SFoL 64: Duel of the Juggernauts discussion and balance thread

General mechanics:

  • The setup is open (all class cards and mechanics are available in the OP); however, the Hand of Byzantium classes are randed. Only the Syndicate spawns with the same classes and numbers.
  • The class cap on Hand of Byzantium classes is 4, meaning that the same class can’t roll more than 4 times.
  • Executions are both by majority and plurality, starting day 1.
  • The phase lengths are: 48 hour days, 24 hour nights. We may change this to 72 hour days pregame, if enough people want us to do so.
  • There is no starting King. King elections occur on day 2. Later elections occur the day after the King dies.
  • Actions are done by messaging in your class card
  • Only investigative roles and abilities will have feedback (such as being occupied / redirected) unless explicitly stated otherwise.
  • Syndicate members will talk through a special Discord server or forum page.
  • Post in classcard what you want on your journal. When you die, the last update to your journal will be revealed to everyone. It has a character limit of 1000 characters.
  • Players should make at least 10 game related posts per day phase. If this cannot be met for a particular reason, the mod should be informed in your role PM. Prods will be sent out in classcards.

The Setup:

27 players total. 21 Hand of Byzantium (including two unique classes), and 6 Syndicate. The Elder is a lost wolf.

1x Arbiter
1x Priestess
19x Random Hand of Byzantium
1x Templar
1x Confessor
1x Harbinger
1x Zealot
1x Archon
1x Elder

List of classes:

Hand of Byzantium

The Arbiter :crossed_swords: :shield:

Hand of Byzantium Special
Inside Knowledge (Passive) - At the start of the first day, you are given the name of another random player who is guaranteed to be a member of the Hand of Byzantium. Additionally, at the start of each day, you will learn which Reshape Reality effect the Syndicate used last night, if any. Revealing any information from this passive within the thread will count as a claim, should the Syndicate notice it.
Tenacity (Passive) - You are occupation and redirection immune both at night and during the day. You may also use both night abilities at the same time.
Entrust (Day) - Choose a player. You gain a day/night neighborhood chat with that player until your death, at which point the other player will be forcibly removed from the neighborhood. Your target cannot be the player whose name was given to you at the start of the game as part of Inside Knowledge. (1 use)
Royal Judgment (Night) - Learn if a player is a member of the Syndicate. If they are, you will attack them as well. The attack is regular and does not bypass immunities.
Royal Providence (Night) - Heal another player, removing bleeding and preventing them from dying tonight. :crown:
Defeat the Syndicate.

The Priestess :crossed_swords: :shield:

Hand of Byzantium Special
Tenacity (Passive) - You are occupation and redirection immune both at night and during the day. You may also use both day abilities during the same day (but each of them can only be used once per day).
Circle of Worship (Passive) - You start the game in a neighborhood chat with yourself as the only member. It is called the Worshipper neighborhood chat. Everyone in the Worshipper neighborhood chat except you cannot be targeted by the Syndicate’s anti-claim mechanics for as long as you are alive. When you die, everyone is ejected from the neighborhood.
Invite to Sermons (Day) - Choose a player. At the start of the night, they will be added to the Worshipper neighborhood chat.
Cherished Blessing (Day) - All members of the Worshipper neighborhood will be immune to the Syndicate’s day abilities today (this will not make you immune to anti-claim). (2 uses)
Channel the Fallen (Night) - Choose a night ability of a dead Hand of Byzantium member. You may use it on any eligible target tonight and it will count as a visit of the dead player instead of yours. However, you cannot use the same player’s ability more than once.
Celestial Protection (Night) - Unconditionally protect another player from death tonight. This is the only effect which can stop strongman attacks, and it can also be successfully used on the Arbiter. (1 use) :crown:
Defeat the Syndicate.

The Actuary

Hand of Byzantium Investigative
Sharp Eyes (Day) - Choose a player. At the start of the night, if you are still alive, you will be informed if they used any day abilities during the day. (2 uses)
Inventory (Night) - Choose a player and learn whether they have “more than 2 uses” or “2 or fewer uses” of all their limited-use abilities total.
Check Logs (Night) - Learn how many abilities a player has successfully used throughout the game. Factional abilities count. (2 uses)
Defeat the Syndicate.

The Fortuneteller

Hand of Byzantium Investigative
Numerology (Passive) - Using Tarot Card on odd nights gives you information about one additional player, chosen at random – even from outside the targets you selected.
Shuffle Deck (Night) - Gain a use of Tarot Card.
Tarot Card (Night) - Choose up to three players other than yourself. At the end of the night, you will learn the class type of up to three of them, at random (with a minimum of one player). Special classes are shown as Investigative. Tarot Card does not count as a visit. (0 uses)
Defeat the Syndicate.

