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STAR WARS Prequel Trilogy Mafia (Galactic Republic and Jango Fett wins!)


TheKillerNacho

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Players:

  1. bcb1213: Lynched on Day 7. Asajj Ventress, Separatist Alliance aligned.
  2. Tk3: Killed on Night 2. Mace Windu, Jedi Order aligned.
  3. squire12: Survived until Game's End. Jango Fett, Bounty Hunter aligned.
  4. Pickle Rick: Lynched on Day 4. Mas Amedda, Sith Order aligned. Originally Galactic Republic aligned.
  5. The Orca: Killed on Night 1. Qui-Gon Jinn, Jedi Order aligned.
  6. MWil23: Killed on Night 3. Poggle the Lesser, Separatist Alliance aligned.
  7. Glen: Killed on Night 4. Clone Trooper, Galactic Republic aligned.
  8. kingseanjohn: Killed on Night 3. Jar-Jar Binks, Galactic Republic aligned.
  9. Forge: Lynched on Day 1. Count Dooku, Sith Order aligned.
  10. Jlash: Killed on Night 3. Sheev Palpatine, Sith Order aligned.
  11. Slappy Mc: Lynched on Day 5. Darth Vader, Sith Order aligned. Originally Anakin Skywalker, Jedi Order aligned.
  12. Malfatron: Killed on Day 2. Clone Trooper, Galactic Republic aligned.
  13. AFlaccoSeagulls: Killed on Night 2. Obi-Wan Kenobi, Jedi Order aligned.
  14. wolfeyestrk: Killed on Night 2. Bail Organa, Galactic Republic aligned.
  15. Matts4313: Killed on Night 3. Clone Trooper, Galactic Republic aligned.
  16. Tugboat: Killed on Night 4. Yoda, Jedi Order aligned.
  17. JoshstraDaymus: Killed on Night 3. Clone Trooper, Galactic Republic aligned.
  18. Raves: Killed on Night 5. San Hill, Separatist Alliance aligned.
  19. Whicker: Killed on Night 2. Padmé Amidala, Galactic Republic aligned.
  20. RuskieTitan: Killed on Night 2. Clone Trooper, Galactic Republic aligned.
  21. Danger: Killed on Night 1. Darth Maul, Sith Order aligned.
  22. Daboyle: Survived until Game's End. Clone Trooper, Galactic Republic aligned.
  23. 11sanchez11: Killed on Night 7. Zam Wesell, Scoundrel aligned.
  24. gopherwrestler: Lynched on Day 6. Watto, Scoundrel aligned.
  25. RandyMossIsBoss: Lynched on Day 2. Grievous, Separatist Alliance aligned.
  26. DrDoomIQ: Lynched on Day 3. Nute Gunray, Separatist Alliance aligned.
  27. Droid A: Joined the game on Night 1. Killed on Night 7. Medical Droid, Neutral aligned.
  28. Droid B: Joined the game on Night 1. Killed on Day 2. Guard Droid, Neutral aligned.
  29. Droid C; Joined the game on Night 2. Killed on Night 4. Mouse Droid, Neutral aligned.
  30. Droid D; Joined the game on Night 3. Survived until Game's End. Pit Droid, Neutral aligned.

 

Days/Nights:

 

Day 1 Start
Day 1 End

Day 2 Start

Day 2 End

Day 3 Start

Day 3 End

Day 4 Start

Day 4 End

Day 5 Start

Day 5 End

Day 6 Start

Day 6 End

Day 7 Start

Day 7 End

Game End

Nightly Move List

Awards

 

Rules:

General Rules:

  1. You may edit posts you made in the last 5 minutes to fix typos or to add something but do not edit any post except your latest post, and do not add, remove, or change a vote. Do not abuse this, either.
  2. Do not communicate or discuss the game outside of this thread without explicit permission.
  3. Immediately following your death, you are allowed one final post. This post cannot contain anything game related. Do not like posts in this game after your death, either.
  4. You are allowed to claim your name and/or power but copy/pasting the contents of your PM is not allowed. You may summarize it in your own words. 
  5. Please put a decent effort into remaining active (posting at least three times per day phase) throughout the game. 
  6. I understand it has become a trend on this site to fail to open your Role PM or join your scum chat or whatever. This is unacceptable for my games, so if you intend to do this don't sign up. If you fail to open your Role PM or join your scum chat within the first Day of the game, I will replace or modkill you.
  7. Playing blatantly contrary to your win condition (game throwing) will not be tolerated. If I feel that you are guilty of this, I will likely ban you from my games in the future.
  8. I know that mafia can get heated at times, but please treat all fellow players with respect and courtesy. Personal attacks will not be tolerated.
  9. If you die on Day 1 or Night 1 and were given no special information, you should be eligible to be a replacement player if you request it. Anyone dying after that even with no special information will not be considered.
  10. Have fun!

Day Phase Rules:

  1. During the day, players may post about the game in this thread and vote on who to lynch. At the end of each day, whoever has the most votes will be eliminated from the game.
  2. To vote for someone, type their name in bold. Color should preferably be the "Automatic" color on the forum, and a normal font size. You may alternatively vote for a no lynch. If “no lynch” has a majority, there will be, consequentially, no lynch.
  3. Putting [brackets] around your lynch or adding the word "lock" to it will lock your vote on that player and you will be unable to change it unless an overtime period occurs (and you aren't in one of the majorities).
  4. The day lasts approximately 24 hours (minus the time it takes to complete the previous night), unless my schedule demands otherwise. Thus, the deadline should always be around 9 PM ET (8PM CT), but not necessarily. The thread title should contain the actual deadline.
  5. You must vote during each day phase. Failure to do this twice in a row or a third time overall will result in your death and/or being replaced if there’s a willing stand-in.
  6. Lynches will not automatically occur prior to the deadline. This may change on the latter days of the game, which will be announced. In this case, enough votes must be locked such that a lynch is clinched in order for a day to be hammered early. The voting requirement rule does not apply if a day is hammered early.
  7. If there is a tie between players at the end of the deadline, there will be a 15-minute overtime period. In this overtime period, any player who was voting for a player not in the majority may re-cast their vote to a player in the majority (players whose vote is already for one of those players cannot change their vote). If there is still a tie after 15 minutes, a no lynch occurs. Any effects that make reference to or are determined by a player's vote at the end of a day will take effect based on the pre-overtime vote count.

Night Phase Rules:

  1. Night actions are submitted privately via PM with the host, using your Role PM thread. There is no penalty for sending in night actions during the day (in fact, sending them in early is advised).
  2. After the night begins, players will have 30 minutes to finalize their actions via PM before they are locked.
  3. You can change submitted actions at any time prior to the night deadline, but please do so via a new message, rather than editing your previous one.
  4. Typically, you are allowed only a single night action per night even if you have multiple usable abilities. Read your abilities for any possible exceptions to this.
  5. You are allowed to post during the night, but do not post any results from that night’s actions before the night has ended.
  6. Night actions do have a certain priority assigned, but the details of this will not be necissarily revealed during the course of play (although, the notion that "anything that can be assumed to happen at the same time does" is a core principal, and reports typically report on the "new" state of the game).

