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Signed up.
@A Punched Face (Alu)
@Ben
@Benzine
@canadaguy
@Christina
@dimmerwit
@Fool's Requiem
@Jawneh
@Jon
@Kat
@Quagmire
@shortkut
@Smacktard
@TD
@Quagmire
@VashTheStampede
@Zell 17
Hey doods. I'm on vacation this week. Jon mused I should host a wolf game. The jerk made me think about it.
Wanted to do my own roles, though I copied from Zell some. Not really concerned about balance too much, but feedback welcome. I didn't have much time to proof read so there's probably a bunch of errors. Who knows, that's half the fun!
@A Punched Face (Alu)
@Ben
@Benzine
@canadaguy
@Christina
@dimmerwit
@Fool's Requiem
@Jawneh
@Jon
@Kat
@Quagmire
@shortkut
@Smacktard
@TD
@Quagmire
@VashTheStampede
@Zell 17
Hey doods. I'm on vacation this week. Jon mused I should host a wolf game. The jerk made me think about it.
Wanted to do my own roles, though I copied from Zell some. Not really concerned about balance too much, but feedback welcome. I didn't have much time to proof read so there's probably a bunch of errors. Who knows, that's half the fun!
Agency: | All members of the Agency will show as Agency aligned by seer checks, unless the Fixer interferes. Win condition is to lynch all Mob (excluding double agent) and Vampire. | |
Armorer | During the night, can choose any player to give a gun. Only one gun can be given and the gun has one shot. That player chosen to receive the gun will be notified via PM and can shoot one person during the day. | |
Detective | At night, can check if two other players are from the same team. The Detective is only told if the players belong to the same team or not. Teams are: Agency, Mob, Wildcard. Ability is used at night by PMing the names of the two players the Detective wishes to check. | |
Doctor | Can protect any other player from death at night from normal attacks by evil/solo roles. Cannot protect themselves. Unlimited use. Uses their ability by PMing the name of the person they wish to protect. The Doctor will be notified if their protection is successful, but nobody else will be notified. | |
Explosives expert | At night, can install a booby trap at a players house. Explosives won't be ready until the next night. Can choose to move the trap during the night, but again, explosives won't be ready until the next night. Booby trap will persist if the Explosives expert dies. | |
Gunner | Can shoot and kill any player once per day. Two shots max. Their role is revealed to all upon use. Uses their power by posting in bold: "XXXX shoots YYYY". | |
Informant | At night, can look at one person to discover their alignment. Ability is used at night by PMing the name of one player the Informant wishes to check. | |
Jailer | Can choose two players to jail. Jailed players will not be able to perform any night actions. Jailer cannot jail the same player two nights in a row. Jailer and jailed players will have a chat for the night though the jailer cannot participate. Once per game, the Jailer can choose to gun one of the players jailed a weapon. That player can choose to use the weapon or not. If both jailed players are Mob aligned, the Mob will break the players out and kill the jailer. | |
Judge | During the day, can select a player to convict. Selection must be sent via PM. Conviction will only occur if the town cannot decide who to lynch. The judge may convict up to two players per game. If the player convicted does not belong to the Agency, they will be killed. If the player convicted does belong to the Agency, they will survive and the judge will be killed. | |
Partner | Has no powers other than knows who their partner is. If their partner is murdered, will know receive one of the murderer's names. Can communicate via PM. | |
Priest | During the night, can visit a player to hear their confession. Priest will be told if the player visited has killed (Mob/Vampire kills only). | |
Mob: | If mob makes up half the town, the mob wins. Vampire must also be dead. Mob roles are listed in order of their rank. | |
Godfather |
| |
Consigliere | Can prevent a player from being lynched during the day. One time use. Nobody will know why the player could not by lynched. Power used during the day. Uses their power by PMing the name of the person they wish to protect. Consigliere will show as Mob aligned to seers. | |
Hitman | At night, can use their ability to ensure a night time attack goes through. One time use. Will kill any agent players protection target (not including explosives expert. Hitman will show as Mob aligned to seers. | |
Fixer | At night, can choose a player to be a patsy. For the entire game, any seer checks on the patsy will show as Mob aligned. One time use. Fixer will show as Mob aligned to seers. | |
Lookout | At night, can target a player to prevent their night action from occurring. One time use. Lookout will show as Mob aligned to seers. | |
Wildcards: | Both Wildcards will be present. | |
Double Agent | Will get assigned a random Agent AND Mob role and has full access to both role's powers, if applicable. Has no loyalty. Can win with both Agency or Mob, but must stay alive in order to win. Does not count towards Agency population for Mob win condition. Double Agent will show as unknown alignment to seers. | |
Vampire | Vampires exist! Can bite one person per night. If the person bitten dies in any way, they become a vampire. Converted vampires are essentially dead (go to dead thread, can't post or vote in day thread). Cannot be killed at night. If vampires make up half the alive town, The vampires win. Vampire will show as unknown alignment to seers. |
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