The Socialite

Hand of Byzantium Investigative
Royal Blood (Passive) - Each vote you receive during King elections will count as two.
Guest List (Day) - At the end of the coming night, you will learn how many players visited you. (2 uses)
Social Links (Night) - Choose two players. You will learn if they match. If their class types are not in the same grouping (Killer/Offensive; Support/Social; Special/Investigative), you will receive no match. If their class types are in the same grouping, but still different, you will receive a good match. If their class types are the exact same, you will receive a perfect match.
Faction Links (Night) - Check if two players have the same alignment. If they do, you will receive a match. If they do not, you will receive no match. Does not bypass framing, godfathers or tailoring. (1 use)
Defeat the Syndicate.

The Watchman

Hand of Byzantium Investigative
Tracking (Day) - Choose a player. At the end of the coming night, you will learn if they visited someone during that night. (2 uses)
Silent Stalking (Night) - Learn who a player visits tonight.
Midnight Vigil (Night) - Learn who visited target player tonight. (2 uses)
Defeat the Syndicate.

The Coroner

Hand of Byzantium Social
Grave Focus (Day) - Target a player. If you successfully use Exhume tonight, you will additionally learn whether that player visited target of Exhume the night they died. (2 uses)
Exhume (Night) - Choose a dead player. You will learn the class of the target’s killer. If multiple effects killed the player at the same time, you will learn all of the classes which caused them. If the effect that killed them was a factional ability, you will only be told they were killed by anti-claim or the Syndicate’s factional kill. :crown:
Forensics (Night) - Choose a dead player. At the end of the night, you will learn all of their visitors throughout the game, but not when they visited that player. Can only be used on players who died on the third night or later. (1 use)
Defeat the Syndicate.

The Crusader

Hand of Byzantium Killer
Providence (Day) - All Syndicate members who attempt to visit you tonight will be prevented and will start bleeding. You cannot use Hand of God during the night if you used Providence during the day before. (1 use)
Hand of God (Night) - Guard a player. If a member of the Syndicate visits them tonight, you will make them start bleeding without interrupting their action. If more than one member of the Syndicate visits them, then you will make one of them bleed at random. :crown:
Deus Vult (Night) - Attack two players and kill yourself. Even if the ability fails, you are still going to kill yourself. (1 use)
Defeat the Syndicate.

The Duelist

Hand of Byzantium Killer
Royal Blood (Passive) - Each vote you receive during King elections will count as two.
Schuld (Passive) - If you kill a member of the Hand of Byzantium with your abilities, all votes you receive in King elections for the remainder of the game will be nullified.
Versetzen (Day) - You will be night immune tonight. If you block an attack this way, you will gain a use of Zornhau. (2 uses)
Mittelhau (Night) - Redirect a player to yourself, then attack that player. You will be immune to attacks you redirect this way. If you kill a member of the Hand of Byzantium by using this ability, it will become disabled for two nights.
Zornhau (Night) - Make yourself occupation and redirection immune, then attack a player, bypassing healing and night immunity. (0 uses)
Defeat the Syndicate.

The Thaumaturge

Hand of Byzantium Killer
Thaumaturgic Focus (Passive) - You are occupation and redirection immune.
Sigil of Inertia (Day) - Set a Sigil of Inertia on a player. If they attempt to use a day ability today, the Sigil will trigger and they will start bleeding. The bleeding will kill them in two nights, unless they are healed until then. You will be informed when the Sigil triggers. Reusing the ability while a Sigil is still in place will change the player who has the Sigil. The Sigil will not trigger if the target is attacked on the same night you place the Sigil on them. When a Sigil triggers, it is removed from the target and goes on a 1-cycle (day/night) cooldown before you are allowed to use it again.
Sigil of Thunder (Night) - Set a Sigil of Thunder on a player. If they are attacked, the Sigil will trigger and empower the attack, making it bypass immunity and healing. Can empower the “attack” from Sigil of Fire. You will be informed when the Sigil triggers. Reusing the ability while a Sigil is still in place will change the player who has the Sigil. The Sigil will not trigger if the target is attacked on the same night you place the Sigil on them. When a Sigil triggers, it is removed from the target and goes on a 1-cycle (day/night) cooldown before you are allowed to use it again.
Sigil of Fire (Night) - Set a Sigil of Fire on a player. If they are attacked, the Sigil will kill the attacker without preventing their actions, and you will be informed (does not bypass night immunity or healing). Reusing the ability while a Sigil is still in place will change the player who has the Sigil. The Sigil will not trigger if the target is attacked on the same night you place the Sigil on them. When a Sigil triggers, it is removed from the target and goes on a 1-cycle (day/night) cooldown before you are allowed to use it again.
Defeat the Syndicate.

