100% BOTF XXX: STEWARD STRIKES BACK
After a young man suddenly gets his wallet stolen, the entire situation of everything changes, instead of being transported into a special world, the cast is instead taken to a much worse place, the realm of the Steward and he realises, there’s one thing missing… his seventeen gold!
Storytold by @Wazza and @Amelia
Flavour is based on 100% Orange Juice
Mechanics
Town Composition
There will be a maximum of fifteen non-traveller players, and a minimum of five. Those players will be assigned to one of four character types. Players that start as Townsfolk or Outsiders are on the Good team, while players that start as Minions or Demons are on the Evil team. Players cannot change alignments or characters unless stated.
The number of players to the amount of character types in play is
Total Players | Townsfolk | Outsiders | Minions | Demons |
---|---|---|---|---|
5 | 3 | 0 | 1 | 1 |
6 | 3 | 1 | 1 | 1 |
7 | 5 | 0 | 1 | 1 |
8 | 5 | 1 | 1 | 1 |
9 | 5 | 2 | 1 | 1 |
10 | 7 | 0 | 2 | 1 |
11 | 7 | 1 | 2 | 1 |
12 | 7 | 2 | 2 | 1 |
13 | 9 | 0 | 3 | 1 |
14 | 9 | 1 | 3 | 1 |
15 | 9 | 2 | 3 | 1 |
No two players will have the same ability at the start of the game, unless explicitly specified.
Starting Evils know each other’s identities and character types, unless specified.
The abilities of certain characters modify the game setup, by adding or subtracting certain characters or character types. These are denoted in [square brackets], and only have an effect if the character is present at the beginning of the game.
Characters
All players start with exactly one of the following abilities, depending on their character type. Townsfolk and Outsiders are good characters, while Minions and Demons are evil characters.
Night* (with an asterisk) in all contexts means “Night, except the first.”
**-Ability must be claimed to have an effect on the game state.
Possible Townsfolk Characters | |
---|---|
Steward | You start knowing 1 good player. |
Preacher | Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability. |
Fortune Teller | Each night, choose 2 players: you learn if either is a Demon. There is a good player who registers as a Demon to you. |
Town Crier | Each night*, you learn if a Minion nominated today. |
Innkeeper | Each night*, choose 2 players: they can’t die tonight, but 1 is drunk until dusk. |
Gambler | Each night*, choose a player & guess their character: if you guess wrong, you die. |
Exorcist | Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn’t wake tonight. |
Gossip | Each day, you may make a public statement. Tonight, if it was true, a player dies. |
Alsaahir | Once per day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins. |
Seamstress | Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment. |
Huntsman | Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel] |
Ravenkeeper | If you die at night, you are woken to choose a player: you learn their character. |
Cannibal | You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution. |
Possible Outsider Characters | |
---|---|
Puzzlemaster | 1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info. |
Tinker | You might die at any time. |
Plague Doctor | If you die, the Storyteller gains a Minion ability. |
Damsel | All Minions know you are in play. If a Minion publicly guesses you (once), your team loses. |
Possible Minion Characters | |
---|---|
Summoner | You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon] |
Witch | Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability. |
Assassin | Once per game, at night*, choose a player: they die, even if for some reason they could not. |
Godfather | You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider] |
Possible Demon Characters | |
---|---|
Kazali | Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders] |
No Dashii | Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned. |
Ojo | Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies. |
Po | Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight. |
Phase Lengths
Each day phase will last for 48 hours.
Discussion | 24h | Players are allowed to whisper. |
Nomination and Voting | 24h | Players may nominate and vote. |
Each night phase will last for 24 hours. The game begins during night one.
Night actions are locked 2 hours before the start of each day.
Night Action Resolution
All actions are processed in a specific order each night. Dead players have no abilities (unless stated otherwise), so if a player is dead during their turn in action resolution, they do not act (unless stated otherwise).
First Night | Other Nights |
---|---|
Kazali | Preacher |
Minion Info | Innkeeper |
Summoner | Gambler |
Demon Info | Witch |
Preacher | Summoner |
Godfather | Exorcist |
Witch | Po |
Huntsman | No Dashii |
Damsel | Ojo |
Fortune Teller | Kazali |
Seamstress | Assassin |
Steward | Godfather |
Gossip | |
Huntsman | |
Damsel | |
Tinker | |
Ravenkeeper | |
Fortune Teller | |
Town Crier | |
Seamstress |
Storyteller
The Storyteller is the key moderator for the game; All ability uses at night must be sent to the Storyteller via private message, and Storyteller will have the final say on any open-ended ability behaviors. The Storyteller’s goal is to keep the game both fun and balanced, and they’ll often be trying to make it last as long as possible; however, the Storyteller may not alter any existing rules to accomplish this.
