• Our second year of the NFL Pick 'Em is open to join now. You can join directly here and get involved in the weekly threads over in the Picks forum.
  • If you are reading this message, congratulations! You are on the new server! You made it!!

Draft of updated guide book.

STRONG VILLAGERS:
Archer
strong role (limit: 1)
Non-magic
  • Has 4 arrows:
    • Can use one a day during the day on another player OR on a quest.
    • Injure a player and block abilities that day.
    • Get a risk-free extra shot against a questing enemy.
    • Killing a player reveals the archer.
  • +1 Luck
Channeler
strong role (limit: 1)
Magic
  • Channels a normal-dead player at nightto use their abilities and be controlled by the dead player.
    • GM facilitates a private chat.
    • Dead player leaves dead thread during channeling.
    • Will appear as dead player's roll upon death or seer checks.
  • Can give up powers to Revive one player.
Clairvoyant
(Exactly 1 in each game)
Magic
  • Check a player at nightby rolling a D20:
    • 1-14 fails
    • 15-18 learn their team
    • 19-20 learn their role
    • If 15 or higher on an Acolyte, roll a D6: 1-2 killed by the Acolyte (dark death).
  • Dead thread access at night.
  • Can give up powers to Revive one player.
Inquisitor
strong role (limit: 1)
Non-magic
  • Can select a player to detain at night:
    • Players locked up are protected from night attacks (See: Protection Roles).
    • Selection is done via PM to the Game Master during the day.
    • The Inquisitor is not notified if their heretic (detained player) is attacked.
    • The presumed-heretic cannot perform night actions.
    • Abilities that trigger upon a players death still activate, but selection can't be changed.
    • The Inquisitor can kill the heretic at any time (one kill per game).
    • Can send up to two messages to the heretic, and the heretic can send two back (via the GM).
  • If the Inquisitor is killed at night, the player is set free and may use night actions.
Mage
strong role (limit: 1)
Magic
  • Can shoot lightning and kill during the day:
    • Can't be used two days in a row (1 day cooldown).
    • Once lightning is cast, the mage's role is revealed to the town.
    • Invocation: "XXXX casts Lightning at YYYY"
Paladin
strong role (limit: 1)
Holy Magic
  • Pick two: Defend, Destroy Evil, or Revive
    • Defend: Protects a player at night from acolytes or solo killers (see: Protection Roles)
    • Destroy evil attacks a player during the daywith light:
      • Destroys an acolyte or a wight
      • Kills paladin if used against the Village or Solo team.
    • Revive can bring one player back from the dead. Selection is made at night. (see: Resurrection Roles)
  • Defend is non-magic. Revive and Destroy evil are Holy Magic.


REGULAR VILLAGERS:
Alchemist
Magic
At night
, can combine two ingredients and roll a D20 to attempt to make a potion. See: Recipe Book.

Beggar
Holy Magic

  • Can place a protective blessing on any player (including themselves) at night:
    • If an Acolyte attacks a blessed player:
      • The lowest ranking Acolyte will be killed instead of the target.
    • If the solo killer attacks the blessed player:
      • The blessing will trigger but both the solo killer and the blessed person will be unharmed.
  • The Beggar is told if their blessing activates.
  • The village is told if the Beggar's blessing killed an Acolyte.
  • Selection of blessed player is made by PM.
  • Placing or moving the blessing can be done any time and counts as Holy Magic.
  • Activating a blessing already placed isn't affected by Silence.
Bishop
Non-Magic
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 witch-hunt.
  • 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.
Blacksmith
Non-Magic

  • During the night, can choose to create a shield or a spear.
    • Maximum of two shields and one spear per game.
    • Finish creating the item at the start of the next night.
    • Blacksmith cannot use the items they create, they must be given to other players.
    • Must give away forged item before beginning to craft a new one.
    • A player is notified that they have received an item.
    • A player being killed causes the loss of forged items.
    • A player cannot receive more than one shield in a game.
Druid
Magic

  • Can disguise or hide a player at night so that other players can't find them. (See: Protection roles)
Friar
Non-Magic