The Warrior

Hand of Byzantium Killer
Combat Ready (Passive) - You are night immune during the first two nights of the game. If you are attacked while Combat Ready is active, you will counterattack the assailant (without bypassing immunity or healing). The counterattack will occur even if the attack bypasses your immunity.
Bloodlust (Passive) - Whenever you successfully kill a member of the Syndicate, you gain an additional night of Combat Ready during the next night. If your successful kill was on the first night, then your additional night of immunity will take effect two nights later.
Raging Axes (Night) - Attack a player. If you kill a member of the Hand of Byzantium, this ability will be disabled for the next two nights and you will appear to investigators as a member of the Syndicate during that time. If you killed a member of your faction with this ability while Combat Ready was active, you immediately lose all remaining nights of Combat Ready.
Taunt (Night) - Redirect a player to yourself. (1 use)
Defeat the Syndicate.

The Bard

Hand of Byzantium Support
Pure Wits (Day) - You will be occupation and redirection immune tonight. (3 uses)
Crescendo (Night) - Choose a player. If they attempt to redirect, occupy, or attack someone tonight, their action will bypass immunities and healing.
Allegro (Night) - Make a player occupation, redirection and night immune tonight. If they are bleeding, they will be healed as well. (2 uses) :crown:
Defeat the Syndicate.

The Eccentric

Hand of Byzantium Support
Royal Blood (Passive) - Each vote you receive during King elections will count as two.
Magus/Steam Golem (Night) - Make a player immune to negative effects tonight, excluding attacks and Reshape Reality effects.
Magus/Steam Mirror (Night) - Choose a player. All other players who visit them tonight will be redirected to themselves. (2 uses)
Defeat the Syndicate.

The Patron

Hand of Byzantium Support
Royal Blood (Passive) - Each vote you receive during King elections will count as two.
Emergency Funds (Day) - Choose a player. If they have a limited-use ability with no uses, they will be granted an additional use. If they have multiple limited-use abilities with no uses, one of them will be chosen at random. The target will not be notified until they try to use the ability. (1 use)
Patronage (Night) - Choose a player. If they use a limited-use ability tonight, the use will not be consumed. The target will not be notified even if the effect triggers.
Defeat the Syndicate.

The Squire

Hand of Byzantium Support
Pick up the Mantle (Night) - Choose a dead Hand of Byzantium member who was not the Arbiter, the Priestess, a King, or a cleaned player. You will inherit their class at the end of the night, with the same number of limited ability uses they had when they died.
Defeat the Syndicate.

The Surgeon

Hand of Byzantium Support
Self-Aid (Passive) - You are bleeding immune.
Coagulant (Day) - Make a player permanently immune to bleeding. (1 use) :crown:
Surgery (Night) - Heal another player, removing bleeding and preventing them from dying tonight. :crown:
Miracle Touch (Night) - Heal a player. They will also be automatically healed on the next night. (1 use) :crown:
Defeat the Syndicate.

The Druid

Hand of Byzantium Offensive
Isolation (Passive) - You are occupation and redirection immune.
Glyph of Decay (Day) - Make a player unhealable tonight, tomorrow, and during the next night. (2 uses) :crown:
Glyph of Lethargy (Night) - Occupy a player.
Glyph of Sloth (Night) - Occupy two target players. (1 use)
Defeat the Syndicate.

The Overseer

Hand of Byzantium Offensive
Overrule (Day) - Choose a player and another player. If your first target uses a day ability today, they will be redirected to your second target. (2 uses)
Red Tape (Day) - The King’s night abilities will fail tonight. (2 uses)
Order of Relocation (Night) - Redirect a player to another.
Order of Exchange (Night) - Redirect two players to each other. (1 use)
Defeat the Syndicate.

The Sentinel

Hand of Byzantium Offensive
Alertness (Day) - You will be occupation and redirection immune tonight. (2 uses)
Detainment (Night) - Remove all passives and immunities from a player until the end of the next night. They will not be informed about this. The Elder, Arbiter and Priestess are immune to this effect, but even if you target them, the ability will go on cooldown. (1-night cooldown)
Curfew (Night) - Choose a player. If they attempt to use a killing or offensive ability tonight, you will occupy them. (2 uses)
Defeat the Syndicate.

Syndicate

The Templar :shield: :crossed_swords:

Syndicate Killer
In Nomine Dei (Passive) - If you perform the factional kill, you will always bypass night immunity and protective effects, excluding the Priestess’s Celestial Protection. You may also use both Purge the Sinners and Faith and Steel on the same day.
Purge the Sinners (Day) - Choose two players. Make one of them start bleeding, and make another think they started bleeding. The true bleeding will kill the target in two nights if they are not healed. The fake bleeding will inform the player that they were bled as normal, but it will have no effect. (3 uses) :crown:
Faith and Steel (Day) - Kill yourself and target player in broad daylight. Nothing will be able to stop this. (1 use)
Divine Retribution (Night) - Only available on even nights. Attack a player who voted you at any point during the previous day. You do not receive bonuses from In Nomine Dei while using this ability. :crown:
Massacre (Night) - Kill target player and all of your target’s visitors.Syndicate can’t perform the factional kill on the night this ability is used. You do not receive bonuses from In Nomine Dei while using this ability. (1 use) :crown:
Defeat the Hand of Byzantium.

