Arch-Demon's Eternal Potluck: BYOR Mafia Meets Arch-Demon games

Hi, sorry I'm late to role sharing.

Your final role is...
Two Hundred Ant(s) In A Trenchcoat

You are Two Hundred Ant(s) in a Trenchcoat, sent on a mission by your queen to eliminate those who refuse to give ants the honor they deserve.

Nothing But Ants

Unfortunately, Ants are fragile creatures. Every visit someone makes to you kills an ant, reducing the number of ants in your trenchcoat by one. Luckily, those deaths aren't in vain. Information-gathering roles will receive "You stepped on an Anthill and were unable to complete your task" instead of whatever information they were trying to gather, killing roles will be informed the house was empty and that they "Stepped on an Anthill and were unable to find their target", as you automatically dodge any form of nightkill, including strongman kills, and even kills that kill those immune to strongman kills. Any non-information gathering, non killing visitor will be informed that "You stepped on an Anthill but were able to complete your task".

The Hive Spreads


Each night, you may submit a message containing the words "Anthill [player]to set an ant nest at their house. If there is an ant nest at a player's house, this has the following consequences; if the person is visited by an information-gathering role, they will receive "You stepped on an Anthill and were unable to complete your task" instead of whatever information they were trying to gather, non information gathering roles will instead be informed that "You stepped on an Anthill but were able to complete your task". If a player with an anthill is visited, this will remove the ant nest at the end of the night. Multiple people may stumble into it, provided they do so on the same night. If they are visited by a killing role (or just die during the night, somehow), their cause of death will be overwritten to "Devoured by Ant(s)", their death flip will be listed as "They were an unknown role, as too little was left of the body to identify" and you will know the original kill condition and the killed's role.

You may use this power twice per night, with no competition with any other power, including items.

Return Resources

For every anthill at another player's house, you will gain one ant per day start, not including the main hive at your own house. You automatically learn of all standard visits made to any player with an anthill at their house, including the main hive, thanks to hard working ant perimeter patrols; specifically which player(s) visited which player(s), though not details of the actions undertaken.

Fury of the Queen

Each night, you may kill one player by submitting the words "Execute [player]. Your kill flavor is "Stabbed with a multitude of tiny knives by Ant(s)". This is not overwritten if there is an ant nest at that location, however the kill itself is automatically upgraded to a strongman kill, thanks to the ready access the local hive provides to your target.

This does not compete with any other power, including items.
 
Final notes on roles, links, etc
super belated but all final stuff.

Roles;

@LostDeviljho as...

You are the Doppelganger. The Arch-Demon must have been very drunk when he decided you belonged in the Town pool, but here you are.

Doppelgang

By sending a message containing the words 'doppelgang', you will inherit a role of a player that dies during the same phase, day or night. This has no effect if nobody dies, or if you are the only death. You inherit alignment and powers, but not items. Some roles may be impossible to inherit. If multiple other players die in the phase, you get a random role from among them. You gain the role, in any case, at the start of the next phase. If you die but one or more other players dies, you still inherit their role and do not die unconditional of the type of kill used on you.

You retain items, but lose your existing powers and alignment in favor of the inherited role's powers and alignment, receiving their full rolecard and other features.

@Legend of Ruina as...

You are The Corpses of Thirteen Transporters in a Trenchcoat, All Possessed By The Same Fallen Angel. You're very confused about exactly what your moral alignment is, but every part of you, both the souls of the dead transporters and the angel, are in agreement you refuse to die so must play the game to completion with your strange new allies.

Thirteen Secret Transportations

Even in death the transporters know their trade. Each night, you may exploit two of the following powers, you may only reuse a power after you have used all of these powers..

