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Hi-Rollers C9 > Role PMs

Page history last edited by Kaivêran 9 years, 1 month ago

Parent Page: Hi-Roller's C9++

 

 

Wolf Roles 

 

General Wolf Team

Dear <Player><Player>, (and) <Player> (and <Player>), you are Werewolves. You aim to take over the town by whittling down their numbers in secret until they are ripe for the slaughter. Sounds fun!


List of Werewolves:
  • <Player> - Role
  • repeat above as necessary.


Each night, the Wolves as a group must decide on one person to kill AND which wolf will perform said kill. If no killer is specified I will take the last person to send me a PM as performing the kill.

Good luck!

Master Wolf

<Player>, you are the Master Wolf.

Your Abilities:
  • Investigation Immunity: If you are the target of a Seer ability, the result will not find any incriminating evidence. You will behave as if you are a Vanilla Human, allowing you to more easily gain the town’s trust. Keep in mind that this only deters direct investigation; you can still be Tracked or Watched, for example.
  • Factional Kill: Each Night, one of you or your partners can perform a wolf kill. Keep in mind that in the morning reveal, your kills will be indistinguishable from those committed by others.

You are allied with the wolves. You win when the wolves equal or outnumber the town, or are in a position where this is unavoidable.

Wolf Seer

<Player>, you are the Wolf Seer.

Your Abilities:
  • Role Class Seer: Every night, you can spy on a player and learn which class of role they belong to. Possible Results:
    • Investigative (I)
    • Protecting (D)
    • Mason (M)
    • Blocking (B)
    • Killing (K)
    • Reserve (R)
    • Multirole (J)
    • No Power
    • Serial Killer shows up as such (T), unless Investigation Immune, wherein he appears to have No Power.
    • Wizard shows up as (DB) specifically
  • Factional Kill: Each Night, one of you or your partners can perform a wolf kill. Keep in mind that in the morning reveal, your kills will be indistinguishable from those committed by others.

You are allied with the wolves. You win when the wolves equal or outnumber the town, or are in a position where this is unavoidable.

Wolf Roleblocker

<Player>, you are the Wolf Roleblocker.

Your Abilities:
  • Roleblocker: Every night, you may target a player. Any active abilities the player tries to use will be canceled. If it is a limited-shot ability, it will still be consumed.
  • Factional Kill: Each Night, one of you or your partners can perform a wolf kill. Keep in mind that in the morning reveal, your kills will be indistinguishable from those committed by others.

You are allied with the wolves. You win when the wolves equal or outnumber the town, or are in a position where this is unavoidable.

Wolf Lancer

<Player>, you are the Wolf Lancer.

Your Abilities:
  • Factional Kill: Each Night, one of you or your partners can perform a wolf kill. Keep in mind that in the morning reveal, your kills will be indistinguishable from those committed by others.
  • ONCE during the game, if you are selected to make the factional kill, you may choose to apply one of the following qualities to the kill:
    • Juggernaut: This enables you to kill someone through any obstacles, and come away unharmed. In particular, this means that any protections on the target will fail, and you will not be killed by Kamikazes or Bodyguards.
    • Stealth: if you become Stealthed while performing the factional kill, you will be undetectable to Trackers or Watchers.

You are allied with the wolves. You win when the wolves equal or outnumber the town, or are in a position where this is unavoidable.

Shadow Wolf

<Player>, you are the Shadow Wolf.

Your Abilities:
  • Factional Kill: Each Night, one of you or your partners can perform a wolf kill. Keep in mind that in the morning reveal, your kills will be indistinguishable from those committed by others.
  • Camouflage: If targeted by an active Human killing role (i.e Vigilante, Bodyguard), the kill will fail.

You are allied with the wolves. You win when the wolves equal or outnumber the town, or are in a position where this is unavoidable.

Wolf Kidnapper

<Player>, you are the Wolf Kidnapper.

Your Abilities:
  • Kidnapper: Every night, you may choose to kidnap a player. During that night, all actions that target that player will fail, and all actions that affect you will affect that player. You will not roleblock your hostage, but you will retain them into the subsequent day, where, if you are lynched, your hostage will die with you.
  • Factional Kill: Each Night, one of you or your partners can perform a wolf kill. Keep in mind that in the morning reveal, your kills will be indistinguishable from those committed by others.

You are allied with the wolves. You win when the wolves equal or outnumber the town, or are in a position where this is unavoidable.

Normal Wolf

<Player>, you are a Werewolf.

