Helgraf
2010-10-12, 11:47 PM
Recruitment Is Closed - Role Pms Will Be Sent And Thread Posted Within 24 Hours
Helgraf, Alarra, and RabbitHoleLost present...
Vampire IV: The Song of Night
It all began with an invitation...
My dearest associates, relatives, rivals and allies,
As summer has wound down and the autumnal cool creeps in, I feel there is no finer occasion for a gathering to remind ourselves of our truest selves; with the harvest gathered and the levees paid, let us then gather for a revel to raise our spirits in preparation for the winter coming.
I would request that you bring hunting attire as well as formal attire. There has been a plague of man-like vermin on the roads of late, attempting to extort cash and valuables, and I would not have you so accosted.
It would do finest good if you would, in your replies, give me the name you wish to be addressed by for this fancy; it will help ensure that all the preparations will be to your particular likings.
~ <signed under seal> Count Din Elfre
I, of course, had my servant pen a reply in the affirmative - winters in Northern England were particularly unpleasant; the opportunity to partake of our host's legendary brandies was not to be missed - nor the opportunity to mingle with the ladies of the court; also, the opportunity to collect on my wager with Pellagro before a wide audience was not to be missed. It but remained to be seen whom else would be in attendance.
---
Welcome all to the Vampire IV Recruitment Thread. Here is where all the basics of the game will be posted. Public rules specific to given roles will be listed with those roles.
The Rules
Voting Phase Rules
Each day, everyone must vote to lynch another player. Failure to vote for 2 voting phases will result in autolynch at the end of the second day's voting phase; if you will be away, it is highly recommended you let us know this fact so we can account for it. Useless votes do not count as a vote for avoiding autolynch. The following vote types will not count and will not protect you from autolynch:
Votes for a narrator
Votes that do not specify a player’s name (such as but not limited to the player above me [TPAM] , the player below me [TPBM])
Votes for a known deceased player
Voting for yourself - Regardless of whether or not you have a reason for doing this, attempted suicide will count as a non-vote and will put you at risk for auto-lynch.
Autolynch Replacement
This game does not feature autolynch replacement.
Tied Vote
In the event of a tied vote, the first person to reach the number of votes required for the lynch shall be the victim.
Unexpected Lynch Results
If a lynching does not match the vote pattern, that is because there are several roles and events that can manipulate the results of the lynch.
Scry Interference
Scry Interference is in full effect. If two or more scrys are used on the same target in the same phase, all scrys on that target will fail. Limited use scrys will fail but will not be expended.
All private actions, regardless of whether they are used in day or night phase must be sent via PM to all three narrators (Helgraf, Alarra, and RabbitHoleLost). Failure to do so will result in your action not being processed at all. Only if one of the narrators PM boxes is full will there be an exception made.
Night Actions
Speed of submission of actions has no impact on the success of actions. Disguising effects trump scrying effects, bane effects trump kill effects; regardless of when in the night they were submitted so long as they are submitted before the narrators post the "end of night" message (after which there will be some time before the night narration is posted for the narrators to ensure that everything is properly ironed out).
Standing Orders
If your role has an Ability usable every night, you may set a Standing Order with the narrators to indicate how it will be used, however, you must re-issue the standing order again anytime you deviate from the Standing Order to target a different player. As with all ability PMs, it must be sent to all three narrators to be deemed effective.
Returning from the Dead
When someone is returned from the dead, their affiliation and role (if any) are randomized. It is possible that they will gain a role from someone who died. Yes, it is possible for someone with Vampire affiliation to return with Noble affiliation, and vice versa.
Something to Consider
Vampire is similar to Llama Llama Duck in that it is designed to promote the unknown factor; to make it harder to find your enemies by spreadsheet like dedication. There are a number of elements in play to support this goal. Unlike LLD, the mood is not meant to be one of humor; what humor might be found will certainly be a darker type.
Public Role PMs
Vampire only roles will appear in Dark Red
Noble only roles will appear in Green
Roles that can be either Vampire or Noble will appear in Blue
Masonic roles will appear in Grey
Secret roles won't appear in the Role PM list, and indeed may not even be sent to the players.
Dracula
You are Dracula. Your goal is to bring these foolish mortals to heel through a campaign of blood and terror. Like all of the vampires, you start the game not knowing the whereabouts of your spawn or your bride.
Primary victory condition: Reduce the mortals numbers to equal those of you and your spawn.