The Confessor :shield: :crossed_swords:

Syndicate Investigative
Syndicate’s Watchmen (Passive) - At the end of each night, you automatically learn the names of all classes that visited you. If you were visited more than once by the same class, the name of that class will appear several times, corresponding to the number of visits from that class.
Contrition (Passive) - If you perform the factional kill, it will not count as a visit.
Omniscience (Day) - Choose another member of the Syndicate. At the beginning of the night, you will learn the names of all day abilities used on them during that day. (3 uses)
Eyes of the Syndicate (Day) - Choose one player for each living member of the Syndicate. At the end of the coming night, if you are alive, you will learn which of those players visited a member of the Syndicate during the night, and which member was visited by which player. (2 uses)
Confession (Night) - Learn a player’s class and how many remaining uses of limited abilities they have. You will also learn their current logs, if they have any.
Vigil (Night) - Learn who a player visited tonight and who visited them. (3 uses)
Defeat the Hand of Byzantium.

The Harbinger :shield: :crossed_swords:

Syndicate Support
Omen of Remorse (Passive) - Whenever a player visits you, they become framed until you die (all investigative abilities will return the opposite results if they target a framed player, depending on what the ability is). The Arbiter bypasses this framing completely.
Omen of Deceit (Passive) - If you perform the factional kill, your target’s logs will be deleted. You will learn what information they contained.
Dominance of Pestilence (Day) - All players who attempt to occupy or kill you tonight will start bleeding and their visits will be prevented. The bleeding will kill them in two nights if they are not healed. If the Arbiter attempts to investigate you, they will also be prevented and bled. (2 uses)
Circle of War (Day) - Prevent another player from visiting and being visited tonight. (2 uses)
Grasp of Famine (Night) - Heal a player. They will also be immune to occupation and redirection tonight. :crown:
Banner of Death (Night) - Mark a player for death. All attacks that target a marked player are guaranteed to succeed. The mark takes effect on the night after it is placed, but it is permanent and remains on the target even if you die. (2 uses) :crown:
Defeat the Hand of Byzantium.

The Zealot :shield: :crossed_swords:

Syndicate Offensive
Fanatical Zeal (Passive) - You are occupation and redirection immune. If anyone attempts to occupy or redirect you, you will be immediately informed. If you manage to redirect a player into killing another, you will be informed and you will a gain a stack of Zeal. You can spend a Zeal stack during the night to occupy a player as an additional, separate night ability. This night ability still counts as a visit.
Overwhelming Aura (Passive) - At the end of each night, you automatically learn if a Syndicate member’s night ability failed, and if so, which one. Additionally, if you perform the factional kill, you occupy your target before attacking them.
Force of Conviction (Day) - Choose two players. If the first player uses a day ability today, it will be redirected to the second player. If you choose the same player twice, they will be occupied until the end of the day instead. (3 uses)
Mirror of Faith (Day) - Choose a player. All other day abilities used on them today will be automatically redirected to their users. You cannot target yourself. (3 uses)
Might of Conviction (Night) - Choose two players. The first player will be redirected to the second. If you choose the same player twice, you will occupy them instead. You are only seen visiting the first player you choose.
Works of Zeal (Night) - Swap two players. Every other player targeting one of them tonight will be redirected to the other, bypassing redirection immunity. You cannot target yourself. (2 uses)
Defeat the Hand of Byzantium.

The Archon :shield: :crossed_swords:

Syndicate Social
Influence and Affluence (Passive) - During King elections, all votes for you from members of the Hand of Byzantium count as three. As long as you are alive, if votes are tied between two or more players at the end of the day and one of those players is a member of the Syndicate, the random selection of who is executed will never choose the Syndicate member.
Grand Archbishop (Passive) - After you die, you can still speak in the Syndicate chat (you may leave it and join dead chat at any moment). You may use both Mental Restructuring and Rapture during the same day. Additionally, if you perform the factional kill, your vote will secretly count as two during the following day if there are eleven or more players alive.
Mental Restructuring (Day) - Link the minds of two players other than yourself. Tonight, they will be able to talk to each other until the end of the night. At the end of the night, they will be removed from their chat and you will be added to it.
Rapture (Day) - Choose a player other than yourself. If they are executed today, their class and logs will not be revealed. However, they will be revealed in the Syndicate chat. When you die, the class and logs of that player will be revealed alongside yours. (1 use) :crown:
Scales of the Syndicate (Night) - Choose two players other than yourself. Tomorrow, one fewer vote will be required to execute the first player and one more vote will be required to execute the second player. Both effects are silent. :crown:
Pearly Gates (Night) - Choose a dead Syndicate member whose identity was not hidden by Rapture and bring them back to life until the end of the next day. It will be publicly announced that the Syndicate revived [player] for one final day. They will not be able to vote, and they will not count toward parity, but they will be able to post a total of 50 times and they will be able to use their day abilities as normal. They will also count as alive for the purpose of the Syndicate’s abilities, such as the Confessor’s Eyes of the Syndicate. (1 use)
Defeat the Hand of Byzantium.

