This setup is a terrible, terrible idea. It's like one of those funny video compilations that's actually more sad than funny. Play it at your own risk.
Much like 1krc, you can suggest any role you wish, but keep in mind not to suggest any role that. you wouldn't want to be used upon yourself.
Role List:
Any Random
Repeat ad infinitum.
Guidelines:
a) Role descriptions must be very detailed and clear. Leave no room for ambiguity.
b) A role may not permanently disable a player's ability to vote.
c) Don't add roles from 1KRC.
d) Don't add roles which work only for specific alignments.
e) A role must have an attack value and a defense value, if nought else.
Spoiler : Roles :Pilot
Defense Value: Invulnerable
Attack Value: 0
Description: You're a commercial airline pilot, shuttling passengers between countries.
Night Ability: Target a player at night, forcing them to board your jet and rendering them completely immune to targeted actions at night.
Pertinent Rulings: If you are roleblocked for two nights in a row, you will become an Amnesiac and will lose your former night ability.
Passive: You are immune to all targeted night actions apart from role blocks. This immunity does not apply if you are role blocked.
You cannot die at night by any means.
Nikola Tesla's Assistant
Defense Value: +1
Attack Value: +0
Night Ability: Each night, you will be given a device by your master for testing. You may choose to utilize it at your discretion.
Special Mechanics: You will be given additional information about the device(s) by the Host.
Amnesiac
Defense Value: +1
Attack Value: +0
Description: You are either an unemployed person, or a former sanatorium patient. But you can't remember, so who the fuck cares?
Night Ability: You may choose to become a role from the Graveyard at night, changing your role and faction to that of your target's.
Pertinent Rulings: You can't remember shit, not even how to fuck, so you can't be roleblocked omegalul.
Blackmarket Dealer
Defense Value: +2
Attack Value: +0
Description: You are a local underground merchant, dealing in all sorts of interesting wares, especially firearms.
Night Ability: You may craft one of the following items at night:
Spoiler : Items :
a) Revolver - Special Mechanics: Pierces night immunity up to +4 Defense value.
b) Handgun - Special Mechanics: Kill someone at night, of defense value up to +1.
c) Cyanide Pill - Special Mechanics: Use this to commit suicide (can be used during the day, or at night).
d) Bulletproof Vest - Special Mechanics: +2 Defense value.
e) Automated Defense Turret - Special Mechanics: Anyone who visits your target will die unless they have a defense value +10 or higher.
f) Citizen's Joint - Special Mechanics: May be crafted only once per game. Target gains the one-charge ability to investigate a player, learning their alignment, role, night feedback, who visited them at night as well as who they visited that night.
g) Plane Ticket - Special Mechanics: Leave the town at night, becoming completely invulnerable to all targeted night actions
h) Useless 1995 Nokia - Special Mechanics: Create a night chat with a target of your choice. The merchant can read this night chat but not participate. Everyone will know that you used the phone, but not to whom you talked.
The person targeted by the Phone will gain an attack of value +2 the following night (hey, it's useful as missile, tough as a brick!)
You can choose to craft up to two items per night, and you may keep one for yourself.
Pertinent Rulings: Every player begins the game with a sum of cash. Whichever alignment gives you the most cash for your wares will win with you.
Adam Jensen
Defense Value: +2
Attack Value: Lethal (pierces all night immunity)
Description: You're badass incarnate.
Night Ability: Target a player at night, instantly killing them and immediately removing them from the game. One-use only, cannot be used if day ability has already been exercised.
Day Ability: Reveal yourself as Adam Jensen during the day, thus enabling 3 lynches to happen that day. You and a random player, not necessarily of your alignment, gain an additional vote. One use only, cannot be used if night ability has been used.El Solo Lobo
Defense Value: +1
Attack Value: +0
Description: You're a Mexican Bandido.
Night Ability: Recruit a player at night, turning them into an El Solo Lobo. If any El Solo Lobo (including you) have previously used their night ability, you may not use it. The recruited player retains access to any night chats, and will be able to utilize their original role's night ability as well as any passive modifiers their role had.
Special Mechanics: You win if all non-El Solo Lobos are converted or dead.
Water Bottle (amended)
Defense Value: +1
Attack Value: +0
Description: You are a water bottle.
Night Ability 1: Force a player to drink you at night, giving them +2 night immunity and roleblocking them (2 charges).
Night Ability 2: Convert a player to 'Water Bottle' at night (1 charge).
Pertinent Rulings: Players who visit you at night get +3 defense value for the night.
Special Mechanics: You regenerate all charges when visited by a role made by Efekannn02.sheepsaysmeep
Defense Value: +2
Attack Value: +0
Description: "I can find mafia in 10 posts just by looking at the setup!!"
Night Action: None.
Day Ability: If you die during the day you can, in your salt, have someone M O D K I L L E D from the game, instantly killing them.
Pertinent Rulings: You will appear to be of the "Mafia" alignment to Town/Mob Investigative Roles, and of the "Mob Alignment" to every other kind of Investigative roles.
Role: Efekannn02 The Rocketlauncher
Ability: When You Get Visited By Someone You Get Picked Up And Your Owner Can Choose To Blow Up A House Thus Killing Its Owner And Every Visitor Of That House (1 Charge)
When Your Ability Is Used You Can Choose To Randomly Change Into Another ''Efekannn02 The Item'' RoleAxton
Defense Value: +2
Attack Value: +0
Description: Sorry, boys, I've got turret syndrome! Get it? 'Cause of the turret...? Sorry.
Mechanics: You have a Turret which you may use at night in different modes.