Ability
Recruitment - Once every 3 nights, may attempt to create a vampire fledgling in place of a night kill. The Recruiter ability takes precedence over the normal rules for the vampire kill (see following). If the target accepts, its affiliation becomes Vampire and its role typically becomes Vampire Fledgling; its victory condition changes to that of the vampire. Certain roles will auto-refuse recruitment. A bane effect on the recruitment target prevents the attempt entirely as if it had been a standard kill but does not activate the recruiter’s cooldown. (i.e. the recruiter can attempt to recruit again the following night instead of waiting 3 nights if the recruitment attempt is blocked).
Night Kill: You take part in the nightly kill vote as a regular vampire unless Recruitment is activated.
Targeting: Scry as Vampire. You strong scry as Vampire/Dracula.
Bride of Dracula
You are the Bride of Dracula. Your goal is to bring these foolish mortals to heel through a campaign of blood and terror. Like all of the vampires, you start the game not knowing the whereabouts of your spawn or your master.
Primary victory condition: Reduce the mortals numbers to equal those of you and your spawn.
Ability
Strong Scry – Scries target, seeing affiliation (Noble / Masonic / Vampire / Neutral / Council) and identity role (Recruiter, Baner, et cetera). If the Bride of Dracula scries another vampire, a coven is formed at night’s end (or an existing coven grows larger by addition of the Bride of Dracula to its ranks).
Night Kill : Takes part in the nightly kill vote as a regular vampire
Targeting: Scry as Psychic. Strong Scries as Psychic/Bride of Dracula
Vampires
You are the Vampire. Your goal is to bring these foolish mortals to heel through a campaign of blood and terror. Like all of the vampires, you start the game not knowing the whereabouts of your fellows or your master and his bride.
Primary victory condition: Reduce the mortals numbers to equal those of you and your spawn.
Ability
None
Night Kill : Every Vampire casts a secret vote for whom to kill each night. A vampire who votes for another vampire discovers that vampire, forming a coven. When all votes are tallied, the target with the most votes (randomly determined from those eligible in the case of a tie) becomes the target of the nightly kill action. At the same time, covens form from any vampires that pointed at another vampire. Covens only vote once, but their vote strength is considered equal to the number of vampires involved (1/2 vote for each fledgling in the coven – see below). Whoever voted for the selected target is considered one of the attackers for purposes of Maturation and retaliation abilities.
Targeting: Scry as Vampire. Strong Scries as Vampire/(secondary role, if any)
Star-crossed
You are one of the Star-crossed. Your goal is to find your soulmate and survive with them through the oncoming storm.
The Star-crossed consist of one noble and one vampire. Your star-crossed is <playername here>.
Primary Victory Condition: The Star-crossed Victory condition is modified: they do not count as vampires or nobles for determining overall victory. If one of the star-crossed is the lynchpin noble, the vampires win and the star-crossed win. If one of the star-crossed is the last remaining vampire, the nobles win and the lovers win. Each player must attempt to win for their own side; if evidence of collusion against one’s own team comes up, the narrators will take particularly unpleasant action.
Effect: “I will save you” If the Star-crossed vampire is in a coven that would attack the SC noble, the night kill will be shifted to the next most appropriate target instead.
Effect: “I will save you” If the Star-crossed noble points at the Star-crossed vampire, and the Star-crossed vampire would otherwise be lynched, the lynch is shifted to the next most appropriate target.
Ability
None
Targeting:
Star-crossed Vampire Scry as Vampire. Strong Scries as Vampire/Star-crossed.
Star-crossed Noble Scry as Noble. Strong Scries as Noble/Star-crossed.
Night Kill: The Star-crossed Vampire casts votes for the night kill as normal for a Vampire.
Nobles
You are the Noble. Your goal initially is to have a good time at your host's expense; once the vampire threat is revealed, your goal is to attempt to root out the vampires hiding in your midst.
Primary Victory Condition: Eliminate all threats to the nobility.
Ability
None
Targeting: Scries as a noble. Strong Scries as Noble/(secondary role, if any)
Bishop / Wandering Friar
You are the Bishop. Your goal initially is to speak with your host regarding certain obligations to Mother Church; once the vampire threat is revealed, your goal is to attempt to root out the vampires hiding in your midst.
Primary Victory Condition: Eliminate all threats to the nobility.
Ability
Accurate Scry – The bishop will learn the target’s Affiliation with total accuracy [Villager, Mason, Neutral, Vampire, Psychic, Council] unless an event, item or power is disguising that information.
Targeting: Scries as a Psychic. Strong Scries as Psychic/Bishop
Van Helsing
You are the Van Helsing. Your goal is to protect humanity from the threat of the Vampire - a threat you are sorely underequipped to match in the long run.
Primary Victory Condition: Eliminate all threats to the nobility.
Ability
Lorekeeper – Van Helsing chooses one target each night. That target is rendered immune to death effects during the night phase. Van Helsing knows that given time, the vampires will find ways to void the protection of a given target.