  • 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.
Grave robber
Non-Magic

  • Once per night, can attempt to loot the corpse of a player that died.
    • Roll a D4:
      • 1 is a failure.
      • 2-3 lets you choose between taking their gold or their items.
      • 4 lets you take everything.
    • Works on any deceased player who's body wasn't destroyed at time of death.
Herald
Non-Magic

  • At night, can select a player.
    • If the player dies that night, the Herald +1 vote for the rest of the game.
    • Stacks up to 3 times (for a max vote of 4)
    • Other players will not know that the Herald has increased voting power.
  • Can't be negated by Corrupter.
Hero
Non-Magic

Rescue a player from being witch-hunted. (One use)
Nobody will know why the player could not be witch-hunted.
Selection made by PM during the day.

Knight
Non-Magic

  • Can save a player at night (See: Protection Roles)
  • If the Knight is killed while protecting a player:
    • They die a normal death at the end of the day phase instead.
    • They 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.
    • If the Knight saves a player from multiple attacks (both the Acolytes and solo killer), they will see multiple culprits.
  • Selection made by PM
Lantern Bearer
Non-Magic

  • Can watch a player at night.
  • If the watched player is killed by a normal acolyte/solo attack:
    • The Lantern Bearer will be given the names of two possible suspects.
    • One name is the killer (if acolytes did the kill, the lowest living acolyte is named).
    • One name will be a villager.
    • A jailed acolyte will not be selected.
  • Selection made by PM at night.
  • Can not watch the same player on consecutive nights.
  • Begins the game with a Lantern in their inventory.
Merchant
Non-Magic

  • Earns commission on shop sales:
    • 2 gold when a player buys from the shop.
    • 1 gold when a player sells to the shop.
    • No commissions for trades between players.
  • Begins game with 8 gold.
  • +1 Luck.
Monk
Holy Magic

  • Can choose to Silence (See: Silence Spells) OR Banish (See: Banish) a player:
    • Can have Silence spell on only one player at a time. Magic ability.
    • Banish is non-magic.
    • Silence is lifted if the Monk dies.
    • Selection is made at night.
Orphan
Non-Magic

  • Can visit a player at nightto beg for money.
    • If the player 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 the player 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 a non-violent solo or villager is visited, they can choose to pay the Orphan 3 gold to learn their identity.
Saint
Holy Magic

  • Can self-revive:
    • At night, can attempt to use Revive on themself from the dead thread (see: Ressurection Roles).
    • Safe from Silence (that spell only works on living players).
  • Get -1 vote against them if any number of those voters use Unholy magic.
  • Can remove a curse from themselves or another player (once per game).
Sneak
Non-Magic

  • Has two knives:
    • PM the name of a player to follow At night.
    • May use a knife to stab a player after following them on two consecutive nights.
    • If the target is not on the village team, they will die.
    • If the player is a villager, the Sneak is executed instead.
  • The village will be notified if a Sneak stabbed someone.
  • A stabbing and a failed stabbing both count as a normal death.
Thief
Non-Magic

  • Can roll a D20 for Luck to attempt to steal from another player at night.
    • 20-15 Choose: steal 1/2 their gold or steal one random item.
    • 14-6 Failed.
    • 5-1 Caught. The player learns your role.
    • If caught by an Acolyte, the thief is killed as a dark death.
    • Can't steal from a player detained by the Inquisitor.
  • +2 Luck.
Vampire Hunter (special)
Non-Magic

  • Vampire Hunter and the Vampire only appear in the game together (if one is present, so is the other).
  • Because the Vampire doubles as a Non-Violent solo AND an Acolyte, the Vampire Hunter is an extra player on the Village team.
  • At nightthey can stalk a player:
    • If they are not an Acolyte: "Nothing happened."
    • If they are a non-vampire Acolyte, the Game Master secretly roles a D20:
      • 1-5 caught by Acolytes, dark death.
      • 6-18 "Nothing Happens"
      • 19-20 they are informed they found a non-Vampire Acolyte.
    • If they find the Vampire, they earn 20 gold. Vampire's body is destroyed.
  • Begins the game with a Cross. At death they can secretly give it to another player.
Warrior
Non-Magic

  • If killed, may kill another player also.
  • Selection made by PM any time before dying.
  • Can not be blocked.