Spoiler : MODES :
Offensive Mode - Throw a nuke Turret at your target's house, killing everyone at their house of defense value 2 or lower.
Defensive Mode - Pop a turret by your house, killing the visitor with the highest defense value (RNG applies).
Supply Mode - Pop a turret by your. target's house, replenishing their charges by one.
Denial Mode - Pop. a turret by someone's house, roleblocking them, preventing them from joining any night chats that night and giving them night immunity.
Night Action: Use your turret in one of the above modes at night.
Special Mechanics: If Handsome Jack is in the game, needs to see HJ dead.
Suppresor
Defense Value: +1
Attack Value: +0
Description: You are an ESL card.
Night Action: Target a player at night and remove all their role modifiers, items and disabling their night action(s). After you have used your ability for the first time, you will become a Citizen and will be unable to vote the following day.
Oldgate Warden
Defense Value: +1
Attack Value: +0
Description: You are an ESL "guard" type card.
Ability: Reveal yourself as an Oldgate Warden during the day.
Special Mechanics: After reveal, you gain a defence value of +3, as well as gaining a one-use ability to redirect all targeted night kills onto you.
Pertinent Rulings: You cannot be role blocked.
Gauldoth Half-Dead
Defense Value: +1
Attack Value: 0
Description: You are a half-dead necromancer seeking to found a kingdom in which both the undead and the living may prosper.
Night Ability: Target a dead player from an enemy alignment at night, turning a random player of your alignment into their role. One charge.
Candlehearth Brawler
Defense Value: +1
Attack Value: +0
Description: You are an ESL "might card".
Night Action: Brawl a player at night, reducing their defense value to +1.
Mysterious Stranger
Description: You carry a dark, hidden secret.
Passive: Hidden Role Modifier.
Pertinent Rulings: You are not told if you are a Mysterious Stranger or not.
Special Mechanics: Hidden
Free Furry
Defense Value: +2
Attack Value: +0
Description: You are a former Boy Who Wanst To Be A Gurl, driven mad by feline lust.
Night Ability: Visit someone at night, shocking them.
Mechanics: Shocked people are not allowed to vote, talk about WIFOM, open-wolfing, power-wolfing, roles, night actions or alignments.
Special Mechanics: If a shocked person breaks one of those rules, they will be role blocked.
Pertinent Rulings: If more than 50% of the people in the game have been shocked, furries will become legal.
Win Condition: If furries become legal and you get lynched, Satan himself shall descend and end the game in a furry solo win
Auctioneer
Defense Value: +2
Attack Value: +0
Description:
Night Ability: None.
Special Mechanics: If this role is in play, every day a lottery will be held during which 5 unique abilities may be purchased by players:
a) Immunity to Roleblock
b) Permanent +3 Defense Value
c) Ability to vote after death
d) Ability to swap two players' targets (Operator)
e) Lynch Immunity. May not be used until the following day.
Originally Posted by KennyBowsette
Defense Value: +2
Attack Value: +0
Night Ability: Each night you may roleblock a player and perform a roleblocking spree at their house
Special Mechanics: If you get roleblocked you retreat to your turtle shell and won't be able to do anything until you reroll after spending the following night in your shell like the scared turtle you are
Originally Posted by AIVIONJudge
Day Ability: Call for blind voting. You gain 3 additional votes for one day, and all day chat will be anonymous. Players will submit votes via PM to the host.
Night Ability: You may speak anonymously at night.
Trickster
Defense Value: +1
Attack Value: +0
Day Ability: Once per game, you may turn everyone into Jesters.
Special Mechanics: Lynch will become mandatory the day you use your ability, even if it normally isn't.
Pertinent Rulings:Jesters have no night action, and will be forced to reroll into a new role at EoD. The new day will immediately commence after the first one ends.
[QUOTE]Wehraboo
Defense Value: +3
Attack Value: +0
Description: You're a fake German Wehraboo. You deeply believe that the Wehrmacht was the greatest fighting force ever.
Night Ability: Target a player at night. If they are a killing role, they will temporarily gain an attack value of (plus infinity).
If they are a protective role, their identity will be revealed to the entire Town during the following day.
Distorted (or Squirrel)
Defense Value: +1
Attack Value: +0
Description: You're a tyrannical squirrel, hunting for scum and town alike.
Day Ability: Recruit someone into your Squirrel-worshipping Cult, gaining a permanent day/night chat with them, without changing their alignment.
If their role is a role made by Efekannn02 (including that Water Bottle role), they will instead attack you.
Special Mechanics: Once you have at least four participants (including yourself) in your chat, you lose your original ability and instead gain the ability toscum paint a player during the day, ensuring that they flip a scum alignment even if they aren't. You will be publicly revealed as Distorted once this happens.
Pertinent Rulings: Lynching you requires 33% more votes.
Stump
Description: You're fucking LIT lmao
Night Ability: Target a player at night, learning their role, alignment, their target, all their visitors' roles (but not identity), and their night action.
Roogug
- For every person of your faction that is lynched, you gain +1 night immunity.
- You have a one use Solarshard Totem item which you may use to roleblock a player and all players who visit them.
- You have a one use Crystalfire Totem item which you may use to go on alert, dealing a basic attack (-1) to all players who visit you.
- You have a one use Woven Elements Wand item which you may use to deal a powerful attack (-2) to a player.
RNGesus
- You gain 3 random abilities from the FM Role Compendium each night.
- You must use each ability that night.
- You are immune to roleblocking and redirection effects.
Originally Posted by Stealthbomber16Soul Thief
You may target a player at night, turning them into aGhoul.
You gain a "soul" of their ability.
Souls are two charge abilities of the role you stumped.
