Changeling Panic! 19 members · 0 stories
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master18
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TOWN MEMBERS


Background Ponies

For Players:

  • Background ponies have the ability to lock their doors once per game, granting themselves super night immunity and rendering them immune to being doused or killed (unless by a changeling assassin). If they are attacked the night that they lock their doors (by any killing role or an Arsonist), they are given one additional door lock, somewhat like a coach’s challenge in American football. This process may be repeated ad infinitum.

For GMs:

  • When a background pony locks their door, they are given super night immunity. This means that any changeling kill (not including assassin kills), town killing role kill, or arsonist douse will not go into effect (this differs from standard night immunity because an arsonist can douse a “night immune” player). The logic behind this is you cannot douse or kill a pony if you cannot go inside their room.

    • An arsonist's 'light the fire', however, will always take effect regardless of door locking or night immunity.
    • Assassin kills bypass door locks.

Doctors

For Players:

  • Once per night, a doctor may visit another player. If that player is attacked in the night, the doctor will save their life, leaving the would-be victim unable to complete their night action but alive to fight another day.
  • A doctor cannot target themselves to heal themselves.

For GMs:

  • A doctor protecting a pony who is doused by the Arsonist will not be doused, and will also not stop the dousing.
  • If a doctor attempts to heal a pony who is night immune and attacked, they will fail (receive the message ‘you tried to save Pony X, but they seemed to be fine!’)
  • If the doctor protects the Orphan the same night the Orphan stays with the doctor, and the doctor is attacked, this would require the doctor to heal himself, which is forbidden in the rules. In this case, where both players reciprocate their actions, the doctor and orphan will identify each other, and no joined actions will take place.

Royal Guards

For Players:

  • Royal Guards, as stated in the roles list, are guaranteed to get the alignment of the player they check. This manifests as “Not a threat”, “slightly suspicious”, “arsonist”, and “changeling!”

    • Flavor text will be used in the results.

For GMs:

  • Under the order of operations, a Royal Guard may end up checking a dead player. If this is the case, there will be no role information given, as the role will be revealed in the morning anyway.

Lunar Guards

For Players:

  • A Lunar Guard may watch over one other player each night. By doing so, they will be able to spot and identify every player (except changeling assassins) who visited their target during the night.

For GMs:

  • If a Lunar Guard watches a pony who is visited in the night by more than one player, there will be multiple names given. The order of names given will follow the order of player sign-up, and is not necessarily the order in which they visited the player.

Detectives

For Players:

  • A Detective may follow one player per night. If that player visits anyone, the detective will see and identify every player their target visited.

For GMs:

  • If a Detective follows a pony who visits more than one player, there will be multiple names given. The order of names given will follow the order of player sign-up, and is not necessarily the order in which they visited the player.

Show Mare

For Players:

  • Once per night a Show Mare may roleblock another player, dosing their victim with chloroform and rendering them unable to use their night action.
  • A Show Mare can neither roleblock nor be roleblocked by another roleblocker.

For GMs:

  • If two roleblockers (show mares or otherwise) both attempt to block the same player, both will succeed. Then stare at each other in confusion before going their separate ways.

    • This will be indicated to the victim by a flavor text mentioning that the smell of chloroform was so strong it was like it was doubled.

The Mayor

For Players:

  • The Mayor may choose during any night of the game to reveal their role to the other players in the GM’s morning report. After doing so, their lynch votes are worth three votes.

For GMs:

  • A mayor’s reveal counts as a night action; if they are role-blocked the night they wish to reveal, they will not reveal the next morning.

Mare-do-Well

For Players:

  • Mare-do-Well may kill another player two times per game. Attempts (i.e., killing a player who has locked their door or attacking a night-immune player) do not count as kills.

    • It does count if your target is killed and then saved by a doctor.

Taxi Driver

For Players:

  • A Taxi Driver has the ability to choose two players, including themselves if they’d like, during the night and switch their positions. Any effect that would target the first chosen player will instead affect the second, and vice versa.

For GMs:

  • Taxi Driver switches are processed after door locks but before kills.
  • A Taxi Driver may target themselves to be switched.
  • If player A has been switched with player B, but Changeling X wants to kill player A, they will go to player A’s house and kill player B. If, however, a doctor is stationed outside player A’s house in an attempt to protect player A, they will be alerted and save player B.

