Role: The Pincushion
Rolecard:
As the pincushion, you utilize pins to collect large amounts of information. When a player is pinned by one of your pins, it will inform you when that player uses an action of the same type as the pin. Your pins can be one of five types:
-
Pin of Information: Will notify you when the pinned player uses an informative action. (This is determined by the host, but includes things like cops, watchers, investigations, and trackers)
-
Pin of Killing: Will notify you when the pinned player uses a killing action. (This is determined by the host, but includes things like executions, vigilante shots, vengeful kills, PGO kills, werewolf kills, and arsonist ignites)
-
Pin of Protection: Will notify you when the pinned player uses a protective action. (This is determined by the host, but includes things like bodyguard, doctor, poison heal, and faith heal)
-
Pin of Support: Will notify you when the pinned player uses a supportive action. (This is determined by the host, but includes things like roleblocks, bus drives, motivations, and neighborizes)
-
Pin of Ambiguity: Will notify you when the pinned player uses a miscellaneous action, defined as any action that the host does not categorize as informative, killing, protective, or support.
Passive Ability:
Pins and Needles – Anyone who visits you during the day or night will be struck with a pin type of your choosing. They will not be notified of this. If someone is already pinned with a pin of a different type, they will gain this pin in addition to the pin they already had. If someone is already pinned with a pin of the same type, nothing will happen. You will be notified of everyone who is pinned visiting you at the end of each day and night phase. This passive cannot be roleblocked.
Active abilities:
- At the start of each day and night phase, you can choose from killing, informative, protective, support, and miscellaneous. For the rest of that phase, all pinning actions will use pins of that type. This active ability can be used in conjunction with all other abilities, and cannot be roleblocked.
- During the night phase, you may choose to strike a player with a pin. They will be struck with whatever pin type you’ve chosen, and will not be informed.
- Once per game, you may choose to forego striking a player with a pin, and instead change the type of each individual pin you’ve already placed to a type of your choosing (The pins do not have to all be the same type).
Notes on the pins themselves:
-Pins cannot be removed, and persist on death and revival. If a pinned player dies, and uses an action while dead, or after being revived, you will still be notified.
-A player can be pinned with as many different kinds of pins as possible, but cannot be pinned with more than one of the same kind of pin. If a player chooses to set two of their pins on someone to the same type, one will be removed.
-Pins will notify the user of astral (ie nonvisiting) actions, but not of passive abilities.
-If the pincushion somehow pins themselves, the pin will function as normal.