Alignment & Winning:

  1. To win the game, you must achieve your faction's stated win condition (obviously). Typically, it is possible to win the game with other factions so long as both party's win conditions are met at the same time (although win conditions between main factions will almost always be mutually exclusive).
  2. If you are aligned "with" a faction it denotes you are part of a team, and you win along side of anyone sharing the same alignment (unless the win condition specifically says otherwise). Some of these factions (typically scum factions) will have a private faction chat where only members of that faction can communicate. If that is the case, you will be given a link below the rest of your Role PM.
  3. If you're aligned "as" a faction, you are alone. There still may be other players in the game with the same alignment name and win condition, but you must achieve it individually (unless the win condition specifically says otherwise).
  4. Normally the game will only end when a faction achieves its win condition (or when I deem that the results for all parties are clinched). However, the game will also end if the number of living players drops to two or fewer at the start of a day or if a situation arises where it is realistically impossible for anyone to advance or achieve their win condition (for example, if no one can realistically be lynched during the day and no one is capable of a night hit or another meaningful night action). If no party achieved their win condition by this time, it may be possible for everyone to lose.
  5. If your win condition does not specifically state you are "allied" to or "aren't a threat" to another faction, you are considered a threat to that faction. Typically, this is only relevant for the main town faction, whose win condition is to eliminate all threats to itself.
  6. Win conditions that are checked at the "end of the game" are not checked until the game ends in another way, and will not end the game on their own. Sometimes, this stipulation applies as an additional clause to a normal win condition. In this case, the game will still end as soon as it is triggered, regardless if the "at the end of the game" condition is met (meaning it may be possible for a win condition to trigger the game's end, with that faction still losing).
  7. Unless your win condition specifically says so, being alive at the end of the game isn't required to win.

Setup Details:

  1. When someone dies, their role PM will be revealed to everyone! Thus, while this is a closed role setup, a player’s death will still provide some clarity.
  2. Everyone will be a character or generic from the source material and have some sort of unique power.
  3. Like DS9 and Death Note mafia, there's two "Town" factions in this game, the Galactic Republic and the Jedi Order. These factions are allied and can win with eachother (or alone), but there may be some complications that arise from this.
  4. This game has an item mechanic. Items can either be obtained as part of your original role or be given to you during the course of play, and are typically used at night. Players may use a role ability and an item in the same night, but only one of each. Using an item on another player does count as a visit.
  5. Abilities and items that are marked as "passive" are always in effect, even if the player is roleblocked (usually). They need not be used, and thus don't expend a player's nightly ability or item use.
  6. Abilities and items marked as a "day action" are instead used during the day, usually via PM with the host. Please note that these abilities will naturally be delayed until the host's next availability.
  7. This setup includes a pseudoplayer mechanic. Pseudoplayers act as real players and can be voted on and visited at night normally. They also get one vote themselves, which they must use or be in violation of the voting rule. Who they vote for varies, but there's always a reason for it.
  8. You are always free to ask questions, but in general if your Role PM doesn't explain or define an ability, term, or mechanic it makes reference to, that omission may be intentional.
  9. Scum players will receive details to help them set up a fake claim including but not limited to win conditions, generic characters in the game, and a list of unique characters not in the game.
  10. Please be respectful, even if you feel the game was unfair or imbalanced! Hosting mafia games is definitely harder than it might appear to players, and role madness games can easily snowball by their very nature.
  11. The theme is the Star Wars prequel trilogy (The Phantom Menace, Attack of the Clones, and Revenge of the Sith). This is my second Star Wars game, so it will share some mechanics with the first one. As always, theme will usually be secondary to balance when it comes to game mechanics. Any assumptions or theories you make about the game based on its theme are entirely at your discretion.
  12. Flavor of writeups in the thread and PMs I send you is just that... flavor. I will try to make the flavor obvious as to the mechanic behind it (so long as you should have that information), but the amount you should read into it is, again, at your discretion.
  13. Mistakes/Erratas: If I as host make a mistake in a night message or role description, I will attempt to inform that party as soon as I realize a mistake was made with a correction. If I made a mistake in a death, deaths are final, and I'm deeply sorry for that! But undoing a death is something I can't do because it could completely change the dynamic of the game.

Violation of any of the above rules will cause me to have to punish your team as I deem appropriate. This could include, but is not limited to: Losing your vote, being roleblocked, being replaced or modkilled, or even being banned from my games in the future. In short, just don't do it and have fun!

 

Story:

 

NOTE: This story takes place in somewhat of a “floating timeline”. It is based on the prequel trilogy, but one shouldn't assume that all game elements come exclusively from those movies. The game may make reference to events or characters from other Star Wars media. In short, this game diverges from what you may expect in several ways, so one shouldn’t use that lore exclusively to try to justify something during the game. In general, knowledge about the movies is not required to play the game (but it may help). The general flow should be similar to my original Star Wars mafia, however.

 

A long time ago in a galaxy far, far away...

 

STAR WARS PREQUEL MAFIA

 

War! The Galactic Republic is cumbling under attacks by the ruthless Separatist Alliance.

 

In a stunning move, the fiendish droid leader, General Grievous, has swept into the Republic capital and kidnapped Chancellor Palpatine, leader of the Galactic Senate. This bold gambit has left the Republic army befuddled, leading to confusion as to who is friend and foe.

 

As the Separatist Droid Army attempts to flee the besieged capital with their valuable hostage, the Knights of the Jedi Order attempt a desperate mission to rescue the captive Chancellor, and save the Republic...

Previous TKN Games:
 

  1. Star Trek: The Next Generation Mafia
  2. Star Trek: Deep Space Nine Mafia
  3. Final Fantasy Tactics Mafia
  4. Star Wars Mafia
  5. Death Note Mafia
  6. The Binding of Isaac: Remafia
  7. Star Wars Prequel Mafia

Autopsy Reports:

Spoiler

@Forge was:

Count Dooku
Master, Human
jCKMvKBFd-4u_MC3RM-HASfCUWQovO_CkE2pj2WqHNANhm3tV_opPQihkjvJqImHLyrz2K6_aRq0OAd_tQp3DGqjHHDRY1CZdZNe3-Q1j18QYcQAMycLFGOkEjbOX2Chmr6rzIzb
"Good. Twice the pride, double the fall." - Count Dooku

You are aligned with the Sith Order: Your faction must outnumber the Jedi Order at the end of the game. You are not considered a threat to the Galactic Republic (your presence does not prevent the game from ending), but neither the Galactic Republic or Separatist Alliance actually win the game if at least one member of your faction remains alive with your win condition met.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Force Maneuver: Once per night, target two other players. All players (including allied players) visiting either of those players will instead be redirected to the other.
  • Separatist Mole (Passive): You begin the game in an anonymous private chat with Asajj Ventress, who is Separatist Alliance aligned. Additionally, as long as she remains alive, you receive a report each night of all players visited by any member of the Separatist Alliance that night.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Red Lightsaber (Faction, Melee): Only one member of the faction can use a factional item each night to kill, but factional weapons are not expended on use. Can be used to parry, block, or kill a target player. If you choose to parry, you will be immune to melee items during the night. If you choose to block, you will be immune to ranged items during the night. If you successfully defend against an item, you will be informed what the item was. You can only choose to block or parry once each per game.
  • Containment Field (Melee): Target another player. That player cannot vote the following day, and is roleblocked the following night. Can only be used once.

@The Orca was:

Qui-Gon Jinn
Knight, Human
fp8MU5Lb1E8fDJRRJJgoYcko3Gvl-E9hxU130ctUL1TxhL2Q0MoJSy_c2R9uhNJyjAl4m92CvCNm_rBrMmem73CzUfX1Ptbst5NsYm7X_esZkl2S8jW5cmmq7MM5n73Odda4DB6A
"There's always a bigger fish." - Qui-Gon Jinn

You are aligned with the Jedi Order: Eliminate the Sith Order and all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Galactic Republic, but you don't need them to win.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Force Bodyguard: Once per night, you can target another player. All players attempting to visit that player (except those using a redirection ability of their own) are redirected to you instead. You cannot target the same player twice in a row with this ability.
  • Gamble: Once per night, target a player. If they are not Jedi Order or Galactic Republic aligned, you die. You won't be informed if this ability was roleblocked or redirected. You cannot use this ability two nights in a row.
  • Force Ghost (Passive): Following your death, you do not join dead chat. Instead, you can continue to participate in the game by liking posts. You still count as dead for all other purposes (you cannot post or vote, visit or be visited at night, and don't count towards any faction ratios).

