The time stream has been shattered. People skip through it, waking up three days ago, or twenty years in the future. Some people (and groundhogs) are doomed to live through the same day for years on end. You nine have learned to manipulate your passage through time, and have gathered to find a way to restore order to the world. However, it's all but guaranteed that some will do anything to hold on to their newfound power...
Welcome to Time Paradox Mafia! There are no hidden mechanics, the semi-bastard rating is simply a warning to expect some strange interactions over the course of the game? What kind of strange interactions? Well, it all stems from one thing: as the Shakespearean level flavour suggests, your night actions don't have to resolve on the night you submit them. As a result, by saving (or killing) someone last night, you can also affect today's lynch result!
Rules:
* Every player has a resource called AP, which probably stands for Action Points (or Annoying Parrot).
* Players begin the game on 0AP and gain 1 at the end of each night phase.
* Each action has an AP cost.
* Players can only take an action if their AP is 0 or greater, but can stockpile any amount of AP. They can spend any amount of AP on their actions, but can't go below -4AP. (Any action whose resolution would put a player below -4AP will fail).
* Players can submit any number of actions each night phase as long as they have enough AP to pay for them all. If they don't, they will attempt resolution in the order submitted.
* Players may have an action resolve one night earlier for an additional 2AP, or two nights earlier for an additional 4AP. They can also delay an action by one night for free. (The game will start on D1, but you can have an action happen on N0 if you really want to).
* A time paradox occurs when an action results in that action being unable to be submitted (e.g. during N3, a players submits a roleblock to resolve on N2, blocking the person who protected them from a kill on N2). In the case of a time paradox, all involved players will die, ignoring anything that would prevent them being killed.
Other rules
* Days last 72 hours, with up to two extensions available. Nights last 48 hours. Weekends don't count toward a this.
* Extensions require 51% of players to vote for them.
* There are no hammers, but the day can be shortened to end immediately if 75% of players vote for it.
Players
* TheDarkStar
* BlackHeartKabal
* Tiruin
* juicebox [Killed Night 0]
* Teneb
* Roseheart [Lynched D1]
* FallacyOfUrist
* roo [Killed Night 0]
* caz