BOTF XIII.1 Grave Digging and Filling Signups 10/15 + 2/5

Storytold by @CRichardFortress . @Leafia and @Wazza

Mechanics

Town Composition

This game is designed for between 5 and 15 non-Traveller players. All non-Traveller players are assigned one of the 4 character types, then an character from the possible characters for that type. 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 unless explicitly stated.

The number of characters of each type dealt out are as follows:

Total Players Townsfolk Outsiders Minions Demons
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.

Starting Evils know each other’s identities and character types, but not characters. They have no method of private communication besides whispers, as described below.
Starting Demons know three not-in-play good roles.

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. Unless otherwise stated, the amount of Townsfolk is modified so that the total number of characters given out matches the total player count.

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.”

Possible Townsfolk Characters
Washerwoman You start knowing that 1 of 2 players is a particular Townsfolk…
Chef You start knowing how many pairs of evil players there are.
Noble You start knowing 3 players, 1 and only 1 of which is evil.
Librarian You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Seamstress Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Undertaker Each night*, you learn which character died by execution today.
Fortune Teller Each night, choose 2 players: you learn if either is a Demon There is a good player that registers as a Demon to you.
Empath Each night, you learn how many of your 2 alive neighbors are evil.
Balloonist Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]
Ravenkeeper If you die at night, you are woken to choose a player: you learn their character.
Monk Each night*, choose a player (not yourself): they are safe from the Demon tonight.
Mayor If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead
Philosopher Once per game, at night, choose a good character: gain that ability. If this character is in play, they malfunction.
Possible Outsider Characters
Drunk You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Saint If you die by execution, your team loses.
Recluse You might register as evil & as a Minion or Demon, even if dead.
Butler Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.
Possible Minion Characters
Scarlet Woman If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don’t count.)
Spy Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Poisoner Each night, choose a player: they malfunction tonight and tomorrow day.
Baron There are extra Outsiders in play. [+2 Outsiders]
Possible Demon Characters
Vigormortis Each night*, choose a player: they die. Minions you kill keep their ability & 1 of their Townsfolk neighbours malfunction. [-1 Outsider]
No Dashii Each night*, choose a player: they die. Your 2 Townsfolk neighbors malfunction
Imp Each night*, choose a player: they die. If you kill yourself this way, a minion becomes the Imp.
Pukka Each night*, choose a player: they malfunction. The previously malfunctioning player dies then becomes healthy
Phase Lengths

Each day phase will last for 48 hours.

Discussion 12h Players may talk.
Nomination 12h Players who wish to nominate may do so at this time, and votes may begun to be cast during this time as well.
Voting 24h During this time, votes may be cast freely on any existing nomination, but no new nominations may be made. Once this time ends or all votes have been locked in, the day will resolve.

Each night phase will last for 24 hours. The game begins on a night phase.
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. Natural Actin Resolution does not apply. Dead players have no abilities (unless stated otherwise), and if a player is dead during their turn in action resolution, they do not act (unless stated otherwise).

First Night Other Nights
Travellers Travellers
Philosopher Philosopher
Minion Info Poisoner
Demon Info Monk
Poisoner Scarlet Woman
Pukka Imp
Washerwoman Pukka
Librarian No Dashii
Chef Vigormortis
Empath Ravenkeeper
Fortune Teller Empath
Butler Fortune Teller
Seamstress Undertaker
Noble Seamstress
Balloonist Balloonist
Spy Butler
Spy
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. 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 most likely fabled to be included are the Hell’s Librarian to prevent night talking, The Storm Catcher which names a good role and they can only die to execution, yet evils will know who they are from minion/Demon info, The Storm Catcher favors the Undertaker and the Fiddler on the off-chance the game gets deadlocked.

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.
Storm Catcher Name a good character. If in play, they can only die by execution, but evil players learn which player it is.
Malfunctions

Malfunctioning is the primary source of interference with abilities. A malfunctioning character is not told that they are malfunctioning and cannot affect the gamestate in any way using their ability. If a malfunctioning character would receive information, then the information they receive is arbitrary (open-ended, Storyteller may resolve at their discretion). The malfunctioning status lasts indefinitely unless stated otherwise.