Your Abilities:
  • Factional Kill: Each Night, one of you or your partners can perform a wolf kill. Keep in mind that in the morning reveal, your kills will be indistinguishable from those committed by others.

You are allied with the wolves. You win when the wolves equal or outnumber the town, or are in a position where this is unavoidable.

 

Killer Roles 

 

Serial Killer (Tier 1)

<Player>, you are the Serial Killer.

Your Abilities:
  • Bloody Murder: Every night, you can choose another player to kill. Barring the meddling of any puny humans or wolves, that player will die at the end of the night. Unlike Killers in most other games, you are not required to kill every night, so you may refrain if it is to your advantage, however rare such a situation may be. If I do not get a PM from you, I will assume you do not want to kill. Your kills will not be distinguishable from those of other killing parties.
  • 1-Shot Stealth Kill: Once during the game, you may become a Stealth killer, making your kill action that night undetectable.

You answer to no-one but yourself. You win when you are the only player alive, or nothing can prevent this happening. Ties favor you.

Serial Killer (Tier 2)

<Player>, you are the Serial Killer.

Your Abilities:
  • Bloody Murder: Every night, you can choose another player to kill. Barring the meddling of any puny humans or wolves, that player will die at the end of the night. Unlike Killers in most other games, you are not required to kill every night, so you may refrain if it is to your advantage, however rare such a situation may be. If I do not get a PM from you, I will assume you do not want to kill.
  • 1-Shot Stealth Kill: Once during the game, you may become a Stealth killer, making your kill action that night undetectable.
  • 1-Shot Omnibane: You will be automatically protected from one night kill over the course of the game. Note that this does mean ONE night kill. If two people attempt to kill you in the same night, you will still die. Any Guardian, Wizard, or Bodyguard protection takes effect before the omnibane does.


You answer to no-one but yourself. You win when you are the only player alive, or nothing can prevent this happening. Ties favor you.

Serial Killer (Tier 3)

<Player>, you are the Serial Killer.

Your Abilities:
  • Bloody Murder: Every night, you can choose another player to kill. Barring the meddling of any puny humans or wolves, that player will die at the end of the night. Unlike Killers in most other games, you are not required to kill every night, so you may refrain if it is to your advantage, however rare such a situation may be. If I do not get a PM from you, I will assume you do not want to kill.
  • Misdirection: Every night, you may choose to be either Tracker-Immune OR Watcher-Immune. Any kill you make that night will be invisible to the role you choose.
  • 1-Shot Omnibane: You will be automatically protected from one night kill over the course of the game. Note that this does mean ONE night kill. If two people attempt to kill you in the same night, you will still die. Any Guardian, Wizard, or Bodyguard protection takes effect before the omnibane does.
  • Based on the roles that have been drawn, you have been granted ONE extra power to assist you in your quest for domination:
    • Investigation Immunity: If you are the target of any seer ability, the result will not find any incriminating evidence. You will behave as if you are a Vanilla Human. This only deters direct investigation; you can still be Tracked or Watched, for example.
    • 1-Shot Juggernaut: Once during the game, you may choose to become a Juggernaut at night. On this night you will be able to kill someone through any obstacles, and come away unharmed. In particular, this means that any protections on the target will fail, and you will not be killed by Kamikazes or Bodyguards.
    • Strong Will: You become immune to all roleblocking, regardless of origin. You can never be prevented from taking night actions.
    •  Extra Omnibane: Your Omnibane has been upgraded to a 2-Shot, protecting you from 2 kills over the course of the game. Its other functionality remains unchanged. 
  • Only one power from the previous list will appear.

You answer to no-one but yourself. You win when you are the only player alive, or nothing can prevent this happening. Ties favor you.

Serial Killer (Tier 4)

<Player>, you are the Serial Killer.