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Green Lightsaber (Melee): Can be used to parry or block on even nights. If you choose to parry, you will be immune to melee items during the night. If you choose to block, you will be immune to ranged items during the night. If you successfully defend against an item, you will be informed what the item was. Additionally, the night after a successfully defending against an item, you may use the lightsaber to attempt to kill a target player, instead.

@Danger was:

Darth Maul
Apprentice, Zabrak
yruotmmXepUBV1kSO8Ps5FBweBflc90jpZylfjrYgphqOs1iUoQEZ8zHajRfhTS0xnPwTnYv0GaRg_L3dUoEmZujG83rFdXWIIpaJCNTtB7dF0RmuCzv_Lt0QLIvqd42BHzK4g_2
"At last we will reveal ourselves to the Jedi. At last we will have revenge." - Darth Maul

You are aligned with the Sith Order: Your faction must outnumber the Jedi Order at the end of the game. You are not considered a threat to the Galactic Republic (your presence does not prevent the game from ending), but neither the Galactic Republic or Separatist Alliance actually win the game if at least one member of your faction remains alive with your win condition met.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Force Jump: Once per night, target a player. Any abilities (but not items) they use on you that night will fail.
  • Interrogation (Droid): Once per night, target a player to receive a copy of all reports that player received throughout the game. You cannot use this ability two nights in a row.
  • Deploy Droid: Once per night, you may permanently sacrifice a Droid ability (even one you can no longer use) to have them join the game as a pseudo-player called "Droid X" (X being the order in which they joined the game). Droids are considered Neutral-aligned (not counting towards ratios), of the Droid race, with their Title becoming what their Ability name was. If you ever die, all Droids you deployed die, too.
  • Order Droid (Day): At any time during the day except the final 30 minutes, via PM with the host, you may have any of the Droids you deployed change their vote to a player of your choosing. You may supply reasoning, but the Droid will paraphrase anything into its own words. Any Droids not voting by the final 30 minutes of the day automatically vote for a no lynch.
  • Double-Bladed Saber (Passive): While you are attempting to kill with a lightsaber at night, you cannot be disarmed or stolen from that night. However, if you are ever successfully parried, you die. Additionally, if you ever finish 2nd (or tied for 2nd) in voting during the day, you are lynched along with the majority lynch.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Red Lightsaber (Faction, Melee): Only one member of the faction can use a factional item each night to kill, but factional weapons are not expended on use. Can be used to parry, block, or kill a target player. If you choose to parry, you will be immune to melee items during the night. If you choose to block, you will be immune to ranged items during the night. If you successfully defend against an item, you will be informed what the item was. You can only choose to block or parry once each per game.

@RandyMossIsBoss was:

Grievous
General, Kaleesh
IOaEL7DmHdvWpbk-hLZqoO8zdxjHsU6bGJDaK3PpO16fVml9yaGxGjoppSKxoofAY8kobLVaBRUGR0Rs-Ou_lYYTHyBmjWHJ4P3AB8K0PYJQPsknHc6jB1Vv4lFM1sTsgB5QpNAv
"Your lightsabers will make a fine addition to my collection." - General Grievous

You are aligned with the Separatist Alliance: Your faction must match or outnumber all other living players.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Guard (Droid): Once per night, target a player. If anyone else was attempting to target that player, their actions will fail and this ability will be automatically deployed as if Deploy Droid were used on it.
  • Battle (Droid): Once per game, at night, target a player. If that player attempts to kill someone during the night, that killing ability cannot be redirected or prevented (even if the killer is roleblocked).
  • Deploy Droid: Once per night, you may permanently sacrifice a Droid ability (even one you can no longer use) to have them join the game as a pseudo-player called "Droid X" (X being the order in which they joined the game). Droids are considered Neutral-aligned (not counting towards ratios), of the Droid race, with their Title becoming what their Ability name was. If you ever die, all Droids you deployed die, too.
  • Order Droid (Day): At any time during the day except the final 30 minutes, via PM with the host, you may have any of the Droids you deployed change their vote to a player of your choosing. You may supply reasoning, but the droid will paraphrase anything into its own words. Any Droids not voting by the final 30 minutes of the day automatically vote for a no lynch.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Quadruple Lightsaber (Faction, Melee): Only one member of the faction can use a factional item each night to kill, but factional weapons are not expended on use. Kill a target player. If that player is successfully killed this way, you obtain any items that player had in their inventory.
  • Armor (Passive): Protects the wearer against a single non-Force attack before breaking. Does not protect the wearer from being lynched.

@Malfatron was:

Clone Trooper
General, Human
-3WAzajbyjam5Igzn4rxHhD3D3SWcZcEaCu1pwwm8iW1UnhyzLcUIRNxff5InAQX9jD8Y71HvBxrX8IF80C-4_Ihn3EGhjz-SVvQphRyjcTJnw_hzq-X1oFp4KKO6od_1vjMdHRy
"They are totally obedient, taking any order without question." - Lama Su

You are aligned with the Galactic Republic: Eliminate all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Jedi Order, but you don't need them to win.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Quartermaster: Once per night, target another player. If it is an odd night, they will receive a Blaster. If it is an even night, they will receive an Armor.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Blaster (Ranged): Kill a target player. Can only be used once.

@Tk3 was:

Mace Windu
Master, Human
8t1-Rk-3gLo3aKnklsBNOZNprKJTWf6aTMkDRAbrc9QBufc9bq7Sk0TSc7VGGT5wR4CmLbRy-HJPEHjnOmJICkzLlUCIbUJKvW0ZiRl0pLCqMR3eJH1ORFElWOzlMgMPtyQBDa62
"This party's over." - Mace Windu

You are aligned with the Jedi Order: Eliminate the Sith Order and all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Galactic Republic, but you don't need them to win.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Force Sense: Once per night, you may target a player to receive a report on whether or not they have a Force ability and their alignment if so.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Purple Lightsaber (Melee): Can be used to parry, block, or kill a target player. If you choose to parry, you will be immune to melee items during the night. If you choose to block, you will be immune to ranged items during the night. If you successfully defend against an item, you will be informed what the item was. You cannot use this item two nights in a row, and you cannot choose the same action with the lightsaber two times in a row.

