Welcome to Harry Potter and the Deathly Mafia. This is a game for 16 players. Role PMs have gone out, but I have a few clarifications before we begin:
1. There are night actions in this game, but there are also a mixture of magical artifacts and spells that players have or can discover that can be used as special powers. You activate these powers by PM'ing me, but they do not go into effect until I have a chance to review them and post to make them active. Do not complain to me that I didn't do something exactly when you wanted me to. I cannot be available all the time to activate powers, so it's best to send me those sorts of PMs in the evenings.
2. This game is a mafia game, but I have rolled up some adventure elements into it. Each night you may choose one location from the list below and you will visit it. You make your choice through a PM to me and you may add in a "whisper" to that PM. That whisper may be heard by other players in the same location, but there are ways in which they can be blocked or go unheard. You may also find new locations or special magic artifacts through exploration, so I suggest that you make the most of the adventure elements and explore as much as possible. If you don't find an artifact first, your enemies may find it and use it against you!
3. There are also some traps and pitfalls hidden in certain locations. Some areas may seem like an obvious choice to explore first, but you may find yourself hindered as a result. Explore bravely, but wisely. None of the traps or pitfalls can kill you and remove you from the game.
4. There is not a jester in this game, so feel free to scumhunt as much as you'd like. That's not to say that some roles might not frustrate your efforts, but you do not have to fear the lynch. It is always in your favor to lynch someone you think is scum.
5. Be ACTIVE. I design games to punish players that are inactive. You cannot hide in this game through inactivity, I promise you. So go on the offensive or risk total failure.
6. This is a world of magic, don't trust everything to see, hear or think. Make the best judgement you can based on the information you have, but don't get stuck in your ways. I have built traps into the game that punish you for trusting entirely in night actions to win. Let me make this perfectly clear the town must scumhunt to win and the mafia must get the town to attack themselves to win. You cannot win by relying on your night actions
7. Please have fun, be respectful and remember not to communicate with anyone outside of the game or inside the game, about the game, unless your role PM gives you permission to do so. Death is not necessarily permanent, since this is a world of magic, so please do not even communicate with other players who have died. Please do not contaminate the game by breaking this rule.
With that said... let's get started:
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"Welcome to another school year at Hogwarts, the world's greatest school of witchcraft and wizardry!" said the headmaster as the students gathered in the great hall. Just as he started his speech and terrible rumbling sound was heard all around the magical ceiling of the room grew dark. Suddenly hundreds of students and teachers vanished and a mocking laugh was heard by those who remained.
"You WILL bow before the Dark Lord before this is all over," Voldemort's voice echoed in the hall. "I have banished the others to limbo while I hunt the rest of you here in Hogwarts. You are trapped here and I will capture, kill or submit the rest of you. I am all-powerful. You cannot escape."
A tingling sensation passed over the people in the room and suddenly, they could not recognize each other. They could not tell who was friend and who might be foe! Trapped in Hogwarts, the town-aligned players must hunt down the Death Eaters and kill them before the Death Eaters did the same to them. It was a game of magical mafia and the fate of the world hung in the balance.
Knowing that Hogwarts holds a great many mysteries, those gathered in the great hall scattered, in search of items and locations that might be helpful to them. Here are the locations available during the first night:
1. Transfiguration Classroom
2. Quidditch Field
3. Dumbledore's Office
4. Defense Aagain the Dark Arts Classroom
5. Library
6. Potions Classroom
7. Snape's Office
8. Griffindoor Dorm
9. Black Lake
10. Dungeon
11. Courtyard
12. Filch's Office
13. Slytherin Dorm
14. Hagrid's Hut
15. Ravenclaw Dorm
16. Charms Classroom
17. Owlery
18. Girls Bathroom
19. Astronomy Tower
20. History of Magic Classroom
21. Forbidden Forest
22. Transfiguration Classroom
23. Herbology Greenhouse
24. Moving Staircases
25. Magic Maze
26. Hospital Wing
27. Quidditch Stands
28. Castle Gates
29. Hufflepuff Dorm
30. Hogwart's Express
31. Great Hall
Night falls. Night 0 begins. Your night actions are due by Sunday night at 11:59pm Eastern or you will not do anything and you will be counted to just be in a neutral hallway for the night.