Primary Victory Condition: Eliminate all threats to the nobility.
Targeting: Scries as Noble. Strong Scries as Noble/Baner
High Magister
You are the High Magister, whose words and writs carry the weight of the King's Law behind them. Your goal initially was to gauge the temperment and loyalty of some of the other attendants of the party; with the threat of the vampires, now you attempt to use your authority to protect innocents whilst seeking out the monsters among you.
Primary Victory Condition: Eliminate all threats to the nobility.
Ability
Magister’s Authority – The High Magister chooses one target each night. That target is rendered immune to death effects during the next day phase. The High Magister knows their authority can only overcome mob rule for so long.
Targeting: Scries as Noble Council. Strong Scries as Noble Council/High Magister
Feuders
You are one of the Feuders; a pair of Nobles whose hatred runs so deep that it eclipses all other motivations. Your goal is to ensure your rival doesn't survive, and then survive yourself. Your rival is <Playername>.
This is a secondary Role – all other aspects as primary role.
Effect: Eloquent Hatred – Your vote counts double against your opposite number.
Victory Condition Restriction: Does not win when victory condition achieved unless the other Feuder is dead.
Alternate Victory Condition: If each feuder dies and both are brought back to life, they settle their differences and leave the game together, claiming victory.
Targeting: Scries as Noble. Strong Scries as Noble Council/Feuder.
When Affiliation is listed as part of a scry result, substitute Vampire or Noble as appropriate.
Necromancer
You are the Necromancer - through intensive study of forbidden arts, you have learned the secret of returning the recently deceased to life.
This is a secondary Role – all other aspects as primary role.
Ability
Resurrection – Once every three nights, the necromancer may return a player from the dead. (See rules on Resurrection earlier). Anyone raised by your power gains the Discomforting Aura condition.
Targeting: Scries as Affiliation Council. Strong Scries as Affiliation Council/Necromancer.
Blood Magus
You are the Blood Magus; your command over the sanguine humour is absolute; and you have developed great powers relating to it.
This is a secondary Role – all other aspects as primary role.
Ability
Power of the Blood
The Blood Magus gains access to four incantations. Each may be used up to twice per game; but at least one other effect must be used before one can use a given ability a second time.
Blood Incantations
Blood Boil: Blood Boil may be manifested during the non-voting phase to protect a target player from being drained by Children of the Night. In the event that any Childe of the Night attacks the target player, the target's blood boils to such a degree that the mouth of the Vampire who unfortunately happens to be feeding on the target is burned so badly that he screams out in horrible pain, drawing attention to the attack; causing a retaliation that may reveal a single member of the attacking coven.
Blood Shield: A Blood Shield can be created during the voting phase, at any time before the voting phase ends, to protect a target from lynching. You must PM the narrators before the end of the voting phase.
Suicide: This powerful incantation, which can be cast in either phase, causes the target to commit suicide by whatever means at their disposal. Can be countered by anything that would normally counter a death.
Brainwipe: Target may not post in thread, nor use any abilities for the next full cycle (voting and non-voting phases). This cannot force an auto lynch.
Targeting: Scries as Affiliation Council. Strong Scries as Affiliation Council/Blood Magus
The Farspeaker
You are The Farspeaker; a ritual occultist who has bargained and wrestled with creatures beyond the comprehension of mankind for reasons of your own.
This is a secondary Role – all other aspects as primary role.
Ability
Invoke Chaos – Choose a target each night - you can choose yourself. The entities between worlds will visit your target and grant it the blessing of its presence.
Targeting: Scries as Affiliation Council. Strong Scries as Affiliation Council/Farspeaker
The Illusionist
You are the Illusionist. Your combination of sleight of hand, disguise and mesmerism can make animals talk and the wise fall silent. For you, masking a man in the guise of a woman is child's play; you can transform anyone to make them seem like whomever you wish.
This is a secondary Role – all other aspects as primary role.
Ability
Glamour – Each night, the illusionist can target one player and change their affiliation and role for the purposes of scrying effects. The change lasts until the next nightfall.
Targeting: Scries as Affiliation Council, Strong scries as Affiliation Council/Illusionist.
Master Politician
You are the Master Politician. Yours is the golden tongue, the silk glove; the hidden deal and the master plan. People follow your lead rather than risk becoming your enemy.
This is a secondary Role – all other aspects as primary role.
Ability
Strong Sway - Your vote counts as 3 during lynches.
Targeting: Scries as Affiliation, Strong scries as Affiliation/Politician. Because you are so incredibly well known, your role will be public upon death.