@AFlaccoSeagulls was:

Obi-Wan Kenobi
Knight, Human
a24JTaoec_hw78Ee_vsv7KTREENSzYXAhORYGJ9o80Lsj7N8zOdJEq7JGvp4qoE7Et38BvQ-Wt92zhmZT932RhIu3spy7fyZF6lrC_aoCVX4FmWrXFDHuNy15leUpW2HBfwSdzQ7
"Only a Sith deals in absolutes." - Obi-Wan Kenobi

You are aligned with the Jedi Order: Eliminate the Sith Order and all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Galactic Republic, but you don't need them to win.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Force Manipulate: Once per night, you can roleblock another target player. You can't roleblock that player with this ability again this game.
  • R2-D2 (droid): Once per night, you may target another player to receive a report on their alignment. You cannot use this ability two nights in a row, nor can you use it the first night of the game.
  • Deploy Droid: Once per night, you may permanently sacrifice a Droid ability (even one you can no longer use) to have them join the game as a pseudo-player called "Droid X" (X being the order in which they joined the game). Droids are considered Neutral-aligned (not counting towards ratios), of the Droid race, with their Title becoming what their Ability name was. If you ever die, all Droids you deployed die, too.
  • Order Droid (Day): At any time during the day except the final 30 minutes, via PM with the host, you may have any of the Droids you deployed change their vote to a player of your choosing. You may supply reasoning, but the Droid will paraphrase anything into its own words. Any Droids not voting by the final 30 minutes of the day automatically vote for a no lynch.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Blue Lightsaber (Melee): Can be used to parry or block on odd nights. If you choose to parry, you will be immune to melee items during the night. If you choose to block, you will be immune to ranged items during the night. If you successfully defend against an item, you will be informed what the item was. Additionally, the night after a successfully defending against an item, you may use the lightsaber to attempt to kill a target player, instead.

@RuskieTitan was:

Clone Trooper
Pilot, Human
-3WAzajbyjam5Igzn4rxHhD3D3SWcZcEaCu1pwwm8iW1UnhyzLcUIRNxff5InAQX9jD8Y71HvBxrX8IF80C-4_Ihn3EGhjz-SVvQphRyjcTJnw_hzq-X1oFp4KKO6od_1vjMdHRy
"And remind them, if they need more troops, it will take more time to grow them." - Taun We

You are aligned with the Galactic Republic: Eliminate all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Jedi Order, but you don't need them to win.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Pilot (Droid): Once per night, target another player to give them a Jet Pack. You will be told when they use the gifted item, and cannot use this ability again until they do so.
  • Seeker (Droid): Once per game, target a player to receive a report the following night of one random player aligned with that player.
  • Deploy Droid: Once per night, you may permanently sacrifice a Droid ability (even one you can no longer use) to have them join the game as a pseudo-player called "Droid X" (X being the order in which they joined the game). Droids are considered Neutral-aligned (not counting towards ratios), of the Droid race, with their Title becoming what their Ability name was. If you ever die, all Droids you deployed die, too.
  • Order Droid (Day): At any time during the day except the final 30 minutes, via PM with the host, you may have any of the Droids you deployed change their vote to a player of your choosing. You may supply reasoning, but the Droid will paraphrase anything into its own words. Any Droids not voting by the final 30 minutes of the day automatically vote for a no lynch.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Jet Pack (Defense): Any actions used on you during the night will fail. Can only be used once.

@wolfeyestrk was:

Bail Organa
Senator, Human
E1b9X4c8LljHuc3by9x0khy2KDR6aklPG42f8yTqNAz47BdmDgGf5QeAG09diGMKktsivdMaSbWHUNwVFkPCZo3JHiaLaF3vHqrS16joZJ5Fnn92Av5j5YSCujsGpzQ2gL24qjbD
"Well, I will do everything I can in the Senate." - Senator Organa

You are aligned with the Galactic Republic: Eliminate all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Jedi Order, but you don't need them to win.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Watch: Once per night, target a player to receive a report on all players visiting them during the night.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Flash Grenade (Ranged): Roleblock one other target player. Can only be used once.

@Whicker was:

Padmé Amidala
Senator, Human
PFLlDB0oQdwZrjMtaqWH41302r7bYHw_TOvA3XGUeSKBKhO_r_UaDthcw9ZEHaM85uqXsc9-bSbQah2YHLobbCrTGDLUznaG3maLEANmpj29HrjWAfp9NDvvUPdfkRuQf8jX_qdI
"So this is how liberty dies... with thunderous applause." - Senator Amidala

You are aligned with the Galactic Republic: Eliminate all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Jedi Order, but you don't need them to win.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Command: Once per night, you can reroute target player's actions (both their role ability and an item they're using) to another target player. You can't reroute that player with this ability again this game.
  • C-3P0 (Droid): Once per night, target a player. If that player received a report that night, you receive a copy. If their report was subject to fabrication, your copy will be what they should've received, instead.
  • Deploy Droid: Once per night, you may permanently sacrifice a Droid ability (even one you can no longer use) to have them join the game as a pseudo-player called "Droid X" (X being the order in which they joined the game). Droids are considered Neutral-aligned (not counting towards ratios), of the Droid race, with their Title becoming what their Ability name was. If you ever die, all Droids you deployed die, too.
  • Order Droid (Day): At any time during the day except the final 30 minutes, via PM with the host, you may have any of the Droids you deployed change their vote to a player of your choosing. You may supply reasoning, but the Droid will paraphrase anything into its own words. Any Droids not voting by the final 30 minutes of the day automatically vote for a no lynch.
  • Forbidden Love (Passive): You begin the game in a private chat with Anakin Skywalker, who is Jedi Order aligned.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Blaster (Ranged): Kill a target player. Can only be used once.

@DrDoomIQ was:

Nute Gunray
Viceroy, Neimoidian
YDYTTBLqwzJgdIhpuKa2lajEadaq1vzdhBRb87HE6TpLrr6JQHJWkN9-XIAzSsJcNLfGlwrX-nrYhDZPQ0sRyAFgz2S3_GnaVxNEuguAJ5eKoIx8o7Tv7lzdk4uTVdU8P9WVSlLw
"Ah, my lord. Is that... legal?" - Nute Gunray

You are aligned with the Separatist Alliance: Your faction must match or outnumber all other living players.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Droideka (Droid): Once per night, target another player. If that player is a Droid, they are killed. If this ability is deployed with Deploy Droid, it has two votes instead of one as long as its owner has at least one vote on them.
  • Protocol (Droid): Once per night, you may visit a player. Any reports on that player during the night will be fabricated such that: 1. Their alignment will appear as if it is Separatist Alliance, 2. They visited the player the Separatist Alliance targeted using their factional kill that night, 3. Their Name, Race, and Title will appear identical to one of the living Separatist Alliance-aligned players at random.
  • Deploy Droid: Once per night, you may permanently sacrifice a Droid ability (even one you can no longer use) to have them join the game as a pseudo-player called "Droid X" (X being the order in which they joined the game). Droids are considered Neutral-aligned (not counting towards ratios), of the Droid race, with their Title becoming what their Ability name was. If you ever die, all Droids you deployed die, too.
  • Order Droid (Day): At any time during the day except the final 30 minutes, via PM with the host, you may have any of the Droids you deployed change their vote to a player of your choosing. You may supply reasoning, but the Droid will paraphrase anything into its own words. Any Droids not voting by the final 30 minutes of the day automatically vote for a no lynch.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Blaster (Faction, Ranged): Only one member of the faction can use a factional item each night to kill, but factional weapons are not expended on use. Kill a target player.
  • EMP (Defense): When used, all Droids cannot vote the following day. Can only be used once, and cannot be used on the first night of the game.

@kingseanjohn was:

Jar-Jar Binks
General, Gungan
Pn6AZRYjZmdzZBfqJCRXU2uORDc0h6fwpSlA18xwBCGf1O_wii0EYLzqkEUST5w_qCYQN9hSz14j7bPy9MZL5jF_FDcgyI7omIySuFIsqQpVSA2NgX-gyk8D4FvrpVo1jgaDaRTf
"Monsters out there, leaking in here. Weesa all sinking and no power!" - Jar-Jar Binks

You are aligned with the Galactic Republic: Eliminate all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Jedi Order, but you don't need them to win.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Track: Once per night, target a player to receive a report on all players they visited during the night (both via items and abilities).

