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Chrono Trigger Mafia (Lavos and Magus wins!)


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After ousting the false king of the fallen Zeal Kingdom, the party decided that it was finally time to deal with its actual ruler, Queen Zeal. Aiming to use the power of Lavos to achieve immortality through the use of the Mammon Machine, @Malfatron refused to surrender when confronted by the group.

"You fools - Lavos devours this planet even as he sleeps!" she shouted.

As the group was ready to take her out, a large Earthquake sent them aback as the Ocean Palace arose from the sea to form the floating fortress, the Black Omen. The queen used this opportunity to board the vessel as it arose into the air. Thankfully, the party was also able to board in pursuit. After chasing her through the many passageways, they finally confronted her on the bridge, defeating her despite her incredible magical power.

With her dying breath, she reached for the console and pressed a button, "You... fools. I will... make sure you cannot stop... Lavos. When you are erased from time... I will become immortal with Lavos... Die." A terrible chaotic sound filled the bridge of the Black Omen, opening a massive gate, just as the Sight Scope was able to record her autopsy:

Spoiler

Queen Zeal
Origin: 12,000 BC (Antiquity)
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"We shall live forever with Lavos, who devours this planet even as he sleeps." - Queen Zeal

You are aligned with Lavos: Navigate the game to 1999 AD and ensure Lavos survives that day (see your factional knowledge), or eliminate enough players that your faction matches or outnumbers all other living players.

ROLE ABILITIES:
(In general, you may only use one of your role's abilities each night. Day Action abilities are instead used during the day, while Passive abilities are always active.)

  • Death Kiss (Factional): Target a player to kill and roleblock that player. Only one member of your faction can use a factional ability or item each night.
  • MP Buster: Target a player to roleblock that player. You cannot target the same player with this ability two nights in a row.
  • Mammon Machine: Twice per game, target a player to sabotage one item in that player's inventory at random. If an item was successfully sabotaged, you are told the name of the item, but nothing will be told to the target. Sabotaged items backfire on their wielder when used, with each item having a unique (usually inverse) effect.
  • Black Omen (Day Action): Once per game, through PM with the host, you may specify the next time period (taking effect at the end of the day) instead of it being determined by the lynch. You cannot select the End of Time or 1999 AD, and you cannot prevent the game from progressing to 1999 AD once its condition is met.

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

  • None!

ORIGIN BONUS:
(The first time the game enters your time period of origin at the end of a day, you obtain the following ability. It is not considered a part of your role until then.)

  • Halation: Target a player. If that player has a non-factional ability that won't be out of uses by the end of the night, you trade this ability for one of those, at random (while they receive this ability). You are bound by any restrictions an ability has when you receive it (which will be made aware to you). This trade is permanent - they will no longer have or be able to use the ability you receive, and you will no longer have or be able to use Halation (unless it is used on you).

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Despite already being in the Queen's home era, after awakening, they found themselves standing in the debris from the destroyed Black Omen even further back in time, 65,000,000 BC! Despite this unusual time shift, all players from this time period now receive their origin bonus (which they can use on the upcoming night).

As they were dusting themselves off, a new companion joined the party, to be referred to as Monster B. Night moves are due 9:35 PM ET.

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