Well, Fae II is finally ready. I don't think there are any major balance issues, or things left over from earlier drafts that shouldn't be there, but let me know if you find anything, obviously:

Rules:
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Days will last for 48 RL hours, nights for 24 (or until all players with night actions, team votes, etc., have sent them in/voted, if that happens first). A bit shorter than the times used in most variants, but I've found that it tends to keep the game from bogging down.

All roles are power roles; everyone will, at the very least, have some sort of passive ability. Unless more people join than there are roles, that is.

If two or more people scry the same person in the same phase, they all get (different) randomly determined results.

All players, save Wolves and the Midday Moon/Midnight Sun begin blind.

If you don't post, or at least use your night actions, for three days without letting me know beforehand, or having quite a good reason afterward, you'll be removed from the game.

Items can be transferred to any player not restricted from accepting them, and will arrive in the phase after they are sent.

The game, unlike most, will begin at night in order to allow at least a bit of information gathering before people start deciding who to lynch.

All Wolf teams get a team vote for a night kill. (I know this is normally assumed, but I figured that I should specify it, since there are plenty of NKing roles, and it wasn't the case in the last one).

The role (but not identity) of the person who killed someone is shown in the summary of that night's narration, unless one of the people with a kill/kill vote specifically requests that it not be. For example 'Lex-Kat was killed by the Mage. She was the Guardian, a Usurper baner.'.

Players may make requests about how their powers are shown in the narrations, but those requests will not always be used (usually if they would throw undue suspicion on another player, though subtle trickery is encouraged).

Clues as to the identity of killers, baners, etc., will be provided in the narrations, regardless of if any are requested; thus, careful reading is useful.

Deceased players will become ghosts, and may vote in green to block votes, whether for lynches or team kills; a ghost voting for another ghost renders the voiding void. Ghosts may still post in QTs, send PMs, and talk in-thread.


Roles:

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The Werekin (First Wolves):

Win Condition:

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Reduce the numbers of Usurpers to match the number of Werekin and Turned. Kill or enslave all Turned.


Roles:

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The Familiar: Before the game begins, you may pick which players are on your team, and their roles. After the game starts, you may choose once a night between killing, scrying, or turning one person.

The Deft: Once a day/night, you may choose to set a trap on one person, which will void the next person to use a power on them, and reveal the effect of one of the powers of the person voided, or for someone, which has the same effect, but voids the person it was used on when next they use a power.

The Vengeful (Beast): If you die by lynching, you kill two people who voted for you. If you die from a night kill, you either kill two people who voted for you, or the person who targeted you and one random player, depending on whether it was from a team vote or a power.

The Diviner: Skilled at reading the future in entrails, each night that the Familiar kills someone, you learn the target of a power in the next phase that one is used.



The Turned (Second Wolves):

Win Condition:

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Reduce the numbers of Usurpers to match the number of Werekin and Turned. Kill or enslave all Werekin.


Roles:

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(Further roles will be made as necessary.)

Duilliath, Keeper of Dun Gol: The first time the Keeper of the March is turned, they gain power over the dead and dying; once every three phases they may convert a ghost to their team.

Every other phase, they may make all ghost votes count for purposes of the lynch/give them a team-kill, or prevent one of the players who would die that phase from doing so (for which purpose they will receive a list of those who, after the effects of all powers have been determined, will die without intervention).

The Virulent: The first Usurper to be turned, you were made in such a way that you can spread your curse; each night, you may bite one player, adding them to the Turned, with all effects attendant upon such a conversion.

The Mirror: If the Guardian is turned, they gain the following powers: Once every other day they may choose to redirect a lynch onto the first person to vote for someone, or once every other night they can choose to redirect any night actions other than scries and banes against one player back onto the person who performed them (For team votes, this works the same way as it would with any other vote; the first person to vote for someone becomes the target).

The Thief: If the Deft is turned, they may attempt to remove a collar from one player each day, and choose to steal one player's powers during the night phase.


The Usurpers (First Town):

Win Condition:

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Kill or enslave all Werekin or Turned.


Roles:

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The Forger: Once a night you can choose to create an iron sword, which grants the wielder a night kill, a suit of armor, which protects against any night kills, or an iron collar, which allows the owner to attempt to enslave a player once per night until successful.

Slayer(s): You start with an iron sword, which allows you to kill one player each night.

Tracker (Seer): Once each night, you may choose to scry one player.

Guardian (Baner): You may choose to protect one player each day/night from night kill or lynch.

The Keeper of the March (Killer/Day-baner: Once a night you may choose to kill one player, or protect them from lynching the next day by keeping them in your home. However, any player so protected is forbidden from voting the next day, or the protection is rendered void.

Enchanter (Vortexer): Once a day or night you can choose one person and redirect their vote or action to the target of your choice. This includes night kills. However, you cannot use this again until the next phase has passed. So, for example, if you choose to redirect a vote, you couldn't use your ability again until the next night passed.


Unaffiliated (Either):

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The Midday Moon/Midnight Sun: So long as your counterpart is alive, you cannot be killed save by lynching, though you will gain any additional abilities you might have from doing so, including team votes. However, if your counterpart dies, so do you. If your counterpart is on another team, neither of you need to die, be enslaved, or be turned, for purposes of either team's win condition. You and your counterpart start knowing each other.