You never added from #30 and #32
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I'm an idiot, I thought I added them, but I didn't apparently
Soul Ferryman
Defense Value: 1
Attack Value: 0
Once per night you may mark a player for ferrying.
- Marked players have -1 defense (cannot reach 0 defense from marking)
- Marked players who visit another marked player have their role switched with their target’s
- Both players are aware that they were swapped by a ferryman.
- Players are not aware of being marked
Crimson Artificer
Defense Value: 1
Attack Value: 0
Once per night you may ward a player.
- Warded players have +1 defense.
- Players who visit a warded player suffer a basic (-1) attack and have their attack value decreased by 2.
- Players are not aware of being warded
- Wards dissipate after 2 nights.
You have the Crimson Tablet
- Every night you receive a list of 3 names.
- At least one of these names are non-town, although more than one can be non-town.
- Upon death, a warded player will receive this item.
- If there are no warded players, instead the item is destroyed.
Siege Commander
Defense Value: 1
Attack Value: 0
You have the enchanted platemail item
- You have +2 defense
- You cannot be roleblocked
- You may give this item to another player in addition to your night action
You have the mega-catapult item
- 1 use
- Instantly kill a player by launching them into the sun.
- This effectively is a (-999) attack.
- You cannot give this to another player and it cannot be stolen.
- If you receive a new rolecard you do not keep this item.
I love that catapult role @stealthbomber
What the fuck is up with fred
Stalin
You saw Hitler in last game, and thought you could start your own madness!
Attack Value: 0
Defense Value: 2
Abilities: Each night, you may recruit people in your Party's permanent night chat. Two charges.
When the chat is full (3 persons), you may purge the party, resulting in a 2-strenght attack on everyone but you in the night chat. One charge.
You may also sing (whenever you want) a wonderful anthem, granting everyone but you +1 defense value. One charge.
Pertinent Rulings: Only one action per night.
Hidden Demigod
Defense Value: 1
Offense Value: 0
You are a demigod stripped of your godly powers by way of the ancient demon, Xygloth. Xygloth placed a spell of weakness on you, making you far weaker than you ever were before. But the spell has one weakness: if a person of immense power (other than yourself, of course) says your name, the curse is lifted.
- You begin the game cursed.
- If the curse is lifted, you become a Purified Demigod and you gain an attack and defense value of 10, and the ability to attack a player once per night.
- Your name is randomly generated from this website with the setting "first name only".
- If a player with a defense value of 3 or higher (other than yourself if you are given such a defense value) says your name, the curse is lifted.
- If you reroll, the curse naturally disperses, and you do not gain the benefits.
The Vanilla
Attack Value: 0
Defense Value: 1
Abilities: You may bite a player to know if they taste like vanilla. If they do, they're town, or non-town without any aggressive (attack) value or ability. If they don't, they're non-town with aggression power. Two charges.
You may throw vanilla icecream at someone, transforming them into a vanilla (no action, defense of 1 and attack of 0). They may change role the following night. Two charges.
You may throw a very, very hot vanilla infusion at someone, burning them for 1 attack value. Three charges.
Pertinent Rulings: You may use only two abilities per night.
Approved.
Obviously, this setup is highly experimental, and should be played only for fun, not be taken too seriously, and will not go on any kind of ladder.
Old geezer
-You're a ridiculously old geezer who likes to hang out with his equally old friends
-You can only spawn in pairs or higher quantities
-Your night ability is to prevent every other geezer from rerolling
-You always appear as town-aligned to investigative roles and you're pretty damn hard to kill, too
-You do not have night chats and you do not know the names of other geezers
0 attack 5 defense
@Stealthbomber16 what do you think about thisQuote:
Rachyl
Description: You will preach the Light of the Lord to the Unbelievers and bring Glory to God!
