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TWG 79: Casino Imperiale

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on July 3, 2014 at 4:08:06 pm
 

Host Sign Ups

Player Sign Ups

Game

Post Game

 

Host: Kaivêran

 

Game:

 

(It's really long, sorry!)

 

THE GAME (don't hate)

Hi-Roller's C9++ is a 15 player semi-open setup that essentially functions as an open TWG mystery box. Everyone knows the possibilities, but you don't know which of those you're going to get! The setup is very complex, but the basic principle is that the more power the Town is given, the more powerful the anti-town roles (Wolves-Killer) become in response. Here is a summary of how the system works:

  • At the start of the game, 2 random numbers are generated.
    • The first number determines the number of draws the town gets for power roles; higher numbers mean more/better blues. Lower numbers obviously decrease the number of roles the town could have, but in exchange, the wolves are weakened as well. This could mean slightly weaker roles or even fewer members.
    • The second number is compared with a threshold, specified by how many draws are allowed, to determine whether or not there is a Serial Killer, and what powers the SK is granted (if any.)
  • Second, the mod draws for letters that determine the powers the town is given, however many times specified by the first step.
    • I stands for “Investigators”. The more Is, the more investigative power the town has – roles that discern information about players.
    • D stands for “Defenders”. The more Ds, the more protective power the town has – roles that protect others from death or otherwise discourage attack.
    • K is for killing roles, M is for Mason-type roles, B is for blocking roles, R is for "reserve" (backup) roles, and J is for "Jack-of-all-Trades" (multipurpose) roles; each working similarly to the above.
  • There are guaranteed to be 10-12 town members, 3-4 wolves, and 0-1 Killer. Anything else is up to the cards (although meticulously balanced by the system).


This setup has a 39.8175% overall chance of generating a Serial Killer, and an exact 50/50 split on generating 3 wolves vs. 4 wolves.

MECHANICS

15 PLAYERS

START PHASE: "PREGAME" NIGHT (for Power Selection and Confirming Certain Roles, see below)
No kills are allowed in this special pre-game phase, but I trust things will be interesting enough to make up for it.
CARDFLIPPING: COLOR ONLY
NIGHT POSTING: ON
INSTA-LYNCH: ON
LYNCH ABSTENTION: ON

  • This setup uses a Pregame phase, termed Night 0, where everyone confirms and certain power choices are made. Then it goes to a Day 0, to prevent a potentially large volume of kills (SK, Vigi, Wolf) from throwing off the game balance early, and to make sure everyone has a hand in their own destiny.
  • The Wolves must specify one wolf to make the kill each night. Wolves with active abilities (Seer/Roleblocker) cannot use their abilities AND kill in the same night, unless they are the only one remaining.
  • Guardians and Wizards prevent one night kill each.
  • Kills are indistinguishable - I will not use varying flavor for Wolf, Vigilante and/or Serial Killer night kills.
  • Failed kills will not be announced in any form.


RANDOMIZATION

Using random.org. I will fetch 2 numbers from 1-200, repeating permitted. The first number determines the setup as follows.

Setup Number Number of Town Draws Wolf Team Composition Serial Killer Threshold (Chance) Serial Killer Powers
1-10 0 Wolf, Wolf + N0 Mark 200 (0%) NONE
11-20 1 Master Wolf, Wolf x2 150 (25%) NONE
21-35 2 Master Wolf, Wolf Lancer, Wolf 175 (12.5%) NONE
36-55 3 Master Wolf, Wolf Roleblocker, Wolf 100 (50%) 1-Shot Omnibane
56-75 4 Master Wolf, Wolf Seer, Wolf Lancer 135 (32.5%) 1-Shot Omnibane
76-100 5 Master Wolf, Wolf Seer, Wolf Roleblocker 170 (15%) 1-Shot Omnibane
101-125 6 Wolf Roleblocker, Wolf x3 70 (65%) 1-Shot Omnibane + 1 Extra Power
126-145 7 Wolf Seer, Wolf Lancer, Wolf x2 110 (45%) 1-Shot Omnibane + 1 Extra Power
146-165 8 Wolf Seer, Wolf Roleblocker, Wolf x2 150 (25%) 1-Shot Omnibane + 1 Extra Power
166-180 9 Master Wolf, Wolf Roleblocker, Wolf Kidnapper, Wolf 40 (80%) 1-Shot Omnibane + 2 Extra Powers
181-190 10 Master Wolf, Wolf Seer, Wolf Roleblocker, Wolf Lancer 70 (65%) 1-Shot Omnibane + 2 Extra Powers
191-200 11 Master Wolf, Wolf Seer, Wolf Roleblocker, Wolf Kidnapper 100 (50%) 1-Shot Omnibane + 2 Extra Powers



