POWERS
POWERS
In the acceptance notice, in order for us to start the game off on relatively even footing, each of you received a pool of gods from which to pick from as your starting patron. Below is a list of these patrons, and the individual powers that they're granting to their followers. Each character will start off with one power of their choosing from the god that they're aligned to, but may have chances throughout the game to receive additional blessings.
You can pick whichever power you'd like to start with from the three that are available to you, whether you go with what your character would want most ICly, what you personally think is most useful or interesting to play with, or what you think is funniest! The game is designed to give you the options to play with whatever will make the most enjoyable experience to write. Don't like the three options you've started with, see one elsewhere that's caught your attention? Just want to spice things up? That's just fine!
If at any point your character would have a reason to want to change factions, an opportunity will be provided for them at the end of each week. From there, all you have to do is report down below with the new power that you're taking for your character. For more information on defecting, read the post that can be found here. Remember, once you decide on a new power from a different god, you'll lose access to the old power as well as favor from the god you've left, so you may not be able to get it back again.
More information about reporting is listed down below. In the meantime, here are your currently available options:
You can pick whichever power you'd like to start with from the three that are available to you, whether you go with what your character would want most ICly, what you personally think is most useful or interesting to play with, or what you think is funniest! The game is designed to give you the options to play with whatever will make the most enjoyable experience to write. Don't like the three options you've started with, see one elsewhere that's caught your attention? Just want to spice things up? That's just fine!
If at any point your character would have a reason to want to change factions, an opportunity will be provided for them at the end of each week. From there, all you have to do is report down below with the new power that you're taking for your character. For more information on defecting, read the post that can be found here. Remember, once you decide on a new power from a different god, you'll lose access to the old power as well as favor from the god you've left, so you may not be able to get it back again.
More information about reporting is listed down below. In the meantime, here are your currently available options:
✪ AMBITION
Mirage - The ability to select one participant and show them an illusion of something that they deeply want to see. The mirage will kick in at some point in the week when the ability is used, but you will not know precisely when it appears. This ability cannot be activated during trials.
Blame Game - this ability grants its user the opportunity to manipulate crime scenes to plant explicitly incriminating evidence pointing toward an individual of their choice.
Advancement Opportunity - each week the individual with this power is able to force the hand of another player, requiring them to give up their current patron deity for another, waiving their right to abstain from defection. The effect only applies for a single week, and the same target can not be chosen twice by an individual power holder.
Blame Game - this ability grants its user the opportunity to manipulate crime scenes to plant explicitly incriminating evidence pointing toward an individual of their choice.
Advancement Opportunity - each week the individual with this power is able to force the hand of another player, requiring them to give up their current patron deity for another, waiving their right to abstain from defection. The effect only applies for a single week, and the same target can not be chosen twice by an individual power holder.
✿ BEAUTY
Eye of the Beholder - forces an individual of your choosing, once per week, to engage in a single commanded action (pending deity approval). Once the idea has been planted into the head of the target, they’ll believe fully that it is of their own mind and will not be able to remove it until it has been seen through.
Hamartia - for the remainder of the week, an individual affected by this ability will become narcissistic to the point they believe themselves untouchable, infallible, and irresistible.
Above Suspicion - allows the holder of this ability to charm the deities into forgiving a transgression of any magnitude. Once per week, the user can choose another individual to be smiled upon favorably or dis-favorably (at their discretion) by one deity of their choosing. Moreover, once and once only, a single pardon will be granted from an execution for a selected target (including oneself)--on the condition that the user has not already activated their power for any other reason during the week.
Hamartia - for the remainder of the week, an individual affected by this ability will become narcissistic to the point they believe themselves untouchable, infallible, and irresistible.
Above Suspicion - allows the holder of this ability to charm the deities into forgiving a transgression of any magnitude. Once per week, the user can choose another individual to be smiled upon favorably or dis-favorably (at their discretion) by one deity of their choosing. Moreover, once and once only, a single pardon will be granted from an execution for a selected target (including oneself)--on the condition that the user has not already activated their power for any other reason during the week.
✒ CUNNING
Covert Operator - this ability allows its user to become completely invisible at will. This may be activated at any point at the user’s discretion but cannot exceed one full day of consecutive use.