Rabble Rouser
You are the Rabble Rouser. While a noble, your sympathy for the commoners has made you something of an odd bird among the nobles. Still, your influence with the lower classes occasionally proves useful to one of your fellows and you retain extra favor because of it. Should the Master Politician meet an unfortunate end, you would slide into their shoes with ease.
This is a secondary Role – all other aspects as primary role.
Ability
Work the Crowd - Your vote counts as 2 during lynches. If the Master Politician dies while you still live, you assume that role.
Targeting: Scries as Affiliation, Strong scries as Affiliation/Rabble Rouser.
Stonemasons
You are the Stonemasons. You have worked together throughout the centuries to keep England the way it should be. Needless to say, this precludes things like blood-sucking monsters...
Effect: The masons start the event knowing each others' identities (but not any secondary roles they may possess)
Your fellow masons are : <player names here>
Victory Condition: Eliminate all threats to the village.
Targetting: Scries as a masonic. Strong Scries as Masonic/Stonemason.
Her Majesty's Secret Service
You are Her Majesty's Secret Service. You are here as much to enjoy yourself as to keep tabs on certain individuals whose loyalty to the crown is uncertain. If you happen to gather some blackmail material while you're investigating, so much the better for the long term security of the crown.
This is a secondary Role – all other aspects as primary role.
Ability
Gather Intelligence - Each night phase, choose one player or one area (at first, only players will be available). You will notice any players interacting with that player or leaving or entering that area except for the vampire kill – a coven is far too dangerous for even a master spy to follow. You will not observe the specific actions performed, just notice there were interactions.
Targetting: Scries as masonic. Strong Scries as Masonic/Her Majesty's Secret Service
The Inquisition
You are an Inquisitor. Your goal is to eliminate monsters in the name of God.
Effect: The Inquisitors start the event knowing one another’s identities (but not any secondary roles they may possess).
Your fellow Inquisitors are : <player names here>
Targeting: Scries as a masonic. Strong Scries as Mason/Inquisitor.
Rumours and Lies
Peasants whisper that other monsters than vampires have beset them in the recent nights. They speak of a horrific beast with the cunning of a man ... of a monster that steals your skin and wears it for itself. Of an ancient dragon who lairs in the forest nearby. Of a grim-faced man with a large hat, bristling with weapons and fervor. Many things do peasants whisper of ... but they are but peasants - ignorant and willfully stupid.
Items
Those who curry favor with the chief residents of the manor, or who do well in contests may well find themselves in the possession of useful favors. Here are but a sample of the things that might be acquired.
Crucifix This item has a 25% chance of repelling a vampire if the user is attacked. It is destroyed either way afterward.
Intervention When used, the target cannot be lynched the next day as they are saved at the last minute by the intervention of a higher authority.
Medical Assistance When used, the target loses one condition (or diminishes its severity one grade).
Conditions
Conditions are things that happen to you - mostly bad, but a few positive, and a few both good and bad - that linger either for a set number of full days or until they are successfully treated. They tend to make abilities less reliable, or cause you not to be able to vote for a while. By and large, they are gained as consequences of poor performance during an event. First introduced in Vampire II: Carfax Contingency, and expanded on in Vampire III: Sunnydale Nights, they have returned once again for this game.
Role PMS to be sent on October 25th. - ALL ROLE PMS HAVE BEEN SENT. PLEASE PM THE NARRATORS ASAP IF YOU HAVE NOT RECEIVED ONE.
Player List 35 Players so far... Final update 10/25/2010 11:15am estCharacter Name [Gitp Handle]
Sir Ruthven Marmaduke Fairfax [Thufir]
Dr Alexander Pickman-Leng [banjo1985]
Lord Benedict Anwyn [Tasroth]
Alistair Raccioni [rakkoon]
Dan [Murska]
General Blackletter [Robert Blackletter]
[Mordokai]
[Sanity702]
[Aemoh]
Sir Peter Zar, MPhys (hons) [Zar Peter]
Mr. Buttons [[s]KirbyholdtReinholdt]
[Ghanz Nmi]
Cerise [Lex-kat]
[Lamech]
[The Bushranger]
Zion [Sanity702]
Lady Astrid [Dragoon]
Jameson [Duneyrr]
Sir Vincent Von Holderbar [calar]
Duke Alistair Smyth, Esq. [Logarr]
Sir Harold Ryebecker [billtothemax]
Kenneth O'Rias [Korias]
Herr Griever von Lufdel [Griever]
Desmond Carbery [Internet Flea]
Father James Santiago [PirateMonk]
Count Philippe de Chagny [ThePhantom]
Higgins [otakuryoga]
Leonard [Gray Mage]
Sir Cedric the Fourth [cd4]
Samuel Hadow [Shadow]
Sir Niko Almasy [Cristo Meyers]
Belle Smithson [Diva De]
[Istari]
Matron Violetta [Lady Tialait]
Helgraf, Alarra, and RabbitHoleLost present...
