- Messages
- 2,832
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
This is still one of the greatest little smiley dudes in history
I'll work something out.By the way can I have a fancy prefix for my games?![]()
By the way can I have a fancy prefix for my games?![]()
I have access to a pro license... I could probably get you a copy as an svgI do regret to inform you that the ant icon in Font Awesome isn't free though.
View attachment 30417
So I'll have to find something else relevant.
you must not be a "pro"I do regret to inform you that the ant icon in Font Awesome isn't free though.
View attachment 30417
So I'll have to find something else relevant.
Probably wouldn't work to integrate in the same way we have everything else set up. Xenforo2 has it all integrated and calling straight from the packs in the CSS. We'd have to fuck around with stuff to call from an svg on the server, I imagine...I have access to a pro license... I could probably get you a copy as an svg
I'm a dude and even I shuddered with cringe at that. lol
I do regret to inform you that the ant icon in Font Awesome isn't free though.
View attachment 30417
So I'll have to find something else relevant.
I don't think it hurts to let everyone have a sub-forum, because if they were condensed into one no one would be able to look at any of the other games stuff while they're an active participant in a game and locked out.Guys - something that's been bothering me is the huge list of subforums in here that all essentially are doing the same thing. Can't we just combine them all into one dead forum?
that worksI don't think it hurts to let everyone have a sub-forum, because if they were condensed into one no one would be able to look at any of the other games stuff while they're an active participant in a game and locked out.
But I do agree there are a ton now, so I think I can move all the individual sub-forums under a single category and reduce the amount that show under Forum Only Games itself. I'll play around with the organization.
Don't you take this away from us! We'll kill people with impunity and you'll die like a good zebra and like where the body is stored until it's reanimated in the next game!I'm happy to be a total noob in this game.
Guys - something that's been bothering me is the huge list of subforums in here that all essentially are doing the same thing. Can't we just combine them all into one dead forum?
@finlandguyZell makes the roll call complete except for Jawneh.
Fuck races, only questingWhat is the typical wolf/townie ratio if 17 people play?
What is the typical wolf/townie ratio if 17 people play?
no seers or info gathering roles
klaatu barada niktoAwooo!
.... or whatever warcry accolytes have?
There are a few. Also some items and quest results will give info.no seers or info gathering roles
klaatu barada nikto
There are a few. Also some items and quest results will give info.
STRONG VILLAGER ROLES
Archer(Limit: 1)
- Once per day, may PM a player to shoot them with an arrow: causes injury and blocks all ability use (Magic and Non-Magic) for that day and night.
- Injured Acolytes can't vote in Acolyte chat.
- Has 4 arrows total.
- If the Archer kills someone, their role is revealed.
- May use an arrow during a quest for a free pre-emptive attack roll.
- +1 Luck to all rolls.
- This is a Non-Magic ability and cannot be removed like Silence.
Channeler(Limit: 1)
- At night, PM to channel a dead Village-aligned player (not Dark Death).
- Takes on their role and powers, but is fully controlled by the dead player.
- Can switch to a different soul each night or revert to original role.
- Cannot channel the same person twice.
- If the channeled player is revived, the Channeler reverts back.
- May attempt one Revive instead of channeling again. If successful, Channeling ends permanently.
- Both Channel and Revive are Magic abilities.
Clairvoyant(Exactly 1 per game)
- At night, pick a player and roll D20:
- 20–19: Learn exact role.
- 18–15: Learn their team.
- 14–1: Nothing happens.
- On 15+, if target is Acolyte, GM rolls D6:
- 6–3: Acolytes don't notice.
- 2–1: You are sensed and die a Dark Death.
- May attempt one Revive (spends all future powers).
- May commune with dead, but Dark Death players can't reveal info.
- All powers are Magic.
Inquisitor(Limit: 1)
- During the day, PM to detain a player at night.
- Detainee can't act and is protected (except from Poisonous Miasma, which kills both).