Your Abilities:
  • Bloody Murder: Every night, you can choose another player to kill. Barring the meddling of any puny humans or wolves, that player will die at the end of the night. Unlike Killers in most other games, you are not required to kill every night, so you may refrain if it is to your advantage, however rare such a situation may be. If I do not get a PM from you, I will assume you do not want to kill.
  •  Misdirection: Every night, you may choose to be either Tracker-Immune OR Watcher-Immune. Any kill you make that night will be invisible to the role you choose.
  • 1-Shot Omnibane: You will be automatically protected from one night kill over the course of the game. Note that this does mean ONE night kill. If two people attempt to kill you in the same night, you will still die. Any Guardian, Wizard, or Bodyguard protection takes effect before the omnibane does.
  • Based on the roles that have been drawn, you have been granted TWO extra powers to assist you in your quest for domination:
    • Investigation Immunity: If you are the target of any seer ability, the result will not find any incriminating evidence. You will behave as if you are a Vanilla Human. This only deters direct investigation; you can still be Tracked or Watched, for example.
    • 1-Shot Juggernaut: Once during the game, you may choose to become a Juggernaut at night. On this night you will be able to kill someone through any obstacles, and come away unharmed. In particular, this means that any protections on the target will fail, and you will not be killed by Kamikazes or Bodyguards.
    • Strong Will: You become immune to all roleblocking, regardless of origin. You can never be prevented from taking night actions.
    • Extra Omnibane: Your Omnibane has been upgraded to a 2-Shot, protecting you from 2 kills over the course of the game. Its other functionality remains unchanged.  
  • Two powers from the list above will appear.

You answer to no-one but yourself. You win when you are the only player alive, or nothing can prevent this happening. Ties favor you.



Town: I Roles 

1-Shot Seer

<Player>, you are a 1-Shot Seer.

Your Abilities:
  • ONCE in the game, you may choose to investigate a player and find information on their alignment. You will recieve one of the following results:
    • INNOCENT, meaning the player is either town, a Master Wolf, or an Investigation-Immune Serial Killer.
    • GUILTY, meaning the player is certainly a wolf or SK.
    • No Result, meaning you were targeted by a Wizard or Roleblocker power in the same night.

You are allied with the town. You win by eliminating all threats to the town.

Seer

<Player>, you are a Seer.

Your Abilities:
  • Every night, you may choose to investigate a player and find information on their alignment. You will recieve one of the following results:
    • INNOCENT, meaning the player is either town, a Master Wolf, or an Investigation-Immune Serial Killer.
    • GUILTY, meaning the player is certainly a wolf or SK.
    • No Result, meaning you were targeted by a Wizard or Roleblocker power in the same night.

You are allied with the town. You win by eliminating all threats to the town.

Tracker

<Player>, you are a Tracker.

Your Abilities:
  • Every night, you may choose one player to track. You will find out anyone they tried to target with a night action at the end of the night. You may also get one of the following results.
    • No Target Detected. This means your target either did not perform a role action that night, or used a Stealth ability.
    • No Result. This means you were targeted by a Wizard or Roleblocker.

You are allied with the town. You win by eliminating all threats to the town.

 

Town: D Roles 

1-Shot Guardian

<Player>, you are a 1-Shot Guardian.

Your Abilities:
  • ONCE in the game, you may choose a player in the game to protect from one nightkill.

You are allied with the town. You win by eliminating all threats to the town.

Guardian

<Player>, you are a Guardian.

Your Abilities:
  • Guardian: Every night, you may select a player in the game to protect from one nightkill.

 

You are allied with the town. You win by eliminating all threats to the town.

Watcher

<Player>, you are a Watcher.

Your Abilities: 
  • Every night, you may select a player in the game to watch over. You will learn the name(s) of whoever targeted them with a Night Action. You may also get the following results:
    • All Was Quiet. This means that you could detect no one targeting your ward. Keep in mind that somebody still could have targeted him/her with a Stealth ability.
    • No Result. This means you were targeted by a Wizard or Roleblocker.

You are allied with the town. You win by eliminating all threats to the town.

 

Town: DB roles

1-Shot Wizard

<Player>, you are a 1-Shot Wizard.

Your Abilities:
  • ONCE in the game at night, you may cast protective magic over someone’s house. This will protect them from a kill, but also cancel any role actions that they attempt to take that night.

You are allied with the town. You win by eliminating all threats to the town.

 

Wizard

<Player>, you are a Wizard.

Your Abilities:
  • Every night, you may cast protective magic over someone’s house. This will protect them from a kill, but also cancel any role actions that they attempt to take that night.

You are allied with the town. You win by eliminating all threats to the town.

 

Town: M Roles 

Saint

<Player>, you are the Saint.

Your Abilities:
  • You have the power to confirm yourself as human. At any time during a Day phase, you may PM me saying that you wish to be revealed. I will confirm you in the thread as soon as possible.

You are allied with the town. You win by eliminating all threats to the town.

Good Neighbor

<Player>, you are a 1-Shot Friendly Neighbor.

Your Abilities:
  • ONCE during the game, you may target a player. That player will be told that you are confirmed as town. You will not know the alignment of the player who got the message.

You are allied with the town. You win by eliminating all threats to the town.

Masons

Dear <Player> and <Player> (and <Player>), you are Masons.