Vampire IV: The Song of Night
It all began with an invitation...
My dearest associates, relatives, rivals and allies,
As summer has wound down and the autumnal cool creeps in, I feel there is no finer occasion for a gathering to remind ourselves of our truest selves; with the harvest gathered and the levees paid, let us then gather for a revel to raise our spirits in preparation for the winter coming.
I would request that you bring hunting attire as well as formal attire. There has been a plague of man-like vermin on the roads of late, attempting to extort cash and valuables, and I would not have you so accosted.
It would do finest good if you would, in your replies, give me the name you wish to be addressed by for this fancy; it will help ensure that all the preparations will be to your particular likings.
~ <signed under seal> Count Din Elfre
I, of course, had my servant pen a reply in the affirmative - winters in Northern England were particularly unpleasant; the opportunity to partake of our host's legendary brandies was not to be missed - nor the opportunity to mingle with the ladies of the court; also, the opportunity to collect on my wager with Pellagro before a wide audience was not to be missed. It but remained to be seen whom else would be in attendance.
---
Welcome all to the Vampire IV Recruitment Thread. Here is where all the basics of the game will be posted. Public rules specific to given roles will be listed with those roles.
The Rules
Voting Phase Rules
Each day, everyone must vote to lynch another player. Failure to vote for 2 voting phases will result in autolynch at the end of the second day's voting phase; if you will be away, it is highly recommended you let us know this fact so we can account for it. Useless votes do not count as a vote for avoiding autolynch. The following vote types will not count and will not protect you from autolynch:
Votes for a narrator
Votes that do not specify a player’s name (such as but not limited to the player above me [TPAM] , the player below me [TPBM])
Votes for a known deceased player
Voting for yourself - Regardless of whether or not you have a reason for doing this, attempted suicide will count as a non-vote and will put you at risk for auto-lynch.
Autolynch Replacement
This game does not feature autolynch replacement.
Tied Vote
In the event of a tied vote, the first person to reach the number of votes required for the lynch shall be the victim.
Unexpected Lynch Results
If a lynching does not match the vote pattern, that is because there are several roles and events that can manipulate the results of the lynch.
Scry Interference
Scry Interference is in full effect. If two or more scrys are used on the same target in the same phase, all scrys on that target will fail. Limited use scrys will fail but will not be expended.
All private actions, regardless of whether they are used in day or night phase must be sent via PM to all three narrators (Helgraf, Alarra, and RabbitHoleLost). Failure to do so will result in your action not being processed at all. Only if one of the narrators PM boxes is full will there be an exception made.
Night Actions
Speed of submission of actions has no impact on the success of actions. Disguising effects trump scrying effects, bane effects trump kill effects; regardless of when in the night they were submitted so long as they are submitted before the narrators post the "end of night" message (after which there will be some time before the night narration is posted for the narrators to ensure that everything is properly ironed out).
Standing Orders
If your role has an Ability usable every night, you may set a Standing Order with the narrators to indicate how it will be used, however, you must re-issue the standing order again anytime you deviate from the Standing Order to target a different player. As with all ability PMs, it must be sent to all three narrators to be deemed effective.
Returning from the Dead
When someone is returned from the dead, their affiliation and role (if any) are randomized. It is possible that they will gain a role from someone who died. Yes, it is possible for someone with Vampire affiliation to return with Noble affiliation, and vice versa.
Something to Consider
Vampire is similar to Llama Llama Duck in that it is designed to promote the unknown factor; to make it harder to find your enemies by spreadsheet like dedication. There are a number of elements in play to support this goal. Unlike LLD, the mood is not meant to be one of humor; what humor might be found will certainly be a darker type.
Public Role PMs
Vampire only roles will appear in Dark Red
Noble only roles will appear in Green
Roles that can be either Vampire or Noble will appear in Blue
Masonic roles will appear in Grey
Secret roles won't appear in the Role PM list, and indeed may not even be sent to the players.
Dracula
You are Dracula. Your goal is to bring these foolish mortals to heel through a campaign of blood and terror. Like all of the vampires, you start the game not knowing the whereabouts of your spawn or your bride.
Primary victory condition: Reduce the mortals numbers to equal those of you and your spawn.
Ability
Recruitment - Once every 3 nights, may attempt to create a vampire fledgling in place of a night kill. The Recruiter ability takes precedence over the normal rules for the vampire kill (see following). If the target accepts, its affiliation becomes Vampire and its role typically becomes Vampire Fledgling; its victory condition changes to that of the vampire. Certain roles will auto-refuse recruitment. A bane effect on the recruitment target prevents the attempt entirely as if it had been a standard kill but does not activate the recruiter’s cooldown. (i.e. the recruiter can attempt to recruit again the following night instead of waiting 3 nights if the recruitment attempt is blocked).
