Welcome, Mages! You are:
lukesci lzahray mayars
You’re expert craftsmen inspired by the innovative spirit of alchemists throughout the ages, whose potions spurred on the forward march of progress. You creatively weave magic into the fabric of the world to bestow useful items upon your friends. Your art is an inherently selfless one, so you can never grant these items to yourself or to other mages - instead you wish to enlighten the rest of your fellow citizens. Unfortunately, you’re competing in the public eye with those boring, traditional, ritual-following warlocks whose magic is far inferior to yours.
Each of you has a power, usable twice per day, to grant items to a player by guessing that player’s role (via a “set a trap” mechanism). You’ll be told whether you were successful in your trap or not, and the player will receive their item immediately when you guess (modulo Mods’ response time). As a faction you may only successfully trap each player once as each role. You won't be told when your teammates trap, you'll just silently fail if you repeat a (player, role) pair that has already been successfully trapped. So communicate with each other!
Whenever items that you created are used, it releases mana into the world. Whenever warlocks’ items are used, it releases blood into the world.
Mage Goal: more mana than blood exists in the world by the end of game. This is a secondary goal, so any town / mafia / third party goals you might have come first. The amount of mana and blood in the world will be posted publicly each night.
Mana Fountains: when any mage departs from the world of the living, their escaping soul releases a mana fountain into the aether. This fountain releases 1 mana into the world each day, including the day when it begins existing.
Mana Power-ups: when the Mana-minus-Blood delta is positive, mages gain powerful bonuses, but when it is negative, they suffer. These bonuses/drawbacks apply only while the delta (at the start of day) is at least as big in absolute value as specified:
+8 Each mage can use their classical role abilities twice each day (if they have a classical role for which that makes sense). +6 Any time someone attempts to trap a mage, the trap fails. +4 Each mage's vote quietly counts for 2, but is only recorded as counting for 1. +2 Mages no longer need to visit kill sites to use abilities that would otherwise require them to do so. +1 Each day, the mage forum will receive an inspirational image or text. 0 Nothing happens. -1 Each day, each mage must do a push-up for every point they are losing by. -2 If a mage needs to visit a kill site to use an ability, they must stay there for at least one minute. -4 Each mage's vote quietly counts for 0, but is recorded as counting for 1. -6 Any time a mage attempts to trap someone with their mage item-giving ability, the trap fails and no item is given, but the attempt generates +1 mana. -8 Mages may not use their classical role powers, and any previously activated role powers lose their beneficial effects.
Warlocks have symmetric Blood Power-ups, Blood Fountains, and Warlock Goal.
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