Souls count as an item.Originally Posted by Stealthbomber16Ghoul
You have no soul
You can't do fucking anything lmao
Originally Posted by Stealth's Crazy RoleWolica ługowa.
Wolica Ługowa [vɔˈlit͡sa wuˈɡɔva] is a village in the administrative district of Gmina Sędziszów Małopolski, within Ropczyce-Sędziszów County, Subcarpathian Voivodeship, in south-eastern Poland. It lies approximately 2 kilometres (1 mi) north-east of Sędziszów Małopolski, 6 km (4 mi) east of Ropczyce, and 22 km (14 mi) west of the regional capital Rzeszów.
You are the TOWN. As a town, you maintain all of the social, political, and economic bureaucratic processes required to be a town. Every night, you must submit the name of 1 player. On night 1 (or night 0 instead if applicable) only, you may target 2-3 players instead if you wish. These players are forced to join your small town, causing a number of effects:
-Players are informed that they have joined the town, as well as all players in the town.
-Players share a night chat between all members of the town.
-Players in the town can only target other players in the town, and cannot be targeted by players outside of the town.
-Players MAY leave the town after spending a night there, by submitting a night action to leave the town in addition to their normal actions.
-If you die, then the town remains as it is, dissolving if membership drops to less than 3 town members.
For all intents and purposes, you are considered both a town member and not a town member at the same time (targetable by anyone). Outside of these functions, you have a set of abilities you can use to affect those in the town. These refresh every three nights, and you can use multiple in one night:
COLLECT TAXES - All town members will be visited by the TAX COLLECTOR (appearing as such instead of you for any investigative roles). They are informed of this. If they are in possession of any items, those items are destroyed the night AFTER you use this ability. You are told which players are affected by this ability.
NOMINATE TOWN LEADER - All town members are sent a notice that they must elect a leader. Alongside their lynch vote, they must also submit a LEADER VOTE. All leader votes directed to you or a nonmember are nullified. Whoever is voted leader in this way receives all data you do (and vice versa), as well as gaining a one use LEADER REVEAL item, granting them an extra vote for the day.
TAKE CENSUS - You are given a list of the night actions and feedback of all current town members, shuffled randomly.
ISSUE STATEMENT - You may make an announcement that is sent to all town members.
In addition, once in the game, you may hold a town council instead of using a previously stated night action. When you do so, only your town members may vote, and the town list is publicized with the day start.
This role has a 4x spawn rate for members of the town alignment, and only one may exist at a time.
Attack: 0
Defense: 1
Priest of Valzuun
Defense Value: 1
Attack Value: 0
Every night you may choose one of two actions.
- Nullify: Permanently reduce a player's attack value to 0 and remove any attacking items.
- Spirit Bolster: Permanently increase a player's defense value by 1.
You possess the Gold Lion
- While having the Gold Lion, your defense stat is +2.
- You must swap the location of two players at night every night in addition to your night ability.
- You may not attack players while you possess the Gold Lion.
- You may give this item to another player in place of your night action.
- If you are lynched, your hammer voter will receive the Gold Lion.
- If you are killed at night, your killer will receive the Gold Lion.
Arsenal Magus
Defense: 1
Attack: 0
Every night you may use two of the following abilities.
- Cold Snap: Roleblock a player and permanently increase their defense by +2.
- Ice Wall: Increase your defense by +5 until the start of the following night.
- Forge Spirit: Make yourself unroleblockable for the night, and permanently decrease a player's defense value by -2.
- Sun Strike: Deal an extreme attack (-3) to a player if nobody else visits them.
- Chaos Meteor: Deal a basic attack (-1) to all players who visit your target.
- Deafening Blast: Roleblock all players who visit you, and receive a list of their roles (but not alignment or identity)
- Ghost Walk: Swap the places of two players for the night. They are not notified of being swapped.
- Tornado: Banish a player at night, roleblocking them and all players who visit them. All of those banished players are completely immune to attacks for the night.
- Alacrity: Motivate a player, granting them an additional charge on their ability (if applicable) and allowing them to use it an extra time for one night. Cannot self target.
- EMP: Learn a player's alignment. They lose all charges of their abilities (if applicable).
Shapeshifter
Defense: 1
Attack: 0
Every night you shapeshift into a new role. You must use that role's ability that night. Your starting role is selected by the host.
- You may shapeshift into any role from the setup or Role Compendium.
- You may not shapeshift into the same role twice.
- You may not use items.
- You have a passive +1 night immunity that cannot be increased or decreased.
- You are immune to roleblocking.
- You appear as a neutral evil to investigative roles.
Fred
-Once per night you may force a new account with an avatar of your choice on a player
-Players aren't allowed to use their original account after receiving a new one anymore and the host will not announce the change publicly
Attack Value: +0
Defense Value: +1Soul 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.
Proud Pro Hacker
-Use your day ability to announce that you're gonna hack the game
-At night you may then change the role of a player of your choice
-You may only pick roles from the setup thread
-1 charge, self-targeting is allowed
Default attack/defense, unblockable, unavoidable, ignores jail and death, actual rolechange happens after all other abilities have been usedStalin
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.
Meta Knight
-You are Kirby's best friend
-Once per night you may send up to 7 messages to the host and force a player to send those messages inseperate posts the following day
-The player may not edit those messages or add anything else to the posts they send them in
-You can also fly and can't be targeted by ground attacks
Attack Value: +0
Defense Value: +2Scumpainter Extraordinaire
-You may paint 2 people's rolesincolors of your choice at night
-They don't change alignments,wincons or anything of the like, but the roleflip and detections are gonna have this new color
-Your own role takes on random new colors every night
-Colors that usually wouldn't exist in the game can appear too
Attack Value: 0
Defense Value: 1Arcanist
Attack Value: 0
Defense Value: 1.5
Ability: Put a player in Stasis, roleblocking them and giving them +10 defense. If used on self, grants Invulnerability for the night when used, but roleblocks yourself the following night.