  1. Classic Transport: The classical power. By sending a message containing the words 'transport [player] and [player]' you cause any affectable powers targeting the first to instead affect the second, and vice versa.
  2. Direct Transport: By submitting a message containing the words 'Direct Transport [player] to [Player]', you force the former to take a trip to the latter. As a consequence, they will appear visiting the second player (even if they take no action), and any affectable night powers the first listed player uses will be forced to target the second listed player. If any of those powers lists multiple targets, the first specified target submitted by the player will be the one redirected, while the second (and onwards, if applicable) will retain their original targets.
  3. Extra Loud Classic Transport: By sending a message containing the words 'Super Loudly Transport [Player] and [Player]', you will perform your classic transport, except additionally the start of day message will include '[player] and [player] were exchanged by a mysterious vehicle last night!', revealing the transport to all.
  4. Ferry Transport: By sending a message containing the words 'Ferry Transport [Player] and [Player]', you will use mysterious transporter techniques to redirect their targeting. Due to a 'mixup' in directions, each will have their first power submitted target the player(s) targeted by the other's first power of the night. If each power demands an unequal number of targets, whichever power targeted more will target the original targets with the later, orphaned uses. (eg if one power targets player A and player B, and the other targets Players C, D, E, and F, then the first power will instead hit C and D, while the second will hit A, B, E, and F). The affected players will be informed that 'a sketchy cab took you to the wrong house!' as part of their night results, but not which house they were forced to visit.
  5. Funnel Transport: By sending a message containing the words 'Funnel to [Player]', all powers used in the night will target the specified player. Any powers that targeted more than one player will retain their original targets past the first specified target, only changing the first target to the specified player. You are categorically exempt from this power, and all other powers you use may target anyone you want. Your allies are not immune. After using this power, the next day start message will contain the words 'a mysterious fleet of vehicles directed all players to [Player] last night!'
  6. Loud Classic Transport: This power is exactly the same as the Classic Transport, except targeted players will be told 'A cab gave you a free ride to your house, but on waking in the morning you realize this isn't your house at all, but someone else's' as part of their night messages. Use it by sending a message containing the words 'Loudly Transport [Player] and [Player]'.
  7. Rotation Transport: By sending a message containing the words 'Rotation Transport [Player], [Player], and [Player]', you will cause all affectable powers aimed at the first to instead target the second, those aimed at the second to target the third, and those aimed at the third to instead target the first.
  8. Meta Dimensional Transport: Due to the power of the Arch-Demon, the original illegal technique cannot be used. In exchange, this lesser power has been provided, also dispensing of the illegality of the original power. By sending a message containing the words 'Dimensional Transport [Player]', you transport the target player to a parallel dimension. Informational powers targeted at them will receive a random, false result, and all other powers aimed at them will have no effect unless they can breach dimensions, due to being in another dimension and replaced by… you don't really care, really. Non-informational powers will still receive normal feedback, as if they worked on a real target, so for example if your target is healed and killed, the doctor will be told of a successful save and the killer will receive normal successful kill feedback.The target will take night actions normally without any difficulty, due to the strange dimensional properties of this secret technique.
  9. Nosy Transport: By sending a message containing the words 'Nosy Transport [Player]', you will receive tracker type results, revealing every player they visited, but not what they did while visiting. The targeted player will be told 'A cab took you to your destination.'
  10. Role Sentinel Transport: Another illegal technique banished by the Arch-Demon, and thus another power in its place. By sending a message containing the words 'Sentinel Transport [player]', you will watch over them in the night, seeing every player who visits them, but not what they do.
  11. Loud Rotation Transport: By sending a message containing the words 'Loudly Rotation Transport [player], [player], and [player]', you will perform a Rotation Transport per technique 7, except all targeted players will be told 'a cab gave you a free rie to your house, but on waking in the morning you realize this isn't your house at all, but someone else's'.
  12. Trapped Transport: By sending a message containing the words 'Trapping Transport [player]', you will perform a form of special jailing; all powers that can be redirected by a transporting that they use or another player uses targeting them will fail, even if strongman. The targeted player will be told 'A series of cabs that wouldn't take no for an answer prevented you from going anywhere', any players who attempt to visit them and fail will be told 'an aggressive cabbie picked you up near the target's house, and before you knew it you were let off near the outskirts!'
  13. Voter Transport: By sending a message containing the words 'Voter Transport [Player] and [Player]', in the following day phase all votes for the first will instead be considered for the second and vice versa. In effect, if one of the two is voted out, it will be the other who dies instead.

Devil's Truth

Even in your fallen state, the secrets of the universe do not escape your sight. By sending a message containing the words 'Recieve Truth About [player]', you will learn if their alignment is Town or otherwise. This power cannot be seen by any other power whatsoever, cannot be blocked by any possible power, cannot be redirected, and cannot be falsified even by passive powers. You will not learn the specific alignment if it is not Town.

Defile Corpse

In your fallen state the nature of your powers has shifted. By sending a message containing the words 'loot [player]', where [player] is a dead player, you will receive one item (if they had multiple, one at random) that they bore in life, which you may use henceforth as if pulled from the sack. You may not use more than one active item power unless other powers specify that you may do so. The day phase after using this power, all players will be informed that '[Player's grave was robbed, and [item] went missing!' through a day message.

They Who Still Return

The original power has also shifted in your fallen state: you retain full access to Fiend Chat, and still gain access to Dead Chat if you should die, including the ability to advise your allies or tell them of the discussions of the dead.

@OriginalName as...

You are Three Small Vigilantes Very Clearly Stacked in a Trenchcoat in Public. You are all three equally angry and mean, but you are not equally sized nor in fact of the same species. Still, you fight for common cause nevertheless

Each vigilante represents a different power. Only one vigilante can kill on a given night, but the others can employ any items you possess in the mean time.

An Angry Gnome Vigilante

You specialize in fascinating items. Once per game at night, you may employ this gnomish competency to kill a suspicious individual by submitting a message containing the words 'Gnomish Nightkill [player]'. This performs a standard nightkill of the flavor [Mugged to death], because you kill them with a mug. And then take one random item off them. It's a mugging, haha!

A Furious Halfling Vigilante

You specialize in sneaking and heroism! Once per game at night, you may employ this halfling heroism to sneakily kill a suspicious individual by submitting a message containing the words 'Halfling Nightkill [player]'. This performs a standard nightkill of the flavor [Heroically Stabbed in the Shins], and does so as a ninja action, avoiding awareness of normal watcher and tracker effects.

A Raging Dwarf Vigilante

You're a dwarf. You have an axe. You'd usually walk up to someone to kill them, really. Once per game, you may employ this fury to kill a suspicious individual by submitting a message containing the words 'Dwarven Nightkill [player]'. This performs a standard nightkill of the flavor [Berserker Cleaved In Half].

If you are subject to a standard nightkill on a night in which you have not yet used this nightkill, you lose any other remaining vigilantes, but the dwarf will survive, being considered bulletproof as long as he has not exerted himself, retaining this kill and any items you possess.