- May kill the detainee once per game.
- May exchange 2 messages each way (GM mediated).
- Silenced Inquisitor can still detain, but cannot send messages.
- If the Inquisitor dies, the detainee is immediately freed.
Mage(Limit: 1)
- Once per day (with 1-day cooldown), can kill a player using lightning.
- Lightning is Magic and publicly reveals the Mage.
- May be nullified, reflected, or redirected.
Paladin(Limit: 1)
Must choose ONE of the following when assigned:
- Defend: Protects a player from night-phase attacks.
- Destroy Evil: Destroys a Wight or Acolyte. If used on a villager or solo, it rebounds and kills the Paladin.
- Revive: Brings a player back from the dead (see rules).
- Destroy Evil and Revive are both one-use, and count as Holy Magic (immune to Acolyte interference).
REGULAR VILLAGER ROLES
Alchemist
- At night, combine two ingredients and roll a D20 to craft a potion.
- By day, may use, sell, or give the potion to another player.
- Refer to the Recipe Book for effects.
- Alchemy counts as a Magic ability.
Beggar
- At night, place a blessing on any player (including self).
- If blessed player is attacked by an Acolyte, the lowest-ranking Acolyte dies instead.
- If attacked by a solo killer, both players survive.
- The Beggar is notified if their blessing activates.
- If an Acolyte dies, the village is informed that the Beggar's blessing was responsible.
- Blessing is Holy Magic.
Bishop
- During the day, PM to convict a player (used only if the village cannot agree on a Witch-Hunt).
- May convict twice per game.
- If the player is not village-aligned, they die. If they are, the Bishop dies instead.
- The Bishop can also move diagonally.
Blacksmith
- At night, may forge 1 spear and up to 2 shields total per game.
- Items take 1 night to complete.
- Cannot create new items until the previous ones are given away.
- Cannot use own creations.
- Shield: Grants protection from one night attack.
- Spear: One-use daytime attack (not Magic).
- If a player dies, their Blacksmith-made items are lost.
- A player cannot receive more than one shield in a game.
Druid
- At night, may hide or disguise a player to make them untrackable.
- This is a Magic ability.
Friar
- At night, choose two players to pray for.
- If one dies, the other learns their role.
- May only view one role per game.
- Not a Magic ability.
Grave Robber
- At night, may loot a player who has died. Roll a D4:
- 1: Fail.
- 2–3: Take either gold or one item.
- 4: Take everything.
- Works on Normal and Dark Deaths, and even Wights (not destroyed bodies).
Herald
- At night, choose a player. If they die, you gain +1 permanent vote.
- Max of +3 votes (total of 4).
- Voting power is hidden.
- Cannot be nullified by Corrupter.
- Not a Magic ability.
Hero
- Once per game, may protect a player from being witch-hunted.
- PM the GM during the day with your target.
- The save is secret; no one knows why the witch-hunt failed.
- Not a Magic ability.
Knight
- At night, may protect a player from being killed.
- If attacked, the Knight learns who the attacker is.
- If it's an Acolyte, they learn the lowest-ranking Acolyte's identity.
- Attacker also learns the Knight's identity.
- Knight dies at the end of the day, regardless of outcome.
- Can see multiple attackers if blocking more than one.
- Protection does not use a die roll.
- Knight's death is always a Normal Death.
- Not a Magic ability.
Lantern Bearer
- At night, may watch a player.
- If the watched player is killed:
- GM reveals 2 suspects (1 Acolyte + 1 random Villager).
- Does not work if Acolyte is detained.
- Cannot watch the same player two nights in a row.
- Starts with a Lantern item.
- Not a Magic ability.
Merchant
- Gains:
- 2 gold when anyone buys from the shop.
- 1 gold when anyone sells to the shop.
- No gold gained from player-to-player trades.
- Starts with 8 gold.
- +1 Luck to all rolls.
- Not a Magic ability.