The second number generated is checked against the Serial Killer threshold specific to the result that was rolled by the first. If the 12th number exceeds the threshold, add a Serial Killer.

SETUP DETERMINATION

X random numbers are generated (from 1-200 again), where X is the number of draws allotted to the town in the previous step. Each number is turned into a letter as follows:

  • 1-40 = I
  • 41-80 = D
  • 81-120 = M
  • 121-145 = B
  • 146-170 = K
  • 171-185 = R
  • 186-200 = J


I will then insert power roles into the setup depending on how many of each letter are generated. For example, when looking at the "D" list, I will look at how many Ds I received in the lookup table below. If I get no Ds, I will not add any roles from the D list. If I get three Ds, I will look at where it says Dx3 and add the corresponding power roles into the game (in this case, a Guardian and a 1-Shot Guardian.)

Any "Extra Powers" assigned to the Serial Killer as per the previous step are based on the one or two most numerous letters drawn out of I, D, B, or K, as follows;

  • I = Investigation Immunity
    D = 1-Shot Juggernaut
    B = Strong Will
    K = Extra Omnibane


No other categories of roles are factored in. If there are ties, they are broken in the order I>K>D>B.

I (INVESTIGATIVE ROLES)

x1 = One-Shot Seer OR Tracker (determined randomly)
x2 = Seer OR Tracker, One-Shot Seer
x3 = Seer, Tracker
x4 = Seer, Tracker, One-Shot Seer OR Seer x2
x5 = Seer, Tracker x2, One-Shot-Seer OR Seer x2, Tracker
x6 = Seer, Tracker x2, One-Shot Seer x2
x7 = Seer x2, Tracker x2, One-Shot Seer

D (PROTECTIVE ROLES)

x1 = 1-Shot Guardian
x2 = Guardian OR Watcher
x3 = Guardian, One-Shot Guardian
x4 = Guardian, Watcher OR Guardian x2
x5 = Guardian, Watcher, One-Shot Guardian
x6 = Watcher x2, One-Shot Guardian x2
x7 = Guardian, Watcher, One-Shot Guardian + Guardian OR Watcher

BONUS: Wizards!
If any of the following combinations appear, flip a coin. If heads, use these roles instead of the corresponding D/E roles (Exception: Dx2,Ex2 always adds the Wizard.

Dx1, Bx1 = Wizard
Dx2, Bx2 = GUARANTEED Wizard
Dx3, Bx3 = Wizard x2

M (MASON ROLES)

x1 = Saint OR Good Neighbor
x2 = Mason x2
x3 = Mason x2 + Saint OR Good Neighbor
x4 = Mason x3
x5 = Mason x3, Good Neighbor OR Mason A x2, Mason B x2
x6 = Mason A x2, Mason B x3 OR Saint, Mason A x2, Mason B x2 

B (BLOCKING ROLES)

x1 = One-Shot Roleblocker
x2 = Roleblocker
x3 = Roleblocker, 1-Shot Roleblocker
x4 = Roleblocker x2
x5 = Roleblocker x2, 1-Shot Roleblocker
x6 = Roleblocker x3

K (KILLING ROLES)

x1 = Kamikaze OR One-Shot Vigilante
x2 = Vigilante OR Kamikaze, One-Shot Vigiliante
x3 = Vigilante, Kamikaze OR Bodyguard
x4 = Vigilante, Kamikaze x2 OR Bodyguard, One-Shot Vigilante
x5 = Vigilante, Bodyguard, Kamikaze
x6 = Vigilante, Bodyguard, Kamikaze x2 

R (BACKUP ROLES)

x1 = One-Shot Backup
x2 = Morph
x3 = One-Shot Backup, Morph OR Universal Backup
x4 = Universal Backup, One-Shot Backup
x5 = Universal Backup, Morph 

J (MULTIPURPOSE ROLES)

x1 = Inventor
x2 = Mage
x3 = Inventor, Mage OR Elemental
x4 = Mage, Elemental

MISCELLANY

Once all this is done, I will add a number of Vanilla Humans so that the game contains 15 players.