    • Both killing role and doctor will notice something off about their target, but only after the deeds have been done.
  • A taxi driver will not find out anything about the ponies they switch.
  • A player who is switched will awaken in the night, feel something is off about their bed, and return to sleep. A player who is the target of a failed switch will feel nothing.
  • A player who is night immune may still be targeted and affected by the taxi driver.

    • A background pony who has locked their door will not; the taxi driver will be unable to enter and will return the other player to their room in defeat.

      • This counts as an attack; the background pony will receive an additional door lock.
  • If changeling X attacks player A, but player A has been switched with changeling Y, changeling X will attempt to kill the pony in bed; in this case, changeling Y.

    • Changelings are immune to being drained of all magical energy; a queen kill will have no effect.
    • An assassin kill will be deadly regardless of target. No sanctions or other penalties will be taken, as this is not intentional game-throwing; but it does use one of their superkills.

NEUTRALS


Hybrids

For Players:

  • Hybrids are just what it says on the tin: half townspony and half changeling. At the start of the game they are given the name of one member of each team. They don’t have to choose sides; they can win with either team as long as they survive until the end of the game. While a Hybrid cannot lock their door like a Background Pony, they are immune to changeling queen and drone kills (though assassin kills still affect them) as they have no love to give. However, this comes at the expense of showing as “changeling” on any Royal Guard check.

For GMs:

  • In the unlikely event that the players that remain consist of a changeling, a townie, and a hybrid, nothing will happen and the day will proceed as usual. The hybrid will designate loyalty by which player they vote against, and when majority hits, the flavor text shall be written accordingly.

Arsonists

For Players:

  • An Arsonist can douse one pony per night with gasoline (or another substance such as kerosene in the event of multiple Arsonists in one game). They can douse as many players as they would like before finally deciding to light the fire. Upon setting it off, every single player that Arsonist doused will be burned to death that night. The next night the Arsonist may resume dousing players as before, .

For GMs:

  • An Arsonist’s dousings will be mentioned in the thread (“Does it smell like gasoline?”), but the target will never be named.
  • If an arsonist chooses to leave a taunting note, they may; but to prevent giving away the target of their night action, any note will be left out in the open for all to read.
  • A pony protected by a doctor may still be doused by the arsonist. They’re doctors, not bodyguards. The doctor will not be doused, nor be burned to death.
  • If there are two arsonists, and Arsonist A lights the fire, only the houses Arsonist A doused will be set aflame.
  • An Arsonist’s fire cuts through all night immunity.
  • An Arsonist has unlimited gasoline / matches. This means that as soon as she lights the fire, she can go right back to dousing.

    • Arsonists cannot douse a pony and light the fire in the same night.
    • An arsonist does not become a townie just because she lights her fire. Her victory condition is still “be the last one standing”.
  • An Arsonist may not light the fire during the day if she is being lynched.

    • She may, however, request a ‘suicide by fire’ flavor text death.

Orphans

For Players:

  • The Orphan is a town-aligned neutral character. Their goal is to find their Parent, a townspony (and only a townspony) designated at the start of the game by the GM.
  • The Orphan can visit another player each night. If the visited player is a changeling or neutral role instead of a townspony, they will refuse the Orphan, turning them out for the night. If the visited player is a townspony, though, they will let the Orphan stay with them for the night. That means that any effects that target the Orphan also target their host.
  • If the Orphan succeeds in finding and staying with their Parent, the Orphan loses their role and instead takes on their Parent’s role!

For GMs:

  • Orphan effects are as follows (assuming that he has found a place to stay):

Orphan is targeted: Townie and Orphan affected
Townie is targeted: Townie affected

Targeting is any night action. Everything from a kill to a douse is counted. If an arsonist douses the orphan, both will be doused; if the arsonist douses the townie, only the townie will be doused. If a doctor protects the orphan, and the townie is attacked, the doctor will save the townie; if a doctor protects the townie and the orphan is targeted, the orphan will die. If the Orphan has been doused and the fire is lit, both the orphan and townie will burn.
A roleblocked townie can still accept an Orphan visit.
Clarification: If the townie locks their door the same night the orphan visits, the orphan enters first (as listed in the order of operations) and then both are safe for the night. The attacking rule for a second lock still applies (the orphan visit is not considered an attack).