Your Abilities:
  • You are a group of confirmed humans. You know each other to be trustworthy, and thus can work together and play strategically to help the humans.

You are allied with the town. You win by eliminating all threats to the town.

 

Town: B Roles 


1-Shot Roleblocker

<Player>, you are a 1-Shot Roleblocker.

Your Abilities:
  • ONCE in the game, you may choose a player to threaten at night. Any role action that player attempts to take that night will fail.

You are allied with the town. You win by eliminating all threats to the town.

Roleblocker

<Player>, you are a Roleblocker.

Your Abilities:
    Every night, you have the option of choosing a player to strongarm into submission. That player will not be able to perform any active role actions that night.

You are allied with the town. You win by eliminating all threats to the town.

Redirector

<Player>, you are a Redirector.

Your Abilities: 

  • Every night, you may target two players. Any role action taken by the first player will target the second player specified instead of its original target. For example, if you picked a killing role as your first target, they would be considered to make a kill attempt on your second target, regardless of who they actually targeted.

You are allied with the town. You win by eliminating all threats to the town.

 

 

Town: K Roles


Kamikaze

<Player>, you are a Kamikaze.

Your Abilities:
  • If anybody comes to kill you during the night, you will kill them at the same time. For timing purposes, the Wolves hit first, any Vigilante second (ties broken randomly between multiple vigilantes), and the Serial Killer last. This ability is always active, and you must be killed for it to have an effect – it won’t activate if you are attacked while guarded, for example.

You are allied with the town. You win by eliminating all threats to the town.

1-Shot Vigilante

<Player>, you are a 1-Shot Vigilante.

Your Abilities:
  • ONCE during the game, you can attempt to kill a player at night. Barring the interference of any other roles, your target will be dead by morning. You will not be told if or how your kill fails.

You are allied with the town. You win by eliminating all threats to the town.

Vigilante

<Player>, you are a Vigilante.

Your Abilities: 
  • Every night, you may target a player for a nightkill. Barring the interference of any other roles, your target will be dead by morning. You will not be told if or how any of your kills fail. You do not have to kill every night.

You are allied with the town. You win by eliminating all threats to the town.

Bodyguard

<Player>, you are a Bodyguard.

Your Abilities:
  • Every night, you may choose to watch over someone’s house. You will reflexively kill ONE person who targets that player at night for a kill. For timing purposes, the Wolves hit first, any Vigilante second (ties broken randomly between multiple vigilantes), and the Serial Killer last. If you watch over a Wolf or SK, you will unavoidably die during the night (and you will not protect your target.)

You are allied with the town. You win by eliminating all threats to the town.

 

Town: R Roles


1-Shot Backup

<Player>, you are a 1-Shot Backup.

Your Abilities:
  • You start the game with no abilities. After the first of any of the following roles dies, you will gain a one-shot version of whatever role power they had:
    • Seer
    • Tracker
    • Guardian
    • Watcher
    • Kamikaze
    • Vigilante 
    • Roleblocker
    • Redirector
    • Wizard
    • Inventor – one random invention they did not use
    • Mage – one random ability they possessed when they died
    • Elemental – one random ability they did not use

You are allied with the town. You win by eliminating all threats to the town.

Morph

<Player>, you are a Spirit Morph.

Your Abilities:
  • During any night, you may choose a player who has died. If that player was town aligned and had a special role, you will copy their power. If you choose a Mason you will be added to their group and learn the remaining Masons. If you choose a one-shot role, you will have the one shot available. If you choose an Inventor or Elemental, you will have whatever inventions or abilities they had at the game's start. Once you have chosen a role, you will keep it for the rest of the game. You are forbidden from copying the SaintFriendly Neighbor, or any other Reserve role.

You are allied with the town. You win by eliminating all threats to the town.

Universal Backup

<Player>, you are a Universal Backup.

Your Abilities:
  • You start the game with no abilities. Whenever a town aligned player with a power role dies, you will copy their power. The latest power you get overrides an old one. If multiple blues die, you will be prompted to pick which of their powers to take. All roles with X-Shot powers still behave as such, but will be reset to the amount they had at the game’s start. There are two complications:
    • You can never become another Backup role.
    • If a SaintFriendly Neighbor, or Mason dies, you will be prompted if you want to take those roles or not. If you do, you are forbidden from taking any other roles for the rest of the game.

You are allied with the town. You win by eliminating all threats to the town.

 

Town: J Roles


Inventor

<Player>, you are an Inventor.