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
Attack Value: 0
Defense Value: 5Hidden 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.
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 intoHaskill, 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 toJyggalag, 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
Venus Fly Trap
You are a 3 headed venus fly trap waiting for bugs to land in your pod to capture and suffocate them.
Each head can only capture one person, so therefore you have 3 charges. You can use multiple charges each night (if you think you will have multiple visitors). If someone visits you when you have a charge active, you will capture them, regardless of any immunities. They will get to live and post the next day, but they will not be able to use any abilities once captured (day or night abilities). They will die during the next night (they can access night chats, but again, are unable to use any abilities, regardless of immunities - being caught in the fly trap strips all abilities away).
If you use a charge, and no one visits, you still have that charge.
Once someone is trapped, there is no way for them to get out (unless you are lynched or shot).
Madonna
- You have super mega hyper ultra inmunity that surpasses every attack, even if they ignore inmunity.
- You're inmune to lynching, and will perform a "1" attack to everyone in your train.
- You must immediately reroll this role the night after you're given it. Failure to comply will end in immediate death. (Of course, if you get roleblocked or something you'll still die)Representative
The intent is to provide players with a
At the beginning of each night you may send a player a customized anonymous message through the host.
Once the night ends the player you sent a message to may respond to it with a message from themselves through the host
On top of that your target may use one or several abilities in response to your message:
1) Kill the representative. Fuck corporations and their spam. Killing through this method hides the alignment and last will of the representative.
2) Protect the representative. Grant them +10 defense for the current night.
3) Give the representative all your money. They don't deserve it, but you happen to feel like it. They also receive a vest that grants +1 protection.
4) Give the representative your data. You may choose from sending them: alignment, role, night action, or any combination of those. Data will always be accurate.
0 attack 1 defenseThe Great Furry Empress
As a world-renowned furry of noble origin, you are the one they all look up to.
You started your career in russia back at a time when the quietest whisper, "furry", could get one executed. You have shown true passion, you survived the harsh weather, you spread the word and you established a worldwide mega-empire. Every true furry knows your name. Everyone else will soon enough receive that knowledge. The world we live on is flat, and it will be yours. Full of furries.
Each night you may make someone fall in love to you.
They will join the anonymous furry community night chat
They will know who you are, but not your alignment
All of your lovers have their previous wincon, as well as potential future wincons, replaced with the permanent wincon: The Great Furry Empress must succeed. You win if The Great Furry Empress wins.
You are not part of the anonymous furry night chat.
You stand above them all and you may send anonymous messages through the host to the entire city instead.
This is limited to 2 messages each day/night cycle.
You, as The Great Furry Empress, do not depend on your lovers. Having them survive does not guarantee your win if they have an opposing alignment.
You may reroll just like everybody else, but you will never lose the status as The Great Furry Empress.
There can only be one Great Furry Empress.
Your handsome fur, your vast knowledge, your eventful past as well as the true nature of your existence gave you an advantage in combat.
0 attack 2 defenseBanshee
-You used to be a witch, you died, screamed, now you're somehow alive and still have witch powers, except you're also a ghost.
-Each night you may target a player from any past FM game on the forum and use their ability.
1 attack (with attacking abilities, unless otherwise specified in the original game) 1 defenseCandy Collector
-You're an attractive young man who stores candies in his van.
-Each day you may target any person outside of the game and add them to it.
-They will be allowed and encouraged to post in the thread from that point onwards and you may give candy to them.
-Accounts or anything game-relevant will not be given.
0 attack 1 defenseCross Reality Coroner
-One day you were doing your thing to a corpse, then you somehow started seeing ghosts and stuff
-Each night you may target any player from any archived FM game on the forum
-You will learn the exact name, role and alignment of the player, everyone who ever visited them and every target they have visited throughout that archived game.
-You will also somehow find out if people in this current game have roles or actions that existed in the game you're inspecting. You will be told their names, but nothing else.
0 attack 1 defense
Veteran Hyper-Sniper
Defense: 2
Attack: 100
At night you may alert, attacking everyone who visits you. 3 charges.
You have a 1-use +5 protection auto-vest that persists if you reroll.
You have a 1-use Hyper Sniper.
You may use the sniper to shoot a player during the day.
The sniper has an attack value of 5.
If your target lives they are unable to vote for the remainder of the day. They do not have to unvote.
The sniper does not persist if you reroll.Ted Bundy
-Can Reveal As Ted Cruz And His Voting Counts As 2
-At Night Can Kill Someone
-Can Dodge A Lynch With A Chance Of 50%
Ted Cruz
-Can Reveal As Ted Cruz And His Voting Counts As 2
-When Ted Bundy Dies, Gets Revealed And Unlynchable And His Voting Counts As 3
The Zodiac Killer:
-Can Kill Someone At Night And Must Add A Death Note Otherwise The Kill Wont Count
-His Death Notes Can Vote On Someone For The Next Day And Its Mandatory
-His Death Notes Will Say ''-Made By Ted Cruz'' At The End
Role: Efekannn02 The Thirsty
Ability: -Can Drink From His Water Bottle Every Night (unlimited charges, visits himself)
-Or Can Decide To Drink A Cold Drink (2 charges, visits himself and randomly kills someone if visited by someone else)
-Or Can Decide To Drink A Hot Drink (1 charge, visits himself and vote power increases to 2 for one day)
-Must Drink Something Every NightSlot Machine
-You are vegan.