Exception: If the doctor protects the Orphan the same night the Orphan stays with the doctor, and the doctor is attacked, this would require the doctor to heal himself, which is forbidden in the rules. In this case, where both players reciprocate their actions, the doctor and orphan will identify each other, and no joined actions will take place.

  • If the Orphan finds their Parent, this will be announced in the thread (Last night there was a triumphant shout in the night that sounded like, 'I'm not alone anymore!'). Neither Orphan nor Parent will be named.
  • As Orphans cannot stay with anyone who is not friendly to the town, a Parent will only be a townie.
  • Orphans are considered “not a threat”, but something might feel off about them.
  • If Orphans and the Townie they stay with are each targeted by a different killing role, the Orphan kill will take effect first, and the Townie killer will arrive to find their target already dead.

    • The two killing roles will not see each other.

Amnesiacs

For Players:

  • The Amnesiac is a role capable of copying the role of any deceased player. On any night after a player is killed and their role revealed in the GM’s morning report, an Amnesiac can recall that role for themselves, taking on all abilities and winning conditions of said role.

For GMs:

  • An Amnesiac remembering their role will not announce their name, nor will their role will be revealed (Last night there was the sound of maniacal laughter and the words, 'I remember who I am now!').

    • If the Amnesiac is remembering the role of Mayor, this will be announced the next morning by the GM.

Executioner

For Players:

  • Executioners have neither loyalties nor night actions. The GM will give an Executioner the name of the player they are to execute in their role card, and their goal is to convince the rest of the Town to lynch that player.

For GMs: You’re cute

  • An Executioner comes up as “slightly suspicious”, and an Orphan cannot stay with them (their alignment is neutral, not town; and their victory condition is to get their target lynched. Any type of death will satisfy this requirement).

    • When their target has been killed, they do not get a door lock and they do not become a background pony; they will, however, show up as “not a threat” on any subsequent Royal Guard checks and ‘appeased executioner’ on skulk checks.

Mad Mare

For Players:

  • The Mad Mare is a neutral killing role. Their goal is to be the last pony standing, and they’ll get there by killing one pony per night until no more stand in their way. Unlike with most killing roles, the player can customize the flavor text of the attack.

For GMs:

  • A Royal Guard check comes back as ‘slightly suspicious’.
  • Unlike Assassins, Mad Mares cannot explicitly imitate the kills of other killing roles. They are, however, allowed the most leeway in describing their kills.

CHANGELINGS


Changeling Notes:

  • Unlike the townsponies and neutral players, all changelings from a single brood are given the names of every other changeling.
  • A changeling is immune to being drained of all magical energy. This is relevant in games with Taxi Drivers and games with more than one changeling hive.

Changeling Queen

For players:

  • Changeling Queens may kill one pony per night, or order an underling to kill a pony for them.
  • Changeling Queens are night immune and will show up as “Not a threat” when checked by a royal guard

For GMs:

  • A changeling queen may order any other changeling to kill another player (as opposed to the standard rules, which only permit drones or assassins to kill). To do this, a queen must send in the action, 'I order changeling A to kill pony X.' Then changeling A must send in, 'I kill pony X.' This uses both of their night actions and overrides any other night action a changeling might have.

    • Any changeling who accepts the order to kill will kill their target by draining of all magical energy, and give the normal changeling queen death message.
    • The queen's orders are sent through the Hivemind and are undetectable and unblockable; they cannot be seen by Lunar Guards or detectives, and a Show Mare cannot block them by blocking the queen. This means that if the queen sends an order and then gets roleblocked, the order is still delivered and the kill still happens.

      • If the queen does not send in the order, but a changeling sends in a kill action, the kill will still take place. This is to prevent a stalemate if the queen is afk for an extended period of time.
      • If the queen does not send in the order and two changelings attempt to send in a kill action, the one received first will go into effect.
    • Regardless of number of drones or other changelings, the hive gets one queen kill per night. This is not related to the assassin’s kills, which may be used at any time at the assassin’s discretion.
    • If an assassin is ordered to kill another pony, this does not count as one of their two assassin superkills. That is their option and choice alone to use.

      • An ordered assassin is visible to lunar guards and detectives as this is a queen kill, not an assassin kill.
      • If an assassin is the sole remaining killing role, and has a special kill remaining, they are not obligated to use that superkill before using a regular queen kill.

