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NOTE: This is not a sign-up thread, as the game isn't ready yet. This just what I've been working on so far, and welcoming suggestions or feedback. I'm guessing there's no avoiding kinks and finding broken things the first time it's played, but maybe we can minimize that if anyone sees something more obviously broken that I don't see. Also suggestions are always nice, especially ideas for more roles for the villagers and solos as I don't think I have enough of those. Many of the roles I have already are either variations of, or straight-up plagiarizing roles from Zell's game, so I'm not against adding more of those and renaming them or even tweaking them to play a little differently (but still fun).
A mechanic I thought of but haven't figured out how to implement yet: some kind of drawback for role claiming. Not to discourage it entirely, but just something to make it a little more of a strategic decision when considering whether or not to role claim, or whether to be truthful or lie about your role. Maybe some kind of penalty or advantage to the baddies if they correctly guess your role, so hiding it from them might be better? I don't know yet. Anyways here is what I have so far, and if some of the new mechanics I thought up just plain won't work then I'm not above getting rid of them (even if I think they're cool and fun):
A mechanic I thought of but haven't figured out how to implement yet: some kind of drawback for role claiming. Not to discourage it entirely, but just something to make it a little more of a strategic decision when considering whether or not to role claim, or whether to be truthful or lie about your role. Maybe some kind of penalty or advantage to the baddies if they correctly guess your role, so hiding it from them might be better? I don't know yet. Anyways here is what I have so far, and if some of the new mechanics I thought up just plain won't work then I'm not above getting rid of them (even if I think they're cool and fun):
Kurthost is the evil fallen God locked away, imprisoned in another dimension. His influence can still be felt throughout the world, however, and his acolytes work in secret to bring him back into the world of the living to bring hell on earth.
Your job is to find them out and slay them before their dark summoning ritual is complete. Their job is to kill as many of you innocents as possible as blood sacrifices to speed up their spell.
Win conditions: Villagers kill all Acolytes and the solo killer (if there is one in the game). Acolytes equal at least 50% of the players remaining alive. Solo killer is the last alive. Non-violent solo achieves their specific winning condition (may or may not end the game for the town, depending on their role).
PLAYER OPTIONS DURING THE DAY PHASE:
Vote to witch-hunt.
Publicly sell to or purchase from shop.
Publicly trade with another player.
Publicly post a Bounty on another player in the shop.
Go on a quest (instead of voting in the witch-hunt).
Use items or abilities.
New game mechanics:
Shop and personal inventory and money system.
Personal attributes and rolling a 6-sided or 20-sided die to determine success or failure of abilities.
Option to go on quests during the day phase.
Uncover clues to find the evil gods weakness.(this is only story related and won't affect how the game is played)
The Evil team can turn players killed by a dark death into Wights to serve their purposes.
Normal death versus Dark death:
There are ways to come back from death in this game. However, there are certain deaths from which there are no return. If a village witch hunt ends in burning instead of hanging, the body is destroyed and there is no coming back. If the acolytes kill you at night, that is a dark death as your soul has been given to Kurthost and is gone. If a player dies by a normal death but their body is burned, their spirit still survives so are allowed to give information if talking to a Clairvoyant or a Channeler.
Injuries: some items, abilities, or monsters cause an injury rather than a death. The effect of the injury depends on what caused it, and being injured a second time results in a normal death.
Wights: Some of the Acolytes have the ability to turn a dead player (dark death only) into a Wight. A wight is controlled by the Acolyte that revived them, not the player who originally lived in that body (their spirit remains in the dead thread). The Wight has the abilities of the deceased player, but not their gold or inventory. Using the Wight's ability announces its presence to the town. The Acolyte controlling the Wight could choose to send it out into the field instead of keeping it for use in the town, doing so leaves it lying in wait to ambush a player questing in the chosen area. Only one Wight at a time is allowed per player controlling it. If a Wight is destroyed, that player's body can not come back as a Wight a second time.
Protection roles: If a protected player is attacked, the protector rolls a D6 for Luck. If they roll 1-3, the protector is killed (if it is a killing attack). If they roll 4-5, the protector is injured instead of killed. If they roll a 6, the attack fails and neither player is harmed.
Resurrection roles: When choosing to resurrect another player, roll a D20. 1-9 fails. 10-17 revives from a normal death but has an injury. 18-20 revives from a normal death and has no injury. Once a Revive is used, that player's once-per-game revive is spent.
SHOP: You can buy/sell at the shop publicly during the day, or privately via PM at night. Trading or selling to other players can only be done publicly during the day. If you sell an item to the shop, you receive 1/2 the resale price (rounded down if halving an odd number). Items sold in the shop become available for sale in the shop.