Three Vigilantes

As you are three vigilantes, you may use any items you possess without this competing with other actions; you may kill and use an item, or if you happen to possess multiple items you may use them all on the same night.

@ComiTurtle as...

A Lingering Spirit: I am but the remnants of those that remained before, those that in the past have fallen to the hands of the Demons, Fiends, or caught in the blast of the Exploding Imp. Without form I am but a voice, but one without strength.

Powers:
- Incorporeal - I am immune to all non-strongman powers, but also my vote weight is always zero, and I do not count in town's favor for any win-condition.
- Possession - Each night I may [Possess PLAYER] linking myself to them should they die for any reason I will as well, if I am linked to another player I lose my Incorporeal power. If I choose to Possess myself I unlink from anyone and regain my Incorporeal power.
- Whispers from Beyond - Once each day phase, while I am alive in game, I may whisper a single message to a player by saying [Whisper PLAYER] followed by a message no longer than 25 words sent to them anonymously in their role PM.

@hugh_donnetono as...



You are a Pawn of the Forthright Black Army, the fodder in the great chess wars. This... Isn't a chessboard, and you appear rather oddly green at the moment, but you've clearly been called to battle and will not hesitate to fight this new enemy! When needed, pawns receive battlefield promotions. You may not be equal on the battlefront, but all are equal in discussion!

Know Your Place

Every Pawn stands before a greater piece. On the battlefield each is promoted according to merit and need, but in these disorderly conditions, you'll just have to pick up after your superior. Only, you're not quite sure in the chaos who that was. Each Pawn has a specific role determined as them being the matching Pawn, acting as a backup to that piece, but does not receive any knowledge of which player or role they stand to inherit from.

(Hugh was set to inherit from Shalmoa)

@Draxy as...

You are a Mimic. As you are neither a demon nor a fiend, and bear no particular malice to those who don't wish you harm, you've wound up falling in with the town.

Just An Every Day Chest

Mimics mimic many things. Stereotypically, chests. But you can also use this capability more creatively. Each night that you survive, you will acquire altered flavor but mechanically identical (save to the extent flavor is mechanics) versions of up to two randomly selected powers used on you that night. This power remains available to you for the remainder of the game, subject to any limits and costs the original version had as applicable.

@Archeo Lumiere as...

You are Des.Bet, the Protogen Prodigy. A musician and songwriter with a knack for people, and famed in your homeland.

Spreading Good Cheer

Thanks to your intuition for individuals, and your talents as a musician, you possess the capacity to both learn about and improve the ability to act of any who you choose. By sending a message containing the words 'Pump Up [player]', you will learn of a traditional mafia role they could be said to have the powers of (eg Cop, Doctor, Tracker, Watcher, Transporter, etc), and the targeted player will gain the ability to take an additional night action (subject to any costs and cooldowns they otherwise face) the next night. The affected player will be told 'A master musician gave you a private show, during the next night you will be able to act one more time'

Dampening Spirits

Your intuition of people and musical skills can also be used in a more… hostile manner. By sending the words 'Dampen [player] for [aspect]', where aspect is a traditional mafia role per your Pump Up power, any and all powers they attempt to use that are considered to match that role will be stopped unless protected by power effects (eg strongman) for the night. This will not affect any powers that do not match that effect. The affected player will be told 'A strange, disturbing tune prevented you acting in certain ways! As a result, you were unable to use the following powers.' with a description of any and all powers blocked (though not what the basis of being blocked was)

Master of Many Tools

You know many kinds of music, and with an open list of what interesting tools the participants might have, it is child's play to inspect their gear and give them pointers. By sending a message containing the words 'Instruct [player]', you will visit them and learn of what item they have (one item chosen at random if they for any reason have multiple), and they will be able to use one more item action the next night due to your expert instruction. (they may use the same item multiple times, or if they have multiple each once, but are still subject to normal costs, cooldowns, and limits outside of normal once per night limits). The affected player will be told 'A mysterious master came and gave you many tips on how best to use the items of the Sack! As a result, you will be able to perform additional item powers the next night.'

You may instead send a message containing the words 'disrupt [player]', to prevent them from using any and all item powers. The affected player will be told 'A mysterious song destroyed your concentration, and prevented you from making use of any items from the sack! Your other powers functioned normally'.

@InterstellarHobo as...

You are An Entire Typical Town In A Trenchcoat, and this is absolutely not what any of you wants to be doing with your day. Except the vigilante. How you even all fit in the trenchcoat is a mystery for the ages.

You may only use one of your townsfolk powers each night.

A Typical Doctor

Top of your class at medical school, and not really prepared for all this demon stuff, you're prepared to save a life. Just one though. At night, by sending a message containing the words 'Doctor [player]', you will skulk about their residence at night, and provide life saving attention should they succumb to an attack, at least if it is within a typical doctor's expertise. After successfully saving a life, the Typical Doctor needs several long sessions of therapy and cannot perform a heal for the rest of the game.