The Elder :shield: :crossed_swords:

Syndicate Special
Alpha and Omega (Passive) - Despite being a member of the Syndicate, you do not know who the other members are and they do not know who you are. You also do not have access to their factional chat or any of their factional abilities, but at the start of each day, you are informed about the current Reshape Reality effect the Syndicate activated last night. If at least half of the living Syndicate members (rounded up) have received a notification about the Elder investigating them at any point during the match, you will automatically join their chat when that condition is met. From that point forward, you will also have access to the factional abilities of the Syndicate.
Immaculate (Passive) - You are occupation immune both during the night and during the day. You are also night immune, and you appear to investigators as a member of the Hand of Byzantium, including the Arbiter. If a member of the Syndicate attempts to attack you, you will be notified and gain a use of Righteous Wrath. You lose this passive when you are added to the factional chat.
Righteous Wrath (Day) - Kill a player in broad daylight. If you are not in the Syndicate factional chat, you gain a use of this ability whenever you discover a member of the Syndicate with Gaze of the Seer. - 0 uses.
Second Wind (Conditional Day/Night) - Choose any ability of a dead Syndicate member. If you are using Second Wind during the day, you may choose a day ability; if you are using it during the night, you may choose a night ability. After choosing the ability, use it on any eligible target/targets of your choice. You may only use each ability once per game. This ability never counts as a visit.
Gaze of the Seer (Night) - Learn if a player is a member of the Syndicate, bypassing framing and tailoring effects. If they are, they will be informed that the Elder successfully investigated them last night.
Defeat the Hand of Byzantium.

Kings

The Righteous King :shield:

Hand of Byzantium Special
Dynastic Cycle (Passive) - If you die, there will be a vote held to crown the next King. The vote will begin on the day immediately after you died.
Head of State (Passive) - Your vote counts as two. You may use both day abilities at once.
Audience (Day) - Select up to three players. They will be able to speak in a Royal Chat with you tonight. At the end of the night, all players except you will be removed from the chat.
Bounty (Day) - You can only use this ability during the first twelve hours of the day, and only if there are thirteen or more players alive. Choose a player who has not been targeted by a Bounty at any point during the game. It will be publicly announced that “The King has posted a bounty for [PLAYER]'s head.” If they are executed today, there will be an additional execution, regardless of their flip. If they are not executed today, the use of this ability will be refunded. (1 use)
Royal Guard (Night) - Send a guard to a player. They will be night immune tonight. You can target yourself. (3 uses)
Royal Advisors (Night) - Send an advisor to a player. If they are visited by the Syndicate tonight, you will be informed. (3 uses)
Defeat the Syndicate.

The Prophetic King :shield:

Hand of Byzantium Special
Head of State (Passive) - Your vote counts as two. You may use both day abilities at once. If you die, there will be a vote held to crown the next King. The vote will begin on the day immediately after you died. Additionally, at the start of each day, you will learn which Reshape Reality effect the Syndicate used last night, if any. Revealing this information within the thread will count as a claim, should the Syndicate notice it.
Tenacity (Passive) - You are occupation and redirection immune both at night and during the day. You may also use both night abilities at the same time.
Audience (Day) - Select up to three players. They will be able to speak in a Royal Chat with you tonight. At the end of the night, all players except you will be removed from the chat.
Bounty (Day) - You can only use this ability during the first twelve hours of the day, and only if there are thirteen or more players alive. Choose a player who has not been targeted by a Bounty at any point during the game. It will be publicly announced that “The King has posted a bounty for [PLAYER]'s head.” If they are executed today, there will be an additional execution, regardless of their flip. If they are not executed today, the use of this ability will be refunded. (1 use)
Royal Judgment (Night) - Learn if a player is a member of the Syndicate. If they are, you will attack them as well. The attack is regular and does not bypass immunities.
Royal Providence (Night) - Heal another player, removing bleeding and preventing them from dying tonight.
Defeat the Syndicate.
Crowns from Arbiter.

The Purified King :shield:

Hand of Byzantium Special
Head of State (Passive) - Your vote counts as two. You may use all day abilities at once (but you can only use each ability once per day). If you die, there will be a vote held to crown the next King. The vote will begin on the day immediately after you died. Additionally, you retain the Circle of Worship passive and all of the current Worshipper neighborhood chat members retain the benefits of the neighborhood.
Tenacity (Passive) - You are occupation and redirection immune both at night and during the day. You may also use both night abilities at the same time.
Invite to Sermons (Day) - Choose a player. At the start of the night, they will be added to the Worshipper neighborhood chat.
Cherished Blessing (Day) - All members of the Worshipper neighborhood will be immune to the Syndicate’s day abilities today. (2 uses)
Bounty (Day) - You can only use this ability during the first twelve hours of the day, and only if there are thirteen or more players alive. Choose a player who has not been targeted by a Bounty at any point during the game. It will be publicly announced that “The King has posted a bounty for [PLAYER]'s head.” If they are executed today, there will be an additional execution, regardless of their flip. If they are not executed today, the use of this ability will be refunded. (1 use)
Royal Invitation (Night) - Choose a player. At the start of the coming day, they will be added to the Worshipper neighborhood chat. (3 uses)
Channel the Fallen (Night) - Choose a night ability of a dead Hand of Byzantium member. You may use it on any eligible target tonight and it will count as a visit of the dead player instead of yours. However, you cannot use the same player’s ability more than once.
Defeat the Syndicate.
Crowns from Priestess.

