendish Gnome, and you're determined to show those uncouth Demons whos boss by ensuring a truly fiendish triumph.

As a Fiend, you win when all enemies of the fiends are eliminated. That includes all Humans, Demons, Hell Beasts, Ents, Gnomes, and Elves. It does not include any form of Dwarf or Orc. It also does not include Fiendish creatures of any type.

Gnomish Aptitudes

Just like a regular Gnome, you use most items better than normal, and you are informed of all other Gnomes day 1. This is reciprocal, with all other Gnomes informed of you, and you count for the regular Gnome win condition.

Fiendish Findings

Each Fiendish creature receives two shots at the Sack, in a random order. Unlike Demons, you do not know where you are in the order until the Sack passes to you.

Fiendish Talents

Fiends possess strange powers. You may use each and every item you possess, subject to their internal limits but without competing with any other item or the factional kill.

Fiendish Fingers

Once per game, at the cost of taking no other night action, each fiend may steal one item from a target by sending a message containing the words 'rob [player name]' at night, permanently removing it from your target and adding it to yourself. Each fiend may do this independent of the others, as long as they personally are neither killing nor using an item that night. If the target had more than item, the fiend will take the oldest item they held, without learning whether they held more than one.

If this ability fails for any reason, the fiend retains the ability to use it on future nights.

Fiendish Fangs

Each night, in addition to item use, one fiend may send in a message containing the words 'factionkill [player]' to go and kill them with a kill flavor of [Throat Ripped Out]. Only one fiend may perform the faction kill per night.

Fiendish Forces

All fiends receive access to a secure quicktopic in which to discuss their plans as soon as role PMs go out. Additionally, should you die you will distribute all items you possess to other Fiends or Fiendish creatures as you see fit. However, if you currently carry more than one item, you must select one item to be discarded and revealed on your corpse, while being able to pass the rest on.
You are a Fiendish Dwarf, and you're determined to show those uncouth Demons whos boss by ensuring a truly fiendish triumph.

As a Fiend, you win when all enemies of the fiends are eliminated. That includes all Humans, Demons, Hell Beasts, Ents, Gnomes, and Elves. It does not include any form of Dwarf or Orc. It also does not include Fiendish creatures of any type.

Dwarven Constitution

Like an ordinary Dwarf, you survive the first nightkill that is not healed or otherwise externally stopped, external protection extends to strongman kills, and you are informed of all other Dwarves day 1. Likewise, they are informed of you, and you count for the normal dwarf wincon.

Fiendish Findings

Each Fiendish creature receives two shots at the Sack, in a random order. Unlike Demons, you do not know where you are in the order until the Sack passes to you.

Fiendish Talents

Fiends possess strange powers. You may use each and every item you possess, subject to their internal limits but without competing with any other item or the factional kill.

Fiendish Fingers

Once per game, at the cost of taking no other night action, each fiend may steal one item from a target by sending a message containing the words 'rob [player name]' at night, permanently removing it from your target and adding it to yourself. Each fiend may do this independent of the others, as long as they personally are neither killing nor using an item that night. If the target had more than item, the fiend will take the oldest item they held, without learning whether they held more than one.

If this ability fails for any reason, the fiend retains the ability to use it on future nights.

Fiendish Fangs

Each night, in addition to item use, one fiend may send in a message containing the words 'factionkill [player]' to go and kill them with a kill flavor of [Throat Ripped Out]. Only one fiend may perform the faction kill per night.

Fiendish Forces

All fiends receive access to a secure quicktopic in which to discuss their plans as soon as role PMs go out. Additionally, should you die you will distribute all items you possess to other Fiends or Fiendish creatures as you see fit. However, if you currently carry more than one item, you must select one item to be discarded and revealed on your corpse, while being able to pass the rest on.

You are the Hell Beast, and these chains chafe. The Arch-Demon brought you into his game to cause a massacre, and little more. Well, you aren't interested in obliging him, but you are hungry. And angry.