ACOLYTES:
1. Necromancer
Unholy Magic

  • Can turn any player after a dark death into a wight, unless their body was destroyed. (See: Wights)
2. Mind bender
Unholy Magic

  • Can redirect attacks from one player to another player.
  • Protected player and targeted player are selected by PM at night.
  • Can redirect up to two attacks per game (not on consecutive nights) OR one lynching.
  • Poisonous Miasma negates the spell.
3. Warlock
Unholy Magic

  • Can select a player At nightto Banish and Silence for the following day:
    • Silence and Banish are both lifted at the end of the day.
    • Both must be used on the same player.
    • Non-magic abilities can still be used if they don't require posting (dying knight is the exception for 1 post)
4. Summoner
Unholy Magic

  • May summon a random spirit during the day. Roll a D20:
    • 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
  • Unlimited use, but can't be used on consecutive days.
5. Corrupter
Non-Magic

  • Can target one player at nightto attempt to corrupt their ability. Roll a D20:
    • 20-13 their abilities don't work that night or the following day.
    • 12-1 fail.
  • Works on Magic and Non-Magic abilities.
  • Can not corrupt the same player twice in a row.
6. Witch
Unholy Magic

  • Once per game, can hex an item in the shop or make a poisoned potion to put in the shop:
    • A poisoned potion will cause Poison instead of the potions normal effects.
    • 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.
  • The hex is a Magic ability, the poison is not.
  • Can do one poison and one hex per game.
  • (See: Recipe Book)
7. Dark priest
Unholy Magic

  • Can select a player at nightto cast Silence on.
    • Silence persists after Dark priest dies.
    • Not limited to one player at a time.
    • Can't be used on consecutive nights.
    • (See: Silence spells)
8. Fanatic
Non-Magic

  • Can redirect the witch-hunt to the person with the second-most votes.
    • Request to activate via PM during the day, with at least 6 hours remaining.
    • Once activated it can not be deactivated.
    • Can also choose instead to cause the player with the most votes to be killed by burning (destroys body).
  • If a Vampire gets burned instead of hanged, it negates their solo win condition.
  • Only once per game.
9. Bone Collector
Unholy Magic

  • Can steal the bone from the corpse of a dead player:
    • While in the Bone Collector's possession, that player can't revive.
    • Can only hold one player's bone at a time.
    • Selection is made by PM during the day. Bone is stolen the following night.


SOLO ROLES:
Assassin
Non-Magic

  • Kills players at nightfor hire:
    • Once per night, can kill a player on a Wanted poster made by another player.
    • If the assassin succeeds in killing the target, the promised reward is transferred to them.
    • Can kill randomly if no job offers of at least 10 gold (or item of that value) are posted for two consecutive nights.
  • Can not be killed by Acolytes at night.
Outlaw
Non-Magic

  • Takes gold and possessions of a player at nightand attacks them. Roll a D20:
    • 20 kills the targeted player and loots everything.
    • 19-16 kills the player and loots either all gold or all items.
    • 15-11 kills the player and loots half their gold and no items.
    • 10-2 injures the player and takes 1/3 of their gold.
    • 1 caught. The would-be victim learns your role instead.
  • Caught and killed if attacking the Paladin.
  • Can not be killed by Acolytes at night.
Puppet Master
Unholy Magic

  • At night, can either pick two players and create dolls in their likeness, or toss all existing dolls into a fire.
    • Any player that's had a doll made like them is immediately immolated when it burns (body is destroyed).
    • Works against Wights also.
    • Creating dolls counts as Magic, burning the dolls does not.
  • Can not be killed by Acolytes at night.
Doppelganger
Unholy Magic

  • Can target a player at night and then kill them the following night.
    • Copy that player's role until the next kill, gaining their abilities.
    • Appear as the copied role when checked by other players.
  • Can not be killed by Acolytes at night.
Dark Avatar (non-violent)
Unholy Magic