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Booma (Ranged): Target a player. If anyone else attempts to visit that player during the night, one random player visiting them will be killed (except you). If no one else visits that player, that player is killed. Can only be used once.

@MWil23 was:

Poggle the Lesser
Commander, Geonosian
NEs_5-brVkB9DfilULONDfCmivoaJxRGbI2hr-sNoQc4L4DVYPyiqjdNWe-x5ukmd29lwMcUzZqnJRX4pmozBInKfTmuqKMpcNhWPb056tzqdUeloEs9Dc3awOsOlOn-DcyxsWTf
"The Jedi must not find our designs for the Ultimate Weapon." - Poggle the Lesser

You are aligned with the Separatist Alliance: Your faction must match or outnumber all other living players.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Sabotage (Droid): Once per night, target a player to sabotage one item in their inventory at random. Sabotaged items will backfire on the user if used on any future night (each item has a different effect).
  • Deploy Droid: Once per night, you may permanently sacrifice a Droid ability (even one you can no longer use) to have them join the game as a pseudo-player called "Droid X" (X being the order in which they joined the game). Droids are considered Neutral-aligned (not counting towards ratios), of the Droid race, with their Title becoming what their Ability name was. If you ever die, all Droids you deployed die, too.
  • Order Droid (Day): At any time during the day except the final 30 minutes, via PM with the host, you may have any of the Droids you deployed change their vote to a player of your choosing. You may supply reasoning, but the Droid will paraphrase anything into its own words. Any Droids not voting by the final 30 minutes of the day automatically vote for a no lynch.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Blaster (Faction, Ranged): Only one member of the faction can use a factional item each night to kill, but factional weapons are not expended on use. Kill a target player.
  • Containment Field (Melee): Target another player. That player cannot vote the following day, and is roleblocked the following night. Can only be used once.

@Matts4313 was:

Clone Trooper
Trooper, Human
-3WAzajbyjam5Igzn4rxHhD3D3SWcZcEaCu1pwwm8iW1UnhyzLcUIRNxff5InAQX9jD8Y71HvBxrX8IF80C-4_Ihn3EGhjz-SVvQphRyjcTJnw_hzq-X1oFp4KKO6od_1vjMdHRy
"Begun, the Clone War has." - Yoda

You are aligned with the Galactic Republic: Eliminate all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Jedi Order, but you don't need them to win.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Security (Droid): Once every even night, you may target a player and receive a report on their Title (located under a role's name; for example, yours is "Trooper").
  • Deploy Droid: Once per night, you may permanently sacrifice a Droid ability (even one you can no longer use) to have them join the game as a pseudo-player called "Droid X" (X being the order in which they joined the game). Droids are considered Neutral-aligned (not counting towards ratios), of the Droid race, with their Title becoming what their Ability name was. If you ever die, all Droids you deployed die, too.
  • Order Droid (Day): At any time during the day except the final 30 minutes, via PM with the host, you may have any of the Droids you deployed change their vote to a player of your choosing. You may supply reasoning, but the Droid will paraphrase anything into its own words. Any Droids not voting by the final 30 minutes of the day automatically vote for a no lynch.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • none!

@JoshstraDaymus was:

Clone Trooper
Commander, Human
-3WAzajbyjam5Igzn4rxHhD3D3SWcZcEaCu1pwwm8iW1UnhyzLcUIRNxff5InAQX9jD8Y71HvBxrX8IF80C-4_Ihn3EGhjz-SVvQphRyjcTJnw_hzq-X1oFp4KKO6od_1vjMdHRy
"Commander, contact your troops. Tell them to get to the higher levels." - Obi-Wan Kenobi

You are aligned with the Galactic Republic: Eliminate all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Jedi Order, but you don't need them to win.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Special Ops: Once per night, target another player. If it is an odd night, they will receive a Grappling Hook. If it is an even night, they will receive an EMP.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Grappling Hook (Melee): Target another player. One random action used on you during the night will instead be redirected to that player. You cannot use this item two nights in a row.

@Jlash was:

Sheev Palpatine
Senator, Human
lkZEonQKK5mDg6thI-x4DMAc3hCWCxgVDTcDgH9OTnFtNvL_TDG_m4MMkwD3cXLajE9sp1dqYEsDX6XPWoNKHfnEL9iYkybbxjMFLd2LKJxAjoGTmrpIvQlPSVjSzHI-VvmIWvKI
"Power! Unlimited power!" - Chancellor Palpatine

You are aligned with the Sith Order: Your faction must outnumber the Jedi Order at the end of the game. You are not considered a threat to the Galactic Republic (your presence does not prevent the game from ending), but neither the Galactic Republic or Separatist Alliance actually win the game if at least one member of your faction remains alive with your win condition met.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Force Lightning: Once per night, kill a target player. Your team cannot use a factional item in the same night you use this ability, nor can you use this ability two nights in a row.
  • Force Convert: Once per night, you may visit a player. If that player is Mas Amedda, they are converted to the Sith Order. If that player is Anakin Skywalker and both Darth Maul and Count Dooku are dead, they are converted to Darth Vader, Sith Order-aligned.
  • Chancellor of the Republic (Passive): While either Darth Maul or Count Dooku remain alive, during each night you neither use an item or role ability, any reports made against you during the night are fabricated to indicate you are Galactic Republic-aligned and any kill attempts are automatically redirected to one of your original allies (Darth Maul first, then Count Dooku). Additionally, the first time you would be lynched this game while either Darth Maul or Count Dooku remain alive and you neither used an item or role ability the previous night, the lynch is automatically overridden to one of your original allies (Darth Maul first, then Count Dooku).
  • Sense Fear (Passive): If Anakin Skywalker ever uses the "Search Your Feelings" ability, their identity will be revealed to you in a report.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Red Lightsaber (Faction, Melee): Only one member of the faction can use a factional item each night to kill, but factional weapons are not expended on use. Can be used to parry, block, or kill a target player. If you choose to parry, you will be immune to melee items during the night. If you choose to block, you will be immune to ranged items during the night. If you successfully defend against an item, you will be informed what the item was. You can only choose to block or parry once each per game.

@Pickle Rick was:

Mas Amedda
Chairman, Chagrian
FtbezYZw5aEtYxSlUFsvUhSVvxIWQZgC7v8OAxtsL0u4G2_TW-BbCgZ1r3Q1m_VNx9ybngJhXkkGGku4N7YGh4wI5xafyHdCppNKdk_-D6a3m5CqznvgSpsDEx1mrzPxeOI8Hjeh
"He can then approve the creation of an army without a vote." - Mas Amedda

You are aligned with the Galactic Republic: Eliminate all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Jedi Order, but you don't need them to win.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Inquiry: Once per night, target a player to receive a report of the name of one random non-Droid ability they have. Subsequent uses of this ability on the same target will always reveal a different ability, unless you've already received the names of all eligible abilities. Additionally, if that player is in a non-faction private chat with another player, you learn who they are in a chat with.
  • Booming Voice (Day): Once per day, via PM with host, you may specify a Message under 255 characters. This message will be posted by the host as a "Republic Information Broadcast" on all official vote counts for the rest of the day.
  • Paranoia (Passive): Each night, you receive a report on which players, if any, visited you during the night.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Armor (Passive): Protects the wearer against a single non-Force attack before breaking. Does not protect the wearer from being lynched.

