[RULES]
All players will be informed of their roles via PM at the start of the game. Everyone will begin the game as part of the prytany, the small executive committee for the public assembly. Most will be ordinary free male citizens (or the extraordinary free wives of completely cowed male citizens) and all will be empowered to bring their suggestions to the daily assembly for consideration, as is their sacred right as the people of this great polis. Some, however, will have other interests at heart, working together to manipulate the assembly to their own ends... and perhaps the end of Athens' freedom altogether! Of course, the gods are gracious and have provided some blessings for their chosen...
The citizens will win by discovering and removing all the traitors within their midst. The traitors will win by possessing an absolute majority of the daily assembly, allowing them complete control over the administration of the state and bringing an end to the Athenian experiment.
Proposals and votes should be clearly stated, ideally in all caps and enlarged bolded text. Votes using nicknames are fine, but should include the citizen's actual name nearby. Civic duty being essential, all citizens should visit and vote upon a proposal at least once a day. Missing 2 votes will be grounds for replacement on the prytany if possible; missing three votes will require replacement, by NPC if necessary [=autolynch, not GM-controlled characters].
Any lawful [ie, non-game breaking] proposals receiving a majority of all votes before the daily deadline of
00:00:00 CST = 12:00 NYC = 17:00 London = 18:00 Paris/Berlin/Stockholm
will be acted upon. In the absence of majorities, the single proposal receiving a plurality of the votes will be enacted by the general assembly ⅔ of the time. The rules for traitors will be addressed separately, but only one traitorous action will occur per night, apart from the use of special skills and blessings.
[Errata]
§1. You sign up for the game by requesting so in a post in this thread.
§1a. No new players will be admitted into the game once it has started, unless substituting for a current player.
§1b. When asking to sub then please do so by PM, allowing the GM to keep a hidden sub list.
§1c. Players removed from the game (e.g. for failure to participate) may not sub for others.
§2. Orders not delivered on time are IGNORED.
§2a. Scanners may provide alternate names to be scanned, in case their first choice is killed that day. However, otherwise the first choice will still be used, even if killed that night.
§3. Players should vote daily on at least one proposal.
§3a. Invalid proposals (like voting to change assigned roles, voting to execute dead people, &c.) are treated as if no vote had been made made.
§3b. All valid proposals achieving a majority will be enacted by that day's assembly.
§3c. In the absence of any proposal reaching a majority, the proposal receiving a plurality of the votes will be enacted ⅔ of the time. In the event of plurality tie, each proposal will have a ⅔ chance of being enacted.
§4. Spectators and the shades of the dead may haunt, taunt, or flaunt but should use a non-white color to do so.
§4a. SPECTATORS AND THE DEAD CANNOT, however, SUGGEST ANY COURSE OF ACTION OR REVEAL ANY INFORMATION. ANY ACTION WHICH CAN AFFECT THE OUTCOME OF THE GAME IS FORBIDDEN, AND ANYONE CAUGHT DOING SO WILL BE *PERMANENTLY* BANNED FROM PARTICIPATION. NO EXCUSES ARE VALID.
§4b. Embarrassing photos of Panzer Commader are encouraged, provided they observe the forum-wide rules.
§5. Alliances which aren't based on the roles in the game between players are forbidden. Alliances which continue from one game to another undermine the whole idea of the game.
§6. Players may use or forge messages from one another, but not from the GM.
§6a. Players may reveal roles, orders, and results in their own words, but not by quoting or forwarding messages from the GM. An exception is allowed for the content of spy reports, should they exist.
§6b. Players may not use or forge screenshots or the identification numbers of any PMs.
§6c. Citizens found to have violated any of these rules will be assumed to have proven themselves traitors and be removed from the game.
§7. The GM has final say in all matters.
§7a. In the event I make a mistake (i.e. misinterpreting a hunt order) my mistake must stand. My apologies should such a thing occur.
[ROLES]
The following roles are guaranteed to be in the game.
Citizens (villagers): Have only their wits to protect them... and therefore often end up dead.
King Archons (seers): May investigate one person per night for homocide or other unsavory activities. The king archons will discover traitors or eupatrids, but all other roles will appear to be citizens.
Traitors (werewolves): May work to undermine one person per night... and therefore need to be killed.
The following roles have been established by the Assembly.
Eupatrids (apprentices): May replace the king archon, polemarch, or gadfly when needed, provided they have first received training. Apprentices not in training at game start will not know they are one until a master selects them for training.
Phylakes (guardian angels): May protect one person during the night, but never themselves nor the same person two nights in a row.
Physicians (doctors): May visit one patient per night, but neither themselves nor the same patient two nights in a row. If patients are attacked during the night, their physicians have a 50% chance of saving them. If recovered, patients will remember one of their attackers.
Polemarchs (priests): May investigate one person per night for improper links to the city metics (resident foreigners). The polemarchs will discover gadflies, toadies (cultists), or eupatrids, but all other roles will appear to be citizens.
The following roles, not established by the Assembly, are known to exist in the game.
Gadflies (sorcerors): May investigate one person per night. The gadflies will discover king archons, polemarchs, toadies (cultists), or eupatrids, but all other roles will appear to be citizens. Each scan will further give the gadfly the possibility of discovering blackmail material, allowing even usually honest citizens to be corrupted to evil ends.
[TRAITS]
The following traits have been established by the Assembly.
Brutal: Brutes may kill one other person upon being condemned or attacked.
Seers (psychics): May experience a divine vision providing supernatural guidance once per game, revealing the total number of current 'bad' characters.
Symphrators (guild members): Share the same phratry (clan) and may use their influence to protect and assist one another.
Terrified (one eye open): Overtaken by the spirit of terror, may either be watchful enough to avoid an attack in the night half the time or prepared enough to kill one of their assailants.
Watchmen (hunters): May kill one person during the night but must then report their action to the prytany. If attacked during the night, they have a 50% chance of killing one of their attackers.
The following traits, not established by the Assembly, are known to exist in the game.
Corrupt (cursed): May be turned by the forces of evil from an honest citizen into a traitor.
Incorruptible: May not be exploited by gadflies or traitors.
Spy Masters (spiritually attuned): Will know when they are being investigated and possibly by which role (50%) and citizen (25%).