"That winter, the fireplace was never without a crackling blaze in its belly. The boiled wine we drank was undoubtedly middling and cheap, but she said, with a smile, "I've never had wine this good before." And though I didn't say anything, I felt the same way."
The Medium - You are the medium and have access to the graveyard (Insert Access Link Here). Be warned the graveyard will be officially spoiler free so any claims there won’t have any more weight than what would be claimed in the thread.
The Cop - You are the cop. Each night you may detain a player of your choice. They will be roleblocked, silenced, and protected until the end of the following day. You may not target the same player on consecutive nights.
The Doctor - You are the doctor. Don’t get it twisted, you don’t run out trying to save lives. You watch over those who have become incapacitated but aren’t dead yet. You will be able to activate the role of any player that has become inactive without notice. You will be informed of who is under your care, what type of role they have (active, passive, targeted, etc), and will be able to provide life saving aid if they would flat line while under your care.
The EMT - You are the EMT. Each night you may target a player to protect them from any and all forms of death through that night.
The Thief - You are the thief. In addition to setting your own bequeathal, you may also secretly change somebody else’s to you. In the event that person dies, you will receive their role but this ability will pass on to their original bequeathal in it’s place.
The Artist - You are the artist, a free spirit. Life hasn’t and never will weigh you down. You are not able to change alignments. If this role is bequeathed to somebody who has, they will break free of their mental chains.
The Lawyer - You are the lawyer. The only lawyer. Which means you get to represent anybody that finds their way to prison (Insert Prison Link Here), allowing you to talk freely with them while they are there. Additionally you may target a player at any time to lock their bequeathal into place until they either die or you change targets (you may only lock one player at a time).
Cult
Spider Cult - You are the first of the eight arms of Neith, the Spider Goddess. Each night you may target a player to try to convert them to her service. You will have a 25% chance of success. On success you will be locked as the bequeathal for the new recruit. You may set up to 8 bequeathals but can only bequeath these original abilities to fellow members of Neith’s service. If none exist the cult will cease to exist. (Roll 4 sider, successful on 1)
Mafia
The Travel Agent - You are the travel agent. Each day you may select a player to send on a little trip. They will be roleblocked, silenced, and protected for the night. While they are away you will be able to communicate with them here (Insert Vacation Getaway Here). Additionally you will be able to activate any abilities they may have in their place. You may not target the same player on consecutive days.
The Serial Killer - You are the Serial Killer. Each night you must target a player to kill. In addition you must be the only player alive at the end of the game to win.
Mafia Factoinal - There is no factional kill. Instead you have access to the factional ability to fake your own death. This ability can only be used once, so choose your placement wisely. Once during the night you may activate this ability before being “revived” at the end of the following day. This will trigger your bequeathal so you will return as vanilla but will retain your alignment.
Some roles may be slightly modified, as I changed them with the inclusion of discord whereas they are written like they include a link. In some instances I just decided to word them differently as all pms were custom crafted to avoid metagaming (the town win con was listed multiple ways for example).
Actions
Day 1: Lain is lynched, bequeaths to Rag
Night 1: KoD shoots Amber Abi cops Caitlin Dark cults KoD (success) Amber protects self Zinger thieves KoD
Day 2: Storm vacations Abi Zinger thieves Storm Storm is lynched
Night 2: KoD shoots Amber Dark cults Abi (success) Amber protects self
Day 3: Zinger vacations Amber Abi thieves Rag Zinger is lynched, bequeaths to Rag
Night 3: Rag protects self KoD shoots Abi Dark cults Amber (Success)
Day 4: Tevish is lynched, bequeaths to Amber
Night 4: Amber protects self KoD shoots Amber Dark cults Cait (Fail), thiefs Cait, Cops Rag
Day 5: Amber is lynched, bequeaths to Dark
Night 5: KoD shoots Caitlin Dark cults Rag (success), cops KoD, thief's Rag
As previously mentioned Dark had god luck, only failing one culting. Google's automated 4 sider must really like 1s. The cop role and the travel agent both got neglected a fair amount this game. Travel agent mostly because of the activation timing.
General thoughts are that mafs misplayed hard from the start. There was zero communication between the two on roles or strategy despite their factional being heavily hunted in their role pms as being an excellent strategy tool given their role set. Storm also missed the fact that he was less a jailer and more a super role cop, as his ability let him see his targets abilities and also gave him use of them. Just claiming to be a second jailer massively hurt his standing.
Cult was never a threat for either other alignment. The game persisted after storm's death and KoD's culting because there were multiple ways KoD could become mafia again so he remained a threat. Once Dark became the artist, the cop and the doctor both of those avenues became far too unlikely and with Rag becoming the medium she would have had access to the grave where storm had already started spilling mafia secrets.
Town's downfall is probably exclusively on missed role utilization. Had the medium been active, Storms spilled beans could make it's way to thread. As rag had said if she would have travel agented KoD she would have known his role too. The cop role, while being stop after being culted, could have potentially lead to a union of cult and town early on maybe.
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