THE RULES
THE CLASSES AND THE ROLES
There are two classes: Nobility and Peasantry. There are also two alignments: Loyalists and Rebels.
NOBILITY
- Emperor – The Emperor cannot be slain at night while Loyalist Imperial Guardsmen or the Captain of the Guard still live. The Emperor’s vote counts thrice. The Emperor cannot be converted.
- Heir – The Heir becomes the Emperor upon the Emperor’s demise. The Heir’s vote counts twice. If the Heir succeeds the Emperor, there will be one full day between the previous Emperor's death and the coronation of the new Emperor. (If the Emperor is lynched on Day 1, Night 1 and Day 2 will pass, and the coronation will happen at the end of Day 2. If he is killed by Rebels on Night 1, Day 2 and Night 2 will pass and the coronation will happen at the beginning of Day 3.)
- Royal Investigator – The Royal Investigator has many tools and much training at his disposal and is able to determine a player's role and allegiance with a night action.
- Captain of the Guard – The Captain of the Guard sends Imperial Guardsment to protect one citizen each night from assassination. He is difficult to corrupt.
- Imperial Guardsmen – The Imperial Guardsmen fight side by side and know each other well. They are difficult to corrupt.
- The Court Couple – The subject of much discussion and speculation amongst the upper crust, a pair of Nobles have fallen in love but must keep it a secret. Should one of them die, the other dies as well. In addition, if the court couple both point at the same person, their combined vote will count as three instead of two.
- Court Noble
PEASANTRY
- The Sheriff (Day Baner) - The Sheriff is a loyal appointee of the Empire and is duty bound to protect it. He is capable of keeping lynch mobs in check and as such can protect a person from being lynched. He is also trusted by the Court and can keep them from executing a person he believes is loyal to the crown. Vote counts twice. This person is difficult to corrupt.
- The Gossip – The Gossip has tendrils in several circles and can learn a player's class and allegiance with a night action.
- The Drunkard – The Drunkard thinks he or she is the Gossip, but people have a grand time giving this person faulty information to see how long it takes to figure it out. When scrying, the Drunkard will be given a random class and allegiance.
- Lovers – The fates of the lovers are intertwined. Should one die, so too the other. In addition, if the lovers both point at the same person, their combined vote will count as three instead of two.
- Peasant
REBELS
- Rebel Leader – The Rebel Leader picks the Rebel Soldiers and the Rebel Spy. The Rebel Leader appears as a Loyalist Peasant when spied upon.
- Rebel Spy – The Rebel Spy, trained in the same investigative techniques as the Royal Investigator, but somewhat less restricted in information gathering tools, can determine a player's class and role with a night action.
- Rebel Soldier
THE ACTIONS
DAY
The Peasantry, both Loyalist and Rebel, incite a lynch mob each day, choosing to kill one person.
The Nobles, both Loyalist and Rebel, meet in court each day, choosing to execute one person.
All votes are made communally. They are tallied separately.
The Sheriff may opt to protect someone from either lynching or execution (one or the other, not both). This decision is sent to the narrators via PM before the end of the day is posted.
NIGHT
The Rebel Leader can send his Rebel Soldiers to assassinate one person or to convert one person to the Rebel Forces.
The Rebel Spy can follow one person to determine that player’s class and role.
The Royal Investigator and the Gossip may each follow one person to determine that player’s alignment and class, but not the player’s role.
The Drunkard can follow one person but, due to his or her drink-addled mind, decides upon a random alignment and class.
The Captain of the Guard protects one person from assassination each night.
ACHIEVING VICTORY
BY CLASS AND ALIGNMENT
The Loyalist Nobility wins by eliminating all of the Rebels.
The Loyalist Peasantry wins by surviving the rebellion until it ends.
The Rebels win by eliminating all Loyalist Nobles and the Sheriff or by placing a Rebel Heir on the throne.
SPECIAL CONDITIONS
The Heir wins if his alignment wins and he has succeeded the Emperor.
The Imperial Guardsmen win if their alignment wins and an Emperor or the Rebel Leader is still alive.
The Court Nobles win if their alignment wins and an Emperor is no longer alive.
The Sheriff wins if he survives and either The Emperor or a Loyal Heir is on the throne.
OTHER NOTES
CONVERSION
To convert someone, the Rebel Leader must send me the name a person they choose to convert and a decision of whether or not to attack on a refused invitation. I will then send the person who is to be converted an invitation. Should the person refuse and the Rebels have chosen to attack, there is a 20% chance of the person being slain, a 10% chance of a random rebel being slain, and a 10% chance of a random Rebel being unmasked in the ensuing battle. If the person is playing a role with the “difficult to corrupt” description, there is a 20% chance of the attempt automatically failing. Conversion can only happen every third night (nights 3, 6, 9, et cetera)
AUTOLYNCHING
Failure to vote three times will result in an automatic death.