Voting: Pretty much explained in the intro post. I loved the idea of different people having different voting weights. It was one of the earliest mechanics I had decided on for my game. I think it turned out to be pretty good. It led to roleplaying, speculation, and some tactical voting without being a major difference.
I didn't care about the exact formatting about the votes in this game because I had to read the thread anyway so as long as I could see that you made a vote I would count it (analogously for challenges).
Battle Rating: Given from a scale from -1 to 10. Battle Ratings could never go lower but they could go higher in various ways (though the absolute cap was 10).
The battle rating was incredibly important in the kills though it didn't really manifest itself (a nice little abstraction). I will explain the system because although it does act as a spoiler if I decide to host again, it may lead to more tactical duels and kills.
Kills: Any role that had a kill ability would use the battle rating to determine the success or failure of the attempt.
This was the algorithm for a kill:
If the killer's battle rating plus two was at least two times the killee's battle rating, the kill would be an automatic success.
Otherwise if the killer's battle rating plus two was less than two times the killee's battle rating, the kill would be determined by a runoff which worked as such:
a) keep drawing 0's or 1's (using random.org)
b) a 0 means that the killer strikes and a 1 means that the killee strikes
c) if the killer receives a number of strikes equal to his battle rating plus two he dies
d) if the killee receives a number of strikes equal to his battle rating he dies
(one role had an exception to this)
The mechanism of multiple killers attacking a single target was allowed. In this case all of their battle ratings would be added up and then two would be added to that total. In the case of a runoff there would be a strike variable for each participant and it would continue until all the killers were dead or the killee was dead.
A sample kill (from the game):
The Watcher (6) attacks Pisuf (10):
(6 + 2) < (2 * 10) so runoff: 1 0 1 0 0 1 1 0 1 1 0 1 1 (The Watcher dies)
Duels: The duel mechanics were very similar to the kills except that two was not added to any battle ratings. Otherwise the same algorithm was used.
A sample duel (from the game):
Pisuf (10) duels Iffo (7):
10 < (2 * 7) so runoff: 0 1 0 0 1 0 0 0 0 (Iffo dies)
FactionHeir made the point early on that the duel system was not being used at all. I did set it up so that a duel had to be fully consensual. This did lead to no dueling for a while although the late stages of the game saw some duels.
I'm not sure how I would change the system or if I would even change it. On the one hand, I wanted it set up differently as I thought the duel system of Midgard games (and now Swords in the Moon) was too helpful to townies. That being said, the town (led by Sasaki) did go ahead and force pressure duels in this game anyway...

I was kinda shocked that the pressured people went along with it, but the town is persuasive.
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