QUESTS: During the day, a player may publicly announce to go on a quest to one of the questing areas. When choosing to go on a quest, the are foregoing their vote in the lynch, but are not absolved from being lynched themselves when they return at the end of the day phase. Once announcing a quest, they can not go back on it (but are still allowed to post in the living thread). When announcing a quest, say which area you wish to quest in and then roll a D20, this will determine what type of monster you encounter. When I tell you the creature, you can then attempt to fight or attempt to flee, and roll a D6 to determine success. Luck can be added for running but not for fighting. Results could be injury, death, gold, an item, or nothing. Town is only notified if you come back whole, injured, or die, while the details of your quest are given to you privately via PM.
Questing Areas:
Swamp
Fire mountain
Dark forest
Cursed ruins
Sky tower
Lost temple
STRONG VILLAGERS:
Archer: strong role (limit: 1). During the day, they can fire an arrow at another player and cause an injury, and that player can not use their ability during the day or the following night. If the arrow injures an Acolyte, that player can not vote in Acolyte chat. Selection of who to shoot must be done at night by PM, and there are 4 total arrows. Can use only one arrow per day. If the archer kills a player, their role is revealed to the town. Can choose to use an arrow during a quest to have one free attack roll when encountering an enemy, before the enemy gets close. +1 for rolls for Luck. This ability works like Silence but is not magic and therefore can't be removed by the same methods.
Channeler: strong role (limit: 1). Can speak with one dead player at night (not the dead forum, the Game Master will make a chat between themself, the Channeler, and the selected player). During the day, they can take on the role, powers, and abilities of any dead village team player for use that day, that night, and the following day. During the following day, the Channeler may choose to immediately take on another dead player's role or wait for the day to end and revert to Channeler. The Channeler is under complete control of the dead player, as this is a possession, and must act in whatever way the dead player demands (whether it's voting, trading, questing, or using abilities). Cannot take the same player's role twice. If a dead player's abilities have been consumed (such as the archer's arrows, or the mage's lightning is on cooldown) they will be consumed for the Channeler. If killed while taking on another role, they will be announced as that role and not the Channeler. Can not Channel a player that died a dark death (as there is no soul left to channel). If a Channeled player gets revived, the soul is sucked back out of the Channeler and into their original body, closing the chat and reverting the Channeler back into their own role. While a dead player is being Channeled and in the chat with the Channeler and Game Master, they are temporarily removed from the dead thread.
Clairvoyant: (Exactly 1 in each game). At night, can choose another player and roll a D20. 20-19 you are told that player's exact role. 18-15 you are told what team that player is on. 14-1 nothing happens. If you roll a 15 or higher on an Acolyte, the Game Master privately rolls a D6. 6-3 the Vision goes unnoticed by the Acolytes. 2-1 the Acolyte feels your intrusive presence, and you are killed in a dark death. Can commune with the dead at night, however any players who died a dark death are prohibited from giving out information in the dead thread so long as a Clairvoyant is in the game and alive or killed by a normal death (and can be revived). There is always exactly 1 Clairvoyant per game.
Inquisitor: strong role (limit: 1). During the day, can select a player to detain at night. Players locked up by the Church are protected from attacks at night, with the exception of the poison miasma item which would kill the Inquisitor AND the inmate. Selection is done via PM to the Game Master. The Inquisitor is not notified if their heretic (detained player) is attacked. The presumed-heretic cannot perform any night actions. Abilities that trigger upon a players death will still activate when that player dies, but selection cannot be changed. The Inquisitor can kill the heretic at any time (one kill per game). The Inquisitor can send up to two messages to the heretic, and the heretic can send two back. The Game Master will work as intermediary. Messages go Inquisitor -> Heretic -> Inquisitor -> Heretic. If the Inquisitor decides not to send any messages the heretics messages won't be sent. If the heretic is Silenced, they can still detain a player. The Inquisitor will not be able to speak to them or use their blessed knife. If the Inquisitor is killed at night, the player is immediately set free and may use night actions if available.
Mage: strong role (limit: 1). can shoot lightning and kill during the day phase, but not two days in a row (1 day cooldown). Careful! Some abilities or items might be able to nullify it or even reflect it back on you or deflect it to another random player. Once lightning is cast, the mage's role is revealed to the town. Ability counts as Magic.
Paladin: strong role (limit: 1). Can defend, destroy evil, or revive, but must pick one once the role is assigned to you. Defend protects a player at night from acolytes. Destroy evil attacks a player with light that will destroy an acolyte or a wight, or rebound upon the paladin if used on a player that isn't evil. Revive can bring one player back from the dead. Revive and destroy evil are a one-time use and count as holy magic, which can't be influenced by Acolyte abilities.