@Tugboat was:

Yoda
Master, Yoda
ArpZRSZP148kJn3PxWfuDt75da4cy-m3goCyCLRxn5SnjqApG7MRN41Nj--8EyzOXXD-nfpMOrA5A7JKftJCJ5YCzKXiwxHWYQ7g0OBpNrx85BHT_bCMZWFw6bS3yskmrd4P2PND
"Fear leads to anger. Anger leads to hate. Hate leads to suffering." - Yoda

You are aligned with the Jedi Order: Eliminate the Sith Order and all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Galactic Republic, but you don't need them to win.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Force Shield: Once per night, you may protect another target player against any attack during the night. Additionally, you receive a report of the number of people they visited, and the number of people attempting to visit them.
  • Force Scan: Once per night, target two other players to receive a report on whether or not they share the same alignment. You cannot use this ability two nights in a row.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Green Lightsaber (Melee): Can be used to parry or block on even nights. If you choose to parry, you will be immune to melee items during the night. If you choose to block, you will be immune to ranged items during the night. If you successfully defend against an item, you will be informed what the item was. Additionally, the night after a successfully defending against an item, you may use the lightsaber to attempt to kill a target player, instead.

@Glen was:

Clone Trooper
Trooper, Human
-3WAzajbyjam5Igzn4rxHhD3D3SWcZcEaCu1pwwm8iW1UnhyzLcUIRNxff5InAQX9jD8Y71HvBxrX8IF80C-4_Ihn3EGhjz-SVvQphRyjcTJnw_hzq-X1oFp4KKO6od_1vjMdHRy
"Yes, a clone army. And, I must say, one of the finest we've ever created." - Lama Su

You are aligned with the Galactic Republic: Eliminate all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Jedi Order, but you don't need them to win.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Probe (Droid): Once every odd night, you may target a player to receive a report on all items in their inventory. Lightsaber color will not be revealed.
  • Mouse (Droid): Once per game, at night, target a player to receive a report of that player's or a player adjacent to them on the player list's alignment. Which player's alignment you receive is random between those three, and you will not be told whose you received. Dead players are skipped for this purpose, and the first and last players on the list are considered adjacent.
  • Deploy Droid: Once per night, you may permanently sacrifice a Droid ability (even one you can no longer use) to have them join the game as a pseudo-player called "Droid X" (X being the order in which they joined the game). Droids are considered Neutral-aligned (not counting towards ratios), of the Droid race, with their Title becoming what their Ability name was. If you ever die, all Droids you deployed die, too.
  • Order Droid (Day): At any time during the day except the final 30 minutes, via PM with the host, you may have any of the Droids you deployed change their vote to a player of your choosing. You may supply reasoning, but the Droid will paraphrase anything into its own words. Any Droids not voting by the final 30 minutes of the day automatically vote for a no lynch.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • none!

@Slappy Mc was:

Anakin Skywalker
Apprentice, Human
-s8Hc-0BBeS-lWXRTN1H3YkQQ4gOYkoh6-QMso-x5Ua6fZw9qzASuEPbyssC2_5283Dz_zHK_X5KyMgon2m8SM1dTIfAybU-eF1ZdvpvCbuxVDok49-ScM5Px2B4C1Of3fiiz3cC
"I'm not the Jedi I should be. I want more, and I know I shouldn't." - Anakin Skywalker

You are aligned with the Jedi Order: Eliminate the Sith Order and all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Galactic Republic, but you don't need them to win.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Force Push: Once per night, you may disarm another target player, removing all items from their inventory until the end of the next night. This doesn't block the target from using an item that same night, and you cannot disarm that same player again this game.
  • Force Riposte: Once per game, at night, kill target player who was voting for you at the end of the previous day. You cannot use this ability the first night of the game.
  • Search Your Feelings: Once per game, if either Padmé Amidala or Obi-Wan Kenobi are dead, target 3 other players. Other targets are chosen randomly to bring the total to 5 (you are told who the randoms are). You receive a report containing a list of distinct alignments among those players. When the number of other players in the game is 5 or less, this ability targets all other players, instead.
  • Forbidden Love (Passive): You begin the game in a private chat with Padmé Amidala, who is Galactic Republic aligned.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Blue Lightsaber (Melee): Can be used to parry or block on odd nights. If you choose to parry, you will be immune to melee items during the night. If you choose to block, you will be immune to ranged items during the night. If you successfully defend against an item, you will be informed what the item was. Additionally, the night after a successfully defending against an item, you may use the lightsaber to attempt to kill a target player, instead.

But @Slappy Mc became:

Darth Vader
Lord, Human
GdaSwlcFS2RsHJmohDAeFUImR-NxGJXkpcVPQsnk9O3k_zIyxta7mYNXR5FE7ZIxoBqvIlVpYJJbGACEpBK1OT0V7Q75OHrxiJ28NMeaKZMKGrOoRlmaMH3WSApz4ec1BqJw24Ur
"You underestimate my power!" - Darth Vader

You are aligned with the Sith Order: Your faction must outnumber the Jedi Order at the end of the game. You are not considered a threat to the Galactic Republic (your presence does not prevent the game from ending), but neither the Galactic Republic or Separatist Alliance actually win the game if at least one member of your faction remains alive with your win condition met.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Force Choke: Thrice per game, you may roleblock another target player. If this ability is used two nights in a row on the same player, that player is killed.
  • Force Rage: Once per night, kill target player who was voting for a player aligned with you at the end of the previous day. You cannot use this ability two nights in a row.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Blue Lightsaber (Faction, Melee): Only one member of the faction can use a factional item each night to kill, but factional weapons are not expended on use. Can be used to parry, block, or kill a target player on odd nights. If you choose to parry, you will be immune to melee items during the night. If you choose to block, you will be immune to ranged items during the night. If you successfully defend against an item, you will be informed what the item was.
  • Armor (Passive): Protects the wearer against a single non-Force attack before breaking. Does not protect the wearer from being lynched.

@Raves was:

San Hill
Chairman, Muun
hxQlOMP3KuZsdK7hWWT-Lw3BhGuxgQtV-s4gOaCMZwqvhr0XKKkNKfg4JcPc7nDCZt-Lj7OJcSyIENfsX99OwyIE_V-z7kuKZ4SF6Qoo7lUawmItayxQQfHmeM7Zcj5WX3Jj7Hw9
"The Banking Clan will sign your treaty." - San Hill

You are aligned with the Separatist Alliance: Your faction must match or outnumber all other living players.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Intelligence Network: Once every odd night, target a player to get a report containing their Role PM.
  • Buzz (Droid): Once per night, target a player to roleblock them. You cannot target the same player two nights in a row with this ability.
  • Deploy Droid: Once per night, you may permanently sacrifice a Droid ability (even one you can no longer use) to have them join the game as a pseudo-player called "Droid X" (X being the order in which they joined the game). Droids are considered Neutral-aligned (not counting towards ratios), of the Droid race, with their Title becoming what their Ability name was. If you ever die, all Droids you deployed die, too.
  • Order Droid (Day): At any time during the day except the final 30 minutes, via PM with the host, you may have any of the Droids you deployed change their vote to a player of your choosing. You may supply reasoning, but the Droid will paraphrase anything into its own words. Any Droids not voting by the final 30 minutes of the day automatically vote for a no lynch.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Blaster (Faction, Ranged): Only one member of the faction can use a factional item each night to kill, but factional weapons are not expended on use. Kill a target player.