The Divine King :shield:

Syndicate Special
Dynastic Cycle (Passive) - If you die, there will be a vote held to crown the next King. The vote will begin on the day immediately after you died.
Head of State (Passive) - Your vote counts as two. You may use both day abilities at once. You are informed about Reshape Reality actions whenever they take effect.
Audience (Day) - Select up to three players. They will be able to speak in a Royal Chat with you tonight. At the end of the night, all players except you will be removed from the chat, and all living Syndicate members who are in the factional chat together will gain access to it. However, none of them will be allowed to post anything there.
Bounty (Day) - You can only use this ability during the first twelve hours of the day, and only if there are thirteen or more players alive. Choose a player who has not been targeted by a Bounty at any point during the game. It will be publicly announced that “The King has posted a bounty for [PLAYER]'s head.” If they are executed today, there will be an additional execution, regardless of their flip. If they are not lynched today, the use of this ability will be refunded. If a member of the Syndicate is executed this way, the Syndicate may assign an additional factional kill tonight, even to the same player. They will be informed about this. (1 use)
Syndicate’s Guard (Night) - Send a guard to a player. They will be night immune tonight. You can target yourself. (3 uses)
Conspiracy (Night) - Remove a player’s immunities for tonight, if they have any. (2 uses)
Defeat the Hand of Byzantium.

The Elder King :shield:

Syndicate Special
Dynastic Cycle (Passive) - If you die, there will be a vote held to crown the next King. The vote will begin on the day immediately after you died.
Head of State (Passive) - Your vote counts as two. You may use all three day abilities at once. You are informed about Reshape Reality actions whenever they take effect.
Audience (Day) - Select up to three players. They will be able to speak in a Royal Chat with you tonight. At the end of the night, all players except you will be removed from the chat.
Bounty (Day) - You can only use this ability during the first twelve hours of the day, and only if there are thirteen or more players alive. Choose a player who has not been targeted by a Bounty at any point during the game. It will be publicly announced that “The King has posted a bounty for [PLAYER]'s head.” If they are executed today, there will be an additional execution, regardless of their flip. If they are not executed today, the use of this ability will be refunded. If a member of the Syndicate is executed this way, the Syndicate may assign an additional factional kill tonight, even to the same player. They will be informed about this. (1 use)
Second Wind (Conditional Day/Night) - Choose any ability of a dead Syndicate member. If you are using Second Wind during the day, you may choose a day ability; if you are using it during the night, you may choose a night ability. After choosing the ability, use it on any eligible target/targets of your choice. You may only use each ability once per game. This ability never counts as a visit.
Syndicate’s Guard (Night) - Send a guard to a player. They will be night immune tonight. You can target yourself. (3 uses)
Conspiracy (Night) - Remove a player’s immunities for tonight, if they have any. (2 uses)
Defeat the Hand of Byzantium.
Crowns from Elder.

Syndicate mechanics:

You have a singular factional kill per night, which is compulsory and assigned. One must sacrifice their night action in order to perform the kill. A different Syndicate member must perform the kill each night until every living member has performed the kill, then the cycle resets.

You have two types of assigned anti-claim shots and each can be used once per day. Each shot is assigned, meaning that the member of the Syndicate taking it must sacrifice their day ability to do so. A Syndicate member cannot take the shot if they have already used a day ability in a phase.

The first type is the regular shot. To use it, quote a post which appears to be a hardclaim or a softclaim and name the class you believe the poster to be claiming. If you are correct, you will fire an unstoppable shot at them, killing them unconditionally, unless they are protected by the Priestess. Note that the post you quote does not have to be written in the primary game thread; posts in neighborhood chats are eligible as well.

The second type is the PR shot. To use it, quote a post a non-Syndicate player wrote, then name a player who you believe to be the Arbiter or the Priestess based on that post. Note that your target does not have to be the same player whose post you quoted. If your Arbiter/Priestess guess is correct, they will immediately die, bypassing everything. However, if your guess is wrong, the shooter will die instead, also bypassing everything. Neighborhood chat posts still count.

The PR shot becomes disabled when both the Arbiter and Priestess are dead, since it has no remaining function.
Finally, the regular shot becomes unassigned when there are two or fewer Syndicate members left alive. However, the PR shot always remains assigned.

If the Elder ever becomes the only Syndicate member left alive, they automatically join the factional chat.