As the Hell Beast, you win when you have killed every other player. More precisely, if at any daystart there are two or less players, and you are one of them, you win, killing the other player in the process, if applicable. You, of course, win if you otherwise wind up the last alive.

Demonic Hunger

Each night, you may, in addition to item use, send a message containing the words 'eat [player]', to stride into the night, and eat them. This functions as a strongman kill with a flavor of [Eaten Alive], and additionally you steal any items they possess and add them to your own, preventing them from being revealed (or passed to other demons/fiends/etc).

Demonic Fury

Alternatively to using your Demonic Hunger, you may use one of the following effects. Each can be used only once per game, and not on the same night. By sending a message containing the words 'rampage at [player]', you may rampage over to their house and strongman kill them and any other visitors they received. Or, you may send a message containing the words 'rampage at home' to strongman kill any visitors you receive. Either way, the kill flavor is [splattered everywhere].

Hellish Hide

You hide is legendary, even among demons. While the Arch-Demon is perfectly able to restrain you, none here save him can so much as put a scratch in your hide. You are permanently immune to nightkills, including strongman nightkills.

Hellish Fury

All your actions are always Strongman Actions. You cannot be stopped from taking any action by a Mystic Cage, nor prevented from killing by a Staff of Life, unless the target is a Dwarf being protected by such items. Item use may be prevented by the Rope of Darkness, but your kills can never be stopped.
You are the Deep Dweller, the lights here are still too bright, its too early you shouldn't be awake. While these games themselves do not interest you, as you've already been disturbed there is no reason not to do work for your dark masters.

As a Deep Dweller, you win when every living distinct role, excluding yourself, controls a corrupted artifact with you still alive. If you win you leave the game immediately with all items you own, causing the following day phase to be skipped.

Deep Sight

At the beginning of each night, you are told the total number of distinct roles left in play, and how many different roles hold a corrupted artifact. You are not told which roles are in play, nor how many of each, or which roles control corrupted artifacts.

Corruptive Touch

Your masters require complex rituals to be accomplished before they can rise. Each night, in addition to item use, you may send a message containing the words "Gift [player] [item]", granting that player a corrupted artifact from your inventory. You do not receive a random place in the item order, you automatically go last, all items not selected become corrupted artifacts which you can gift to other players, you are only able to directly use your selected item. If you die all individuals that have used a corrupted item lose all items they own.

Abyssal Pelt

Your flesh is adapted to greater pressures and dangers than most surface dwellers can understand let alone harness. You are permanently immune to nightkills, excluding strongman nightkills. Additionally, you are immune to the effects of the Mystic Cage.

Abyssal Ritual

Once per game you may use one of the following effects in addition to your Corruptive Touch and item usage. By sending a message containing the words "Claim Refuse", you may add all items lost by dead players to your inventory as corrupted artifacts. Or you may "Sacrifice [player]" to offer their life to your masters, This functions as a strongman kill with a flavor of [Dragged into the Deep], and additionally, you steal any items they possess and add them to items you can directly use, preventing them from being revealed (or passed to other demons/fiends/etc).

You are an Ent, and you are very old. You hope to see this to a peaceful end.

As an Ent, you win if the humans do.

Entish Wisdom

You know many things. Each night, you may, instead of using an item, visit a player, and learn which species they are. You can accurately tell even those possessed or otherwise altered, you will always get the exact, correct species. Do so by sending a message containing the words 'inspect [player]'.
You are a Crusading Lumberjack Dwarf! There's an Ent around here, and after the horrors the tree-folk done inflicted upon yer kind, you'll see it chopped down, if'n it's the last thing you do!

As the Crusading Lumberjack Dwarf, you win when the damn Ent is lynched while you yet live! Specifically, the Ent from the same block as you.

