M71 - Harry Potter Mafia II: JK++
The Order of the Phoenix has rushed to the Department of Mysteries to rescue Harry and his friends from the Death Eaters. Everyone reaches the amphitheater at the same time. The Death Arch stands in the middle, a glittering glass vial hanging above it. Dumbledore and Voldemort have each cast a spell intended to bring the prophecy to their side. Now they are dueling for their lives in the entrance hall, while their supporters fight for the prophecy, which hangs, magically suspended, over the top of the arch. But where are the Death Eaters? They have taken polyjuice potion and are imitating members of the Order of the Phoenix whom they waylaid before they could get to the Ministry! Or are they imitating the kids, having subdued them in the brain room or something? The adults stalk warily around the amphitheater, while the kids stand in just inside their circle, wands trained on each other, friends and comrades no longer able to trust each other.
(From here on, “Order of the Phoenix” includes both the adult members and the kids that haven’t been replaced by Death Eaters).
The Death Eaters think they have the upper hand because their Dark Lord has drawn an invisible line around the prophecy that delivers to the Dementers anyone who crosses it whose true self does not have a dark mark. They have to mask their dismay, though, when Specialis Revelio informs them that the Order of the Phoenix knows all about the trap (thank you, Snape) and Dumbledore has placed a protective spell on the prophecy so that anyone whose true self does have a dark mark cannot approach it without being sucked into the Arch. Once all the Death Eaters are eliminated, Dumbledore’s spell will demolish Voldemort’s line. Or, once the Order is reduced to few enough people, the Death Eaters can throw off their pretend identities and kill the Order, neutralizing the spell on the prophecy. But how to make the enemy cross the line? The Order of the Phoenix know they may die, but they are brave and willing to sacrifice themselves to defeat Voldemort. The Death Eaters are smug and arrogant, laughing inside at how easy it is to trick good people.
So a bizarre negotiation begins. Everyone claims to be either a Hogwarts student or a member of the Order of the Phoenix. The group will have to vote on who to force towards the prophecy.
Sample Role PM's
Member of the Order of the Phoenix (aka Vanilla Townie)
Welcome, [Player Name], you are a Member of the Order of the Phoenix
Abilities: Your weapon is your vote, you have no night actions.
Win condition: You win when all threats to the Order have been eliminated and there is at least one member of the Order of the Phoenix alive.
Invisibility cloak
Welcome, [Player Name], you have possession of the Order’s Invisibility cloak (aka Town Tracker).
Abilities: Each night, you may put on your invisibility cloak and spy on one player in the game and learn if they targeted anyone (if at all). You will learn their target(s) name(s).
Win condition: You win when all threats to the Order have been eliminated and there is at least one member of the Order of the Phoenix alive.
1-Shot Invisibility cloak
Welcome, [Player Name], you are the Order’s 1-Shot Tracker.
Abilities: Once, at night, you borrow an invisibility cloak and spy on player in the game and learn if they targeted anyone (if at all). You will learn their target(s) name(s).
Win condition: You win when all threats to the Order have been eliminated and there is at least one member of the Order of the Phoenix alive.
Healer
Welcome, [Player Name], you are the Order’s Healer.
Abilities: Each night, you may protect a player in the game from one nightkill.
Win condition: You win when all threats to the Order have been eliminated and there is at least one member of the Order of the Phoenix alive.
Caretaker (aka Jailkeeper)
Welcome, [Player Name], you are the Caretaker, along the lines of Argus Filch.
Abilities: Each night, you may "jailkeep" a player in the game, which will simultaneously protect them from one nightkill and also disarm (aka roleblock) them.
Win condition: You win when all threats to the Order have been eliminated and there is at least one member of the Order of the Phoenix alive.
House Elf (aka Hider)
Welcome, [Player Name], you are the Order’s House Elf.
Abilities: Each night, you can choose to Hide behind a player in the game, which will protect you in the event you'd ordinarily be targeted for a nightkill.
If you Hide behind a player who is to be nightkilled, you'll die along with them.
If you Hide behind a Death Eater or a Serial Killer, you'll also die.
