All Our Locksmiths
A lock is a mechanism that secures buildings, rooms, cabinets, objects, or other storage facilities. A "smith" is a metalworker who shapes metal pieces, often using a forge or mould, into useful objects or to be part of a more complex structure. Thus locksmithing, as its name implies, is the assembly and designing of locks and their respective keys by hand. Historically, locksmiths would make the entire lock, working for hours hand cutting screws and doing much file-work. Lock designs became significantly more complicated in the 18th century, and locksmiths often specialized in repairing or designing locks. A locksmith's work frequently involves making a determination of the level of risk to an individual or institution and then recommending and implementing appropriate combinations of equipment and policies to create "security layers" which exceed the reasonable gain to an intruder or attacker. But surely if a locksmith can do all that, the reverse must be true as well. The profession is under attack from enemies within. Whereas security has been the smithy’s primary goal, there’s a rising tide of dissenters brewing in your midst. They would rather sell their services to those who wish to tear down the walls between them and their desires. But before they can do that they must take control of the smithy’s guild. You must root out these undesirables before it’s too late.
This game will feature a Locked and Unlocked system. This will have differing effects, depending on what is being locked or unlocked. The most common of these will be players. While a player is locked, they are not affected by non-lock abilities (specifically abilities that neither lock or unlock a player) and cannot use abilities of their own. Lynches can still be performed on Locked players. Locked players may Unlock themselves at will, but will only become unlocked at the beginning of the next cycle. Unlocked players function normally.