Win condition: correctly name the roles of 6 other players.
  • At night, can PM the Game Master a list of six living players and what they believe their roles to be.
    • If they get all six correct, the Dark Avatar wins and the game is over.
    • If they get less than six, they'll have to wait until the next Night Phase to try again.
    • Game Master tells them how many they got right (but not which ones).
    • Fails if one of the six dies before the Dark Avatar's turn in the turn order.
  • Is on the Village team if less than 6 other players remain alive.
  • Can't be negated by the Corrupter.
Vampire (non-violent)
Unholy Magic

Win condition: Vampire Team equal at least 50% of the players remaining alive and remove the solo killer.
  • This role is on the Acolyte team and secretly a Vampire in addition to their Acolyte role.
  • May Feed on a player at night:
    • Feeding on a player removes an injury from the Vampire and places a curse on their victim.
    • The bitten player is told they will become a Wight at the end of the day unless they lift the curse.
  • May cast Glamor on a villager or Acolyte at night:
    • Players will not know they were Glamored unless a witch hunt is attempted on the Vampire.
    • Doesn't work on Solo Killer.
    • If the Vampire is selected to die by witch hunt, the Vampire team and chat are formed.
    • Glamored Acolytes are part of both chats.
    • The Vampire can't Glamor after the witch-hunt but can still bite players to place the curse on them.
  • Glamor is Magic. Feed is Non-Magic.
Mimic (non-violent)
Non-Magic

Win condition: infected player dies in witch hunt.
  • May pick a player on the first nightand infect them:
    • Each night after the first, the current host picks the new host to force the mimic to jump to.
    • The mimic is told who the new host is.
    • The original mimic will appear as the role of the host player during any checks.
    • If another player checks the mimic or the host, the mimic is given the same information.
    • The infected player votes the same way as the original mimic (their vote is null if the mimic votes for the host).
    • Mimic and host both die when one of them is killed.
 
Last edited:
SHOP ITEMS:
Antidote
Nullifies poison in the body when revived. Active item. 5 gold.

Black Powder Flask
Gives you an injury and adds +3 to your attack roll. Gone after one use. 7 gold.

Bloodfang Dagger
Add +1 to attack roll. It also adds another +1 attack for each day that you've had a hand in any player's death. Passive. 15 gold.

Crossbow
Add +2 to attack roll against enemies with Flying. Active item. Gone after one use. 5 gold.

Elixir of Compulsion
Drink during the night after saying a player's name. If you both survive to the end of the following day, their vote will secretly be made to match yours even if they don't know it. Active item. Gone after one use.15 gold.

Giants Potion
Allows you to momentarily grow in size. Each sip you take will double the size of your next die roll. D6 becomes D12, D20 becomes D40. There is enough in the bottle for five sips total. Stackable! Active item. 15 gold.

Healing salve
Removes an injury from self. Active item. Gone after one use.10 gold.

Holy relic
Destroys a Wight. Active item. Gone after one use. 10 gold.

Holy water
Removes curse. Active item. Gone after one use. 20 gold.

Invisibility potion
Protects you from one attack, ability, or witch hunt. 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. Active item. 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. Active item. 5 gold.

Loud Voice potion
Potion for double vote, or cancels silence. Not stack-able. Active item. 15 gold.

Love potion
Protects from one other player for a day and night phase. They can't vote to witch-hunt 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. Active item. 5 gold.

Luck potion
Gives +1 to Luck rolls for one day and night phase. Stack-able. Active item. 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 unholy magic. Passive item. 50 gold.

Null Ring
Protects from 1 magic effect. Passive. Gone after one use. 8 gold.

Obsidian shield
Immune from death or injure against enemies with Fire. Gone after one use. 5 gold.

Ouiji Board
Item can only be used at night. Allows the player to commune one time with a dead player. They tell me who they'd like to hear from, and I'll retrieve one message from that player for them from the dead thread. The Game Master rolls a D4 in the dead thread, if it's a 1 then they'll receive a message from a DIFFERENT dead player (if more than one are dead) pretending to be the one they wished to speak to, and they are not told what the result of their roll was. Can not speak to players that died a Dark Death. 15 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. Active item. 35 gold.

