Werewolf Town of Salem Werewolf Mini I (Town Wins!)

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OP
Start Date: 12.00pm AEDT, Monday 30th October 2023.
Make sure you are readily available before signing up.

Roles will be issued on Sunday night.
This game will likely finish on Monday night.


Moderator: serial_thrilla.

Many of you may have played the game Town of Salem, either online or IRL, at some point in your lives. The main difference between traditional Werewolf/Mafia and Town of Salem is that everybody has roles in Town of Salem. That's right - no boring villager games here. There's a lot more information coming in each day for various roles, but with more information comes more confusion and complexity - something that evils can abuse. With the lack of a true seer it enables fake role claims to be used more than in traditional Werewolf games, although there are plenty of ways they can be caught if a misstep is taken. Beyond that the mechanics of this game are quite complicated with so many night actions possible, plus a three tiered structure for night immunity and attacks (see below).

Until the first game I hosted, this had not been played on BigFooty, so I've had to make my own adaption to ensure that the game would fit the style you are used to without overcomplicating the experience. I removed a few Town of Salem roles, and changed the lynching format to a traditional Mafia method (Nunez style) with no guaranteed lynch each phase. To balance this out though, I will attempt to run MANY Day Phases very quickly (see below for timing). The lack of a guaranteed lynch helps with the balance, and forces the village to be proactive if they want to track down evils.

My biggest concern is making sure the role list is as balanced as possible. Last game worked out very well, but things can change suddenly if power roles get killed early.​

ROLE LIST
  • Jailor
  • Random Town Investigative
  • Random Town Investigative
  • Random Town Protective
  • Random Town
  • Random Town
  • Random Town
  • Random Town
  • Random Town
  • Godfather
  • Mafioso
  • Random Mafia
  • Random Mafia
  • Random Neutral Killing
  • Random Neutral Evil/Benign

Basic Rules:

At the beginning of the game each player is given a 'role' at random and in secret by the moderator via PM. All players will receive a PM in this game. Those roles can belong in 1 of up to 4 factions: Town (good), Mafia (evil), Neutral Killing (neutral) or Neutral Evil/Benign (neutral).

The aim of the Town is to identify and kill all the Mafia and Neutral Killing roles before the evil can kill enough villagers to meet their win condition. Only one faction (Evil/Good/Neutral Killing) can win. However, the Jester and/or Executioner and/or Survivor and/or Pirate can win with anyone.

Win Conditions:
  • Village: Kill all Mafia and Neutral Killing roles.​
  • Mafia: Kill all Neutral Killing and Town Killing roles, and outnumber remaining Town* + Neutral Evil + Neutral Benign.​
  • Jester: Get successfully lynched.​
  • Executioner: Get your target lynched.​
  • Survivor: Survive to the end of the game.​
  • Pirate: Win two duels.​
  • Amnesiac: take on the win condition of the role you remember.​
  • Serial Killer: reach the final 2*.​
  • Arsonist: reach the final 2*.​
  • Juggernaut: reach the final 2*.​
  • Werewolf: reach the final 2*.​
  • Plaguebearer/Pestilence: reach the final 2*.​
* revealed Mayor worth 3 votes.


How are players killed?

Please note the different timings for the phases in this game. It is structured to enable multiple Day and Night phases per 24 hours; thus this game will go one to two days before it is concluded. There are two 'phases' to every turn of the game:

Night Phase: Factions and role players perform their assigned night actions. Individual night action results are not received in a team PM if that player is killed overnight.
Day Phase: Players vote for who they think is evil.

During the day good will want the group to vote for and lynch evil, whilst the evil themselves will want not to be lynched; herein lies the fundamental strategy of the game:

Can good identify evil whilst at the same time convincing the rest of the group that they're not themselves evil? And can evil convince the group that they're not evil at all and thus avoid being lynched?


Day phase is ONE HOUR LONG (or until there is a lynch).
Night phase is ONE HOUR LONG.

Night actions may be submitted in advance in the player’s PM.

Please note that day phases may conclude early due to a lynch. The night phase will commence immediately, and the next day phase will start in one hour's time.

THIS GAME WILL GO QUICK.


Town of Salem Etiquette:

There are two main rules which everyone must follow in order for the game to run successfully:

KILLED PLAYERS MUST LEAVE THE GAME
If you are killed at any point during the game then you are no longer allowed to participate although I will allow a farewell post, but that post cannot impact the remainder of the game. Anyone breaking this rule will be banned from the next game.