Night Ability: Preach to someone at night. If that role was made by Stealthbomber, depending on their alignment, you will either:
a) Kill them (if they are of a different alignment and you're not cult)
b) Roleblock them and force them to spew religious bigotry on the thread (if they're of the same alignment)
c) Convert them to your cause (if you're cult)
You are immune to cultist conversion and if someone tries to convert you to the cult, or tries to force you to join a night chat, the game switches to Religious Debate mode:
During this mode, players will be randomly assigned to different religions; you will become the leader of the Reborn Christian sect.
Three lynches can happen that day.
Each sect has its own leader; leaders are informed of the identity of their sect members.
To survive, you must successfully lynch the leaders of at two other cults that night, or only one leader and their entire congregation.Otherwise, you will die at the end of the day and you will gain the ability to possess a player during the day.
Sheogorath
Description: You are Sheogorath, the Daedric Prince of Madness.
Night Ability: Target a player at night, causing them to suffer in random and unspeakable ways:
a) There is a 75% chance they will be given some weird feedback that has nothing to do with what happened to them
b) There is a 40% chance their night action will be randomly modified
c) There is a 20% chance their target will be changed
d) There is a 10% chance they will turn into Haskill, your loyal servant.
e) Finally, there is a 1% chance the entire town will visit them that night.
Special Mechanics: On even nights, your role will swap to Jyggalag, and your alignment will also change to that of the opposite alignment; on odd nights, you will revert to Sheogorath.
Pertinent Rulings: You are not allowed to reroll into another role.
Attack Value: +0
Defense Value: +250
You can only die at night by being launched into the sun.
Jyggallag
Description: You are Jyggalag, Daedric Prince of Order and Logic.
Night Ability: Turn someone into a Knight of the Order at night, which erases all of their role modifiers and removes all of their items and gives them the following items:
a) Sword of Order
Attack Value: +1
Attributes: If you attack a role that was visited by Sheogorath, you will instead purge them of their corruption and turn them into a Stump.
b) Armour of Order
Defense Value: +2
Attributes: If someone tries to attack you at night, there is a 30% chance their attack will instead rebound and affect them.
You are not allowed to reveal who you visited as Sheogorath whilst you are Jyggalag.
Necromancer
Description: You're a wizard dabbling in Dark Magick...
Special Mechanics: If at least one town and one scum are dead, one random dead player will be reincarnated and put into (the same) Archon Account every night.
This Archon account functions as a separate player and can vote on its own and be lynched.
While the Archon account is alive and harbors at least one player, the Necromancer can send the Archon to devour a player, which permanently reduces the target's defense value by one.
This attack will kill the player if their defense value is one.
Beowulf
Description: You are the champion of the Geats, and heir to King Hroðgar!
Night Ability: None
Special Mechanics: You start the game with the following items:
a) Grendel's Claw
Attack Value: +1
50% chance the body will be marred beyond recognition, which means that your target's name will not be revealed.
While you possess this item, you can never have voting power higher than 1.
b) Andvaranaut
While this item is in play, if you take no action at night, the player with the lowest post count will die at the end of the day.
c) Gjallarhorn
Blowing into this horn will cause a random mechanic to be added to the game... one that may help, or hinder you. The will of the gods is alas unknown and unknowable.
Special Mechanics: On N1 and N2, you have to give one of these items out.
Statistics Major
Description: You are a crazy Statistics nerd.
Day/Night Ability: Randomize the game state.
Special Mechanics: Every player begins the game with a luck value (from 1 till 10,000). Players who are less lucky are more likely to have their votes/actions randomized. In addition, luckier players are more likely to have their votes/offensive actions redirected towards an unlucky player of an enemy alignment, and more likely to have their defensive actions redirected towards a lucky player of their own alignment.
If used during the day, 3 random votes will have their targets randomized (at EoD/hammer); players who have at least two votes and no more than 3 votes are more likely to get picked as targets.
If using during the night, 3 random night actions will be randomized.
Special Mechanics: None
Defense Value: 1
Attack Value: 0