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Just keeping track of changes for next game (feel free to give input here too).
Currently I'm working through the roles list, trying to make it more organized, consistent, and concise. Here's what I got so far:
Old version for comparison:
Currently I'm working through the roles list, trying to make it more organized, consistent, and concise. Here's what I got so far:
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 (except for poisonous miasma).
- 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.
Old version for comparison:
STRONG VILLAGERS:
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.
Inquisitor
strong role (limit: 1)
+3 at Haunted Dungeons, -1 at Island of Mists
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 but 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)
+3 at Lost Temple, -1 at Swamp
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)
+3 at Cursed Ruins, -1 at Labyrinth
Can defend, destroy evil, or revive, but must pick only two once the role is assigned to you. Defend protects a player at night from acolytes or solo killers. Destroy evil attacks a player during the day with light that will destroy an acolyte or a wight, or rebound upon the paladin and kill them if used on a player that is on the Village or Solo team. Revive can bring one player back from the dead (selection is made at night). Revive and destroy evil are a one-time use and count as holy magic, which can't be influenced by Acolyte abilities. See General Rules on Revive and Protection.
REGULAR VILLAGERS:
Alchemist
+3 at Sunken City, -1 at Sky Tower
At night, can combine two ingredients and roll a D20 to attempt 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). Refer to the Recipe Book for details. Alchemy is not normal chemistry, so counts as a Magic ability.
Beggar
+3 at Island of Mists, -1 at Cursed Ruins
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).