A Typical Vigilante

You're batman. Not actually, but you wish you were batman, and here's your chance to prove you can at least be like, Robin. At night, by sending a message containing the words 'Vigilante [player]' you will stride into the dark and shoot dead one foul evildoer! This has the kill flavor of [Shot, but in a like, townie way]... batman uses guns, right? Or was that the punisher. If you somehow accidentally kill a fellow town player this way, two unexpended townsfolk powers, chosen at random, leave in disgust. The Vigilante, either way, revisits all his life decisions having seen the reality of his hero fantasies and cannot perform a second kill attempt all game.

A Typical Watcher

You are the night watchman. Nightshift security guard, actually. You're not dedicated at your job, but it has given you a lot of practice in watching for visitors. At night, by sending a message containing the words 'Watcher [player]', you head out and setup a security checkpoint, of sorts, in the bushes near their house. You call it a security checkpoint but it's really just you and a gameboy. Anyways, you will be informed of every player who you see visit them, but not what they do. After using this power once, your batteries run out and you can't abide the thought of going through a night with no entertainment, and so this power becomes unusable.

A Typical Tracker

You are a private eye, actually. You've got some significant practice shadowing people, and think you can put it to good use for the town here. At night, by sending a message containing the words 'Tracker [Player]' you will see all players they visit (but not what they do during those visits). You are, admittedly, used to failure, and so should you actually see your quarry go somewhere, the sheer shock will require a lengthy sabbatical and/or celebratory cruise, and this power will become unusable.

A Typical Cop

You're actually a demonologist, which is much more suited to identifying alignments than a police officer would be, come to think of it. With an encyclopedic knowledge of demonkind, you even know fiends, and so at night you may visit a player and carefully study their residence to determine their alignment. If your check turns up a Demon, Fiend, or Universally Hostile player, you will run out of warding supplies and be unwilling to risk another trip. This is true even if the result is falsified by some manner of ability; results falsified to Town do not prevent reuse, equally.

A Typical Cheerleader

You're an actual, literal cheerleader, chock full of school spirit! You keep up with all the trends, and can motivate almost anyone! At night, by sending a message containing the words 'Cheerleader [player], you may visit another player and give them the ability to perform one additional visit the following night, using any visiting powers they have. This is still subject to any overall resource limits they have, and cannot allow a second use of a factional ability (due to those being bound by faction and not player). But it's so untrendy to keep doing the same thing, so you refuse to cheerlead the same person more than once all game, y'know?

A Typical Bodyguard

Usually, you keep people safe from mafiosos. You just have a sixth sense for danger. Normally, you might be confident in your ability to take an attack down with you, but in these conditions… no way. The first night that An Entire Typical Town In A Trenchoat would die, the bodyguard heroically throws himself in the path of danger, blocking any and all normal kills against the rest for that night at the cost of his life. Particularly nasty kills may overwhelm him, but even the house being on fire he's sure he could save everyone from.

A Typical Mayor

Everyone knows the mayor, of course! The mayor of Townsville, if you must be specific. At any time during the day, you may submit a message containing the words 'Mayor Reveal', and at earliest opportunity the GM will announce that the mayor of Townsville has dramatically thrown off a trenchcoat, revealing himself as an indisputably trustworthy individual!... unfortunately, the Arch-Demon will at that point notice everyone else who was in the trenchcoat, and shoo them away for ruining his careful numerical balance, costing you any other unexpended role powers. Still, everyone will know you are, for sure, town, and your celebrity charisma will give you one additional vote passively and permanently. You'll also still be able to use any items you happen to have.

@Wiadi as...

You are the Arch-Shield. As no mere ordinary shield, but rather a legendary artifact of power, you are intelligent and possess powers beyond mortal ken.

However, you are still naught but a shield, physically speaking, so you can't do much on your own.

The Invincible

As the platonic embodiment of the very idea of defense and shields, you are immune to dying at night. Only an equivalent or greater platonic ideal of offense could possibly do you harm. Technically, you are too tough to die at all hours of any day, but the Arch-Demon is perfectly able to at least remove you from the game he plays, so you of course remain vulnerable to day elimination.

An Aegis In The Dark

You are the very idea of a shield, so of course you protect. But you're also just a shield, so while you can speak thanks to being an arch-being, and can use the items from the Sack thanks to the Arch-Demon's own powers, you can't… actually move on your own.

Nevertheless, your protection extends to those who come near you; any player who visits you at night is protected from one standard strength nightkill that night.

@Nanimani as...

You are the Iron Lotus. A peerless martial arts master, you would normally be confident in any fight. This situation is a bit beyond what you would normally handle, but you are confident you will rise to the challenge… or, well, die trying, but you prefer to stay positive.

Bì Àn

This peerless defense technique allows you to guard another player. By sending a message containing the words 'Bodyguard [player]', you will intercept any kills targeted at your target, blocking them with your own body and negating them. After the first kill blocked by this power, you will die for them instead of simply negating them. This power is effective against standard Strongman kills. You may use this alongside an item, but not any other ability unless cheerled or similar.

Chī Wěn

No true master would be without the ability to kill. With weapon or your bare hands, you may strike down a foe in an instant. By sending a message containing the words 'kill [player]', you will set forth to cut them down for great justice. Due to your own code of honor, you lose this ability if you successfully kill another player and they are revealed to have been a fellow Town role. The kill flavor is [Cut Down]. You may use this alongside an item, but not any other ability unless cheerled or similar.

