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Not doing this on Scumhunt, sorry- This is my Big Damn Game for the next time I host on Nuzforum. Any feedback + suggestions would be appreciated.
Armello Factions Mafia

The Kingdom of Armello is in peril. The once-good King has become infected with the Rot- a mysterious disease which makes men twisted and evil.
When the King sent away his four advisors- one from each of the kingdom's four most powerful clans- the Four Clans decided enough was enough.
Unfortunately, when the Four Clans met to discuss their plans, someone asked the question everyone was thinking: "Who will rule the land once the King is gone?"
There was some disagreement on that matter.
Now, the Four Clans are at war. Will the King seize victory by taking advantage of the chaos, or will one of the Four Clans emerge triumphant?
Factions and Roles - The King and his lackeys
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The King The King cannot be killed by normal means. Instead, he starts the game with 7 health. He loses 1 health at the start of each day phase. He also loses 1 health when targeted by an Assassin or by someone with a weapon. The King dies upon reaching 0 health. When he dies, all Royal Guards, Banes, and Corrupted characters immediately leave the game. During each night phase, the King may send the GM a royal decree (examples: everyone must use perfect spelling and grammar, everyone must speak only in images/memes, etc.) which will then be announced at the beginning of the following day phase. Anyone who violates the decree is modkilled, and the King gains +1 health each time this happens- however, he cannot have more than 7 health at any given time. (NOTE: This should go without saying, but the King's decrees cannot require anyone to reveal their role/alignment.)The King may also choose someone to kill during each night phase. He gains +1 health each time he successfully kills 3 people. Finally, starting Night 2 and on every even-numbered night afterward, The King may spread his corruption to a target of his choice, giving them +3 Rot. Royal Guards Royal Guards have sworn their lives to the King. Although they don't have any special powers of their own, the King may sacrifice them for his own benefit. The King gains +1 health for each guard sacrificed. Banes Banes are mindless monsters who spread the Rot. Every night, each Bane chooses someone to visit. The visited person gets +1 Rot. (Note: Banes do not start the game knowing who the King, Royal Guards, or other Banes are.)
- The Four Clans
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Note: In addition to the listed roles, each Clan has an Elder (recruiter) and an Assassin (killer). Wolf ClanThane Thane is the Wolf Clan's most upstanding warrior. He starts the game with a weapon, which can be used during a day phase to kill someone. Each night, he may investigate someone to find out which faction they are affiliated with. Thane's unwavering loyalty to the Wolf Clan makes him immune to the Rot. River River is quite possibly the best archer in all the land. Each night, she may shoot someone with an arrow. The shot is non-fatal, but leaves a nice trail of blood for River to follow- she sees all actions performed by her target that night, and learns who those actions were performed upon. In addition, if River's shot targets the King, he loses 1 health. Magna Magna is the stalwart shield-maiden of the Wolf Clan. She starts the game with armor, which allows her to survive one kill. Each night, she may visit someone and protect them from harm. Rat ClanMercurio Mercurio is a smooth-talking rat. Each night, he can visit someone and talk their ear off, which prevents them from performing their action(s) that night. Also, if the person Mercurio visits is holding any items, Mercurio will steal said item(s) for himself. Mercurio's love of money makes him immune to the Rot. Zosha Zosha is a skilled assassin. Each night, Zosha can visit someone and attempt to kill them. If Zosha targets the King, he loses 1 health. If the Rat Clan's Assassin is killed, Zosha takes his place and loses her ability to kill every night. Zosha cannot be tracked by River or any other Tracker and, if investigated by Thane or Elyssia, she will appear as Clanless. Sargon Sargon calls himself a "Veil Gazer". He claims he can see the future, but he sees many possible futures... and many possible presents, for that matter. Sargon starts the game with a crystal ball. Each night, he chooses someone for the crystal ball to gaze upon. If Sargon dies during that night or the following day, the role of the person he chose will be revealed to everyone. In addition, Sargon may also investigate someone each night to see which faction they are aligned with. Unfortunately, his vision is not always reliable, so he will be told 2 factions, one of which is the correct one. Example: "Your vision tells you that Thane could be with the Bear Clan... or maybe Wolf Clan?" Rabbit ClanAmber Amber is equal parts elegant and adventurous. She is also a bit of a gossip. Each night, she chooses someone to visit. The person she visits will receive the names of 3 random players, at least one of those whom is aligned with the King. Amber's cheerful dignity makes her immune to the Rot. Barnaby Barnaby is a damn good craftsman... but he's a little crazy. He starts the game with armor, which will protect him from one kill. Each night, Barnaby makes two items; a weapon and a suit of armor. Each item is given to a random player. Elyssia Elyssia has connections. Each night, she can use those connections to investigate someone and see which faction they are aligned with. Also, Elyssia can recruit new members to the Rabbit Clan if the Clan Elder is killed. Bear ClanSana Sana seeks to purify the land. Each night, she may visit two people of her choice. Those visited by Sana have their Rot reduced by -1, and they gain no further Rot if visited by Banes that night. The King loses 1 health if visited by Sana. Sana's devotion to purity makes her immune to the Rot. Brun Brun has spent many years fighting the Rot. He starts the game with armor, which will protect him from one kill. Each night, he wanders the land and visits one person of his choice. Banes and Corrupted characters die if visited by Brun. If Brun visits the King, Brun dies, but the King loses 2 health. Ghor Ghor has such a strong connection to nature that he can turn into a freaking tree. Each night, he becomes a tree and hides in a forest. If he is targeted for a night kill, the killer(s) has a 50% chance of failure. Also, after each night, Ghor is told the name of everyone who visited him that night.