Every night, you may activate a Reshape Reality action from a list. You may only activate each action once. The selection is not assigned by any means, and it is made as a collective decision in the factional chat. The Elder will not be able to choose the action until the join the factional chat, but they will be informed which Reshape Reality action is in place at the start of each day.

List of Reshape Reality actions
  • The Fool - If a member of the Hand of Byzantium is executed tomorrow, the day will be extended by 24 hours and there will be an additional execution. However, during the following night, each member of the Syndicate will be able to choose what class they want to appear as, and who they want to be seen visiting. They will appear to investigators as that class, visiting the player(s) of their choice. The Arbiter bypasses this mechanic.

  • The Magician - Everyone will be occupation and redirection immune during the coming day and night.

  • The High Priestess - At the start of the coming day, all targets of the Arbiter and Priestess’s abilities during the night will be revealed in the thread, but not which players were targeted by which class and/or ability.

  • The Empress - During the coming day and night, using limited-use day and night abilities will not consume any uses.

  • The Emperor - Tomorrow, the King’s vote will count as three. However, they will start bleeding sometime in the middle of the day. If the King is the Divine King or Elder King, the bleeding will be fake, and the King will be informed that the bleeding is fake.

  • The Hierophant - On the next night, all players will be automatically redirected to their targets from the previous night.

  • The Lovers - The Syndicate chooses two players, one of which is a member of Syndicate, as they activate this action. If one of the chosen players dies tomorrow by any means, the other will die as well.

  • The Chariot - All attacks during the next night will be impossible to stop by occupation or redirection. However, Killer classes in the Hand of Byzantium will not receive any penalties for killing members of their faction.

  • Strength - On the next night, all regular attacks will become strongman attacks, which bypass night immunity and healing. However, all attacks which bypass night immunity and/or healing will become regular attacks.

  • The Hermit - All living players with Investigative classes will be occupied during the next night, but they will also be night immune and they will receive healing.

  • Wheel of Fortune - A beneficial and harmful effect will be randomized from among the Syndicate’s Reshape Reality actions and they will both take effect. The Syndicate, including the Elder, will know which effects were randomized and put in effect. The Arbiter will only be informed that the effects were randomized, but not what exactly was randomized.

  • Justice - If a member of the Hand of Byzantium is executed tomorrow, all players on their wagon will have their immunities removed during the following night. However, if a member of the Syndicate is executed tomorrow, all players on their wagon will be protected from negative effects, excluding attacks, during the following night.

  • The Hanged Man - Whoever is executed tomorrow will gain access to two night abilities, which they can use during the following night and only during the following night. They can use both abilities if they want; both are ninja (do not count as visits) and unstoppable. The first ability is an attack, only usable against players who ended the day on the main wagon. The second ability is a heal, only usable on players who did not end the day on the main wagon.

  • Death - At the start of the coming day, the current King will revert to their original class and another player will randomly be chosen to be the new King. The new King can be a member of either faction.

  • Temperance - All day abilities used tomorrow, excluding factional abilities, will automatically fail. If they were limited-use abilities, the uses will still be consumed. However, all members of the Syndicate excluding the Elder automatically lose a use of each of their limited day abilities, regardless if they use them or not.

  • The Devil - During the coming day, three random players will start bleeding at various points of the day. The bleeding will kill them two nights later if they are not healed until then. The same player can be chosen twice or even thrice, but the Syndicate members are not informed in advance about who was chosen. Bleeding the same player more than once does not make them bleed out any faster.

  • The Tower - At the end of the coming day, the King will die and nothing will be able to stop it. However, if the King is a member of the Hand of Byzantium, they will be informed of this in advance and they will be able to secretly choose a player to go down with them. That player will also die at the end of the day, and nothing will be able to stop it either. If the King mentions knowing about this in the thread or a neighborhood chat, and the Syndicate points it out in their factional chat while highlighting the specific post, the King will die immediately and their chosen target will live.

  • The Star - All dead members of the Syndicate will be able to use their unlimited-use night abilities on the next night. However, if the Priestess and/or the Arbiter are dead, they will be able to do so as well, and they will be able to use both at the same time.

  • The Moon - A random member of the Hand of Byzantium will be occupied throughout tomorrow. Another random member of the Hand of Byzantium will be occupied on the coming night. A third random member of the Hand of Byzantium will appear to investigators as a Syndicate Killer during the coming night. However, on the night after that, the same effects are repeated for members of the Syndicate, and the same player can be chosen multiple times regardless of the Syndicate’s numbers. The members of the Syndicate are never informed about who was randomly chosen to suffer from these effects, but the Elder and Arbiter are still informed that this Reshape Reality action is in play.

  • The Sun - The Syndicate chooses two players. At the start of the coming day, if there are thirteen or more players alive, the two selected players will be publicly announced as “exempt from execution” and voting them will be impossible until the end of the day. However, they will also be unable to vote. If at least one of them is a member of the Syndicate, all other members of the Syndicate will have a single silent vote on them throughout the day. The silent votes will not be revealed unless a member of the Syndicate is executed while having the silent vote on them (the silent vote will be visible on the executed player). The Syndicate cannot target themselves with this action if it would make all of them impossible to execute on that day.