Jiāo Tú

After four town players die, the stakes will become clear and you will unleash your secret inner powers. The first, anyways. By sending a message containing the words 'Hunker Down', you will take up an ultimate defensive stance: This blocks all non-strongman or similar effects aimed at you, and strikes back with ki flames against the intrusion: Any power blocked by this will lead to a retaliatory kill from you with a flavor of [Burned Away]. If you kill a town target by any effect (but not by vote) once this power unlocks, you will take up a penitent vow and lock it away once more, losing it for the rest of the game. You may not use this power alongside any other, nor any item, and may not use it two nights in a row.

Tāo Tiè

After eight town players die, the need for decisive measures will be become clear and you will unseal your more deadly secret techniques. By sending a message containing the words 'Incinerate [player]', you will perform a strongman kill against them, with a kill flavor of [Burned Away Completely]. You will not lose this power if you kill a town player, due to the clear need for conviction at this stage.

Pú Láo

If so many as twelve town players die, the true direness of your straits will become clear. Unleashing ever higher levels of forbidden, secret powers, you prepare for the worst with this feared secret and very much forbidden technique. Really, you're not even sure why you learned it, it's so secret and forbidden, but you are grateful you have it now. By sending a message containing the words 'Super Roleblock [player]', you will invoke the technique against them, sealing them in a ki enhanced firestorm of ultimate power. As a result, they will be informed 'raging flames sealed you inside your house, burning all to ash around it!' and all visiting powers they use that night will fail, including item and strongman powers. This terrible forbidden power cannot be used two nights in a row, twice on the same target, or alongside any other non-item power (unless cheerled or similar).

Nine Children of the Dragon

Though likely hopeless in the face of the terrible Arch-Demon's powers, if you ever remain the only surviving town, you will unleash the full powers of the dragon sealed within, and fight at your absolute highest strength. You regain any lost powers from your list, become immune permanently to nightkills including strongman nightkills, and may, once at night, send a message containing the words 'Dragon Strike [player]', strongman killing them and any who visited them aside yourself that night with a killed flavor of [Reduced to Ashes]. This cannot be used alongside other powers but can be used with items.

(Special GM Note: I did my best to preserve the spirit but felt it necessary to drop the connection to your submitted item. My impression is there may have been a miscommunication and you thought you'd definitely have your submitted item, but it's only a possibility from sack pulls, which is a clarification I never remembered to make and felt up to making until, uh, now. So I dropped the connection to the item that there's no guarantee it could go with, stole the power names since I only speak english and did my best to keep the results similar to the original.

I actually really liked the general ideas behind gaining powers as town died and had a lot of fun designing this, fyi. Don't feel bad, it was a great submission.)

@NinetyNineLies as...

You are Es Mentiras, It Who Is Not It. While a being with your own drives and goals, inasmuch as something of debatable existence can have those, mainly in the moment your goal is to not displease the Arch-Demon, as after all the Arch-Demon does slightly prefer a demonic victory, and with all the power it has is quite willing to act on those slight preferences.

Unobservable Imaginary Element

Thanks to your nature as something that technically does not exist, it's difficult for most beings to understand you. Normal alignment checking powers will believe you are an Outsider, while other forms of information gathering ability will return 'your investigation was blocked by a mysterious void', including tracking, watching, etc. This includes powers not directly targeted by you.

One is Not A Reliable Witness

Any time you would die to a single kill effect in the night, or to a day power, you don't, including standard strongman effects. The first time you are targeted by more than one kill effect in the same night, unless at least one is a strongman, you live. From then on you must still be affected by two or more kills in one night to die. No matter how many kills actually kill you, only one kill flavor will show, selected at random. Due to the Arch-Demon's awesome power and relevant expertise, the vote will still kill you as normal.

@CoolCatmanC as...

Two Hundred Ant(s) In A Trenchcoat

You are Two Hundred Ant(s) in a Trenchcoat, sent on a mission by your queen to eliminate those who refuse to give ants the honor they deserve.

Nothing But Ants

Unfortunately, Ants are fragile creatures. Every visit someone makes to you kills an ant, reducing the number of ants in your trenchcoat by one. Luckily, those deaths aren't in vain. Information-gathering roles will receive "You stepped on an Anthill and were unable to complete your task" instead of whatever information they were trying to gather, killing roles will be informed the house was empty and that they "Stepped on an Anthill and were unable to find their target", as you automatically dodge any form of nightkill, including strongman kills, and even kills that kill those immune to strongman kills. Any non-information gathering, non killing visitor will be informed that "You stepped on an Anthill but were able to complete your task".

The Hive Spreads


Each night, you may submit a message containing the words "Anthill [player]to set an ant nest at their house. If there is an ant nest at a player's house, this has the following consequences; if the person is visited by an information-gathering role, they will receive "You stepped on an Anthill and were unable to complete your task" instead of whatever information they were trying to gather, non information gathering roles will instead be informed that "You stepped on an Anthill but were able to complete your task". If a player with an anthill is visited, this will remove the ant nest at the end of the night. Multiple people may stumble into it, provided they do so on the same night. If they are visited by a killing role (or just die during the night, somehow), their cause of death will be overwritten to "Devoured by Ant(s)", their death flip will be listed as "They were an unknown role, as too little was left of the body to identify" and you will know the original kill condition and the killed's role.

You may use this power twice per night, with no competition with any other power, including items.