Poultice
Heals an injury from self or another player. Active item. 12 gold.

Rapier
A sword light enough to let you do a double strike. After your first attack roll, roll a D4 and add it to your first. Gone after one use. 10 gold.

Sacred Sword
Doubles the attack roll agaisnt an enemy with Dark. Gone after one use. 5 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. Passive item. 15 gold.

Talisman
Protects from witch hunt (second highest vote dies instead). Passive item. One-time use. 20 gold.

Unholy Axe
May use to re-roll an attack role against an enemy with Holy. Gone after one use. 5 gold.


SPECIAL ITEMS
(Will not appear in shop unless found and sold)
Blood Scroll
Write another player's name on it in your blood. If that person is killed at night, you will know the identity of their killer (if it's the Acolyte team, you will know the name of the lowest-ranking Acolyte). You will show as using unholy-magic if checked. Passive (after name is written). Gone after one use. Unique. Sell to shop for 10 gold.

Broken Hourglass
If killed in the night, slows down time enough for you to live halfway through the following day phase. Passive. Unique. Sell to shop for 7 gold.

Cross
Unique item, only appears in the Vampire Hunters hands at the start of the game. Once per day, it can be used against another player by posting in the format "XXXX uses Cross on YYYY". If that player is a Vampire, they are revealed as such. Otherwise, nothing happens. Using the Cross exposes that person as being in possession of it. If the Vampire Hunter dies, they are allowed to secretly pass on the Cross to another player. Tradable. Can be sold to the shop for 2 gold.

Enchanted hourglass
This magic hourglass once belonged to a powerful sorcerer that could turn back time! However, by the end of his long life, there remained only three grains left of the Sands of Time. Each one of them will allow you to redo ANY die roll, even one made by another player which already happened (if it was in the same phase and it was the last die roll that was made). Unique. Can be sold to the shop for 5 gold for each remaining grain of sand.

Ghost Ink
Can write 1 message to a dead player. They can give one response (Game Master delivers it). Gone after one use. Sell to shop for 15 gold.

Magic Mask
Any checks on your role, team, or alignment come back as "unknown". Your role is also not revealed when you die. Passive. Sell to shop for 12 gold.

Oracle's Eye
Check if any two players are on the same team. Unique. Gone after one use. Sell in the shop for 12 gold.

Sacred Scroll
Negate's one unholy-magic effect. Passive. Gone after one use. Sell to shop for 10 gold.

Shield
A blacksmith item not available for purchase unless sold to the shop by any player except the blacksmith that created it. Gives the 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 Blacksmith. Passive item. Sell to shop for 5 gold.

Soul Jar
Can be invoked at night by PM. Name one player and guess what their role is. If you are correct, their soul becomes trapped in the jar and they lose all of their abilities, becoming an ordinary villager (or ordinary Acolyte). If you guess wrong, you lose your own abilities for one day phase instead. The jar can only hold one soul at a time. Will not work on solos. Unique. Sell in the shop for 20 gold.

Spear
A blacksmith item not available for purchase unless sold to the shop by any player except the blacksmith that created it. Can be thrown once and can be used during the day similar to the Mage lightning (though not Magic). Active item. Sell to shop for 5 gold.

Whisper Candle
Let's you hear one private message sent during the night (chosen at random). Gone after one use. Sell to shop for 7 gold.

Potion ingredients:
Ashcap Mushroom
2 gold

Duskroot
2 gold

Moonfern
2 gold

Thornshade
2 gold

Wyrmblossom
2 gold


NOTE: Gold prices listed here are their shop prices. Players can demand whatever price they want when selling to another player. Some of these items are only available through questing, or by being made by specific roles. All players begin the game with 5 gold (with the exception of the Merchant) and get an income of 5 gold at the beginning of each Day phase starting on Day 2.

Unique items can appear a max of one time per game.
 
Back
Top Bottom