-When players visit you they will have a random action from any of the possible actions in the game used on them.
-Additionally there's a 1% chance they may win the 10 million dollar jackpot.
-The jackpot allows players to buy a 1-use bulletproof vest.
??? attack (depending on the action used), 1 defenseFan Of The Year
-You are a strong fan who really loves to chill.
-You wish for everyone to be cool around you.
-Therefore you may select a word to fanatically propagate each night.
-When a word is being propagated by you, every single post made by every player for the rest of the entire game has to include that exact word. The word itself gets announced.
-This stacks.
-If players fail to meet the word requirement they get assaulted by you and every other Fan Of The Year once for every mistake they make.
3 attack 1 defenseHorseman
-You are a man whose upper body is that of a horse.
-Having the head of a horse you have trouble speaking properly. You are limited to 20 messages a day, each containing no more than 50 words.
-You have thick skin and you can bite players at night.
-Bitten players turn into zombies.
-Zombies keep all their skills and stuff, if they die in any way however they stay in the list of living players and remain targetable at night, despite being dead. They can be voted, they do not join dead chats, other than that they are dead however. When dead zombies get healed they regain the status and abilities of a living player, but stay zombies. Rerolling does not remove the zombie status either.
0 attack 2 defenseExperienced Lizard Hunter
-You are an old famous Lizard Hunter who realized how powerful Anti-Lizard-Weapons truly are.
-You eat the lizards you hunt and you cannot exist without them. You can only spawn when lizards, lizard masters or lizard grandmasters exist and you end up rerolling once they stop existing.
-You decided to not use any of your Anti-Lizard-Weapons and instead put faith into all the knowledge you have acquired throughout the countless years of your career.
-You can use the power of the vote to hunt down lizards.
0 attack 1 defenseIncompetent Cop
-Each day you may select a player to target for your night action.
-If that player is of an opposing alignment they get jailed, which removes them from chats and perfectly role-blocks them.
-You cannot talk to your jailed targets, you cannot execute and you do not know whether your target even is jailed or not, because you're this fucking incompetent.
0 attack, 1 defense
Lizard
-You are a lizard that changes its alignment randomly every day
-You do not get added to any night chats and won't be told about any new team mates
-When rerolling you keep the new alignment you got during the day
0 attack, 1 defense
Lizard Master
-You are a master of lizards
-Each night you may turn a player of your choice into a lizard
-You yourself are not a lizard however
0 attack 1 defense
Lizard Grandmaster
-You are the grandmaster of all lizards
-Each night you may turn a player of your choice into a lizard master
-You are truly powerful. Players who were turned lizard master by you cannot reroll until they created at least one lizard.
0 attack 1 defense
Lizard Hunter
-You are a proud individual who decided to dedicate his entire life towards hunting down lizards and everyone who creates them.
-You eat the lizards you hunt and you cannot exist without them. You can only spawn when lizards, lizard masters or lizard grandmasters exist and you end up rerolling once they stop existing.
-Having spent so much time hunting lizards you have developed several skills which you may even use all at once.
1) Each night you may kill a player. The purpose of this skill is to hunt down lizards, non-lizards however end up taking just as much damage as a lizard would take from your powerful self-made Anti-Lizard-Cannon.
2) Each day you may decide to jail a player at night. You can talk to them and you can execute them. This is a full proper jail that works on absolutely everyone. Execution deals your attack as damage.
3) You may set up a powerful Anti-Lizard-Defense-System at your home which attacks everyone who visits you, including non-lizards. One can never know.
4) You may also blackmail a player every night and force them to reroll with your Anti-Lizard-Mind-Control device. Blackmailed players may only say "I am not a lizard." and cannot vote.
-You know that lizards will still be hard to catch, even with all those skills you developed. Therefore you made sure to make your weapons as powerful as possible.
379 attack, 24 defenseCha Cha
Defense: 1
Attack: 0
At night you may use one of three actions
HACK-
Hack a player. Hacked players have their defense value lowered by 2 (to a minimum of .001) and their attack lowered by 1. This can make the attack value go down to negative numbers. You receive a copy of all of your hacked players’ feedback (other than role/alignment changes). Additionally, you may choose to OVERRIDE on a night you hack, removing any feedback your target receives and replaces it with “You were hacked!”
HEIST-
You may heist up to two players to steal their items and all of their money. If you target only one player, you also gain a 1 use “flash drive” item of their ability which you may use in lieu of your other abilities. If you steal any items from players, you also roleblock them.
SHUFFLE-
You may switch the accounts of every player, randomly. Each player receives the anonymous account previously inhabited by another player. Roles and alignments remain the same. 1-use.RBS 70
Defense: 3
Attack: 0
RBS 70 (Robotsystem 70, "robot" meaning "missile" in this context in Swedish) is a man-portable air-defense system (MANPADS) designed by the Swedish armed forces for anti-aircraft warfare in all climate zones and with little to no support from other forces. Originally designed and manufactured by the Swedish defence firm of Bofors Defence (now Saab Bofors Dynamics, since 2000). It uses the RB 70 missile which is also in use in a number of other Swedish missile systems.
At night you may use one of 3 actions
LOCK ON-
Lock on to a player. You learn who they visit every night and have a +2 attack bonus if you or any other players in a night chat you share, factional or otherwise, attack the locked on player. You may lock on to as many players as you wish, but you lose the bonus if you reroll.