Return Resources

For every anthill at another player's house, you will gain one ant per day start, not including the main hive at your own house. You automatically learn of all standard visits made to any player with an anthill at their house, including the main hive, thanks to hard working ant perimeter patrols; specifically which player(s) visited which player(s), though not details of the actions undertaken.

Fury of the Queen

Each night, you may kill one player by submitting the words "Execute [player]. Your kill flavor is "Stabbed with a multitude of tiny knives by Ant(s)". This is not overwritten if there is an ant nest at that location, however the kill itself is automatically upgraded to a strongman kill, thanks to the ready access the local hive provides to your target.

This does not compete with any other power, including items.

@Nictis as...


You are the Town Core, Trapped Behind Enemy Lines. With your fiendishly good looks and charming smile, you've always been the best at being town in the old Fiendsville Mafia games, but hang on, here you're scum? That's not even fair! You're supposed to be town, it's what you're good at!

Still The Town Core

Objections to being scum notwithstanding, you're really quite good at appearing to be town. So good, in fact, that any alignment checking ever deployed against you will always register you as Town, even in the event your alignment is currently lawyered or similar. You're just that good at looking town.

Get Your Hands Dirty

You may of course carry out the factionkill, by submitting the words 'Factionkill [player]'. In the event you carry out the factionkill, you do so in such an amazingly townie way that the kill flavor is [Struck Down For Great Justice]. You're not quite townie enough to look like it's town that killed, but you certainly don't look like a fiend killing.

The Best There Is… At Fiending

Lots of Fiends these days are out of practice at pulling from the sack. Not you, you do one hundred pushups, one hundred pull ups, and one hundred sack pulls every day, to stay fit. As a result, you receive not one, not two, but three separate chances at sack items at the start of the game, each randomly determined on timing.

@Shalmoa as...

You are An Entire Typical Mafia In A Trenchcoat. You knew you shouldn'ta bought the Magic Jar Leading To A Hell Dimension, but in your defense, you were very drunk on fine italian wines. There's no profit to be made extorting the townsfolk here, and there ain't nothing in your contracts that says you hafta be evil, so you're throwing your lot in with the side with numbers.

Unless stated otherwise, you can only use one of your powers, including your item, per night.

A Typical Mafia Roleblocker

If you want to be technical, you're normally a seductress, but here, you figure copious amounts of alcohol is more likely to do the job. Wine got you into this mess, maybe it can get you out, too! By sending a message containing the words 'roleblocker {player]' to send off the Mafia's roleblocker to gift copious amounts of fine italian wines and persuade the visited to drink them for the night, roleblocking any action they were otherwise gonna take. It takes awhile for her to recover from the hangover, however, so you can't go using this power two nights in a row.

A Typical Mafioso

You're more of a gopher than a serious professional, see. A little clumsy, too, see. But you're nothing if not hardworking, see. You'll make the Don proud, see!

Each night, you may send a message containing the words 'Mafioso {action]' where the action is one you can otherwise currently perform, subject to all normal resource limits, except that you may send the Mafioso out while you perform any of your other actions, without him needing to abide the limit of one. However, he's a bit bumbling, so anyone visited by the Mafioso will receive a message warning them that 'they saw a shady figure hanging out outside their house, but that he fled before they could confront him.

A Typical Mafia Ninja

Hailing from the far east and part of the Mafia and Yakuza Exchange Program, this silent, black clad figure is just as professional as the rest of you. Which is why he's still nursing a sake hangover, just as much as the rest of you drunk too much wine.

Each night, by sending a message containing the words 'Ninja [Action]', where [action] is one you may otherwise currently perform, subject to all normal resource limits, you may send the Ninja to perform that valid action, but as, well, a ninja action, avoiding any tracking or watching capability that might otherwise catch you.

A Typical Mafia Strongman

Tired of being a sideshow attraction, this intimidatingly large yet squeaky voiced brickwall of a man signed on with the mob for fun and profit. Nothing will stop him from fulfilling his duty!... well, nothing a typical mafia can expect to stand in the way, anyways, you're not so sure about some of these tougher customer!

Each night, by sending a message containing the words 'Strongman [action], where [action] is one you may otherwise currently perform, subject to all normal resource limits, you may send the Strongman to perform the action, with all the strength and determination he possesses. Should he be blocked by healing, jailing, roleblocking, or other normal strength, direct attempts to stop the action, he will perform it anyways, using his muscles to power through the problem.

A Typical Mafia Transporter

Sometimes a bus, sometimes a van, often the Don's limousine… there ain't much this man can't drive! And he's pretty good at getting people to come along, too! Unfortunately, there ain't no vehicles here, so he can only apply his expertise a different way.

Each night, by sending a message containing the words 'Transporter [action], where [action] is one you may otherwise currently perform, subject to all normal resource limits, you may send the Transporter to perform the action, dodging any transportation, redirection, or deflection attempts that might otherwise send the action off course.

A Typical Mafia Janitor

Whether it's cleaning behind the boss's desk, or cleaning the scene of a crime, you know the best ways to make anything… disappear. However, you ain't into witness protection, and it seems to you that vanishing bodies does the townie types little good in this context, so you're not going to be doing much of that here, especially with the splitting headache!

You always receive, in your role PM, the correct, full flip of role name, alignment color, and kill flavor, even if another power should obfuscate or falsify any of these parameters.

