ROLES

STRONG VILLAGERS:
Archer: strong role (limit: 1). 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). 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 revert 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 take the same player's role 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). 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). 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. The Inquisitor 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). 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). Can defend, destroy evil, or revive, but must pick one 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: At night, can roll a D20 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). 1-8 Healing salve. 9-12 luck potion. 13-15 love potion. 16-17 holy water. 18-19 loud voice 20 invisibility. Alchemy is not normal chemistry, so counts as a Magic ability.
Beggar: 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).
Bishop: 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 by angry villagers. The Bishop can also move diagonally.
Blacksmith: During the night, can choose to create a shield or a spear. Per game, can create a total maximum of two shields and one spear. The Blacksmith will finish creating the item at the start of the next night. The Blacksmith cannot use the items they create, they must be given to other players. The Blacksmith cannot begin the creation of a new item unless they have selected to give away any items they currently have. The shield will give a 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. The spear can be thrown once and can be used during the day similar to the Mage lightning (though not Magic). A player is notified that they have received an item. A player being killed cause the loss of any items made by the Blacksmith. A player cannot receive more than one shield in a game.
Druid: can disguise or hide a player at night so that other players can't find them. Ability counts as Magic.
Friar: 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. Not a Magic ability.
Grave robber: Once per night, can attempt to loot the corpse of a player that died. Roll a D4. Rolling a 1 is a failure. Rolling a 2 or 3 lets you choose between taking their gold or their items. Rolling a 4 lets you take everything. Works on Wights and players who died a normal or Dark death, but not on any players who's body was destroyed.
Herald: At night, can select a player. If that player dies, the Herald will gain an additional vote during the day for the remainder of the game. Can gain up to 3 additional votes for a combined total voting power of 4 votes. Other players will not know that the Herald has increased voting power, their increased voting power will be added behind the scenes. Can't be negated by Corrupter. Not a Magic ability.
Hero: The Hero can rescue a player from being witch-hunted during the day. One use. Nobody will know why the player could not be witch-hunted. Uses their power by PMing the name of the person they wish to protect anytime during the day. Not a Magic ability.
Knight: Can save a player at night. If the Knight or the person they are guarding are attacked by normal night-phase attacks, the Knight 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. The Acolyte or Solo that attacks the Knight will also be notified of the identity of the Knight. The Knight will die at the end of the day. The Knight will be notified if their protection is successful, but the village at large will not be aside from the person who did the attacking. If the Knight saves a player from multiple attacks (both the Acolytes and solo killer), they will see multiple culprits. They use their ability by PMing the name of the person they wish to protect. Because the Knight escaped the Acolytes alive and dies of their injuries later, it counts as a normal death instead of a dark death. Unlike the other protection roles, this one does not roll a die when attacked: they are given the attackers identity and then die at the end of the day phase. Not a Magic ability.
Merchant: gains 2 gold in commission every time a player buys an item from the shop, and 1 gold in commission every time a player sells to the shop. No commissions for trades between players. +1 for rolls for Luck. Begins game with 8 gold. Not a Magic ability.
Monk: Can shame another player into taking a vow of silence. Monk chooses whether to Banish the player from speaking and voting in the alive thread for one day phase, OR to cast the Silence spell on them which prevents them from using any Magic abilities for the rest of the game unless it gets lifted. Can only have a Silence spell placed on one player at a time. Silence is a Magic ability, Banishing a player from talking/voting is not. Selection is made at night. If the Banish (prevented-from-talking/voting) option is chosen, Magic abilities can still be used (send PM to Game Master).
Orphan: Can visit a player at night to beg for money. If the player visited 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 they visit a player who 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 the Orphan visits a non-violent solo or somebody on the village team, they can choose to give 3 gold to the Orphan. If they do, then the identity of the Orphan will be revealed to them.
Saint: Can self-revive. Once per day/night cycle, can attempt to use revive on themself from the dead thread. Ability technically counts as Holy Magic, but is safe from Silence as that spell only works on living players. See General Rules on Revive.
Sneak: Has two knives. At night, can follow a target on a player, learning their routines and movements. On any subsequent night, the Sneak can stick a knife in them if they haven't broke off pursuit to follow another player. If the target is a villager, the Sneak gets caught will be hung for attempted murder instead. If the target is not on the village team, the target will die. The village will be notified if a Sneak stabs someone and the result of the stabbing. The Sneak can begin following a target by PMing me the name. A stabbing and a failed stabbing both count as a normal death.
Thief: can roll a D20 for Luck to attempt to steal from another player at night. 20-15 is successful. 14-6 nothing happens. 5-1 the attempt fails, and the other player catches you in the act and is notified of your assigned 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 for rolls for Luck. A successful role for thievery means they can choose 1/2 the targets gold or one random item from their personal inventory (you are not told what that player has before making the choice).
Vampire Hunter (special): 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 night they can stalk a player. If they are not an Acolyte, they get back "Nothing happened." If they are an Acolyte but are not the Vampire, the Game Master roles a D20 (1-5 they are discovered and killed by the Acolyte team, 6-18 "Nothing Happens", 19-20 they are informed they found a non-Vampire Acolyte). If they successfully find the Vampire, they kill it and remove the Vampire threat from the game and earn a bounty of 20 gold. The vampire suffers a dark death when they die and can't be revived or made into a Wight. Begins the game with a Cross in their inventory, if the Vampire Hunter is killed they can secretly pass it on to another player before dying.
Warrior: Before dying, the Warrior digs deep into their formidable well of strength to keep fighting long enough to take one of their enemies with them when they go. The target of their rage must be sent to the Game Master via PM before death, but can be changed at any time. Can not be blocked.