Dwarven Heritage

You're technically a dwarf! So you're as tough as one and shrug off nightkills as per normal dwarves, and you'll be told of (and listed as) a dwarf for all other dwarves!

Dwarven Madness

Should the Ent die by any means other than the noose, you'll go mad with rage! At that point, your goal will be to die by the lynch yerself, and you'll kill one player of your choice if you manage to be lynched from that point onward.

Ent Hunter

You are informed of which player is your Ent with your role card.
You are a darker kind. Yes, you are a Dark Elf. How cliché. Well, regardless of who you are, what you want is the Ent dead.

As the Dark Elf, you win when the Ent has been lynched while you yet live. Specifically, the Ent from the same block as you.

Elven Nature

Your night actions are always undetectable, and like all elves you are informed of all elves, and listed as an elf for other elves at the start of day 1.

Elven Fury

Should the Ent die by any means other than the noose, your cold fury will be unavoidable. At that point, your goal will be to kill whoever is responsible for the Ent's death, and you will gain the ability to poison one player each night, by sending a message containing the words 'poison [player]'. The player so poisoned will succumb at the end of the next day, bypassing any healing they may have received, with a kill flavor of [succumbed to Dark Elven poison]. You will be told when your target is dead.

Ent Hunter

You are informed of which player is your Ent with your role card.
You are the Undying Orc Lord, and you'll get that Ent who brought you to your death, this you swear.

As the Undying Orc Lord, you win when the Ent dies by lynch with you still alive. Specifically, the Ent from the same block as you.

Undying Orc

You may have died ages ago, but you're still an orc! Any kill you deliver is a strongman kill, and you are automatically told of all other orcs day 1, as well as listed as an Orc for them, just like any other orc.

Body Count

Should the Ent happen to die, by any means save the lynch, your win condition changes to 'less than four players survive'. In such a case, you gain the ability to perform a strongman nightkill each night, by sending a message containing the words 'slaughter [player]'. Your kill flavor in such a case is [slaughtered].

Ent Hunter

You will be told which player is your Ent with your role card.
You are a Gnome Kleptomaniac, and you really want more of these fascinating treasures from the Sack! You must have them!

As a Gnome Kleptomaniac, you win, leaving the game immediately with all items you own, as soon as you have at least one item for every four players in the game, rounding up (eg at 10-11 players you need three items, at 14-15 you need 4, etc). Players in the game is defined relative to the start, not adjusted as players are killed. Note: If you successfully leave the game, you count as a surviving Gnome for the standard Gnome wincon, but are considered to be dead for the purpose of the Fiend faction wincon and the Deep Dweller wincon.

Gnomish Traits

You have all the traits of a normal Gnome, using items better as per a Gnome and being told of all other Gnomes at the start of day 1, as well as listed as a Gnome for any others.

Kleptomaniacal

You simply must have more items! Each night, you may send a message containing the words 'steal from [player]', and take one item (chosen at random if they have more than one) from them. If you use an item that visits a single other player, you will steal their item automatically in the process. You may only visit players to steal items as a stand-alone action if you are not using a night action item. You do not recieve a random place in the item order, you automatically go first (unless there are two kleptomaniacs, in which case you are the first two with relative order determined randomly.)

Quick Study

You are a very fast learner! Should you be negatively impacted by an item, you will on all future nights be immune to that item class. (Eg you will gain immunity to the Rope of Darkness if roped, if you are stopped by the Mystic Cage you will henceforth be immune, if you survive being shot by a Battle Wand you will be henceforth immune to Battle Wands, ditto for Wards of Death, etc).

Items are divided into sets of five. A number of virtual dice will be rolled as determined by the following equation: X= (N/.55)/5
Where N is the number of players, and X is the number of sets, rounded up to the nearest integer. This will fill up the "Sack" at random (eg if there are 12 players, 5 sets will be rolled, if there are 17 players 7 sets will be rolled.) Unlike with the role blocks, there is no check against the same item batch being rolled multiple times.

