Path-Shaper, on Jun 3 2009, 05:20 PM, said:
Team One- Hasp's Team
- Alice Harper (no ability)
- Hasp (vig, paired with Mina Greene, can only kill ANCHOR, CARNIVAL and RAMNIR)
- Mina Greene (guard paired with Hasp)
- Duncan Jones (poisoner)
Team Two-
-Rachel Hael (healer)
- Silister Trench (guard)
- Carnival (poisoner)
Team Three
-John Anchor (vig, can only target Duncan, Hasp, Caulker, Carnival, Hael)
-Ramnir (no ability)
-John Caulker (no ability)
-Heshette tribesmen x3 (no ability)
-Isaac Philby (poisoner)
Cultists
-Mesmerist (Can recruit once a night, but can't recruit Hasp, Mina, Carnival, Trench, Ramnir, or Anchor)
-Ersimmen (symp, but if Cult dies before managing to recruit, becomes fully fledged Killer, but that's damn unlikely)
Conditions and stuff-
Team one knows Mina and Hasps alts.
Silster knows Rachels alt.
Rachel knows Silisters alt.
Carnival knows both Rachel and Silisters alts.
Team three knows Anchors alt, as does Ersimmin.
Anchor knows Ramnirs alt.
The tribesmen, aswell as Anchors alt, know Ramnirs.
Cult takes 4 poison tokens to kill.
Anchor, Hasp and Carnival take 3.
Everyone else takes 2.
NOTE- Ersimmin gets John Anchor's alt, because otherwise, I think the Cult would be at a serious disadvantage, only being able to recruit half the players in the game. So, Ersimmin can use that to keep safe, if necessary.
Everyone is told how many people are in their team; but I specifically gave more or less everyone names to discourage reveal-fests. Especially as no one knows what the teams exactly are in this. So, there should hopefully be some careful symping and careful lynching in this game... Kinda hoping it discourages the usual silly Day One pointless lynch
I would give Hael an immunity to poison, A heal from Hael clears all tokens from target.
Cult= Set up a line of succession. who ever was recruited first becomes the cult leader if the leader dies. and so on.
I would make ersimmion aware of all members of the cult any time someone is added he knows.