- Clanless
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These characters are unaligned until they are recruited by a clan.
Cops Trackers Watchers Blacksmiths Weaponsmiths Doctors Druids (visit someone to give them -1 Rot)
- General Rules
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1. All phases last 48 hours.
2. Almost all roles have night actions, so all players are expected to be active. I will keep an inactivity counter for each player. For each day you don't post / each night you don't send in an action, +1 is added to your counter. If your counter reaches 4, you will be modkilled.
3. Send in your night action by replying to your role PM. If you send me another PM or message me on Discord, I can't guarantee I will see it.
4. Play for your side. If you are Clanless, feel free to do whatever. If you are recruited or converted, you are expected to work with your new faction as if you'd been with them all along.
5. No metagaming. This means you cannot make an argument by saying something like "[user] was online and viewing the thread, so therefore so-and-so".
6. When you die, you can post something like "shit, I died, good luck" but you may not post any sort of information that could change the course of the game.
7. Do not directly quote, screenshot, or forward host information without express permission.
- Game-Specific Rules
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Lynching Still exists in this game, but the King is immune to it. To enact a lynch, a majority (>50% of all living players) must be reached. Kill Order Will be randomized before the game begins. In order to make a kill, the Clan Assassin must be alive- except for the Rat Clan, whose Assassin can be replaced by Zosha. In addition to the Clan kill, the King gets a kill every night. Recruitment Priority Goes to the Clan that has the kill that night, followed by the Clan that will have the kill on the following night, etc., etc. In order to recruit, the Clan Elder must be alive- except for the Rabbit Clan, whose Elder can be replaced by Elyssia. Rot Most non-King-aligned characters gain +1 Rot each time they are visited by a Bane. Players will be notified at the end of each night phase if their Rot score has changed. Thane, Mercurio, Amber, and Sana are immune to the Rot.
Any character who has 5 Rot becomes Corrupted- they are converted to the King's faction, they lose their powers and any items they were holding, and they may be sacrificed as if they were Royal Guards. (however, neither Guards nor Corrupted characters can be sacrificed if the King is already at 7 health)
If a night action causes a character's Rot to be reduced from 5 to 4 or less, the character regains their powers and returns to their original faction. The King The King cannot be killed by normal means. Instead, he starts the game with 7 health. He loses 1 health at the beginning of each day phase and each time he is targeted by an Assassin or by someone with a weapon. His health can also be reduced by certain characters' night actions. However, the King gains health each time he makes 3 successful kills, every time a character becomes Corrupted, each time he sacrifices a Royal Guard, and any time his daily Decree is violated (see under Roles - seriously, read that shit, it's important.) Keep in mind, however, that the King may never have more than 7 health. The King's daily Decree and his current health will be announced at the beginning of each day phase.
If the King reaches 0 health, he dies, and his faction loses; all Royal Guards, Banes, and Corrupted characters immediately leave the game. Priority List Mercurio (hooker) King corruption Magna + Sana + Doctors Banes + Druids King kill + Clan kill + Zosha + Brun Elders Thane + Sargon + Amber + Elyssia + Cops Barnaby + Blacksmiths + Weaponsmiths Mercurio (thief) River + Trackers + Watchers Starting Numbers 1 King 2 Royal Guards 5+ Banes
5 Wolf Clan
5 Rat Clan
5 Rabbit Clan
5 Bear Clan
7+ Clanless
If there aren't enough players (in order of priority): 1 character from each Clan will be removed, the number of Banes will be reduced, and the number of Clanless characters will be reduced. Victory Conditions The King wins if all four Clans are eliminated and he is still alive, or if he survives to the end of Day 13 a Clan wins if the King is dead and all other Clans are eliminated Anarchy wins if the King and all four Clans are eliminated
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