Set 1: Amulet of Command with Shard of Mirror, Talisman of Defense with Shard of Mirror, Staff of Life, Owl Mask, Eagle Mask.
Set 2: Staff of Life, Ancient Mirror, Firestarter, Hell's Herald, Ferryman's Coin.
Set 3: Amulet of Command with Shard of Mirror, Battle Wand with Shard of Mirror, Ward of Death, Rope of Darkness, Mystic Cage.
Set 4: Battle Wand, Battle Wand, Mystic Cage, Talisman of Defense, Talisman of Defense.
Set 5: Rope of Darkness, Item Eraser, Staff of Life, Ferryman's Coin, Widget Detector.
Set 6: Battle Wand, Amulet of Command, Staff of Life with Shard of Mirror, Widget Detector with Shard of Mirror, Hell's Herald.
Set 7: Eagle's Mask, Rope of Darkness, Token of Exchange, Token of Exchange with Shard of Mirror, Item Eraser with Shard of Mirror.
Set 8: Owl's Mask, Twin World Telehat, Talisman of Defense, Voodoo Doll, Item Inspector.
Set 9: Ferryman's Coin, Firestarter, Twin World Telehat, Blade of Demon's Bane, Amulet of Command.
Set 10: Staff of Life, Ward of Death, Widget Detector, Item Inspector, Eagle's Mask.
Set 11: Eagle's Mask, Owl's Mask, Mystic Cage with Shard of Mirror, Ferryman's Coin, Talisman of Defense with Shard of Mirror.
Set 12: Twin World Telehat, Battle Wand, Amulet of Command, Token of Exchange, Ferryman's Coin.
Set 13: Owl's Mask, Token of Exchange, Dueling Rose, Item Eraser, Blade of Demon's Bane.
Set 14: Eagle's Mask, Blade of Demon's Bane, Hell's Herald, Voodoo Doll, Item Eraser.
Set 15: Widget Detector, Item Eraser, Ward of Death, Dueling Rose, Voodoo Doll.

Amulet of Command

This curious amulet possesses arcane power. Specifically, it makes one slightly more persuasive. You may send a message containing the words 'add X votes' during the day to make your vote count as that many additional votes for the rest of the day phase.

For a non-Gnome, you may add across the game up to three votes of voting power, split any way you like between days. Once votes are added, they may not be taken back. Gnomes gain five votes from their talisman, otherwise working the same. In the case of a tied vote, the lynch will affect whoever has more Talisman of Command votes against them.

Ward of Death
This otherwise dour skull is adorned with dark runes and glittering jewels. You may invoke the power of the skull by sending a message containing the words 'Invoke Skull' to cast yourself under a dark ward. Any who visit you the night you do so will perish. The kill flavor of the Ward of Death is [Rotted Away].

A non-Gnome may only use the Ward twice. Gnomes may use it four times.

Staff of Life
This colorful staff will allow one to heal a target from ordinary wounds. Each night, by sending a message containing the words 'heal [player]', you can visit their home and restore them from any injuries they may receive in the night.

Non-Gnomes may self target up to once. Gnomes may do so twice.

Shard of [Color] Mirror

Mirror shards are assigned a random color once all item sets are selected. Shards can be red, blue , green, yellow, or purple, but shards must share a color with at least one existing shard. Each color of shard gives access to a matching quicktopic. Mirror shards are never found alone, generally added to another item.

Battle Wand

The Battle Wand allows one to attack a player in the night. By sending a message containing the words 'Blast [player]' you can use the wand to kill another player. The kill flavor for the wand is [Blown Away]. Non-Gnomes can use the Battle Wand once. Gnomes may do so twice.

Eagle Mask
This fancy mask allows one to see with the eyes of an eagle. Each night, you may send a message containing the words 'Watch [player]' to use the mask to stare at their home and see who all visits them that night. Alternatively, you may send a message containing the words 'Track [player]' to instead see who they visit. This latter power may only be used once by non-Gnomes, twice by Gnomes.