ACOLYTES:
1: Necromancer can turn any player after a dark death into a wight (except for a witch hunt that resulted in burning). The wight has the dead players abilities, with the exception of holy magic. This is a Dark Magic ability.
2: Mind bender: can use illusions to make one player appear like another, so that attacks are redirected. Choose one player to look like one other chosen player (in other words, who is protected and who attacks are redirected to). Selection must be made at night. This is a Magic ability.
3: Warlock: at night, can silence another player, not allowing them to speak or vote or use their Magic ability that night or during the following day. Non-magic abilities can still be used. This is a Dark Magic ability.
4: Summoner: Roll a D20 for Luck to summon a random spirit during the day phase. Can be used multiple times but has to be charged first: one full day phase must pass first as a charging time, then it can be used on the following day phase. 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. This is a Magic ability.
5: Corrupter: Can target one player at night to attempt to corrupt their ability, causing it not to work that night or the following day. Can not corrupt the same player twice in a row. Roll a D20: 20-13 success 12-1 fail. Not a magic ability and not limited to working on Magic abilities.
6: Witch: Once per game, can place a poison in the shop disguised as one of the helpful potions, or place a hex on another item. A poisoned potion will not give the potions normal effects, and instead results in an instant normal death that requires an antidote be consumed if reviving. 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. This is a Magic ability.
7: Dark priest: Can cast Silence on another player during the night, preventing them from using any night-time Magic abilities they might have. Has a 1-night cooldown, so can't be used during consecutive nights. This is a Dark Magic ability.
8: Fanatic: Once per game, can persuade the town to witch-hunt the person with the second-highest number of votes instead. Request to activate it must be done via PM during the day, with at least 6 hours remaining in the day phase. Once activated it can not be deactivated. Can also choose instead to whip the town in a frenzy, so that the player with the most votes gets killed by burning instead of hanging, making a revive impossible. Not technically a Magic ability, but can still be Silenced and also can't be used if quieted by a Monk. If a Vampire gets burned instead of hanged, it negates their solo win condition.