FIRE-
You fire an RB 70 missile at all targets you have locked on to. The missile does a base 2 attack (however it does include the lock on bonus, bringing it up to 4) and roleblocks any targets who survive, with the message “You were shot out of the sky by an RB 70 missile, and even though you survived, your plane was destroyed and you had to spend the rest of the night getting another one.” The missile can not be redirected by the likes of transportation/bus drivers/teleports and can hit targets that have been removed from the game by the pilot, including the pilot itself. You cannot be witched while using this ability and your targets cannot be healed. Any targets that survive are no longer locked on.
REDEPLOY-
You redeploy yourself to a new position, behind another player. Any players who target you will instead target your target for the night (but not vice versa). In the process of redeploying you lose all of your locked on targets. The following night you may use lock on to an additional target if you use lock on.Pylon
-You are a protoss structure needed for a probe to be able to warp in most protoss buildings.
-You are surrounded by a circular field of the psionic matrix.
-You also provide 8 psi supply points.
-All players who visit you become powered and start producing interceptors at a rate of 1 interceptor per night.
-Each interceptor increases a player's defense value by 1 until they get destroyed from an attack.
-You have vision over all interceptors and know what exactly players do at night and what feedback they receive.
-Once a total of 6 interceptors are in town they will start rioting and become a player of their own.
-That new player gets controlled by the host, has 6 attack, 6 defense and attacks one player every night. It wins with noone.
0 attack 1 defenseImmortal
-You are a protoss cybernetic war machine
-You possess a passive skill:
--Hardened Shield: All damage inflicted on the immortal that is greater than 1 gets reduced to 1
-You may attack a player with your phase disruptors every night, dealing 1 damage against unarmored targets and 70 damage against any target with 5 defense or more
1 (+69 vs armored) attack, 3 defenseColossus
-You are a massive protoss robotic walker. You are designed to destroy large numbers of weaker ground targets. The plural of colossus is colossi.
-You possess a passive skill:
--Cliff Walk: You are allowed to walk up and down cliffs, including the cliff with all the dead bodies.
-At night you may walk to a player of your choice and then target another player for your attack. All kinds of tracking roles will only see you targetting the person you walked to.
-Your dual thermal lance weapons deal damage in an area of effect, making all your attacks hit the players 1 slot above and below your target as well.
1 attack, 1 defenseNecromancer
-You are a practitioner of dark necromancy, the study and use of magic to raise and control the dead. You suck however and can't control for shit.
-Each night you may revive a dead player as a skeleton.
-Skeletons appear as living players, they may vote and use any night actions they might have. They may not reroll however and are completely unable to talk. Skeletons are not allowed to write anything other than votes in any chat they are part of. Their defense is set to 1 and if they had an attack, their attack gets limited to 1 as well.
-Skeletons have timed life and die after 2 nights if they don't happen to get killed before.
-You don't have any of the other skills an average necromancer would usually have.
-You can't even attack.
0 attack, 1 defense
Adolfo Pirelli
Defense 1
Attack 0
You are Daniel Higgins. An Irish immigrant posing as a great Italian barber. You make your money by scamming the public into buying your worthless products.
At night you may shave a player to look like whatever alignment you wish for the night to investigative roles and upon death. In the process, you also steal any items they have.
Additionally, you may send your assistant, Toby, to use up to two items on players of your choice. Toby can not kill players. You are not seen as using these items/visiting these players to investigative roles.
You appear as a member of the Irish Mob to investigative roles.The Great Furry Empress
As a world-renowned furry of noble origin, you are the one they all look up to.
You started your career in russia back at a time when the quietest whisper, "furry", could get one executed. You have shown true passion, you survived the harsh weather, you spread the word and you established a worldwide mega-empire. Every true furry knows your name. Everyone else will soon enough receive that knowledge. The world we live on is flat, and it will be yours. Full of furries.
Each night you may make someone fall in love to you.
They will join the anonymous furry community night chat
They will know who you are, but not your alignment
All of your lovers have their previous wincon, as well as potential future wincons, replaced with the permanent wincon: The Great Furry Empress must succeed. You win if The Great Furry Empress wins.
You are not part of the anonymous furry night chat.
You stand above them all and you may send anonymous messages through the host to the entire city instead.
This is limited to 2 messages each day/night cycle.
You, as The Great Furry Empress, do not depend on your lovers. Having them survive does not guarantee your win if they have an opposing alignment.
You may reroll just like everybody else, but you will never lose the status as The Great Furry Empress.
There can only be one Great Furry Empress.
Your handsome fur, your vast knowledge, your eventful past as well as the true nature of your existence gave you an advantage in combat.
0 attack 2 defenseKrun Dipthorn
Shadow Hunter
Defense: 1
Attack: 0
You hunt your foes with the aid of the local kingdom, and your magical deck of cards which can both aid your allies and hinder your enemies.
Cards are split into 8 colors: red, orange, yellow, green, blue, purple, pink and grey. These colors are represented on the spreadsheet below. Each card has a unique name and effect, along with a comparison of its effect to another similar role either in the compendium or in the setup.
Cards can be found here:
https://docs.google.com/spreadsheets...mwrRgcCJwYwqF4
You begin the game with 5 random cards.
At night you may play up to 2 cards and take one of the following actions:
DRAW- Draw an additional card
SACRIFICE- Discard a card from your hand to draw 2 additional cards.
PLAY- Play an additional card this night
MULLIGAN- Shuffle your hand of cards into the deck then draw 3 cards back.
Defense Value: 1
Attack Value: 0 (varies)
You are the one and only Krun Dipthorn, otherwise known as "The Great Autismo!". You have just arrived to this game and you have no fucking clue where you are or when this is, but you do know that with friends, everyone can be happy!