Night Kill: You take part in the nightly kill vote as a regular vampire unless Recruitment is activated.
Targeting: Scry as Vampire. You strong scry as Vampire/Dracula.
Bride of Dracula
You are the Bride of Dracula. Your goal is to bring these foolish mortals to heel through a campaign of blood and terror. Like all of the vampires, you start the game not knowing the whereabouts of your spawn or your master.
Primary victory condition: Reduce the mortals numbers to equal those of you and your spawn.
Ability
Strong Scry – Scries target, seeing affiliation (Noble / Masonic / Vampire / Neutral / Council) and identity role (Recruiter, Baner, et cetera). If the Bride of Dracula scries another vampire, a coven is formed at night’s end (or an existing coven grows larger by addition of the Bride of Dracula to its ranks).
Night Kill : Takes part in the nightly kill vote as a regular vampire
Targeting: Scry as Psychic. Strong Scries as Psychic/Bride of Dracula
Vampires
You are the Vampire. Your goal is to bring these foolish mortals to heel through a campaign of blood and terror. Like all of the vampires, you start the game not knowing the whereabouts of your fellows or your master and his bride.
Primary victory condition: Reduce the mortals numbers to equal those of you and your spawn.
Ability
None
Night Kill : Every Vampire casts a secret vote for whom to kill each night. A vampire who votes for another vampire discovers that vampire, forming a coven. When all votes are tallied, the target with the most votes (randomly determined from those eligible in the case of a tie) becomes the target of the nightly kill action. At the same time, covens form from any vampires that pointed at another vampire. Covens only vote once, but their vote strength is considered equal to the number of vampires involved (1/2 vote for each fledgling in the coven – see below). Whoever voted for the selected target is considered one of the attackers for purposes of Maturation and retaliation abilities.
Targeting: Scry as Vampire. Strong Scries as Vampire/(secondary role, if any)
Star-crossed
You are one of the Star-crossed. Your goal is to find your soulmate and survive with them through the oncoming storm.
The Star-crossed consist of one noble and one vampire. Your star-crossed is <playername here>.
Primary Victory Condition: The Star-crossed Victory condition is modified: they do not count as vampires or nobles for determining overall victory. If one of the star-crossed is the lynchpin noble, the vampires win and the star-crossed win. If one of the star-crossed is the last remaining vampire, the nobles win and the lovers win. Each player must attempt to win for their own side; if evidence of collusion against one’s own team comes up, the narrators will take particularly unpleasant action.
Effect: “I will save you” If the Star-crossed vampire is in a coven that would attack the SC noble, the night kill will be shifted to the next most appropriate target instead.
Effect: “I will save you” If the Star-crossed noble points at the Star-crossed vampire, and the Star-crossed vampire would otherwise be lynched, the lynch is shifted to the next most appropriate target.
Ability
None
Targeting:
Star-crossed Vampire Scry as Vampire. Strong Scries as Vampire/Star-crossed.
Star-crossed Noble Scry as Noble. Strong Scries as Noble/Star-crossed.
Night Kill: The Star-crossed Vampire casts votes for the night kill as normal for a Vampire.
Nobles
You are the Noble. Your goal initially is to have a good time at your host's expense; once the vampire threat is revealed, your goal is to attempt to root out the vampires hiding in your midst.
Primary Victory Condition: Eliminate all threats to the nobility.
Ability
None
Targeting: Scries as a noble. Strong Scries as Noble/(secondary role, if any)
Bishop / Wandering Friar
You are the Bishop. Your goal initially is to speak with your host regarding certain obligations to Mother Church; once the vampire threat is revealed, your goal is to attempt to root out the vampires hiding in your midst.
Primary Victory Condition: Eliminate all threats to the nobility.
Ability
Accurate Scry – The bishop will learn the target’s Affiliation with total accuracy [Villager, Mason, Neutral, Vampire, Psychic, Council] unless an event, item or power is disguising that information.
Targeting: Scries as a Psychic. Strong Scries as Psychic/Bishop
Van Helsing
You are the Van Helsing. Your goal is to protect humanity from the threat of the Vampire - a threat you are sorely underequipped to match in the long run.
Primary Victory Condition: Eliminate all threats to the nobility.
Ability
Lorekeeper – Van Helsing chooses one target each night. That target is rendered immune to death effects during the night phase. Van Helsing knows that given time, the vampires will find ways to void the protection of a given target.
Primary Victory Condition: Eliminate all threats to the nobility.