Win condition: You win when all threats to the town have been eliminated and there is at least one town player alive.
1-Shot Apparater (aka Commuter)
Welcome, [Player Name], you are the Order’s 1-Shot Apparater.
Abilities: Once at night, you may Apparate away, which will make you immune from nightkills as well as investigations.
Win condition: You win when all threats to the Order have been eliminated and there is at least one member of the Order of the Phoenix alive.
Vengeful
Welcome, [Player Name], you are the Order’s Vengeful.
Abilities: If you are lynched, you may vengekill any player in the game during twilight. You do not have to kill.
Win condition: You win when all threats to the Order have been eliminated and there is at least one member of the Order of the Phoenix alive.
Auror (aka Vigilante)
Welcome, [Player Name], you are the Order’s Vigilante.
Abilities: Each night, you may target a player in the game to nightkill.
Win condition: You win when all threats to the Order have been eliminated and there is at least one member of the Order of the Phoenix alive.
Role Cop
Welcome, [Player Name], you are the Order’s Role Cop.
Abilities: Each night, you may investigate a player in the game and learn their role.
Vanilla Members of the order of the Phoenix and Death Eaters without PR’s will both investigate as "Vanilla".
Win condition: You win when all threats to the Order have been eliminated and there is at least one member of the Order of the Phoenix alive.
Seer (aka Gunsmith)
Welcome, [Player Name], you are a Seer, possessed of a powerful Crystal Ball.
Abilities: Each night, you may target a player in the game to investigate. You will be told if they have ever practiced the Avada Kedavra spell (not necessarily on humans). Only Role Cops, Seers, Death Eaters, Aurors (aka Vigilantes), Vengefuls and the Serial Killer practice Avada Kedavra as part of their training.
Win condition: You win when all threats to the Order have been eliminated and there is at least one member of the Order of the Phoenix alive.
Death Eater
Welcome, [Player Name]. You are a Death Eater, along with your partner(s), [Player Name] (and [Player Name]).
Abilities: Factional communication: During the night phase you may talk with your partner(s) here [QuickTopic link]. Factional kill: Each night phase, one of you or your partner(s) may perform the factional kill.
Win condition: You win when the Death Eaters obtain a majority or nothing can prevent this from occurring.
Death Eater 1-Shot Knight Bus Driver
Welcome, [Player Name]. You are a Death Eater1-Shot Knight Bus Driver, along with your partner(s), [Player Name] (and [Player Name]).
Abilities: Factional communication: During the night phase you may talk with your partner(s) here [QuickTopic link]. Factional kill: Each night phase, one of you or your partner(s) may perform the factional kill. Bus Drive: Once at night, you may switch two players. Any actions that was meant to affect one player, will now affect the other, and vice versa.
Win condition: You win when the Death Eaters obtain a majority or nothing can prevent this from occurring.
Death Eater Dueler (aka JOAT)
Welcome, [Player Name]. You are a Death Eater Dueler, along with your Death Eater partners, [Player Name] and [Player Name].
Abilities: Factional communication: During the night phase you may talk with your partners here [QuickTopic link]. Factional kill: Each night phase, one of you or your partners may perform the factional kill. Dueler Powers: Expelliarmus (aka Roleblock), Stupefy (aka Strongman), Disillusionment Charm (aka Ninja)
Expelliarmus: Once at night, you can roleblock a player.
Stupefy: Once at night, if you perform the factional kill, it will be converted into a Strongman kill which will bypass Healers/Caretakers.
Disillusionment Charm: Once at night, if you perform the factional kill, you can choose to convert it into a Ninja kill, which will bypass spies in Invisibility Cloaks.
Win condition: You win when the Death Eaters obtain a majority or nothing can prevent this from occurring.
Serial Killer
Welcome, [Player Name]. You are a Serial Killer.
Abilities: Pregame you must choose to be either 1-Shot Spellproof (aka Bulletproof) OR have Ninja/Strongman kills.
Each night phase, you may select a player in the game to nightkill.
Win condition: You win when you are the last player alive or nothing can prevent this from occurring.