@gopherwrestler was:

Watto
Merchant, Toydarian
fqj6zh-MHEomi3wH3bAyn_LNMIeF2Ezx8aaZaj-l89wpguqoj4dNluEBf_PJgJ7fI1ciip20Y2dy-chotgG5GDKqeqCfvtBCILYNof4Ewliv-hIZewtSucrWLDCQlgziXeoid7L1
"Hmm, well... we'll let fate decide, hmm?" - Watto

You are aligned as a Scoundrel: You must survive until the game's end. You are not considered a threat to the Galactic Republic.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Arms Dealer: Once per night, you can give a blaster, booma, grappling hook, flash grenade, red lightsaber, containment field, kouhuns, or jet pack (your choice, but you can only give each item once per game) to another target player. For the rest of the game, you will be immune to any attacks from that player and any reports that player uses on you will be fabricated to indicate you are aligned with them.
  • Hack Droid: Once per night, you can target one other player. If that player has any undeployed Droid abilities, one at random is automatically deployed as if Deploy Droid were used on them, and you receive a report of what that Droid's ability name is. You cannot use this ability two nights in a row.
  • Backdoor (Day): Once per game, during the day via PM with the host, change and lock the votes of all Droids you forced to be deployed with Hack Droid to a player of your choice. You can even do this in the final 30 minutes of the day.
  • Force-Immune (Passive): Force abilities fail when used against you.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Flash Grenade (Ranged): Roleblock one other target player. Can only be used once.
  • Armor (Passive): Protects the wearer against a single non-Force attack before breaking. Does not protect the wearer from being lynched.

@bcb1213 was:

Asajj Ventress
Assassin, Zabrak
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"Enjoy your retreat, General. It seems to be what you do best." - Asajj Ventress

You are aligned with the Separatist Alliance: Your faction must match or outnumber all other living players.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Force Subterfuge: Once per night, target a player to receive a report on all players they visited during the night (both via items and abilities), and all players that visited them.
  • Revenge (Passive): On the night following the death of a player aligned with you, you can use your factional item to kill, even if another member of your faction also uses theirs.
  • Sith Connections (Passive): You begin the game in an anonymous private chat with Count Dooku, who is Sith Order aligned. If Count Dooku is ever killed, you are roleblocked the following night and cannot vote the following day.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Red Lightsaber (Faction, Melee): Only one member of the faction can use a factional item each night to kill, but factional weapons are not expended on use. Can be used to parry, block, or kill a target player. If you choose to parry, you will be immune to melee items during the night. If you choose to block, you will be immune to ranged items during the night. If you successfully defend against an item, you will be informed what the item was. You can only choose to block or parry once each per game.
  • Red Lightsaber (Faction, Melee): Only one member of the faction can use a factional item each night to kill, but factional weapons are not expended on use. Can be used to parry, block, or kill a target player. If you choose to parry, you will be immune to melee items during the night. If you choose to block, you will be immune to ranged items during the night. If you successfully defend against an item, you will be informed what the item was. You can only choose to block or parry once each per game.

@11sanchez11 was:

Zam Wesell
Assassin, Clawdite
ukJp_u9mQukuoIvWH_qyjpRk3XsorGEg5Yk94MtUnJ7vEH9uPSuxTsUEjkbSroJhcyBSLOJH9wPLanaN0kdKZZrenGxJ8PdZL9p8Bre4XhNwHvdGyJuFP7IZd_w6w3PV1HNaC8vB
"I hit the ship, but they used a decoy." - Zam Wesell

You are aligned as a Scoundrel: You must survive until the game's end. You are not considered a threat to the Galactic Republic.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Medical (Droid): Twice per game, at night, you may target a player. That player is protected from any attack during the night.
  • Deploy Droid: Once per night, you may permanently sacrifice a Droid ability (even one you can no longer use) to have them join the game as a pseudo-player called "Droid X" (X being the order in which they joined the game). Droids are considered Neutral-aligned (not counting towards ratios), of the Droid race, with their Title becoming what their Ability name was. If you ever die, all Droids you deployed die, too.
  • Order Droid (Day): At any time during the day except the final 30 minutes, via PM with the host, you may have any of the Droids you deployed change their vote to a player of your choosing. You may supply reasoning, but the Droid will paraphrase anything into its own words. Any Droids not voting by the final 30 minutes of the day automatically vote for a no lynch.
  • Shapeshift (Passive): If you visited anyone during the night, all reports on you that same night will be fabricated to make it appear as if you were one of your targets. You must specify who you want to shapeshift into when you send in your moves. Otherwise, you will appear as yourself.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Blaster (Ranged): Kill a target player. Can only be used once.
  • Kouhuns (Ranged): Target a player to poison them, which will kill them the following night (they will be informed of their impending death). This kill bypasses armor and can only be blocked the night it is used, but being protected on either night will prevent the death. After this item successfully kills its target, it can be reused (else, it is removed from your inventory).

@squire12 was:

Jango Fett
Bounty Hunter, Human
tcXvph29-MTqee6uYM4Z-ap_ACcHgP67AVy4T_bKrbhkaFyy5Q59rWng1xqPR9J_cdRay-d0eWpXpHzN1rNOcLRU3EhAf5AHvtgRs9YOOu83CNd8elB_kOhx149__Epmwx0Y5JNj
"I'm just a simple man trying to make my way in the universe." - Jango Fett

You are aligned as a Bounty Hunter: Five of your your six bounties must be dead by the end of the game (Obi-Wan Kenobi, Finis Valorum, Jar-Jar Binks, Asajj Ventress, Zam Wesell, Bail Organa). You are considered a threat to the Galactic Republic while this objective is incomplete, but you're not afterwards.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Identify Target: Once every odd night, target a player to receive a report on their Role Name.
  • Slave 1 (Droid): Once per night, can steal a random item that player is holding (if a player is using an item that night, it will always be that item instead of it being random). This effect occurs before most other night actions, and thus, negates the target's attempted use of the item that night. Factional items are converted to their generic version, and the target receives another unstealable version of that item at the end of the next night.
  • Deploy Droid: Once per night, you may permanently sacrifice a Droid ability (even one you can no longer use) to have them join the game as a pseudo-player called "Droid X" (X being the order in which they joined the game). Droids are considered Neutral-aligned (not counting towards ratios), of the Droid race, with their Title becoming what their Ability name was. If you ever die, all Droids you deployed die, too.
  • Order Droid (Day): At any time during the day except the final 30 minutes, via PM with the host, you may have any of the Droids you deployed change their vote to a player of your choosing. You may supply reasoning, but the Droid will paraphrase anything into its own words. Any Droids not voting by the final 30 minutes of the day automatically vote for a no lynch.
  • Original DNA (Passive): All reports on you by a player you've visited with any of your role abilities this game will be fabricated to indicate you are a Clone Trooper (with a title of Trooper, Galactic Republic aligned).

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • Blaster (Ranged): Kill a target player. Can only be used once.
  • Booma (Ranged): Target a player. If anyone else attempts to visit that player during the night, one random player visiting them will be killed (except you). If no one else visits that player, that player is killed. Can only be used once.
  • Jet Pack (Defense): Any actions used on you during the night will fail. Can only be used once.
  • Grappling Hook (Melee): Target another player. One random action used on you during the night will instead be redirected to that player. You cannot use this item two nights in a row.
  • Containment Field (Melee): Target another player. That player cannot vote the following day, and is roleblocked the following night. Can only be used once.
  • Armor (Passive): Protects the wearer against a single non-Force attack before breaking. Does not protect the wearer from being lynched.

@Daboyle was:

Clone Trooper
Pilot, Human
-3WAzajbyjam5Igzn4rxHhD3D3SWcZcEaCu1pwwm8iW1UnhyzLcUIRNxff5InAQX9jD8Y71HvBxrX8IF80C-4_Ihn3EGhjz-SVvQphRyjcTJnw_hzq-X1oFp4KKO6od_1vjMdHRy
"This baby belongs to them cloners. What you got here is a Kamino saberdart." - Dexter Jettster

You are aligned with the Galactic Republic: Eliminate all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Jedi Order, but you don't need them to win.