You may not self target with either power.

Owl Mask

This ornate mask allows one to see with the eyes of an owl. Each night, you may send a message containing the words 'Track [player]' to use the mask to watch them and see who they visit that night, if anyone. Alternatively, you may send a message containing the words 'Watch [player]' to see who, if anyone, visits them that night. This latter power may only be used once by non-Gnomes, twice by Gnomes.

You may not self target with either power.

Rope of Darkness

This black rope can be invoked with a word, to tie up a target's items. Each night, you may send a message containing the words 'roleblock [player]' to slip over and prevent them from using most active night items that night. The Rope of Darkness goes before the Ferryman's Coin and is always unaffected by them, but will not stop the Death Ward. It will not stop any form of species ability.

The Rope of Darkness is unaffected by the Rope of Darkness. When used by a Gnome, the Rope of Darkness will stop even a Rope of Darkness, unless the other Rope user is also a Gnome.

Talisman of Defense

This humble talisman will save a non-gnome from a normal nightkill once. Gnomes will be protected three times.

Hell's Herald

This rather large jar contains a strange demonic beast. During the day, you may send a message containing the words 'Announce [player]', unbottling the Herald and sending it to reveal the player in question. The beast will announce the being so targeted in rather exhaustive and flamboyant detail, essentially recounting their entire life story and so revealing exactly who they are roles wise, though not what item they took, to the entire game.

Essentially, the targeted player will get a GM confirmation of their exact role. You cannot self target. Gnomes may send a message containing the words 'Super Announce [Player]' to additionally announce any and all items they presently possess. They must choose between which power to use, as these share their one charge.

Regardless of the user, this item may only be used once, and will not announce who used it, only who was targeted.

Ferryman's Coin

This innocent looking coin will allow one to cause two houses to trade places for the night. Each night, by sending a message containing the words 'Transport [player] and [player]', you will cause all actions targeted at the one to instead hit the other and vice versa. The Ferryman's Coin may be used up to three times by non-Gnomes, and unlimitedly by Gnomes.

Ferryman's Coins are not affected by each other, and swap players around in a chain based on the order they were removed from the Sack. (eg if two players take Ferryman's Coins, and the first to take it from the Sack targets A & B while the second targets B & C, first those targeting A will be swapped to B and those targeting B to A, and then those now targeting B, originally having been targeting A, will target C while those targeting C will switch to B.)

Mystic Cage

This small birdcage has the ability to be invoked to jail someone over night, expanding to lock them away. Each night, you may send a message containing the words 'jail [player]' to use it. This acts after the Ferryman's Coin and can be affected by it. The Mystic Cage overrides the Death Ward, ignoring its effects. You may not cage yourself.

The Mystic Cage is not affected by any other Mystic Cages. When used by a Gnome, it will also block the Mystic Cage of a non-Gnome targeted.

Fire Starter

This everburning torch can be used to mark one house after another to burn, and then light them all up. Once per night, by sending a message containing the words 'douse [player]', you can mark their house to burn. Alternatively at night, by sending a message containing the word 'ignite', you may kill all players in marked houses. Non-Gnomes may only ignite once, but may douse an unlimited number of times. Gnomes may ignite twice, also dousing an unlimited number of times. The kill flavor for the Fire Starter is [Incinerated].

Widget Detector

This fancy, beeping, whatever the hell it is whirring at you prints out a list every morning. This list, as the instruction manual helpfully informs you, will contain every single item targeted at you in the night. It will not tell you what they were used for, any other targets, by who, or even of any non-item based actions. This effect is used automatically.

Furthermore, you will also receive a separate list of all items targeted at any player you visit, and may send a message containing the words 'visit [player]' to visit for the express purpose of taking advantage of this effect, although if you visit for any other reason, you still receive the list.