Think Outside the Lock - once per week this user can make accessible any location currently deemed inaccessible for as long as the user remains inside of it. They may choose to bring other members of the Cunning faction with them at their own discretion, and may not remain within this location for longer than a full day’s time.
Art of Deduction - with this power, the user manifests a clue, at their discretion, to help with any given weekend’s ongoing Trial.
Think Outside the Lock - once per week this user can make accessible any location currently deemed inaccessible for as long as the user remains inside of it. They may choose to bring other members of the Cunning faction with them at their own discretion, and may not remain within this location for longer than a full day’s time.
Art of Deduction - with this power, the user manifests a clue, at their discretion, to help with any given weekend’s ongoing Trial.
☢ DISORDER
Devil’s Advocate - the ability to inspire a person, for an entire weekend, to argue in favor of the opposite of what they believe is morally sound.
Rumor Mill - without having to speak to them directly, an individual with this power can select a target to suddenly believe a fabricated piece of information of your choice as absolute fact. For the remainder of the week, that individual will feel an incessant urge to share this rumor with anyone they’re speaking to.
Mutiny - inspire an individual or group of individuals (to a certain extent) who have close ties to denounce and act out in open aggression against one another.
Rumor Mill - without having to speak to them directly, an individual with this power can select a target to suddenly believe a fabricated piece of information of your choice as absolute fact. For the remainder of the week, that individual will feel an incessant urge to share this rumor with anyone they’re speaking to.
Mutiny - inspire an individual or group of individuals (to a certain extent) who have close ties to denounce and act out in open aggression against one another.
∞ FORTUNE
Lucky Charm - The ability to create an item out of nothing, once per week. The item that appears is random - the user will not know what they are creating before it is made. This ability cannot be activated during trials.
Wheel of Fortune - each week the user of this power will be given the option of naming one individual as “lucky” and one as “unlucky” until the start of the new week on Monday. If the “lucky” individual becomes a potential murder victim, unwilling defector, or target to another user’s harmful ability, their misfortune will be applied to the “unlucky” target instead. Likewise, any fortunate gifts that the “unlucky” target is given will be applied to the “lucky” target instead. The user may include their own name as either party.
Good Guess - this gives an individual the power for their vote each trial to automatically apply toward, only should they so choose, the guilty suspect regardless of which name they’ve written. This power may be activated or deactivated at any point before the end of the Trial, as the user will not know to which name their vote will officially apply toward.
Wheel of Fortune - each week the user of this power will be given the option of naming one individual as “lucky” and one as “unlucky” until the start of the new week on Monday. If the “lucky” individual becomes a potential murder victim, unwilling defector, or target to another user’s harmful ability, their misfortune will be applied to the “unlucky” target instead. Likewise, any fortunate gifts that the “unlucky” target is given will be applied to the “lucky” target instead. The user may include their own name as either party.
Good Guess - this gives an individual the power for their vote each trial to automatically apply toward, only should they so choose, the guilty suspect regardless of which name they’ve written. This power may be activated or deactivated at any point before the end of the Trial, as the user will not know to which name their vote will officially apply toward.
♚ INDULGENCE
Water into Wine - this ability allows an individual to change one liquid into another. This can be used indiscriminately at the user’s own discretion with the exception that a liquid can only be made into one with fatally poisonous properties once per week.
Animal Magnetism - the power to convert an individual (including oneself) into an animal of their choosing for a period of time up to a full day. This power can be activated any day outside of Trial Days, but may only be used once per day.
Hunger Pangs - a single target of this power holder’s choosing is overcome with an insatiable need. This hunger can be a literal hunger or any other kind of temptation or desire (within reason). The effects will last until Friday morning of that week.
Animal Magnetism - the power to convert an individual (including oneself) into an animal of their choosing for a period of time up to a full day. This power can be activated any day outside of Trial Days, but may only be used once per day.
Hunger Pangs - a single target of this power holder’s choosing is overcome with an insatiable need. This hunger can be a literal hunger or any other kind of temptation or desire (within reason). The effects will last until Friday morning of that week.
◉ JUSTICE
Lie Detection - the holder of this power may once per week and once per weekend determine if any one single statement (whether or not the statement is given as an answer to a question) spoken by another individual is true. This includes statements that are given out as purposeful falsehoods.
Inner Strength - simple but effective, the user of this power is gifted with strength beyond that of their natural ability or appearance.