Changeling Drone

For players:

  • Changeling Drones can kill one pony per night (this counts as the hive’s nightly kill and should be coordinated with the rest of the hive)

For GMs:

  • As Drones are essentially Changeling Queens with less power, Drones are not typically used unless needed by the game mode or there is only one changeling left that isn’t a queen.

Changeling Seducer

For players:

  • Once per night a Changeling Seducer may roleblock another player, dosing their victim with chloroform and rendering them unable to use their night action.
  • A Changeling Seducer can neither roleblock nor be roleblocked by another roleblocker.
  • If a queen dies, the seducer will become the queen, with all the perks and privileges that brings. If there is no seducer, a random drone selected by the hive will perform the nightly kills (though without night immunity). This is to ensure that there is always a changeling killing role.

    • Only one drone is permitted to kill. It is assumed that the hive will collaborate on this and select one to be the killing role; if more than one changeling drone send in a kill action, the one that is received first will be taken into effect.
    • When there is only one changeling left that is not a queen, they will become a crazed changeling (as changelings are not meant to be alone). A crazed changeling does not get night immunity either, but they do get the ability to kill one pony per night.
    • If there is no drone, the remaining changelings may decide and choose one to become the drone, thus maintaining the nightly kills.

      • There is, of course, the option of waiving this action, but I can't see why you would.

        • If it is waived, there are no ‘take-backs’.

Changeling Skulk

For players:

  • The Changeling Skulk can investigate one other player per night. If successful, they will discover that player’s exact role.

Changeling Assassin

For players:

  • The Changeling Assassin can kill two players per game with super kills—strikes that avoid the notice of detectives and lunar guards and ignore night immunity.
  • If an assassin is ordered to kill another pony, this does not count as one of their two assassin superkills. That is their option and choice alone to use.

    • An ordered assassin is visible to lunar guards and detectives as this is a queen kill, not an assassin kill.
    • If an assassin is the sole remaining killing role, and has a special kill remaining, they are not obligated to use that superkill before using a regular queen kill.

For GMs:

  • Assassin kills are processed before queen kills, as their kills are unblockable.

Changeling Deceiver

For players:

  • Changeling Deceivers may choose to visit one player per night disguised as another player.
  • To successfully send in your action, two names must be given and clearly identified which is which (who you are disguised as and who you are visiting). If two names are not sent in with the night action or it is not made clear which is which by morning, the night action will be considered void and will not take place.

For GMs:

  • Changeling Deceivers are seen as the player that they are disguised as by Lunar Guards and Detectives. For example:

    • If a detective follows player A while player B disguises themself as player A and visits player C, the detective will see player A visit player C, in addition to seeing where player A actually goes.
    • If a lunar guard is watching player A while player B disguises themself as player C and visits player A, the lunar guard will see player C visit player A, in addition to anyone else who visits player A.
  • If a Detective follows a Changeling Deceiver, they will see the Deceiver visit both their targets. The order of names given will follow the order of player sign-up, and is not necessarily the order in which they visited the players.

Changeling Defiler

For players:

  • Changeling Defilers may visit one player per game and, if that player is killed, they will destroy the player’s body and prevent their role, any last wills, and any killer notes from appearing in the morning report
  • If the player visited is not killed, it does not count as the defiler’s one ability use.

For GMs

  • Changeling Defilers prevent the player’s role, last will, and any notes from their killer from appearing in the morning report. It is still reported that they died, obviously.

Added roles:

Celestia: Princess Sunbutt, the princess of the Sun herself. Neutral. Her victory condition is to banish Luna to the moon (lynching her does not fulfill this condition). She can banish two players to the moon per game (banishing overrides all night immunity, but Celestia is susceptible to being role-blocked) and only one player per night. Celestia is night-immune and shows as 'slightly suspicious' on a role check if she still has her banishing ability, ‘not a threat’ if she does not.

If she has her banishing ability, she is considered a threat to both the hive and the town.


Luna: Princess Moonflank, the princess of the Night herself. Neutral. Her victory condition is to survive until the end. She can dreamwalk and find the exact role of any player regardless of changeling interference (though she can still be role-blocked). Luna is night immune and her dreamwalking visits are invisible to lunar guards and detectives. She shows as 'not a threat' on a role check.

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