THERE MUST BE NO PRIVATE COMMUNICATION BETWEEN PLAYERS. MAFIA MAY ONLY COMMUNICATE WITHIN THEIR FACTION PM. WHILST JAILED, PLAYERS MAY NOT COMMUNICATE WITH THEIR FACTION.

Other rules for this game include the following (at the moderators' discretion):
  • Anyone caught sending screen captures of this thread or game-related PMs into this thread will be modkilled instantly with no warning.
  • Anyone caught directly quoting PMs from the mods will be modkilled without warning.
  • Anyone caught deleting or editing posts from the thread will be modkilled without warning.
  • Any modkill happening within the last ten minutes before the deadline is called will act as that day's lynch, regardless of vote tally. Intentional modkills may be exempt from this rule at the moderator's discretion.
  • Anyone found to be breaking the above rules will be banned from the next game, and repeat offences will result in being banned from all future games should there be any; please follow the rules and keep the game legitimate.
  • For this game we will not be using the Reason for Lynching rule. Vote for anyone for any reason at any time during the Day Phase.

Voting:
  • During the Day Phase players must vote for whom to lynch, your vote must be formatted in bold like this: Player Name. You don't need to tag myself for your vote to be valid, but it is encouraged. I will "wow" your post to inform you that it has been counted.​
  • For this game you may choose not to vote at all during the day phase, as voting is not compulsory.
  • Upon a player receiving a majority vote during the Day phase (according to the moderator) that player will be lynched and be out of the game: remember, once killed you cannot take further part; do not reveal your roles to anyone until the game has been concluded.
  • If no majority vote is achieved by the conclusion of the Day Phase, there shall be no lynch.
 
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Roles & Priorities
DESCRIPTIONS OF POTENTIAL ROLES

  • Nil.
    • *Displays at the end of the Night for a player did not have a night ability to place, or if there is nothing to report.
  • You did not perform your night ability.
    • *Displays at the end of the Night for a player with a night ability who did not select a target during the Night.
  • Someone attacked you but your defense was too strong!
    • *Displays to a role with Defense when someone with a lower Attack value attacks them. Not shown when protected by Doctor, Bodyguard, or Trapper.
  • Your target's defense was too strong to kill.
    • *Displays to an attacking role when their target has a higher Defense than the attacker's Attack value. This message will also appear if the target was healed or protected.

List of Mafia Roles

Godfather (Mafia)
: The leader of organized crime. Unique role (can only be one in a game at any one time). Choose who to kill at Night. If a Mafioso is alive and not jailed/roleblocked, they will attack the target for you. You have basic night immunity and will appear innocent to a Sheriff. [DEF = Basic, ATT = Basic]
  • You have ordered (Player) to be attacked.
    • *Displays at the end of the Night for a Godfather when they have selected to attack a player.
  • You have attacked someone.
    • *Displays at the end of the Night for a Godfather if no Mafioso is alive (or if Mafioso is roleblocked).
  • You were killed by a member of the Mafia!
    • *Displays at the end of the Night when you are successfully attacked by a Mafioso or Godfather.

Mafioso (Mafia): A member of organized crime, trying to work their way to the top. Unique role. Conducts the kill each night unless jailed/roleblocked. Becomes the new Godfather if the current one is killed. Once Godfather and Mafioso are both killed, a remaining randomly chosen mafia member will become Mafioso (but can't be promoted to Godfather). [DEF = Nil , ATT = Basic]
  • The Godfather has ordered you to kill his target.
    • *Displays at the end of the Night for Mafioso when the Godfather selects a target.
  • You have attacked someone.
    • *Displays at the end of the Night for a Mafioso when they have selected to attack a player or have been ordered by the Godfather.
  • You were killed by a member of the Mafia!
    • *Displays at the end of the Night when you are successfully attacked by a Mafioso or Godfather.