Targeting: Scries as Noble. Strong Scries as Noble/Baner
High Magister
You are the High Magister, whose words and writs carry the weight of the King's Law behind them. Your goal initially was to gauge the temperment and loyalty of some of the other attendants of the party; with the threat of the vampires, now you attempt to use your authority to protect innocents whilst seeking out the monsters among you.
Primary Victory Condition: Eliminate all threats to the nobility.
Ability
Magister’s Authority – The High Magister chooses one target each night. That target is rendered immune to death effects during the next day phase. The High Magister knows their authority can only overcome mob rule for so long.
Targeting: Scries as Noble Council. Strong Scries as Noble Council/High Magister
Feuders
You are one of the Feuders; a pair of Nobles whose hatred runs so deep that it eclipses all other motivations. Your goal is to ensure your rival doesn't survive, and then survive yourself. Your rival is <Playername>.
This is a secondary Role – all other aspects as primary role.
Effect: Eloquent Hatred – Your vote counts double against your opposite number.
Victory Condition Restriction: Does not win when victory condition achieved unless the other Feuder is dead.
Alternate Victory Condition: If each feuder dies and both are brought back to life, they settle their differences and leave the game together, claiming victory.
Targeting: Scries as Noble. Strong Scries as Noble Council/Feuder.
When Affiliation is listed as part of a scry result, substitute Vampire or Noble as appropriate.
Necromancer
You are the Necromancer - through intensive study of forbidden arts, you have learned the secret of returning the recently deceased to life.
This is a secondary Role – all other aspects as primary role.
Ability
Resurrection – Once every three nights, the necromancer may return a player from the dead. (See rules on Resurrection earlier). Anyone raised by your power gains the Discomforting Aura condition.
Targeting: Scries as Affiliation Council. Strong Scries as Affiliation Council/Necromancer.
Blood Magus
You are the Blood Magus; your command over the sanguine humour is absolute; and you have developed great powers relating to it.
This is a secondary Role – all other aspects as primary role.
Ability
Power of the Blood
The Blood Magus gains access to four incantations. Each may be used up to twice per game; but at least one other effect must be used before one can use a given ability a second time.
Blood Incantations
Blood Boil: Blood Boil may be manifested during the non-voting phase to protect a target player from being drained by Children of the Night. In the event that any Childe of the Night attacks the target player, the target's blood boils to such a degree that the mouth of the Vampire who unfortunately happens to be feeding on the target is burned so badly that he screams out in horrible pain, drawing attention to the attack; causing a retaliation that may reveal a single member of the attacking coven.
Blood Shield: A Blood Shield can be created during the voting phase, at any time before the voting phase ends, to protect a target from lynching. You must PM the narrators before the end of the voting phase.
Suicide: This powerful incantation, which can be cast in either phase, causes the target to commit suicide by whatever means at their disposal. Can be countered by anything that would normally counter a death.
Brainwipe: Target may not post in thread, nor use any abilities for the next full cycle (voting and non-voting phases). This cannot force an auto lynch.
Targeting: Scries as Affiliation Council. Strong Scries as Affiliation Council/Blood Magus
The Farspeaker
You are The Farspeaker; a ritual occultist who has bargained and wrestled with creatures beyond the comprehension of mankind for reasons of your own.
This is a secondary Role – all other aspects as primary role.
Ability
Invoke Chaos – Choose a target each night - you can choose yourself. The entities between worlds will visit your target and grant it the blessing of its presence.
Targeting: Scries as Affiliation Council. Strong Scries as Affiliation Council/Farspeaker
The Illusionist
You are the Illusionist. Your combination of sleight of hand, disguise and mesmerism can make animals talk and the wise fall silent. For you, masking a man in the guise of a woman is child's play; you can transform anyone to make them seem like whomever you wish.
This is a secondary Role – all other aspects as primary role.
Ability
Glamour – Each night, the illusionist can target one player and change their affiliation and role for the purposes of scrying effects. The change lasts until the next nightfall.
Targeting: Scries as Affiliation Council, Strong scries as Affiliation Council/Illusionist.
Master Politician
You are the Master Politician. Yours is the golden tongue, the silk glove; the hidden deal and the master plan. People follow your lead rather than risk becoming your enemy.
This is a secondary Role – all other aspects as primary role.
Ability
Strong Sway - Your vote counts as 3 during lynches.
Targeting: Scries as Affiliation, Strong scries as Affiliation/Politician. Because you are so incredibly well known, your role will be public upon death.
Rabble Rouser
You are the Rabble Rouser. While a noble, your sympathy for the commoners has made you something of an odd bird among the nobles. Still, your influence with the lower classes occasionally proves useful to one of your fellows and you retain extra favor because of it. Should the Master Politician meet an unfortunate end, you would slide into their shoes with ease.
