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There is at least Alu. More than that I can't share.is there another role that can revive, or just me?
That’s brilliant if you can revive the same nightooh, Alu revives me and I revive shortkut, and shortkut shoots an arrow at someone.
I don't think we can do that. I think it has to be back to back nights.That’s brilliant if you can revive the same night
Fuck it, if they both get lucky on the revival die roll then why not. Sure.
ooh, Alu revives me and I revive shortkut, and shortkut shoots an arrow at someone.
That’s brilliant if you can revive the same night
Fuck it, if they both get lucky on the revival die roll then why not. Sure.
It was @Fool's Requiem plan. He and I never agree. This must be fateOn second though, if shortkut approves then it's probably cheating.
HellooooIf I missed anyone's quest let me know.
Sky tower for the +3Lol. Where do you want to go?
The questing is entirely fake so sure. If you do get revived it'll be with 3 arrows and no items or gold (because the assassin helped himself).Can I use an arrow but not have it count as a lost arrow if I get revived? What dice do I roll?
You suffered a dark deathwhy not revive me i'm rich
Tape a picture of Zell on it and use an arrowThe questing is entirely fake so sure. If you do get revived it'll be with 3 arrows and no items or gold (because the assassin helped himself).
What diceYou still have to roll.
you need to roll 15 or higher to beat snekWhat dice
Do ityou need to roll 15 or higher to beat snek
*unzips*I wanted that mushroom in the actual game.
(I did not get the mushroom)
+repYou didn't roll high enough to get 30 dolls, but maybe 2 or 3 dolls.
I made sure you had a beard and an empty beer can in your death scene.+rep
Archer
strong role (limit: 1)
+3 at Sky Tower, -1 at Sunken City
During the day, they can select a player via PM to fire an arrow at and cause an injury, and that player can not use their ability (Magic AND Non-Magic) during the day or the following night. If the arrow injures an Acolyte, that player can not vote in Acolyte chat. 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 might work similarly to a Silence spell, but it is Non-Magic and therefore can't be removed by the same methods.
Channeler
strong role (limit: 1)
+3 at Necropolis, -1 at Fire Mountain
At night, can select one normal-dead player to channel (not the dead forum, the Game Master will make a chat between themself, the Channeler, and the selected player). They take on the role, powers, and abilities of any dead village team player for one day and night phase. The following night, the Channeler may choose to immediately take on another dead player's role or revert back 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 channel the same player 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. The Channeler can choose to attempt to revive a player when releasing their spirit and before selecting another dead player to Channel. If the Revive is successful, their power is spent and they can no longer Channel for the rest of the game. Revive and Channeling are both Magic abilities. See General Rules about Revive.
Clairvoyant
(Exactly 1 in each game)
+3 at Wailing Valley, -1 at Dark Forest
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). The Clairvoyant can choose to attempt a Revive at night. If the Revive is successful, their power is spent and they can no longer check roles or visit the dead thread. There is always exactly 1 Clairvoyant per game. Revive and Vision are both Magic abilities. See General Rules about Revive.
Archer
strong role (limit: 1)
+3 at Sky Tower, -1 at Sunken City
Has 4 arrows, they can use one a day during the day to injure a player and block abilities that day or have a risk-free extra shot against a questing enemy. Killing a player reveals the archer. Non-magic.
+1 Luck
Channeler
strong role (limit: 1)
+3 at Necropolis, -1 at Fire Mountain
Channels a normal-dead player at night to 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. Magic.
Clairvoyant
(Exactly 1 in each game)
+3 at Wailing Valley, -1 at Dark Forest
Check a player at night by 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. Magic.