ROLE POWERS:
(In general, you may only use one of your role's actions each night. Passive powers are always active, and Day actions are instead used during the day.)

  • Astromech (Droid): Once per night, you may target a player and receive a report on whether they are Human or not. If that player is a Droid, you'll instead learn who their owner is. If you targeted that player previously this game, your report will instead contain what race they are specifically. You cannot use this ability the first night of the game, nor can you use it two nights in a row.
  • Pit (Droid): Once per night, target a player to give them a copy of this ability, as well as the Deploy Droid and Order Droid abilities if they don't already have it. This ability will then be automatically deployed as if Deploy Droid were used on it.
  • Deploy Droid: Once per night, you may permanently sacrifice a Droid ability (even one you can no longer use) to have them join the game as a pseudo-player called "Droid X" (X being the order in which they joined the game). Droids are considered Neutral-aligned (not counting towards ratios), of the Droid race, with their Title becoming what their Ability name was. If you ever die, all Droids you deployed die, too.
  • Order Droid (Day): At any time during the day except the final 30 minutes, via PM with the host, you may have any of the Droids you deployed change their vote to a player of your choosing. You may supply reasoning, but the Droid will paraphrase anything into its own words. Any Droids not voting by the final 30 minutes of the day automatically vote for a no lynch.

STARTING ITEMS:
(You may use one item at night in addition to one of your role's night actions. Passive items are always active, and need not be used.)

  • EMP (Defense): When used, all Droids cannot vote the following day. Can only be used once, and cannot be used on the first night of the game.

Fake Claims (Separatists):

There are several generic Clone Troopers in the game that you can fake claim as, with role cards that look similar to the below:

Clone Trooper
Trooper/Commander/General/Pilot, Human
-3WAzajbyjam5Igzn4rxHhD3D3SWcZcEaCu1pwwm8iW1UnhyzLcUIRNxff5InAQX9jD8Y71HvBxrX8IF80C-4_Ihn3EGhjz-SVvQphRyjcTJnw_hzq-X1oFp4KKO6od_1vjMdHRy
Some unused quotes regarding to clone troopers:
"200,000 units are ready, with a million more well on the way." - Lama Su
"I will not let this Republic that has stood for a thousand years be split in two." - Chancellor Palpatine
"Tell your Council that the first battalions are ready." - Taun We
"I have to admit that without the clones, it would not have been a victory." - Obi-Wan Kenobi

You are aligned with the Galactic Republic: Eliminate all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Jedi Order, but you don't need them to win.

Additionally, your faction knows the following unique characters are not in the game:

Finis Valorum
Senator, Human
pXthiwIuNGhBbtvbjgKVRMSWMX2YlrFDd_9avetwR45dqPjDU3Xp5Z0MW0zkmu9yDAsNEcLGCUZ1PQdouegL_I3fNfPxQ5_x-rG4GYkaTY67NS1N1Fp8HJey1VsQf-Aj0Y3WKpED
"I've called a special session of the Senate to hear your position." - Chancellor Valorum

You are aligned with the Galactic Republic: Eliminate all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Jedi Order, but you don't need them to win.

Chewbacca
Pilot, Wookie
lz5d7mcIB6V5McoIVdtGBRvnNzryjP910qX45zyroBv4670Byq5ketXZA52HnVpvm7fyXndXIcg3Uipb84lTv0zxP6be58LSwyXjPgwe_V6ZBHYAM_9kAYrZ45L65vhGWp6ckJzn
"For your help, much gratitude and respect, I have." - Yoda

You are aligned with the Galactic Republic: Eliminate all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Jedi Order, but you don't need them to win.

Ahsoka Tano
Apprentice, Togruta
Csw5vy5bywyUioiyUh_QHrcxtGcpk1S02eKAZUhAvUxDiM9lrCUyd5DSDAJwfI26lL2bVpd8OlrgBUVHSb--vAzJPr5szKwgF2WSCzWv8Oaald2hmjEosIYmu0H8Hzzkr2-5pkpy
"You don't have to look tough to be tough." - Ahsoka Tano

You are aligned with the Jedi Order: Eliminate the Sith Order and all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Galactic Republic, but you don't need them to win.

Dexter Jettster
Merchant, Besalisk
fbRP7yy-PqhAox4CQCRxqXj11GxLAzX_eTCpLPfYiAdPrZDcbTH9aEGvJ2QzVWsT9DcLPHH8H61fzpw_fZvUx-HOltRrmoDF5RRurHYw3lP1f4xzLBQq3y7m7hABwkc-cDDr-XBr
"Take a seat. Be right with ya!" - Dexter Jettster

You are aligned as a Scoundrel: You must survive until the game's end. You are not considered a threat to the Galactic Republic.

Fake Claims (Sith):

There are several generic Clone Troopers in the game that you can fake claim as, with role cards that look similar to the below:

Clone Trooper
Trooper/Commander/General/Pilot, Human
-3WAzajbyjam5Igzn4rxHhD3D3SWcZcEaCu1pwwm8iW1UnhyzLcUIRNxff5InAQX9jD8Y71HvBxrX8IF80C-4_Ihn3EGhjz-SVvQphRyjcTJnw_hzq-X1oFp4KKO6od_1vjMdHRy
Some unused quotes regarding to clone troopers:
"Of course he did. This army is for the Republic." - Lama Su
"There are too many of them!" - Odd Ball
"We're keepers of the peace, not soldiers." - Mace Windu

You are aligned with the Galactic Republic: Eliminate all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Jedi Order, but you don't need them to win.

Additionally, your faction knows the following unique characters are not in the game:

Mon Mothma
Senator, Human
gx7bwpGQKXSB1ofwAYFYid28FpZkd8WjqQ5AvBbEGtzBNUT4YxvtOk8sAYp7DtTN2E9YnXJtYrdDb9WxrRacT4Yf53JCsoPsvw_oFRm05jCqx4DbrXzKofiZ_JAxrH95T51T7bNy
"We're hoping to stop the Chancellor from further subverting the Constitution." - Senator Mothma

You are aligned with the Galactic Republic: Eliminate all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Jedi Order, but you don't need them to win.

Ki-Adi-Mundi
Master, Cerean
FGemyreHqncsm_qca7jzh_SuLVOSw6H-JcXAJePJztsZWtAVttrxeLX0UPaqcid-l6s1D8ks7NR-eJy5XwW6Ha7IPuf0203CZwPCnpNgjKL4QTpjlAuOhPfelxe8GUJR865U3h56
"Then he should be removed from office." - Ki-Adi-Mundi

You are aligned with the Jedi Order: Eliminate the Sith Order and all threats to the Galactic Republic. At least one in your faction must be alive at the end of the game. Your faction is allied with the Galactic Republic, but you don't need them to win.

Jabba Desilijic Tiure
Boss, Hutt
GsfRka1ng9KtVF7LWZdVI7b35EJfwukSMRhbvB4Rmujns7733Z-3McXi1JBbMvFbKExTFrl2CMWCJuKRdiYVmXNH-Ag_A1Hz9OFqU-OJXUGnfRE5zQM1mHE2pLrmReKFsmJZ9AgU
"This Bounty Hunter is my kind of scum - fearless and inventive." - Jabba the Hutt

You are aligned as a Scoundrel: You must survive until the game's end. You are not considered a threat to the Galactic Republic.

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