Monk
- At night, may either:
- Banish: Prevent a player from posting or voting the next day.
- Silence: Prevent a player from using Magic for the rest of the game (can be lifted).
- Only one Silence may exist at a time.
- Silence = Magic, Banish = Non-Magic.
- Banished players must PM the GM for actions.
Orphan
- At night, may beg a player for money.
- If the player is an Acolyte or solo killer, the Orphan dies (Normal Death).
- If their target dies that night, Orphan also dies.
- If the target is friendly, they may give the Orphan 3 gold and learn their identity.
Saint
- May self-revive once per game.
- Can attempt this from the Dead Thread.
- This is Holy Magic, but unaffected by Silence since it triggers after death.
- During witch-hunts, if anyone voting is an Unholy Magic user, one of their votes is nullified.
- Once per game, may lift a curse from self or another player.
Sneak
- At night, may follow a player.
- If still following the same player on a later night, may stab them.
- If stabbed target is not on Village team, they die.
- If the target is a Villager, Sneak is caught and executed the next day.
- Only one target can be followed at a time.
- Death from stabbing is a Normal Death.
Thief
- At night, may roll D20to steal from another player:
- 20–15: Success.
- 14–6: Nothing happens.
- 5–1: Failure. Target learns your role.
- If caught by an Acolyte, Thief is killed (Dark Death).
- Cannot target detained players.
- +2 Luck to rolls.
- If successful, may choose:
- Half of their gold, or
- One random item (you won't see their inventory beforehand).
SPECIAL VILLAGER ROLE
Vampire Hunter(Appears only if Vampire is in game)
- At night, may stalka player:
- If not an Acolyte, gets back "Nothing happened."
- If Acolyte but not Vampire, GM rolls D20:
- 1–5: Discovered and killed.
- 6–18: Nothing happens.
- 19–20: Learns they're an Acolyte.
- If Vampire, the Vampire is killed and cannot be revived or turned into a Wight.
- Gains 20 gold bounty if they kill the Vampire.
- Begins with a Cross item.
- If killed, may secretly pass the Cross to another player.
ACOLYTE ROLES
Necromancer
- Can raise any Dark Death victim as a Wight (unless their body was destroyed).
- Wights keep the dead player's abilities, but not Holy Magic.
- Counts as a Dark Magic ability.
Mind Bender
- At night, may use illusions to make one player appear as another.
- Redirects incoming attacks to the illusion target.
- Can be used:
- On 2 attacks total (not back-to-back), or
- On 1 witch-hunt.
- Poisonous Miasma ignores this effect.
- Counts as a Magic ability.
Warlock
- At night, can Silencea player:
- They cannot speak, vote, or use Magic abilities that night or the next day.
- Non-Magic abilities are unaffected.
- Has a 1-night cooldown.
- Counts as a Dark Magic ability.
Summoner
- Every other day (must charge one day first), can roll D20to summon a spirit:
- 20: Dark Death to a random non-Acolyte.
- 19–18: Normal Death to a random non-Acolyte.
- 17–16: Destroy a random non-Acolyte item.
- 15–14: Silence a random non-Acolyte.
- 13–5: No spirit answers.
- 4: Silence a random Acolyte.
- 3: Destroy a random Acolyte item.
- 2: Kill a random Acolyte (Normal Death).
- 1: Kill a random Acolyte (Dark Death).
- This is a Magic ability.
Corrupter
- At night, may target a player to disable their ability for that night and next day.
- Cannot target the same player two nights in a row.
- Roll D20:
- 20–13: Success.
- 12–1: Fails.
- Not a Magic ability. Affects any type of ability.
Witch
- Once per game, may:
- Poison an item in the shop (kills user unless antidote is used with revive).
- Hex an item in a player's inventory (cursed; blocks use/trade/drop/sale until lifted).
- Poison is Non-Magic.
- Hex is a Magic ability.