Gnomes may send a message containing the words 'Overcharge Detector', forcing all items used to be targeted on them that night, where applicable. This has no effect on untargeted item effects or items that target more than one player, eg Ferryman's Coin, but otherwise forces all items to target them instead of the intended target. This overrides the target switching properties of the Ferryman's Coin for any affected items, and has the highest priority, unable to be stopped by even the Rope of Light. You may only do this once per game.

Ancient Mirror

This ancient device possessed strange powers. Each night, you may send a message containing the words 'neighborize [player]', to invoke the mirrors powers upon them and give them access to your own private quicktopic. If there are multiple mirrors, each nevertheless has an independent quicktopic, no matter how many there are.

A Gnome owner may send a message containing the words 'instant neighborize [player]' any time at day or night to add the named player to their quicktopic instantly, with no delay or ability to be stopped. This may only be done once per game.

Twin World Telehat

You're not really sure how this helmet works, but the instruction manual (which appears to be the same paragraph repeated several hundred times) explains that it can see whether or not someone is of two worlds or not.

In other words, it can determine if someone is Possessed, although it cannot identify a Demon per se.

By sending a message containing the words 'possession cop [player]' you may head out each night to visit their house and examine them through the helmets lenses for a few minutes to receive your report.

It will tell you that they are 'of two worlds' for any type of Possessed or Fiendish creature, or 'of one world' for any other kind of creature, including a Fiend, Imp, Hell Beast, or Demon.

When used by a Gnome, this effect will work even if targeted by a roleblock or jailing, or targeting a jailed target as the Gnome uses their slightly better understanding of gadgets to use the x ray vision mode of the item.

Token of Exchange

This fanciful foreign looking coin can be used to forcibly exchange itself with the item held by another player. When targeted at a player with multiple items, it will exchange with whichever item they first received (from the sack or otherwise, updating to the 'new' oldest as eg tokens of exchange are used). This can be used an unlimited number of times. You may use your token by sending a message containing the words 'token [player]'.

Those so targeted are told of the receipt of a new item and lose of their old, but not who targeted them.

When used by a Gnome, this effect occurs before other item powers, preventing the target from using or otherwise benefiting from their item for the night (in most cases) as well as bypassing eg Ferryman's Coin.

Item Inspector

This fanciful item at first glance appears to be a bottle of wine, but through mysterious means may be used to inspect the target's item! By sending a message containing the words 'itemcop player', you will receive the name of the oldest item they have, and also if applicable the number of charges expended or remaining nights of cooldown. If targeted at the same player more than once, it will cycle to the oldest item you have not already been informed of.

Gnomes receive a list of all items instead when using it, with no other changes.

Blade of Demon's Bane

This item, surprisingly enough, does not kill demons. Rather, it may be invoked, once, to cancel the lynch for the day, causing the Lynch to fail to go through that day. By sending a message containing the words 'demon's bane today' before the end time of the day, you may cause the day to end without a lynch, which will be explicitly credited to the blade. If you are up for the lynch in the end, the blade will be used automatically.

Gnomes who use the blade will receive the species identity of the player that would otherwise have been lynched. This obviously does not significantly benefit them if they were up for the lynch.

Dueling Rose

You don't know whether this damn rose has any actual ability, but it should work regardless. During the day, you may send a message containing the words 'duel [player]' to throw the rose. This has several effects.

The vote will be announced as narrowed to two players, you and your target. It will reveal you in particular as throwing a rose at the second player.

Votes will be reset.

The day will be set to end 24 hours after the GM announcement of the rose's use, if there was less than 24 hours remaining at that time.

Once you have used the rose, you may not use it again until three nights pass, two if you are a Gnome.