A Typical Mafia Godfather

You're the Don, see, and you're in charge, see! And you says you're all getting back to Sicily, so you're working with the goody two shoes, see! Or your name isn't Tony Two Shoes!

If you suffer a nightkill, you do not die, and instead select one member of the mafia in the trenchcoat to sacrifice, losing all their powers for the rest of the game. If you suffer a strongman nightkill, you lose 3. If you sacrifice the Godfather, the deaths become random henceforth.

You die for real if you run out of roles, or are voted out.

@Logos as...

Asklēpiós
"May Hera find yer infidelities and slap you from yer throne, you great voyeur who can't keep himself to looking!" shouts a man, newly arrived via thunderbolt, firmly presenting the katapygon to the sky, or where it would be were the earth not in the way. "Now where in Hades am I?" asked the mortal, standing before an arch-demon.

The Healer: As a night action, Asklēpiós may visit a player to act as their physician,healing them of any wounds his incredible abilities can tend to. This can block even kills that can't normally be survived, but only just: any player healed through a strongman kill because inherently frail for the rest of the game, and will die when killed, even if benefiting from healing from any source or bulletproof effects. Once per game, Asklēpiós may target a player already dead, and revive them, removing them from dead chat and restoring their ability to post in normal discussion zones and activate their abilities. Circumventing the natural order of life is hard work, and may not be done on players unless their body remains at hand, which the Arch-Demon typically clears out bodies the morning after they are found. The sheer difficulty means you can no longer bring to bear your full expertise if you have revived a player, and your healing only prevents kills an ordinary doctor's would hence forth. No part of this ability may self-target.

@Young Pyromancer as...

You are the Double Decker Bus Driver, and it's a minor miracle your double decker bus not only was empty of passengers when that damn magic portal appeared, but seems to have survived the trip completely intact!

Double Decker Transporting

Each night, you may submit a message containing the words 'transport [player] and [player], and transport [player] and myself', causing a normal transport action to occur within each named pair. (ie A is swapped with B, and C with yourself). You may use items while doing this, but your busy bus schedule means if you use a targeted item you must target it on one of the players affected by the transporting, abiding normal item targeting rules (you do not need to abide this restriction on nights where you are not transporting). Your own actions are unaffected by your transporting, so targeting player C in your list will not eg allow a self heal.

@RoachTV as...

You are the Shapeshifting Fiend. You'll do the Arch-Fiend proud, even if she's not actually watching this game… you're not sure she is, given how drunk the Arch-Demon is.

A Thousand Shapes In The Dark

Your shapeshifting skills were always the envy of the other fiends! By sending a message containing the words 'Shapeshifting Vigil [player]', you will learn all players who visited them, and all players they visit, even if those powers are standard ninja powers. You will not learn what those powers are or did, of course. So perfect are your shapeshifting powers that your actions at night are always ninja actions.

Still A Standard Fiend

Some of the weird fiends they have these days don't know how to pull items properly. You? You do it very well, as well as any fiend should! You get not one, not two, but three standard sack pulls, and may use all your items without competition with each other.

@dinomannitro6 as...

You are Marilith, the Fiend of Fire. You don't quite technically belong to the class of fiends normally seen in these games, but then the Arch-Demon was very drunk. On loan from Lord Chaos, you will participate in the game for the glory of Chaos.

Emerging Late

For the first three day and night phases of the game, you will appear as an Outsider .Starting from the fourth day phase, alignment detection powers will correctly identify you as a Fiend.

Mastery of Fire

You always learn any time any player is doused, no matter the source at the start of the following day phase.

Mastery of Magic

Though well equipped with weapons, magic is perhaps better suited to this battle. You may use one spell per night, in addition to any items you carry. You may not use the same spell two nights in a row.

You possess the following spells:

Firaga

By sending a message containing the words 'Cast Firaga', you will use the ultimate fire magic in all its awesome power. Casting Firaga ignites any players doused by any source, and additionally performs a nightkill against any player visiting you that night that is not a Fiend. All players killed by Firaga, including those doused, will be shown with a kill flavor of [Consumed by Fiend Fire]. If they are ignited by another means the same night they will show with both flavors.

Stun

Using the power of stun magic, you stun or at least disorient a target player. By sending a message containing the words 'Stun [player]', you will prevent them from using any role powers that are not strongman or similar for the night. They may use items normally.

Blind

With the power of blind magic, you prevent your target from seeing their items and thus effectively using them. By sending a message containing the words 'Blind [Player]', you prevent them from using any item powers for the night and following day, including passive properties of their items that are not private chats.

@Yun as...

You are the Sleepy Reincarnate. You're not entirely sure why you're sleepy, or why you reincarnate, but you're not giving up without a fight regardless.

Live, Die, Live Again Upon death, you reincarnate, as you always have. When killed, you flip as 'An Ordinary Townsfolk', and then revive one phase later, at the start of the next phase. In other words, if you are killed by a night power or otherwise at night, you revive the start of the next day, and if eliminated by vote, a day power, or otherwise during the day, you revive the start of the next night. The Arch-Demon will notice the first time this happens, and take measures to prevent your eternal cycle from screwing up his beloved game, so this will only trigger once.

