Yep we're going back to the game that pretty much got me the title Salsa the luckless. but with a tweeeeeest! You see, it's been over two years since Reverse Mafia, I think we're about due for another round. So here's the setup.
Just for Clarification.
sacrifice- a lynch
death-match- double lynch
The village of Townstonia is in ashes. The ravens feed upon the flesh of the fallen. Only the faint howls of the damned are heard in eerie twilight.
But the ravens are far from alone.
A dark figure strides into the square, once vibrant and thriving, now reeks with rot and death. He pulls a tome from his concealing robes and begins to recite the ancient words. Power, dark and ravenous, sweeps from his out stretched hand and into the blood-stained ground. The earth groans, then shrieks, in protest as vast caverns, towering spires, and imposing walls flowed into existence.
His work finished, the dark figure places an enchantment on the door.
“To all those who wish to test their strength, to all those who wish for treasure beyond their wildest dreams, to all those who dare, I beckon you,” the man chants as he does his work.
He smiles as he settles into his throne. For the Dark Lord Salsa, this is only the beginning.
The Dungeon Master- The Dark Lord's right-hand man, er, being. Selected from the cream of the crop on the first day. Being so close to the top brings untold power.
Let there be blood- Upon being named, the Dungeon Master can pick a person to be sacrificed to the Dark Lord, but he must act quickly and choose wisely.
Fight…TO THE DEATH!- The Dungeon Master can declare a death-match between two people twice. The loser dies, the victor gets the honor of dying upon the Dungeon Master's sword.
Blood for the Dark Lord- The Dungeon Master's vote counts twice
Foolish to fight me alone- While at least one Blood Knight lives, the Dungeon Master cannot be attacked successfully.
The Keeper of the Keys- Second to the Dungeon Master, the Keeper of the Keys is selected at the same time as the Dungeon Master. He too also has terrible power.
Preserve the blood, preserve yourself- The Keeper can halt two sacrifices to the Dark Lord.
Stronger than you think- Like the Dungeon Master, the Keeper cannot be successfully attacked while at least one Blood Knight lives.
Forces of Darkness
The Dark Champion(1)- The sword arm of the Dark Lord, this being can kill once a night. Since he is also the Dark Lord's Champion he has two night lives.
The Shaman(1)- Skilled in the ways of blood and bone, the Shaman can give one person an extra nightlife every other night. He can also give two people their lives back after being killed (the people not the Shaman).
The Witch(2)- Powerful spells are a trifle to you. You can protect one person from one a attack a night.
The Beholder(1)- An ancient being that has seen much and knows more. You can find out if how many Adventurers voted for someone to be sacrificed, ask whether someone follows the Dark Lord twice, or paralyze someone for one day and one night.
The Trap Master(1)- You handle the traps around the Dark Lord's keep. The first person to come to you for any reason at night dies. The only exception is the Rogue.
Blood Knight(2)- You guard the Dungeon Master and the Keeper of the Keys with your life. You have a one in twenty chance of killing your opponent if your charges are attacked.
Minion(the rest of you lot)- You pillage, plunder, put hickies on all the fair damsels. And by that, I mean, you sacrifice someone, die, repeat. If you're lucky you get to get some armor and kill someone.
The Fearless Leader(1)- You and your merry band have come to plunder the Dark Lord's treasure and slay said abomination. As the leader, you have some very nice skills.
Coup de Grace- You can kill one person without revealing yourself. You have to let the GM know you're using this ability.
We need a distraction- you can disrupt one sacrifice or death-match
Well hidden- You appear as a humble servant of the Dark Lord, and are treated as if you're protected from all attacks. This is canceled if you:
==>Attack without using the Coup de Grace ability
==>are the only surviving member of your party, you don't get it back if one of them is raised from the dead.
Final Stand- You can kill once a night, but lose all of the benefits of the Well Hidden ability
The Cleric(1)-You can kill once a night and can bring one person back from the dead.
The Rogue(1)- You are a master thief and assassin. You can kill once a night and ignore the Trap Master's traps.
The Wizard(1)- You can prepare or activate a spell once a night, You can only have two spells prepared at once, if you die, your spells are activated and the people targeted die, unless they have more than one night life.
The Barbarian(1)- Fueled by rage and pride, you can kill once a night and have a one in four chance of surviving an attack.
The Priests of Chaos(2)- After being defeated in Townstonia once, the order has sent two of its highest Priests to exact revenge. As long as both are alive, neither can be attacked, but they can be lynched. Both can kill once a night.
Narrations will happen at 10 pm Central time. (4 am GMT) Clues will be from profiles, comic thumbs, avatars, and signatures. If you have any questions just ask.
If we are only going to have four or five Minions, then I'll probably ask PP for a little help and come up with some roles for those people. :)