Night Actions are broken up into three tiers, with a higher tier resolving before a
lower tier fires. Conversive, Manipulative, Preventative, and Protective Actions are Tier 1, Investigative Actions are Tier 2, and Creative and Destructive Actions are Tier 3. Tier 1 has special self-interaction rules for resolving when one such Night Action would affect another. First, a self-targeting Tier 1 Night Action always resolves before all other Night Actions. Second, if a Tier 1 Night Action is being affected by another Tier 1 Night Action, the former resolves after the latter, unless the former is also affecting the latter. Tier 1 Night Actions that resolve simultaneously, even if they would otherwise affect one another, do not interact with one another.
-I may update these rules if I notice I've neglected to mention something - I will be explicit when this occurs.
Notes - Every player's role will be described as "Master of ???", where ??? is the Class of Servant they have. In addition to their role, which will be defined as the Servant each player possesses, each player will have a minimum of three "Command Spells", which serve as passive modifiers to their role, and are identical for every player (as in, the modifiers will be the same for everyone). Once all three command spells have been used, the player will no longer have access to any passive or active abilities, but they will be able to make factional actions all the same. Every player is given one of two actions for these command spells, they are the same for every player, and the costs are the same for everyone. I will demonstrate this in an example role PM below.
Priority to conversive abilities, fuck
And there are no vanillas???
Don’t hammer Juliet immediately, you’ll waste precious day phase