Supreme Authority - the ability to craft a new rule and add it to the contest guidelines. This rule will only stay in effect for a single week before a new rule may be crafted. All rules must be approved by Justice himself and will only apply to other non-deities.
Inner Strength - simple but effective, the user of this power is gifted with strength beyond that of their natural ability or appearance.
Supreme Authority - the ability to craft a new rule and add it to the contest guidelines. This rule will only stay in effect for a single week before a new rule may be crafted. All rules must be approved by Justice himself and will only apply to other non-deities.
❤ LOVE
Cupid’s Arrow - this power’s holder is gifted three invisible arrows each week with which they can choose at any time to unleash upon a target. Those struck will be inexplicably infatuated with the first person they see for the remainder of the week.
Strung Red - an individual may use this ability each week to tie the fate of two individuals of their choosing together through Sunday evening. These targets will share all injuries, curses, intense emotions or ailments, and even death sentences.
Hopelessly Devoted - this ability may be used to influence an individual into becoming fixated to the point of obsession over an idea (of the power holder’s choosing) against their better judgement. As long as this ability is in effect, its victim will be cognizant of the fact that this idea has been falsely planted within them but will be unable to resist going along with it. This ability lasts until the end of the week.
Strung Red - an individual may use this ability each week to tie the fate of two individuals of their choosing together through Sunday evening. These targets will share all injuries, curses, intense emotions or ailments, and even death sentences.
Hopelessly Devoted - this ability may be used to influence an individual into becoming fixated to the point of obsession over an idea (of the power holder’s choosing) against their better judgement. As long as this ability is in effect, its victim will be cognizant of the fact that this idea has been falsely planted within them but will be unable to resist going along with it. This ability lasts until the end of the week.
㋡ MERRIMENT
All Nighter - using this ability allows an individual to resist the call to sleep that affects the rest of the players every Thursday night, allowing them to explore the environment and interact with it to the extent of their choosing before and/or after any murders are committed.
Infectious Laughter - this inflicts a joy on a target so powerful they won’t be able to stop laughing until they in turn pass the feeling onto someone else. Like a lung-exhausting game of tag. This feeling cannot be passed directly back to whoever last had it, but can cycle back to them by another victim. The laughter will fade naturally by the end of the day. This power can be used up to twice a week.
Chilled Bones - this ability allows its user to select a single target to receive a shiver that travels into their core. Throughout the week, this person will become progressively colder to the point that, by the end of the week, their cold will become contagious to those they touch skin-to-skin. The user can decide whether this cold manifests physically or emotionally, but may only choose one or the other.
Infectious Laughter - this inflicts a joy on a target so powerful they won’t be able to stop laughing until they in turn pass the feeling onto someone else. Like a lung-exhausting game of tag. This feeling cannot be passed directly back to whoever last had it, but can cycle back to them by another victim. The laughter will fade naturally by the end of the day. This power can be used up to twice a week.
Chilled Bones - this ability allows its user to select a single target to receive a shiver that travels into their core. Throughout the week, this person will become progressively colder to the point that, by the end of the week, their cold will become contagious to those they touch skin-to-skin. The user can decide whether this cold manifests physically or emotionally, but may only choose one or the other.
☯ PATIENCE
Meditative State - all applicable powers used on you only work at half their normal efficiency or designated period of time.
Slow and Steady - every Sunday the user of this ability may retroactively choose a positive effect of any power or accomplishment they’ve witnessed or been made directly aware of and choose to apply the same thing for their own benefit in the coming week.
Visual Learner - any ability you witnessed being performed by others you automatically and indefinitely know how to repeat for your own use. Regardless of how many abilities you learn, however, you may only choose one to use each week. All power-specific limitations still apply.
Slow and Steady - every Sunday the user of this ability may retroactively choose a positive effect of any power or accomplishment they’ve witnessed or been made directly aware of and choose to apply the same thing for their own benefit in the coming week.
Visual Learner - any ability you witnessed being performed by others you automatically and indefinitely know how to repeat for your own use. Regardless of how many abilities you learn, however, you may only choose one to use each week. All power-specific limitations still apply.
♝ PIETY
Scrupulous Insight - the power to look into an individual and have an understanding of their true moral character or the intention behind a given statement or action. This can be used once per week.
Virtuous Influence - an individual with this ability will be able to choose a target to devote themselves to upholding a virtue of their choice. This ability lasts until the end of the week.