REGULAR VILLAGERS:
Alchemist: At night, can roll a D20 to make a potion. During the day, they can choose to use the potion, or give or sell it to another player (name your price). 1-8 Healing salve. 9-12 luck potion. 13-15 love potion. 16-17 holy water. 18-19 loud voice 20 invisibility. Alchemy is not normal chemistry, so counts as a Magic ability.
Beggar: The Beggar is actually a humble holy man in disguise, going amongst the poor to bless them and try to better their lives. At night, can place a protective blessing on any player, including themselves. If an Acolyte attacks a blessed player, the lowest ranking Acolyte will be killed instead of the target. If the solo killer attacks, the blessing will trigger but both the solo killer and the person the blessing is on will be unharmed. The Beggar is always told if their blessing activates when it activates. The entire village is told that the Beggar's blessing killed an Acolyte if it does so. This ability is used by PMing the name of the player they would like to place the blessing on or move the blessing to. Placing or moving the blessing counts as Holy Magic (however, activating a blessing already placed isn't affected by Silence).
Bishop: During the day, can select a player to convict. Selection must be sent via PM. Conviction will only occur if the village cannot decide who to lynch. The Bishop may convict up to two players per game. If the player convicted does not belong to the village team, they will be killed. If the player convicted does belong to the village team, they will survive and the Bishop will be killed by angry villagers. The Bishop can also move diagonally.
Blacksmith: During the night, can choose to create a shield or a spear. Per game, can create a total maximum of two shields and one spear. The Blacksmith will finish creating the item at the start of the next night. The Blacksmith cannot use the items they create, they must be given to other players. The Blacksmith cannot begin the creation of a new item unless they have selected to give away any items they currently have. The shield will give a player a permanent protection for a night-phase attack. It is consumed only if it successfully blocks an attack and persists across nights. A poisonous miasma attack against a player with a shield will kill the player and the Forger. The spear can be thrown once and can be used during the day similar to the Mage lightning (though not Magic). A player is notified that they have received an item. A player being killed cause the loss of any items made by the Blacksmith. A player cannot receive more than one shield in a game.
Druid: can disguise or hide a player at night so that other players can't find them. Ability counts as Magic.
Friar: At night, can select two people to pray for. If one of them dies (whether at night or during the day) the other player's role will be revealed to them. Can only view one player's role per game.
Herald: At night, can select a player. If that player dies, the Herald will gain an additional vote during the day for the remainder of the game. Can gain up to 3 additional votes for a combined total voting power of 4 votes. Other players will not know that the Herald has increased voting power, their increased voting power will be added behind the scenes.
Hero: The Hero can rescue a player from being lynched during the day. One use. Nobody will know why the player could not by lynched. Uses their power by PMing the name of the person they wish to protect anytime during the day.
Knight: Can save a player at night. If the Knight or the person they are guarding are attacked by normal night-phase attacks, the Knight will be told who attacked them. If it is the Acolytes, the Knight will be given the identity and role of the lowest ranking remaining Acolyte. An Acolyte detained by the Inquisitor will not be selected. The Acolyte or Solo that attacks the Knight will also be notified of the identity of the Knight. The Knight will die at the end of the day. The Knight will be notified if their protection is successful, but the village at large will not be aside from the person who did the attacking. If the Knight saves a player from multiple attacks (both the Acolytes and solo killer), they will see multiple culprits. They use their ability by PMing the name of the person they wish to protect. Because the Knight escaped the Acolytes alive and dies of their injuries later, it counts as a normal death instead of a dark death.
Merchant: gains 2 gold in commission every time a player buys an item from the shop, and 1 gold in commission every time a player sells to the shop. No commissions for trades between players. +1 for rolls for Luck.
Monk: Can shame another player into taking a Vow of silence. Monk chooses whether to banish the player from speaking and voting in the alive thread for one day phase, OR to cast the Silence spell on them which prevents them from using any Magic abilities for the rest of the game unless it gets lifted. Can only have a Silence spell placed on one player at a time. Silence is a Magic ability, removing a player from talking/voting is not.
Orphan: Can visit a player at night to beg for money. If the player visited is an Acolyte or solo killer, the Orphan dies. Cannot be attacked directly and killed at night by Acolytes/solo if they are visiting. If they visit a player who is killed by Acolytes/solo, the Orphan also dies. The Orphans death will be a normal death even if it is done by an Acolyte. If the Orphan visits a non-violent solo or somebody on the village team, they can choose to give 3 gold to the Orphan. If they do, then the identity of the Orphan will be revealed to them.