Voodoo Doll

This ominous, cursed item can be employed to lethal effect. At any time day or night, you may send a message containing the words 'kill [player] as [species]', where [species] is one of the roles from the list. If you correctly name their actual role, they will fall under a curse, dying at the end of the day or night this is used. The curse will be immediately announced in thread. If you name wrongly, you die instantly. The kill flavor for the former is [succumbed to a voodoo curse], the kill flavor for the latter is [slain by voodoo backlash]. After using the Voodoo Doll, non-Gnomes must wait for 4 day starts before it becomes usable once more, Gnomes must wait for 3 day starts before it becomes usable once more.

The kill of the Voodoo Doll cannot be stopped, prevented, cancelled, avoided, shrugged off, or otherwise fail. It is not counted as either a nightkill or a lynch, as well.

Item Eraser

This dark, disturbing shape... one can't help but describe it as a void in reality. Still, ominous as that sounds, it's function is quite simple. Any time at day or night, you may send a message containing the words 'erase [item] from [player]' to use the Item Eraser. Upon activation, any and all copies of the item named possessed by the player named will be totally and absolutely destroyed, and the Item Eraser will be destroyed as well, regardless of whether or not the target possessed the item named. A Gnome user may name two items and one player or two players and one item, with the same normal effect except as respectively targeted at both items or both players.
 
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I'm in! Sad to see Dragon go, though. Guess I'll just have to roll Deep Dweller instead!
 
FAQ
Q1: What is the Item Order Of Operations?
  1. [Instant] Voodoo Doll and Item Eraser
  2. Gnome's Token of Exchange
  3. Gnome's Widget Detector Overcharge
  4. Rope of Darkness
  5. Ferryman's Coin
  6. Mystic Cage
  7. Everything Else

Q2: What items are "Visiting," which are "Detactable," and which notify the target.
Item Eraser: Doesn't Visit, Undetectable, Target is Notified if Successful.​
Voodoo Doll: Doesn't Visit, Undetectable, Target is Notified if Successful.​
Item Inspector: Does Visit, Detectable, Target isn't Notified.​
Token of Exchange: Does Visit, Detectable, Target is Notified.​
Twin World Telehat: Does Visit, Detectable, Target isn't Notified.​
Ancient Mirror: Does Visit, Detectable, Target is Notified.​
Widget Detector: Visits if used for a visit, Detectable, Target isn't Notified.​
Fire Starter: Visits when Dousing, Detectable when Dousing. Ignition Doesn't Visit, and is Undetectable, Target isn't Notified.​
Mystic Cage: Prevents Visits, Detectable, Target is Notified.​
Ferryman's Coin: Doesn't Visit, Detectable, Neither Target is Notified.​
Rope of Darkness: Does Visit, Detectable, Target is Notified.​
Owl Mask: Does Visit, Detectable, Target isn't Notified.​
Eagle Mask: Does Visit, Detectable, Target isn't Notified.​
Battle Wand: Does Visit, Detectable, Target is Notified.​
Staff of Life: Does Visit, Detectable, Target is Notified if they were also attacked in the night.​
Q3: One of the rules says I can't claim to be other players, but in this game its quite possible to be in a QuickTopic with individuals of unknown alignments. What can I do, do I have to use my username?
No, within a quick-topic you can use any name you like, as long as it isn't directly referencing another player or another player's username. Of course, you may always use your own, but in Quick-Topics shared with unknown parties I highly suggest the use of some silly name to hide your identity.
Q4: Do the rules of the thread apply to quicktopic chats you've provided to use?
The short answer is yes, do attempt to follow the thread rules when in these chats, however, they are held to a different standard. In a secure chat like the Demons, Fiends, and Freedom Fighters have you'll probably not get punished harshly for editing or deleting a post, however, it is still against the rules to do such so please just avoid it even in secure chats. Though limits on when you can discuss things such as strategy and the sack, are free-range within a Quick-Topic. In fact I encourage those with such to utilize those chats for strategizing.
 
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I'm going to sign up, might back out before game start though. As a heads up, I'm going to be turning this into a drinking game.

I'm going to take a drink for every post I make.
 
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