Your Abilities:
  • Inventor: You have two inventions with undefined powers. On any Night, you may choose one of your two inventions and a player to use it on. Below is a brief description of each invention and their possible powers. Each invention may only be used once, and you will not find out what effect it has, unless the role inherently produces some kind of report of its use.
    • Two of the three classes of invention listed here will be received.
    • [Invention <#>: This will hinder someone. This could be a Wizard’s spell, a Roleblock, a Vigilante kill, or it could make you a Kamikaze (and you will not visit your target).]
    • [Invention <#>: This will protect someone. This could be a Watcher effect, a Guarding, a Wizard’s spell, or it could give you Omnibane for the night (and you will not visit your target).]
    • [Invention <#>: This will gather information on someone. You may TrackSeer, or Watch your target, or you could Oracle a role class in the game (and not visit your target).]
  • You flip GREEN.
  • Explanations of Powers:
    • Roleblock: Cancel a player’s night actions.
    • Wizard: Simultaneously protect a player from death and roleblock them.
    • Vigilante: Attempt to kill any player in the game.
    • Self-Kamikaze: Arm yourself to kill anyone who successfully kills you.
    • Watcher: Find out anyone who targeted a player with a night action.
    • Guardian: Protect a player from one kill.
    • Omnibane: Make yourself immune to ALL kills for the night.
    • Tracker: Find out who a specific player targeted with a night action.
    • Seer: Investigate a player’s alignment.
    • Oracle: Select a class of roles in the game, and learn how many of its letter has been drawn (or, how many power role draws have been allotted to the town.)

You are allied with the town. You win by eliminating all threats to the town.

Mage

<Player>, you are a Mage.

Your Abilities:
  • You are something akin to a Jack-of-all-Trades. Every night, you will have a choice of three abilities to use, each one of which has been randomly selected from different categories of powers. You get 3 uses of your power. Every time you use one, the abilities you have available will be re-randomized, and you will be notified of your new powers the next day.
    • Your first power could be:
      • Roleblock: Cancel a player’s night actions.
      • Wizard: Simultaneously protect a player from death and roleblock them.
      • Vigilante: Attempt to kill any player in the game.
      • Self-Kamikaze: Arm yourself to kill anyone who successfully kills you.
    • Your second power could be:
      • Watcher: Find out anyone who targeted a player with a night action.
      • Guardian: Protect a player from one kill.
      • Wizard: Simultaneously protect a player from death and roleblock them.
      • Omnibane: Make yourself immune to ALL kills for the night.
    • Your third power could be:
      • Tracker: Find out who a specific player targeted with a night action.
      • Seer: Investigate a player’s alignment.
      • Watcher: Find out anyone who targeted a player with a night action.
      • Oracle: Select a class of roles in the game, and learn how many of its letter has been drawn.
    • If you use a purple power from any category, that category of powers will be unavailable next time you receive power.

You are allied with the town. You win by eliminating all threats to the town.

Elemental

<Player>, you are an Elemental.

Your Abilities:
  • During Day 0, you must choose three role powers from the list below. If you do not choose I will randomly select them for you. Once you have chosen, you may use them at your discretion. You may use a maximum of 2 (two) powers per night, and said powers must be different; for example, if you picked a Roleblocking power, you could not Roleblock two people in one night.
    • 2-Shot Roleblock: Cancel a player’s night actions.
    • 2-Shot Wizard: Simultaneously protect a player from death and roleblock them.
    • 1-Shot Vigilante: Attempt to kill any player in the game.
    • 2-Shot Self-Kamikaze: Arm yourself to kill anyone who successfully kills you.
    • 1-Shot Watcher: Find out anyone who targeted a player with a night action.
    • 1-Shot Guardian: Protect a player from one kill.
    • 1-Shot Omnibane: Make yourself immune to ALL kills for the night.
    • 2-Shot Tracker: Find out who a specific player targeted with a night action.
    • 1-Shot Seer: Investigate a player’s alignment.
    • 1-Shot Oracle: Select a class of roles in the game, and learn how many of its letter has been drawn.

You are allied with the town. You win by eliminating all threats to the town.

 

Town: Vanilla


VT

<Player>, you are a Vanilla Human.

Your Abilities:

  • You have naught but your vote and your voice. It may be disheartening to have no special skills you can call upon in this time of need, but to go forth anyways is valiant and honorable. More than anyone else, you will live and die by your own wits, and your intangible contributions (or lack thereof) to the game.


You are allied with the town. You win by eliminating all threats to the town.

 

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