This is a secondary Role – all other aspects as primary role.
Ability
Work the Crowd - Your vote counts as 2 during lynches. If the Master Politician dies while you still live, you assume that role.
Targeting: Scries as Affiliation, Strong scries as Affiliation/Rabble Rouser.
Stonemasons
You are the Stonemasons. You have worked together throughout the centuries to keep England the way it should be. Needless to say, this precludes things like blood-sucking monsters...
Effect: The masons start the event knowing each others' identities (but not any secondary roles they may possess)
Your fellow masons are : <player names here>
Victory Condition: Eliminate all threats to the village.
Targetting: Scries as a masonic. Strong Scries as Masonic/Stonemason.
Her Majesty's Secret Service
You are Her Majesty's Secret Service. You are here as much to enjoy yourself as to keep tabs on certain individuals whose loyalty to the crown is uncertain. If you happen to gather some blackmail material while you're investigating, so much the better for the long term security of the crown.
This is a secondary Role – all other aspects as primary role.
Ability
Gather Intelligence - Each night phase, choose one player or one area (at first, only players will be available). You will notice any players interacting with that player or leaving or entering that area except for the vampire kill – a coven is far too dangerous for even a master spy to follow. You will not observe the specific actions performed, just notice there were interactions.
Targetting: Scries as masonic. Strong Scries as Masonic/Her Majesty's Secret Service
The Inquisition
You are an Inquisitor. Your goal is to eliminate monsters in the name of God.
Effect: The Inquisitors start the event knowing one another’s identities (but not any secondary roles they may possess).
Your fellow Inquisitors are : <player names here>
Targeting: Scries as a masonic. Strong Scries as Mason/Inquisitor.
Rumours and Lies
Peasants whisper that other monsters than vampires have beset them in the recent nights. They speak of a horrific beast with the cunning of a man ... of a monster that steals your skin and wears it for itself. Of an ancient dragon who lairs in the forest nearby. Of a grim-faced man with a large hat, bristling with weapons and fervor. Many things do peasants whisper of ... but they are but peasants - ignorant and willfully stupid.
Items
Those who curry favor with the chief residents of the manor, or who do well in contests may well find themselves in the possession of useful favors. Here are but a sample of the things that might be acquired.
Crucifix This item has a 25% chance of repelling a vampire if the user is attacked. It is destroyed either way afterward.
Intervention When used, the target cannot be lynched the next day as they are saved at the last minute by the intervention of a higher authority.
Medical Assistance When used, the target loses one condition (or diminishes its severity one grade).
Conditions
Conditions are things that happen to you - mostly bad, but a few positive, and a few both good and bad - that linger either for a set number of full days or until they are successfully treated. They tend to make abilities less reliable, or cause you not to be able to vote for a while. By and large, they are gained as consequences of poor performance during an event. First introduced in Vampire II: Carfax Contingency, and expanded on in Vampire III: Sunnydale Nights, they have returned once again for this game.
Role PMS to be sent on October 25th. - ALL ROLE PMS HAVE BEEN SENT. PLEASE PM THE NARRATORS ASAP IF YOU HAVE NOT RECEIVED ONE.
Player List 35 Players so far... Final update 10/25/2010 11:15am estCharacter Name [Gitp Handle]
Sir Ruthven Marmaduke Fairfax [Thufir]
Dr Alexander Pickman-Leng [banjo1985]
Lord Benedict Anwyn [Tasroth]
Alistair Raccioni [rakkoon]
Dan [Murska]
General Blackletter [Robert Blackletter]
[Mordokai]
[Sanity702]
[Aemoh]
Sir Peter Zar, MPhys (hons) [Zar Peter]
Mr. Buttons [[s]KirbyholdtReinholdt]
[Ghanz Nmi]
Cerise [Lex-kat]
[Lamech]
[The Bushranger]
Zion [Sanity702]
Lady Astrid [Dragoon]
Jameson [Duneyrr]
Sir Vincent Von Holderbar [calar]
Duke Alistair Smyth, Esq. [Logarr]
Sir Harold Ryebecker [billtothemax]
Kenneth O'Rias [Korias]
Herr Griever von Lufdel [Griever]
Desmond Carbery [Internet Flea]
Father James Santiago [PirateMonk]
Count Philippe de Chagny [ThePhantom]
Higgins [otakuryoga]
Leonard [Gray Mage]
Sir Cedric the Fourth [cd4]
Samuel Hadow [Shadow]
Sir Niko Almasy [Cristo Meyers]
Belle Smithson [Diva De]
[Istari]
Matron Violetta [Lady Tialait]