Divine Prayer - this ability allows its user to call forth an immediate audience with any deity of their choice, and that deity may not refuse the request or divert it to another. This ability may be used once per week.
Virtuous Influence - an individual with this ability will be able to choose a target to devote themselves to upholding a virtue of their choice. This ability lasts until the end of the week.
Divine Prayer - this ability allows its user to call forth an immediate audience with any deity of their choice, and that deity may not refuse the request or divert it to another. This ability may be used once per week.
☠ RUIN
Cataclysm - The ability to reduce one object to nothing but dust with a single touch, once per week. This ability cannot be activated during trials. If you want to attempt to use this ability on a living creature, please contact the mods.
Equivalent Exchange - The ability to heal the wounds of one person, once per week. However, the wounds will be transferred to one other participant at random, and the user is included in this pool of potential victims.
Stony Gaze - with as much as a purposeful passing glance, you can turn an individual to stone for a period of your choosing up to one full day. This cannot be done during Trial Days and may only be done once per week.
Equivalent Exchange - The ability to heal the wounds of one person, once per week. However, the wounds will be transferred to one other participant at random, and the user is included in this pool of potential victims.
Stony Gaze - with as much as a purposeful passing glance, you can turn an individual to stone for a period of your choosing up to one full day. This cannot be done during Trial Days and may only be done once per week.
☀ SINCERITY
Shelter - The ability to select one person each week, user included, and shield them from the use of another individual’s power. This ability only blocks the use of one person’s power, however, so if a chosen individual has been targeted by multiple abilities, the remaining will still apply.
Word Vomit - gives its user the power, once per week, to block a target’s ability to filter their thoughts before they open their mouth to speak. This effect can last for any amount of the user’s choosing up to a full day.
Battle Armor - once per week this ability turns a chosen individual’s clothing into solid steel. The user may choose themselves to receive this protection, and the enchanted clothing will will not appear or feel different from normal in any way, shape, or form outside of when an attack is being made against the wearer.
Word Vomit - gives its user the power, once per week, to block a target’s ability to filter their thoughts before they open their mouth to speak. This effect can last for any amount of the user’s choosing up to a full day.
Battle Armor - once per week this ability turns a chosen individual’s clothing into solid steel. The user may choose themselves to receive this protection, and the enchanted clothing will will not appear or feel different from normal in any way, shape, or form outside of when an attack is being made against the wearer.
If you have any questions or want clarification about any of the powers or their mechanics, feel free to ask in the toplevel for questions down below. All comments are screened, so whether you're just considering your options or want to ask something about a power you've already picked, your chosen faction will remain a secret!
Please report any and all activity related to your character in regards to their power underneath the toplevel for reporting! All comments for this will likewise be screened. Comments underneath this toplevel include your initial power choice for your character, any new power selection your character is making after a defection or other similar circumstance, or any time your character is using their power in any capacity. Once it has been reported beneath that toplevel, we'll take it from there if any further action is needed in regards to another character! Powers may be used on any character that has a statue in the courtyard.
Finally, in your acceptance notice you should have received instructions to post an empty toplevel for your character to this post itself. Just as before, all of these comments will be screened. We'll reply to your individual toplevels to let you know any time your character has been targeted by another character's power! This eliminates the need for other private means of communication that may get lost in the shuffle week by week. If you have any questions about any of this process, please ask in the questions toplevel below or contact a mod directly. We'll do our best to explain!
Please report any and all activity related to your character in regards to their power underneath the toplevel for reporting! All comments for this will likewise be screened. Comments underneath this toplevel include your initial power choice for your character, any new power selection your character is making after a defection or other similar circumstance, or any time your character is using their power in any capacity. Once it has been reported beneath that toplevel, we'll take it from there if any further action is needed in regards to another character! Powers may be used on any character that has a statue in the courtyard.
Finally, in your acceptance notice you should have received instructions to post an empty toplevel for your character to this post itself. Just as before, all of these comments will be screened. We'll reply to your individual toplevels to let you know any time your character has been targeted by another character's power! This eliminates the need for other private means of communication that may get lost in the shuffle week by week. If you have any questions about any of this process, please ask in the questions toplevel below or contact a mod directly. We'll do our best to explain!

QUESTIONS
REPORTING