Aren't You New Here? The Arch-Demon will momentarily take you as a new arrival upon revival, and thus you will be issued a new item from the sack, as if pulling from it using whatever is left of the sack. If there is nothing left in the sack, any and all items that have been removed from play by any means will magically reappear in the Sack, ensuring you have something to take.

Dreams of the Dead You stand between the borders of the living and the dead, and have for a long, long time. The ghosts of the past only slowly drift away over many years, and when you have recently reincarnated, you remain as close as possible. When you die, you remain in deadchat, functioning as a fully fledged Medium, able to speak to and hear the dead with equal ease.

@Twisted Mind as...

You are the Self Evolving Grey Goo, which the cliche is you should be eating the entire space here to the best of your ability, but even if you thought the Arch-Demon would let you, you actually like people and are too enlightened to think eating everything in your path is a good idea.

Also, it's not as easy as the movies make it look. Takes time and energy.

Survive, Evolve

What is surprisingly easy, at least for you, is to evolve defenses against attack. Your inbuilt defenses will cause you to survive the first normal nightkill that would otherwise kill you (in other words, you are one shot bulletproof), and after each night, any strictly negative ability that impacts you, if you survive, becomes permanently ineffective against you. In other words, if you are killed by a specific kill, you become immune to that specific kill; and this protection also extends to other negative abilities like individual roleblocks. This does not extend to merely similar or same category effects: if you are roleblocked, and then roleblocked by a different roleblock effect, your immunity to the first does not apply to the second. For the purposes of this power, different copies of the same item are the same source, eg if you survive being ignited by one firestarter, you are now permanently immune to being ignited by firestarters.

@Scia as...

You are the Sacred Maiden. Abstractly, you're no stranger to demons, but you've never seen an Arch-Demon before, and rarely even the lesser types. The great beast is truly terrifying, but fortunately it seems its sick game means it won't be confronting you itself.

Sacred Vigil

Each night, you may employ your training to watch over one other person. By sending a message containing the words 'Vigil [player]', you will conduct a vigil over that player. A player you are performing a vigil on will be healed by your holy arts if killed by an ordinary kill, and you will automatically learn the alignment of whoever performed the kill, as per a faction cop check. Additionally, you will learn who, if anyone they visit that night (but not what they do), and see who, if anyone visits them that night (but not what was done by each).

You may self target your vigil for full effect, but you may only use your Sacred Vigil on each player once per game. This does not compete with item usage.

@Cyricubed as...

You are The Inverse Chaos Gremlin. Not the inverse of a chaos gremlin, which would presumably be some kind of order gremlin or maybe an order sprite, but rather a gremlin of inverted chaos. Which, for some insane reason, the Arch-Demon thought sounded like a great player for a death game.

Inverted Chaotic Inversion of Chance

Any power targeted at you resolves in one of four ways, randomly, with equal chance;

¼ chance that you reflexively roleblock it.

¼ chance that the effect is inverted, if conceptually applicable (eg kills will un-kill you, which is to say they will heal you, while healing effects will kill you. Information powers claim the opposite of the truth, if meaningfully possible, while eg roleblocks and cheerleading powers have the reverse effect)

¼ chance that the effect resolves normally, unaltered by your power.

¼ chance the power has a reversed origin and target; ie instead of being watched, you would watch the user of the power.

Any who target you will be informed of the effect chaotic energies had on their action being told for the respective results; 'a field of chaotic energies blocked your path!', 'your power functioned strangely due to chaotic energy', 'your power was reflected back upon you due to chaotic energy', or 'chaotic energy warped your power, but it functioned normally by sheer chance!'

(GM Notes: I was somewhat hesitant to take this particular radical departure from the original submission, but it felt appropriate in the end. I hope you enjoy it and that I haven't messed up your overall intent too bad.)


@Zaealix as...

You are the Darknut Demon. Most demons aren't too fond of tools, but you, you're definitely a fan of swords and armors. You also used to be a fan of knights and chivalry, but then you got possessed and that chivalry part went away. Oh well.

Demonic Armor

Your armor is unmatched, as a Darkut's armor should be. You can never be killed by standard nightkills.

Demonic Vigil

Matched by few in battle and trained for protection, you may protect others even though you are a demon. By sending a message containing the words 'Bodyguard [player]', you will take any normal nightkills aimed their way and block them with your mighty armor. You will then retaliate against the killer with your knightly blade, leading to a kill flavor of [Cleaved By A Mighty Blade].

Discretion is the better part of valor, though, and given your demonic nature you will simply refuse to intercept any attacks that would beat your armor, leaving your target to die.

True Demonic Might

If you perform the faction kill, the kill is a strongman kill, and the flavor is replaced by [Cut To Very Small Pieces By A Demonic Blade] as you unleash a frenzied onslaught of mighty attacks until naught remains to be struck by your blade.

Hellish Demonic Vigil

If you so choose, you may submit a message containing the words 'False Bodyguard [player]'. You will stride to their residence and simply strongman kill them and everyone who visits them, with a kill flavor of [Cut Down By A Rampaging Demonic Blade]. This competes with the faction kill, and your Demonic Vigil Power, and can only be performed once per game.

Also, links:

The dead chat

The Fiend Chat

The demon chat

Mirror chat between nictis and comiturtle

The cellphone chat between Nanimani and Logos

And for anyone who really wants to see them, My general GM notes and the not super consistent action log

I swear I'm forgetting things but I got to it at last.
 
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