Nominations and Voting

Once the discussion phase has ended, the Storyteller will formally announce the opening of the nomination phase. 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. The players may precast votes, but the votes will lock in a clockhand format. Starting with the player below the nominee on the list, and working downwards, the votes will be locked if they are cast. As an example, take the following five players;

Alex

Brianna

Cameron

Derek

Ellen

Brianna is nominated. Cameron’s vote will be locked as soon as he places it, because he is the first person below Brianna on the list. Derek may cast his vote before Cameron, and may alter his vote if Cameron has not yet voted, but once Cameron has voted and had his vote locked, Derek’s vote will be the next to lock, and if it is placed when Cameron’s vote locks, then Derek’s vote will lock as the vote cast by Derek at that time.

Any votes that are not cast by EoD will be considered votes to pardon. If the count of votes to execute is more than half of the number of living players (not half+1, that’s an important distinction), 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 (including both this account, CRich and Leafia). Whispers must be publicly announced, by requesting permission to whisper using a format such as /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.

In addition, a player may make 1 whisper per day to each neighbor of up to 10 words without announcing this in thread.

Some abilities require you to speak privately to the Storyteller during the day. If you wish to do this, you must declare so publicly using a format such as /whisper [Storyteller]. You may choose to declare this even if you do not have one of these abilities.

Death

When a player dies, nothing is revealed about their character and they are allowed to stay in the game and speak. They may not nominate and they will have only one vote token (this will allow them to cast a vote to execute) for the entire game. Evil players who die may thus continue to help their allies by keeping up their claim and spreading misinformation, and good players may similarly help their allies by retaining relevant info that others may have forgotten in the heat of the game. Once a player dies, their ability stops working, which means that a player killed before they would perform their ability will not perform their ability, and any ability with a persistent effect will end upon the player’s death.

Victory

Good wins if all Demons are dead.
Evil wins if only 2 players (not counting Travellers) live.

In the event of a tie, the good team wins.
Alternate routes to victory or defeat may exist as detailed by characters’ abilities. The list of all possible characters is above.

Travellers

A Traveller is a player character that can enter or exit a game at any point. Their identity and ability are known to all players, but their alignment may be either good or evil (which is decided by the Storyteller upon their entry to the game).

Unlike standard players, Travellers exist under some special circumstances.

  • They may be exiled by majority vote at any time, instead of executed. This vote is independent of the nomination/execution system.
  • They do not count as players for any rules or win conditions.
  • Travelers can be targeted by abilities, same as residents.
  • If they are evil, they learn who the Demon is.
Possible Traveller Characters
Barista Each night, until dusk, 1) A player becomes sober, healthy & gets true info, or 2) Their ability works twice. They learn which.
Bone Collector Once per game, during the day, choose a dead player; they regain their ability tonight until dusk.
Bureaucrat Each night, choose a player (not yourself): their vote counts as three tomorrow.
Deviant If you were funny today, you cannot be exiled.
Scapegoat If a player of your alignment is executed, you might be executed instead.
Thief Each night, choose a player (not yourself): their vote counts negatively tomorrow.
Changelog

General

  • Cleaned up some blocks of text in the OP to be more concise.

  • Added table formatting to spots in the OP.

Characters

  • Bone Collector submits actions during the day instead of at the very start of the night.

Mechanics

Players

  1. Magnus
  2. JaketheWolfie as Barista
  3. Eggyolk
  4. nightingale
  5. Mistyx as the Deviant
  6. Kiiiruma
  7. Dum
  8. Nancy Drew 39 (By Discord DM)
  9. Jarek
  10. Whysper
  11. DaughterofOmega
  12. Atlas

Backups

  1. JaketheWolfie
  2. WindwardAway

To make it clear for everyone, the Storm Catcher favors the Undertaker.

Actions not bolded in DMs will not be accepted.

Night actions lock 1 hour before end of night.

1 Like

/backup

There’s no space between this and the characters

Makes it look like this otherwise

1 Like

Anyway
/in seat 19
rip seat 20

1 Like

this links to night and ybw

1 Like

Your supposed to change the people’s names inside the thing

This formatting is so janky.
Help me please.

1 Like

I’ll try and get something for you to copy for that one at least

Storytold by @CRichardFortress and ** @Leafia

The leafia thing is still broke for some reason

I’ll send this to you on discord

Storytold by @CRichardFortress and @Leafia

This one works
i have to send it to you somehow so accept my request

or it doesn’t
give me a moment

It works now

This prevents it from being hidden

I will allow travelers up to starting evils minus one until 13 residents.
At 13 residents, the number of travelers can go up to 5.

im gonna hit op with a wrench until it works
brb

2 Likes

/In as Deviant under slot 6.66

Seat number has to be an integer for it to count.