Post by Frank on May 1, 2012 13:51:33 GMT -5
As described in the rules, each new member of the Brotherhood will have the chance to select one of the following items (thus, many items will not be used). The first item (the Sacrificial Knives) are a required item; if none of the first three chosen Scum choose this item the fourth will receive it by default.
Once the items have been chosen, any may be used by any member of the Brotherhood - not just by the member that selected the item in the first place. All items may be used only once. They are as follows:
Once the items have been chosen, any may be used by any member of the Brotherhood - not just by the member that selected the item in the first place. All items may be used only once. They are as follows:
1. The Sacrificial Knives: Seven serrated long knives, used by Night to kill. Note that the Knives are the primary instrument of the Scum Night kill; there is no "Scum Night kill" apart from them. A knife is left in the body of its victim once used, and thus the Scum may kill only seven times in this way. If a kill is blocked, or a target protected, the knife is not used up except as provided elsewhere (notably, a successful protection by the Monk results in a wasted knife).
2. The Cloak of Lies: Place this on a given player at Night, and his/her alignment will show as Scum if the player is actually Town, or as Town if the player is actually Scum. In effect, and in simple Mafia terms, the cloak allows for the creation of either a Godfather or a Miller. The cloak persists until its bearer is killed.
3. Asp's Venom: Administer this to a victim at Night, and (s)he will die at the end of the following Night. if the Doctor is alive (whether the Doctor is Town or Scum), the poisoned victim will become aware of his/her predicament at Daybreak; if not, (s)he will simply die at the end of the appointed Night with no warning. Poison cannot be protected against, nor can its administrator be successfully role-blocked; the only defense against poison is the Doctor's antidote and the Seraph's self-protection (see Special Game Concepts, in the Rules thread).
4. The Bloody Spear: Use of this weapon occurs by Day, and its function is very simple; it is used to attack and kill a target, though certain abilities may keep it from working. Unfortunately, use of the Bloody Spear is an extremely public action, and its user will be seen (and thus identifiable as Scum) by the entire game population.
5. The Lucky Penny: A player holding the Lucky Penny on a given Night will automatically succeed in whatever action (s)he takes, no matter what other force(s) attempt to intercede.
6. The Rose: Target a player with this by Night and (s)he will permanently lose his or her powers (this includes the Seraph's active power, but not the Seraph's passive resistance to non-Sacrifical Knife Night kills). The target will not be notified of the power loss, however, until an attempt to use the power is made.
7. The Hawk: The Hawk affords absolute protection to all members of the Brotherhood for one Day/Night cycle (it may be deployed by Day or Night). When deployed, the Hawk must be given an ordered priority list of living Brotherhood members to protect. If any brotherhood member is to be lynched or Night killed, the Hawk will die in the stead of that member (in the case of a lynch, of course, this will make it rather obvious that the player on the stand is Scum, but hey, another day, right?). If by some odd confluence of events more than one Brotherhood member is slated to die on a particular Night, the Hawk can protect only one (and will protect the one highest on its priority list).
8. The Memento: Using the Memento, a Scum player can utilize whatever his or her power would have been, had (s)he remained Town.