Note that the original "T" letter ("C" in the early version), which originally denoted drawing no power in a space, still exists as a "ghost category" for the Wolf Seer and Oracle. Think of the first step in generating the setup as forcing a certain amount of Ts to be in the setup. Thus, the Wolf Seer getting a Serial Killer result is signified by T (since that category used to directly influence anti-town roles), and when an Oracle requests to know the number of Ts in the setup, she is really going to find out how many power draws the town got. 

OTHER INFO

ROLE PMs

To prevent funny business, and also explain all the roles.


Wolf Roles 
General Wolf Team wrote:
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. The person performing the kill CANNOT use any individual role abilities that they have, unless otherwise specified in their role PM, or if they are the only one left.

Good luck!
Master Wolf wrote:
<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 wrote:
<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 will not be able to use your active ability if selected to perform the factional kill, unless you are the only one remaining.

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 wrote:
<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.


[COLOR=#000000]You will not be able to use your active ability if selected to perform the factional kill, unless you are the only one remaining.

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

Wolf Lancer wrote:
<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.
Wolf Kidnapper wrote:
<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 wrote:
<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 wrote:
<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 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.
  • This last section will not appear in setups with 2 draws or less (9 or more Ts).
  • Based on the roles that have been drawn, you have been granted [ONE/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.
    • OR, add another Omnibane, which works the same as the first.
  • This last section will not appear in setups with 5 draws or less (6 or more T’s.)


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 wrote:
<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.

Full Seer wrote:
<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 wrote:
<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 wrote:
<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.

Full Guardian wrote:
<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 wrote:
<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 
Wizard wrote:
<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 wrote:
<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 wrote:
<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.

Mason wrote:
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 wrote:
<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.

Full Roleblocker wrote:
<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.

 

Town: K Roles 
Kamikaze wrote:
<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 wrote:
<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.

Full Vigilante wrote:
<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 wrote:
<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 | Hide
1-Shot Backup wrote:
<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
    • 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 wrote:
<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 wrote:
<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 | Hide
Inventor wrote:
<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 wrote:
<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 4 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.


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

Elemental wrote:
<Player>, you are an Elemental.

Your Abilities:
  • During the Pregame (Night 0) phase, you must choose one role power from each of the three categories listed below. If you do not choose I will randomly select them for you. You may not choose identical powers across categories: each one of the three you pick must be different. Once you have chosen, you will receive two instances of each power, to use 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.
    • Your first power must be selected from:
      • 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 must be selected from:
      • 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 must be selected from:
      • 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.


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

 

Town: Vanilla | Hide
Vanilla Human wrote:
<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.



PRIORITY TREE

  1. Power Copying (Reserve roles, all simultaneously)
  2. Blocking
    • Wizard
    • Wolf Roleblocker
    • Human Roleblocker
  3. Protection
    • Guardian
    • Wizard
    • Bodyguard
    • Banes
  4. Miscellaneous
  5. Killing (for GUARDS/KAMIKAZES/BODYGUARDS etc.)
    • Wolves
    • Humans (In the case of multiple vigi killers, they are ordered randomly.)
    • Serial Killer
  6. Investigation



CARDFLIP GUIDE

  • GREEN
    • Vanilla Human
    • 1-Shot Seer
    • 1-Shot Guardian
    • Saint
    • Good Neighbor
    • 1-Shot Roleblocker
    • 1-Shot Vigilante
    • 1-Shot Backup
    • Inventor
  • BLUE
    • Seer
    • Tracker
    • Guardian
    • Watcher
    • Kamikaze
    • Vigilante
    • Bodyguard
    • Mason
    • Roleblocker
    • Wizard
    • Spirit Morph
    • Universal Backup
    • Mage
    • Elemental
  • PURPLE
    • Serial Killer
  • RED
    • all wolves.

 

 

 

Role Reveal:

 

 

 

Winning Team:

 

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