Attributes
You have advantage on charisma and constitution saving throws.
Any time you use an ability, you have a 50% chance of activating your Wild Magic Surge table. When you use an item, it is instead a 10% chance.
If you are in a scum team with a night chat, your teammates may also choose to have a 50% chance to activate the Wild Magic Surge table when they activate an ability.
Abilities
You may use each of the following abilities 1 time, and you may use up to 2 of them a night.
- Comprehend Languages
- Friends
- Magic Missile
- Message
- Minor Illusion
- Poison Spray
Spoiler : Abilities :
Comprehend Languages
Target a player. You receive a copy of any feedback they receive. In addition, you also know if they are in any night chats or not.
Friends
Target a player. You become friends!
You have advantage on any Charisma checks targeting this player.
You receive a 1 use item of their night ability. If they don't have one, you receive nothing.
They receive a 1 use item of Friends.
Magic Missile
Target a player. They take a random amount between 1 and 4 damage, +1. (1d4+1 damage)
You appear as Neutral Chaos to any investigative roles on the night you use this ability.
Message
Target a player.
You and that player gain access to a permanent private chat. Day and night.
Text cannot be copied out of this chat and other players cannot be added to it.
Minor Illusion
Target a player. You create an illusion of a massive fucking brick wall in front of that player. Anyone who targets that player must make a Wisdom saving throw (DC 13) or they are roleblocked with the message "Unfortunately, your progress was stopped by a brick wall." The player you target must also make a Wisdom saving throw (DC 10) or they are roleblocked. You have advantage on this saving throw.
Poison Spray
Target a player. That player must make a constituion saving throw (DC 12) or they take a random amount between 1 and 12 damage.
Spoiler : Wild Magic Surge Table :
Wild Magic Surge Table
Roll a number between 1 and 100 (1d100) and activate the corresponding effect.
01-02 For the next day and night, all players have a 50% chance to activate the Wild Magic Surge table upon using an ability, and you have a 100% chance to activate it when using an ability or item. They are alerted to this with the message "You feel the magic in the air tonight." 03-04 You see all the players who visit you, the player(s) your target visits, and all the players who visit them. 05-06 An additional fucking player joins the game with your alignment. 07-08 You alert, dealing 3 sets of a random number between 1 and 6 (3d6) fire damage to any targets that visit you. 09-10 You deal 5 additional random amount between 1 and 4 damage, +1 to your target (5d4+1) 11-12 Your defense value increases by a random amount between 1 and 6. 13-14 You are cursed. While the curse is active, every night there is a 50% chance you'll be witched onto a random target. If you are healed or attacked, the curse goes away. 15-16 For the rest of the game, your defense value is permanently increased by 1 at the start of each day and night phase. 17-18 You grow a cool beard. The beard is so cool that everyone who visits you tonight stands in awe instead of doing whatever they do, and is roleblocked with the feedback "Your target had a magnificent beard and you couldn't help but to stare at it." 19-20 You slip and fall on some ice you created and lose any items you have. 21-22 Other players gain disadvantage on any saving throws they must make for the rest of the game. 23-24 You are cursed. While the curse is active, your skin is a bright, radiant blue. It's so bright that anyone you visit knows you visited them last night, with the feedback "You saw X player target you because their skin was a bright blue.". If you are healed or attacked, the curse goes away. 25-26 You permanently grow an extra eye, and with your heightened perception you can see all who visit you. 27-28 For the rest of the game, all players you visit gain Motivation, allowing them to use an extra night action on the following night. 29-30 Your location is switched with a random player of another alignment. Both players receive the feedback "You were teleported to somebody else's house!" 31-32 You are transported to the astral plane, giving you +50 defense for the night. 33-34 You permanently gain an attack value of +1. 35-36 You gain an extra charge of all your abilities and items. 37-38 A random amount between 1 and 6 random players gain a 1 use auto-vest with +1 defense value. 39-40 All players gain a random amount of defense between 2 and 20 for the night. 41-42 You turn into a potted plant for the night, giving you a defense value of .1 and double all damage dealt to you. 43-44 For the rest of the game you gain a bus driver action which you may use in addition to your other night actions. Both players receive the feedback "You were teleported to somebody else's house!" 45-46 You become immune to all ground-based actions (ex: an earthquake) permanently. 47-48 You control the actions of a really pretty unicorn.
Spoiler : Unicorn :
Unicorn
The Unicorn shares the alignment of whoever summoned it.
The Unicorn cannot vote, but it can post and it is controlled by someone who has never played a game of mafia before, preferably recruited by the host.
The Unicorn has a defense value and an attack value of 1 and shares a night chat with the person who summoned it.
The Unicorn will appear as town to any investigative roles, and it is publically announced that the Unicorn is a Unicorn.