SOLO ROLES:
Assassin: Can not be killed by Acolytes at night. Kills players at night for hire. Can only kill if a player posts a Wanted poster, and can only kill once per night. Any player can choose to publicly place a bounty on another player during the day, and a Wanted poster goes up asking for another player's death, and promising a reward. They may choose the amount of the reward to try to entice the assassin. If the assassin takes the job and does the dead, the promised reward secretly transfers to the unknown assassin. Players gold and inventory are private, but posting a reward for a hit can not exceed the amount of gold that player has available to pay. They can also promise an item for a reward instead. If no job offerings are posted two days in a row, they can start choosing 1 player a night to kill and takes up to 10 gold from the corpse if that player had any. Can only do a random killing if a job offer hasn't been posted for two consecutive day phases. Once one gets posted, if it offers 10 gold or more (or an item of that much value), they can only kill by accepting a posted offer.
Outlaw: Can not be killed by Acolytes at night. Takes gold and possessions of a player at night and 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 is a completely botched attempt, the targeted player is not injured and has seen your face (will know your role). If the outlaw tries to rob a paladin, they are overpowered and executed by the town the next day.
Puppet Master: Can not be killed by Acolytes at night. Can create dolls in the likenesses of villagers and use Magic to imbue them with those players essence. At night, can either create two new dolls, or toss all existing dolls into a fire. Any player connected to a doll destroyed this way is immediately immolated. Their body is destroyed and they can not revive. If their body is currently animated as a Wight, it gets destroyed. Creating new dolls counts as Magic, burning the dolls does not.
Dark Avatar (non-violent): is another Fallen God, though unlike her rival Kurthost, she is trapped in a mortal body in the living world, rather than another dimension. If she is killed, she is never released from her prison of flesh but instead born into a new one elsewhere in the world. In order to be released into the world, she must tap into the Life Force of five other living players. If less than five other players remain alive, she can't release unless enough players are revived. If the Dark Avatar remains alive once all the Acolytes are killed, she counts as town and wins along with the town. In order to Link into another player's Life Force, they must correctly guess that player's role. At night, the Dark Avatar can PM the Game Master a list of five living players and what they believe their roles to be. I will tell them how many they got right (but not which ones). If it's less than five, they'll have to wait until the next Night Phase to try again. If they get all five correct, the spell activates and drains the Life Force of those five players, and all remaining players lose, leaving the Dark Avatar as the sole winner. If a night action takes out one of the five named players before the Dark Avatar's turn in the turn order, the spell fails that night regardless of the accuracy of their guesses. Can't be negated by the Corrupter.
Vampire (non-violent): One of the Acolyte players is secretly also a Vampire. May select another player to attack at night to Feed on. Feeding on a player heals the Vampire's injury if they currently have one, and also places a curse on their victim. That player is notified that they are cursed and that it must be removed during the next day phase or they will die and become a Wight. Not a magic ability. Also at night, they may select up to two other players on the Acolyte or Village team to Glamor (solo killer can not be glamored). Players will not know they were Glamored unless a witch hunt is attempted on the Vampire. Glamor is a Magic ability. If the Vampire is selected to die by witch hunt, they turn into a swarm of bats instead and fly away. They no longer post in the living thread, vote, or have use of their regular Acolyte abilities and are removed from Acolyte chat. They are effectively "dead" in the game, but do not appear in the Dead thread. Instead they and every living player they had Glamored are made into a new Vampire Team and added to the Vampire Chat. This removes those players from their old teams, but Glamored Acolytes remain in the Acolyte chat. The Vampire can no longer Glamor anyone, but they can still bite one player a night to place the curse on them. Vampire Team win conditions: equal at least 50% of the players remaining alive and remove the solo killer.



Added the Grave Robber role and changed up the Vampire and Vampire Hunter roles. I took away the Vampires ability to give an Injury when they bite (otherwise how could I label them a Non-Violent solo?) and added the Glamor mechanic and changed win conditions. The Cross is a unique item that won't appear in the shop, it appears only in the hands of the Vampire Hunter but is tradable and will basically be once-a-day attempt to make the Vampire reveal itself (publicly say "XXXX uses Cross on YYYY").

Of course since this is a workshop, the above roles could see changes or new roles added before we play again.
 
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