- Poison is made by combining two ingredients and rolling D20 (see Recipe Book).
Dark Priest
- May Silence a player at night. Prevents all Magic use during the night and next day.
- Has a 1-night cooldown.
- This is a Dark Magic ability.
Fanatic
- Once per game, may PM to:
- Make the town witch-hunt the second-highest voted player instead. OR
- Burn the top-voted player (blocks revive and Vampire win condition).
- Must be activated with 6+ hours left in day phase.
- Not technically Magic, but can be Silenced or blocked by Monk.
Bone Collector
- During the day, may steal the bone of a dead player.
- While held, that player cannot be revived, even if they died a Normal Death.
- May only hold one bone at a time.
- Counts as Unholy Magic.
SOLO ROLES
Assassin(Solo Killer)
- Cannot be killed by Acolytes at night.
- Kills one player per night only if a Wanted Poster is posted publicly that day.
- The player offering the bounty sets the reward (gold or item), which transfers in secret if the job is taken.
- If no bounties are posted for two full day phases, the Assassin may:
- Kill one random player per night, and
- Take up to 10 gold from their corpse (if available).
- Once a valid bounty (10+ gold or equivalent item) appears, the Assassin must only kill via posted jobs.
Outlaw(Solo Killer)
- Cannot be killed by Acolytes at night.
- May attack a player at night and loot them. Roll D20:
- 20: Kill & take everything.
- 19–16: Kill & take all gold OR all items.
- 15–11: Kill & take half gold (no items).
- 10–2: Injure & steal 1/3 gold.
- 1: Fail. Target survives and learns your role.
- If the target is a Paladin, the Outlaw is caught and executed the next day.
Puppet Master(Solo Killer)
- Cannot be killed by Acolytes at night.
- May create 2 dolls per night or choose to burn all existing dolls.
- Burning destroys the linked players:
- Instant death, body destroyed (no revive/Wight).
- If body was a Wight, it is destroyed too.
- Doll creation is Magic. Burning is not.
Doppelganger(Solo Killer)
- Each night, selects a player to kill the following night.
- During the day, mimics their role and abilities, and appears as them on any scans.
- Uses Unholy Magic.
Dark Avatar(Non-Violent Solo)
- A fallen god trapped in a mortal body.
- Wins by draining the Life Force of 6 living players.
- Each night, PM a list of 6 living players with guessed roles.
- If all 6 are correct: spell activates, everyone else dies, and the Dark Avatar wins alone.
- If not: told how many were right (not which ones).
- If one target dies before spell resolves: it fails that night.
- If all Acolytes are dead, and Dark Avatar is still alive, she counts as Village-aligned and wins with the town.
- Cannot be blocked by Corrupter.
Vampire(Non-Violent Solo & Acolyte-Aligned)
- Secretly one of the Acolytes is also the Vampire.
- At night, may either:
- Feed: Heals injury and curses the victim (they become a Wight unless cured).
- Glamor: Choose up to 2 players (except Solo killers) to link to you. They are added to Vampire Team if you transform.
- If witch-hunted: transforms into bats and disappears.
- Loses Acolyte powers and chat.
- Starts Vampire Team chat with all Glamored players.
- Can still bite/cause curses, but not glamor again.
- Vampire Team win condition: 50% or more of living players and solo killer is eliminated.
- Feed is Non-Magic. Glamor is Magic.
Mimic(Non-Violent Solo)
- On Night 1, infects a host.
- The Mimic appears as the host in all checks.
- The host's votes match the Mimic's (unless voting against the Mimic, in which case vote is null).
- Each night, the Mimic jumps to a new host.
- If the current host is witch-hunted, the Mimic wins immediately.
- If the host dies by any other means, both die.
- If the original Mimic is killed, the current host also dies.
Make an Intimidation checkIs this format easier and less intimidating to read through than how I currently have it?
We're supposed to read things?Is this format easier and less intimidating to read through than how I currently have it?