The Fabled
The Fabled are special modifiers that the Storyteller can put in play to tweak the game. Fabled will always be announced when they are in play, along with their effect upon the gamestate. The fabled that I may put in play are the Hell’s Librarian to prevent night talking, the Fiddler if both the demon and the town refuse to kill, the Djinn to indicate there are characters jinxed with each other and the Bootlegger to indicate custom rules in place.
Fiddler | Once per game, at night, the Demon secretly chooses a player of an opposing alignment; All players then vote which of these two wins the game. |
Hell’s Librarian | Something bad might happen to whomever speaks when the Storyteller calls for silence. |
Djinn | Use the Djinn’s special rule. All players know what it is. |
Bootlegger | This script has homebrew characters or rules. |
Malfunctions
Malfunctioning is the main source of interference with abilities. A malfunctioning character is not directly told that they are malfunctioning and cannot affect the gamestate in any way using their ability, primarily killing. If a malfunctioning character would receive information, then the information they receive is arbitrary, which means the host can decide whether or not to give true information. The malfunctioning status lasts indefinitely unless stated otherwise.
Nominations and Voting
After twelve hours, the nomination phase will be opened. Players must be nominated before they may be voted on that day. Each player may only be nominated once per day, and each player may only nominate once per day.
When a nomination is opened, the storyteller begins to track votes for that nomination. Votes do not lock. Votes are cast using the standard voting system, and the first “vote” on someone is seen as a nomination on them.
Any votes that are not cast by the end of day, after forty-eight hours of the day starting, will be considered votes to pardon. If the count of votes to execute is half or more of the number of living players (not half+1), and is the highest count of votes against any player that day, the accused will be considered “about to die”. At the end of the day or when all votes on all nominations have been cast, the player who is “about to die” will be executed. If there is a tie between two or more players for the highest count of votes, the day will end with no execution. The Storyteller may only declare an early end to voting if it is no longer possible to tie or exceed the highest nomination.
Whispers
Players may whisper each other in-game through private messages (only including the host account @MotherPoppo). Whispers must be publicly announced, by requesting permission to whisper using the format /whisper [Player]. Once a whisper has been declared and accepted, the two players may whisper via private message until one of them speaks publicly in the game chat, at which point the whisper is considered broken and the players must declare whispers again if they wish to whisper. You may whisper several players at the same time, announcing all the players in the whisper and having all of them confirm
Whispers are allowed for the 1st 24 hours of the day, and are unlimited for each player.
Each player may, in addition, make a whisper per day to each neighbour of up to 15 words without announcing this in thread.
If your ability requires you to privately speak to the storyteller during the day, you must declare it publically by saying /whisper Storyteller. You may choose to declare this even if you do not have one of these abilities.
Death
When a player dies, their role and alignment aren’t revealed, but they continue to be allowed to speak in thread. They can’t nominate or call for the exile of travellers and have only one “vote token”, which they may expend on a nomination to cast a vote, losing it afterwards. When player dies, unless otherwise specified, their ability stops working, which means that a player killed before they would perform their ability will not perform their ability (check Night Action Resolution) and any ability with a constant effect will cease.
Victory
Good wins if all Demons are dead.
Evil wins if only 2 players (not counting Travellers) live.
In the rolecards, it will be phrased as:
Your team wins if all Demons are dead.
Your team wins if only 2 players (not counting Travellers) live.
In the event of a tie, the good team win.
Alternate routes to victory or defeat may exist as detailed by characters’ abilities. The list of all possible characters is above.
Travellers
Jinxes
Djinn’s Jinxes | |
---|---|
Summoner + Preacher | If the Preacher chose the Summoner on or before the 3rd night, the Summoner chooses which Demon, but the Storyteller chooses which player. |
Summoner + Kazali | The Summoner cannot create an in-play Demon. If the Summoner creates a not-in-play Demon, deaths tonight are arbitrary. |
Summoner + Puzzlemaster | If the Demon is summoned onto the puzzledrunk player, the puzzledrunk is moved to another player. |
Kazali + Huntsman | If the Kazali chooses the Damsel to become a Minion, and a Huntsman is in play, a good player becomes the Damsel. |
Flavor Claims
Townsfolk
Steward
Preacher
Fortune Teller
Town Crier
Innkeeper
Gambler
Exorcist
Gossip
Alsaahir
Seamstress
Huntsman
Ravenkeeper
Cannibal
Outsiders
Puzzlemaster
Tinker
Plague Doctor
Damsel
Minions
Summoner
Witch
Assassin
Godfather
Demons
Kazali
No Dashii
Ojo
Po
Players
Sign up using /in, seat [X] and pinging this account.
There is no travellers, so travelling in is not allowed
There is a maximum of 15 standard players
Players
- Magnus
- Jarek
- Litten
- Hazardwaste
- Carbonated
- guavagudetama
- Kelsier
- Kiiruma
- IcetFeelsPain
- Crazynuto
- Chomps
- Lotte
- Zugzwang
- May
- Silviu