The Unicorn cannot appear outside of the actions of this table.49-50 You are blackmailed until the end of the day. You may only vote and say the phrase *cat noises*. You may not speak in any private chats, including the one from Message. 51-52 You are covered by a spectral shield. The spectral shield acts as a +3 defense value, 1 use auto-vest. While the shield is active, you are immune to attacks from any role submitted by Marshmallow Marshall or Kenny. 53-54 All of your hair falls out. You're so ashamed that you decide not to vote during the next day phase. Thankfully it grows back at the end of the day. 55-56 For the rest of the game, any player you visit takes a basic attack (-1) worth of fire damage. 57-58 You cannot be roleblocked or witched for a random number between 3 and 6 nights. 59-60 You and all members of your faction gain a 1-use battery, which will restore a charge on two of your abilities. The batteries can be given to another player in addition to their night action. If a person with a battery is killed, the killer steals the battery, violating the law. If a person with a battery is lynched, the battery goes to the hammer voter. 61-62 DURING THE NEXT DAY, YOU MAY ONLY SPEAK IN ALL CAPS. 63-64 A thick cloud of fog obscures the night. All actions have a 50% chance to fail. Failed actions still use up charges on their respective ability. 65-66 All players' defense values are set to 2. 67-68 X player, chosen by the host, is now extremely frightening to you. You cannot vote them or visit them. 69-70 You are cursed. While the curse is active, you are nearly blind, so any action you take now has a 50% chance to fail. Failed actions still use up charges on their respective ability. If you are healed or attacked, the curse goes away. 71-72 For the rest of the game, any fire damage or otherwise fire-based damage now deals an extra 500 damage. 73-74 Any players you targeted this night are now poisoned, and will suffer a basic attack (-1) at the end of the day. They receive the feedback "You have been poisoned by a short half-orc!" 75-76 You glow bright light until the end of the night. All players will know that your target was visited, but they will not know by who. Any players who visit you become cursed. While the curse is active, they are nearly blind, so any action they take now has a 50% chance to fail. Failed actions still use up charges on their respective ability. If they are healed or attacked, the curse goes away. 77-78 You turn into a sheep for a day. You cannot vote or speak anything other than a variation of a sheep noise. 79-80 All players gain a 1-use item that allows them to cast Minor Illusion on themselves. 81-82 You gain a 2-use "Surge Orb" item. You may use the Orb on yourself or on another player. That night, if the player takes an action, they must roll on the Wild Magic Surge Table. 83-84 For the rest of the game, any players who visit you suffer a basic attack (-1) and you gain defense equal to the number of attacks made. 85-86 Your target turns into your role. 87-88 Your target begins flying, and gains +2 defense value and immunity to any ground-based attacks (ex: earthquakes). 89-90 You become invisible until the end of the next night. While invisible, you are not seen visiting targets, and any targets who visit you receive the feedback "You couldn't find your target." 91-92 For the rest of the game, the next time you die, you come back to life as a town Nathan Mersel at the end of the following day/night.
Spoiler : Nathan Mersel :
Nathan Mersel
Defense Value: 3
Attack Value: 0
You are a high-elven stoic champion of the light.
Once per night you may choose one of the following abilities:
- You may heal a player, temporarily granting them +2 defense.
- You may pray, giving you an item of the host's choice. This can either be a completely new item, or an item submitted for the game.
- You may smite a player, dealing a basic attack (-1) to them.
This role cannot be rolled naturally, and cannot change alignments.
93-94 You permanently become massive, giving you +2 defense and a new ability with unlimited uses.
Crush
Crush a player, dealing a powerful attack (-2).
If they survive, they are roleblocked.
This always goes first in the OoO.95-96 You gain an Ice Blade item.
You may use the Ice Blade to freeze a player, roleblocking them and permanently granting them +2 defense.97-98 You gain a one-use Hex Staff item, which you may use to turn a player into a Ghoul. 99-100 All players of your alignment gain +1 defense and recover any lost ability charges.
Special Mechanics
If Krun Dipthorn is rerolled, activate the Wild Magic Surge Table
Factions:
Spoiler : Factions :
Town
Description: The uninformed majority, this is the primary alignment on day one.
Win Condition: Eliminate all Evil factions.
Special Mechanics: None.
Cult
Description: A faction that starts out weak but whose power increases later on.
Win Condition: Eliminate all other factions, apart from non-Killing Neutral Chaos and Neutral Benign.
Special Mechanics: Two-shot factional conversion ability. Factional night chat.
Sicilian Mafia
Description: Default informed minority scum.
Win Condition: Eliminate the Town, the Cult, the Mob, and the Neutral Chaos.
Special Mechanics: Factional Night Kill and Chat.
Irish Mob
Description: Highly influential and high-class gangsters, these are a variant of the informed minority.
Win Condition: Eliminate everyone who would oppose you, save for the Neutral Benign.
Special Mechanics: Factional "blackmail" (á la Sengoku Jidai) ability. Factional night chat.
Pertinent Rulings: Once per game, may call for blind voting.
Neutral Evil
Description: Third Party scum faction with no night chat.
Win Condition: Eliminate the Town, the Mob, the Cult and the Neutral Chaos.
Special Mechanics: None.
Neutral Chaos
Description: Third Party aligned with the cult/themselves, meant to represent the "Neutral Killer" faction from the mod, whilst also including non-killing roles.
Win Conditions: If you have a nightkill, eliminate everyone else in the game apart from other Neutral Chaos roles. Otherwise, you may win with the Cult.
Special Mechanics: You cannot be converted by the Cult.
Neutral Benign
Description: Third-party roles with unique win conditions.
Win Condition: If your role has a specific win condition, achieve its goals. Otherwise, survive to the end.
Special Mechanics: All Neutral Benign roles have a passive night immunity (+4 night immunity).
Special Mechanics & Rules of Conduct:
Lynch is Majority with Trial.
"Lynched" Players are put on trial for an additional vote.
Defense phase lasts 12 hours, or until everyone, including the defendant, agree to skip.
Majority requires more than 50% of the votes.
Private Messages are allowed, but only in chats specifically approved by the host.
Last wills are allowed.
No out-of-game communication, apart from Private Messages.
No excessive insults.
No gamethrowing, threatened, attempted or faked, is allowed.
Hidden mechanics will be part of the game.
In addition to performing their night action (if applicable), any player in the game may choose to reroll into a new role at night.
There will always be a town majority at game start.