Saint: Can self-revive. Once per day/night cycle, can attempt to use revive on themself from the dead thread. Ability technically counts as Holy Magic, but is safe from Silence as that spell only works on living players.
Sneak: Has two knives. At night, can follow a target on a player, learning their routines and movements. On any subsequent night, the Sneak can stick a knife in them if they haven't broke off pursuit to follow another player. If the target is a villager, the Sneak gets caught will be hung for attempted murder instead. If the target is not on the village team, the target will die. The village will be notified if a Sneak stabs someone and the result of the stabbing. The Sneak can begin following a target by PMing me the name. A stabbing and a failed stabbing both count as a normal death.
Thief: can roll a D20 for Luck to attempt to steal from another player at night. 20-15 is successful. 14-6 nothing happens. 5-1 the attempt fails, and the other player catches you in the act and is notified of your assigned role. If caught by an Acolyte, the thief is killed as a dark death. +2 for rolls for Luck.
Warrior: Before dying, the Warrior digs deep into their formidable well of strength to keep fighting long enough to take one of their enemies with them when they go. The target of their rage must be sent to the Game Master via PM before death, but can be changed at any time. Can not be blocked.
ACOLYTES:
1: Necromancer can turn any player after a dark death into a wight (except for a witch hunt that resulted in burning). The wight has the dead players abilities, with the exception of holy magic.
2: Mind bender: can use illusions to make one player appear like another, so that attacks are redirected. Choose one player to look like one other chosen player (in other words, who is protected and who attacks are redirected to). Selection must be made at night. This is a Magic ability.
3: Warlock can silence another player, nullifying their Magic ability at night and not allowing them to speak or vote or use their Magic ability during the day. Non-magic abilities can still be used.
4: Summoner Roll a D20 for Luck to summon a random spirit during the day phase. Can be used multiple times but has to be charged first: one full day phase must pass first as a charging time, then it can be used on the following day phase. 20 dark death to random non-Acolyte, 19-18 normal death to random non-Acolyte, 17-16 destroy random item held by a non-Acolyte, 15-14 silence a random non-acolyte, 13-5 no spirit answers, 4 silence random Acolyte, 3 destroy random item held by an Acolyte, 2 random Acolyte dies a normal death, 1 random Acolyte dies a dark death.
5: Corrupter: Can target one player at night to attempt to corrupt their ability, causing it not to work that night or the following day. Can not corrupt the same player twice in a row. Roll a D20: 20-13 success 12-1 fail. Not a magic ability and not limited to working on Magic abilities.
6: Witch: Once per game, can place a poison in the shop disguised as one of the helpful potions, or place a hex on another item. A poisoned potion will not give the potions normal effects, and instead results in an instant normal death that requires an antidote be consumed if reviving. A hexed item makes the player unable to use any current items or acquire new items unless the curse is lifted. Hexed items can't be used, dropped, sold, traded, or otherwise gotten rid of while still cursed.
7: Dark priest: Can cast Silence on another player during the night, preventing them from using any night-time Magic abilities they might have. Has a 1-night cooldown, so can't be used during consecutive nights.
8: Vampire: if the Vampire is injured, they may select another player to attack at night to heal their own injury while inflicting an injury on another. The player who gets injured this way is notified that they must have a curse removed during the next day phase or they will die and become a Wight. This vampire attack is separate from the nightly Acolyte attack/sacrifice. Not a magic ability. If the Vampire dies in a towns witch hunt, the Vampire wins and all other players lose.
9: Fanatic: Once per game, can persuade the town to witch-hunt the person with the second-highest number of votes instead. Request to activate it must be done via PM during the day, with at least 6 hours remaining in the day phase. Once activated it can not be deactivated. Can also choose instead to whip the town in a frenzy, so that the player with the most votes gets killed by burning instead of hanging, making a revive impossible. Not technically a Magic ability, but can still be Silenced and also can't be used if quieted by a Monk. If a Vampire gets burned instead of hanged, it negates their solo win condition.
SOLO ROLES:
Assassin: Can not be killed by Acolytes at night. Kills players at night for hire. Can only kill if a player posts a Wanted poster, and can only kill once per night. Any player can choose to publicly place a bounty on another player during the day, and a Wanted poster goes up asking for another player's death, and promising a reward. They may choose the amount of the reward to try to entice the assassin. If the assassin takes the job and does the dead, the promised reward secretly transfers to the unknown assassin. Players gold and inventory are private, but posting a reward for a hit can not exceed the amount of gold that player has available to pay. They can also promise an item for a reward instead.