  • Judgment - All dead players will be able to speak in the thread tomorrow, and it will be announced at the start of the day. However, all dead members of the Syndicate will be able to use their night abilities during the following night. Typical limits apply – for example, if a member of the Syndicate died with no uses of their limited night ability, they will not be able to use that ability.

  • The World - Learn the path to victory. If there are fewer than ten players alive at the start of tomorrow, the Syndicate will learn their exact classes and which player has which class. However, a random member of the Hand of Byzantium will be revealed by the host as a member of the Hand of Byzantium within the thread, and they will be unconditionally protected from death during the following night. This effect may protect the Arbiter or the Priestess.

feel free to post ideas and/or comments anytime

this is gonna take some work i tell you

1 Like

i know
image

wheres the justice car

all of justicar’s abilities will be added to the arbiter
except the negative abilities

arbiter will still be unkillable at night

completely unkillable HoB when HoB is a good faction already feels like a big no
what’s the point in wolves pr hunting for the town pr if they can’t do shit to the town pr

2 Likes

ok fine arbiter no longer unkillable at night

arbiter can just openclaim day 1 and they are completely safe

1 Like

Well templar can still dayvig them
but eh ur right

haha as if i can read

The Justiciar :crossed_swords: :shield:

Blue Dragon Investigative
Forbidden Knowledge (Passive) - You know that the enemy faction that you are facing is the Syndicate . In addition to this, you know…

  • The Syndicate begins with 5 main members from the start and cannot convert.
  • The Syndicate is the only threat to the Blue Dragon and there are no Neutral Killers.
  • The Syndicate members will retain their actions upon becoming King.
  • The Syndicate knows which of the Priest, Mystic, or neither rolled in the match.
  • The Syndicate has an anti-claim mechanic in play.
  • The Syndicate has tailor and framing effects, and one of their members is a Godfather.
  • The Syndicate has a sixth member that does not join their chat.
  • The Syndicate has a class that has a backup for Omega actions.
  • The identity of the Prince will be told to you at the beginning of the first day.

Determination (Passive) - You cannot be occupied nor redirected, you may also use both of your night actions in the same night and both of your day actions in the same day. In addition, all protective effects on you fail if you ever claim or soft your true class.
Entrusted Correspondence (Day) - Select one of the first eight bullet points from Forbidden Knowledge and you can anonymously post it in the thread, effective informing the players of a mechanic from this setup. - Infinite uses.
Eldritch Learning (Day) - In the beginning of the first day you will learn the names of the Omega action of each member of the Syndicate . In each day you can choose the learn what the effects of each Omega action performs at the start of the night. - 6 uses
Judgment (Night) - Informs you whether your target is a member of the Syndicate or not. This bypasses tailoring and framing effects.
Forsaken Records (Night) - Select a Mark or a Counter that is used in an Omega action which you’ve learned of from using Eldritch Learning, and you will learn how many players have been marked with it already or are at a Counter of 2 for it. - Infinite uses.
Your objective is to defeat the Syndicate .

the idea behind town arbiter is to hide from the wolves because you’re a strong af vig+cop but you’re fucked if outed

1 Like

what
arbiter isn’t a vig

og arbiter was a vig in the hob=town setup

see i agree

but isnt half the point of this SFoL that both factions are kind of overpowered

Much of this is irrelevant now that syndicate’s abilities are all confirmed now lul

og arbiter had a neighborizer, a cop+vig and double night actions

oh wait
i forgot town HoB arbiter originally had a vig
lul

yes. the HoB in this game is supposed to be significantly more powerful than the HoB from alice’s HoB games

to give them a fighting chance against the syndicate

The Arbiter :crossed_swords: :shield:

Hand of Byzantium Special
Inside Knowledge (Passive) - At the start of the match you will know which faction the Hand of Byzantium is going agaist.
Tenacity (Passive) - You cannot be occcupied nor redirected, and both of your night abilities can be used at the same time. However, at the same time all protective abilities will fail on you and any kill that targetted you cannot be occupied or redirected. This passive cannot be removed.
Entrust (Day) - Selects a player during the day, this cannot be your n0 green check. They will be immune to conversions for the remainder of the game and will share a neighborhood with you. - One use
Imperial Judgment (Night) - Checks a player’s alignment and kills them if they are a member of the Unseen or the Cult, but at the same time cannot bypass protecting, tailoring, and framing effects. You will be notified of your target’s faction at the end of the night. - Infinite uses
Imperial Providence (Night) - Heal and prevent conversions on a chosen player, the conversion protection. - Infinite uses.
Defeat the Unseen or Cult and any neutrals that seek to do you harm.

OG Arbiter (as of SFoL51)

1 Like