Outlaw: Can not be killed by Acolytes at night. Takes gold and possessions of a player at night and attacks them. Roll a D20. 20 kills the targeted player and loots everything. 19-16 injures the player and loots everything. 15-11 injures the player and loots half their gold and no items. 10-2 injures the player but fails to take any loot. 1 is a completely botched attempt, the targeted player is not injured and has seen your face (will know your role). If the outlaw tries to rob a paladin, they are overpowered and executed by the town the next day.
Puppet Master: Can not be killed by Acolytes at night. Can create dolls in the likenesses of villagers and use Magic to imbue them with those players essence. At night, can either create two new dolls, or toss all existing dolls into a fire. Any player connected to a doll destroyed this way is immediately immolated. Their body is destroyed and they can not revive. If their body is currently animated as a Wight, it gets destroyed. Creating new dolls counts as Magic, burning the dolls does not.
Dark Avatar (non-violent) is another Fallen God, though unlike her rival Kurthost, she is trapped in a mortal body in the living world, rather than another dimension. If she is killed, she is never released from her prison of flesh but instead born into a new one elsewhere in the world. In order to be released into the world, she must tap into the Life Force of five other living players. If less than five other players remain alive, she can't release unless enough players are revived. If the Dark Avatar remains alive once all the Acolytes are killed, she counts as town and wins along with the town. In order to Link into another player's Life Force, they must correctly guess that player's role. At night, the Dark Avatar can PM the Game Master a list of five living players and what they believe their roles to be. I will tell them how many they got right (but not which ones). If it's less than five, they'll have to wait until the next Night Phase to try again. If they get all five correct, the spell activates and drains the Life Force of those five players, and all remaining players lose, leaving the Dark Avatar as the sole winner. If a night action takes out one of the five named players before the Dark Avatar's turn in the turn order, the spell fails that night regardless of the accuracy of their guesses.
Vampire Hunter (non-violent): they win if they find the vampire before the town does (Vampire and Vampire Hunter always appear in the game together). At night they can stalk a player, and can get one of three results: "Nothing happened" (player is not a vampire or other acolyte), or they are discovered and killed (player is a non-vampire acolyte), or they find their vampire and kill them. If they successfully find the Vampire, they remove the Vampire threat from the game and earn a bounty of 20 gold. They also score a Win at the end of the game if they survive, even if the Acolytes win. The vampire suffers a dark death when they die and can't be revived or made into a Wight. If the town does a witch hunt on the vampire though, the game is over and the Vampire Hunter, the town, and acolytes all lose (only Vampire wins). If the vampire is killed by a means other than a witch hunt or getting caught by the Vampire Hunter, the Vampire Hunter earns no bounty and converts to the Village team.
A lot of these roles might sound OP, but they have their drawbacks in other abilities or items from other players.
Items:
Antidote: nullifies poison in the body when revived. 5 gold.
Healing salve: removes an injury from self. 10 gold.
Holy relic: destroys a Wight. Gone after one use. 10 gold.
Holy water: removes curse. 20 gold.
Invisibility potion: protects you from one attack, ability, or lynching. Must PM to ask to drink it beforehand. Gone by the end of phase, regardless of whether it got put to use. Being invisible prevents you from voting in witch hunts or in Acolyte chat. 25 gold.
Lantern: Roll a D20 at night, 20-18 you see an attack coming (if there is one) and escape in time. Modified by Luck. 5 gold.
Loud Voice potion: potion for double vote, or cancels silence. Not stack-able. 15 gold.
Love potion: protects from one other player for a day and night phase. They can't vote to lynch you, can't vote to kill you in acolyte chat, and can't use abilities on you. Can't use more than one love potion at a time. 5 gold.
Luck potion gives +1 to Luck rolls for one day and night phase. Stack-able. 5 gold.
Mirror shield is rare and expensive, allows a player to reflect a spell back on its caster. Works on lightning, silence, and curses. Archer arrows are deflected onto another living player at random (Game Master rolls a D20, if result is the Number of a living player, that player is struck instead). Can not be used by players with evil alignment. 50 gold.
Poisonous Miasma: Uncork the bottle and throw it in someone's bedroom window at night. Kills the targeted player as well as any players protecting them. 35 gold.
Poultice: Heals an injury from self or another player. 12 gold.
Soul stone: Gives your soul a place to hide, causing a dark death to become just a normal death. Doesn't work if body is destroyed by burning. 15 gold.
Talisman protects from witch hunt (second highest vote dies instead). One-time use. 20 gold.
NOTE: Gold prices listed here are their shop prices. Players can demand whatever price they want when selling to another player.
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