Ambusher (Mafia): A stealthy killer who lies in wait for the perfect moment to strike. Unique role. Choose one person to lie in wait outside their house each Night. You will deal an Astral (you do not visit the target) attack to one random visitor. All other visitors will know your name. Can not target Mafia members. [DEF = Nil , ATT = Basic]
  • You ambushed someone who visited your target last night!
    • *Displays at the end of the Night if someone visits your target.
  • You saw (Player) prepare an ambush while visiting your target.
    • *Displays at the end of the Night for a non-Mafia player visiting an Ambusher's target.
  • You have ambushed someone.
    • *Displays at the end of the Night for an Ambusher who successfully ambushes someone visiting their target.
  • You were attacked by an Ambusher!
    • *Displays at the end of the Night when you are attacked by an Ambusher.

Framer (Mafia): A skilled counterfeiter who manipulates information. Choose one person to frame each Night. A Sheriff will see the target as suspicious, and an Investigator will see them as a "Framer or Jester". Frames last until the Framed player is investigated. Can not target Mafia members. [DEF = Nil , ATT = Nil]
  • You have framed your target.
    • *Displays at the end of the Night for a Framer when they have framed a player.

Forger (Mafia): A crooked lawyer that replaces documents. Choose a person to rewrite their Last Will and role at Night. If they are killed, your forgery will replace their Last Will and their role. You only have two forgeries. Can not target Mafia members. [DEF = Nil , ATT = Nil]
  • You have (#) forger(y / ies) left.
    • *Amount of forgeries left.
  • You have forged your target's role as (Role).
    • *Displays at the end of the Night for a Forger when they save their forged Last Will and they chose a role.

Janitor (Mafia): A sanitation expert working for organized crime. Choose a person to clean each Night. If they die, their role and Last Will is hidden to the Town, and only you will know both. You only have three cleanings. Can not target Mafia members. [DEF = Nil , ATT = Nil]
  • You have (#) cleaning(s) left.
    • *Amount of cleanings left.
  • You have cleaned your target and secretly know that your targets role was (Role) and now know their Last Will.
    • *Displays at the end of the Night for a Janitor when they successfully clean a player. Last Will will be posted in separate post.

Hypnotist (Mafia): A skilled hypnotist who can alter the perception of others. You may hypnotize one player each Night, giving them a false message once the Night ends (see below for possible messages). A Spy who bugs your target will receive the message you planted. Can not target Mafia members. [DEF = Nil , ATT = Nil]
  • You have hypnotised your target to receive the message "(Message)".
    • *Displays at the end of the Night for a Hypnotist when they hypnotise a player.
Possible messages to choose from:
  • You were transported to another location.
  • Someone occupied your night. You were role blocked!
  • You were attacked but someone fought off your attacker!
  • You were attacked but someone nursed you back to health!
  • You were attacked but someone protected you!
  • You triggered a trap!
  • You were attacked but a trap saved you!
  • A trap attacked you but someone nursed you back to health!

Consigliere (Mafia): A corrupted Investigator who gathers information for the Mafia. Check one person for their exact role each Night. Anyone that was Doused will come up as an Arsonist. Can not target Mafia members. [DEF = Nil , ATT = Nil]
  • Your target is a trained protector. They must be a Bodyguard.
  • Your target is a divine protector. They must be a Crusader.
  • Your target is a professional surgeon. They must be a Doctor.
  • Your target is a beautiful person working for the town. They must be an Escort.
  • Your target gathers information about people. They must be an Investigator.
  • Your target detains people at night. They must be a Jailor.
  • Your target watches who visits people at night. They must be a Lookout.
  • Your target is the leader of the town. They must be the Mayor.
  • Your target wields mystical powers. They must be a Retributionist.
  • Your target is a protector of the town. They must be a Sheriff.
  • Your target secretly watches who someone visits. They must be a Spy.
  • Your target specializes in transportation. They must be a Transporter.
  • Your target is a paranoid war hero. They must be a Veteran.
  • Your target will bend the law to enact justice. They must be a Vigilante.
  • Your target lies in wait. They must be an Ambusher.
  • Your target gathers information for the Mafia. They must be a Consigliere.
  • Your target is a beautiful person working for the Mafia. They must be a Consort.
  • Your target is good at forging documents. They must be a Forger.
  • Your target has a desire to deceive. They must be a Framer!
  • Your target is the leader of the Mafia. They must be the Godfather.
  • Your target is skilled at disrupting others. They must be a Hypnotist.
  • Your target cleans up dead bodies. They must be a Janitor.
  • Your target does the Godfather's dirty work. They must be a Mafioso.
  • Your target does not remember their role. They must be an Amnesiac.
  • Your target likes to watch things burn. They must be an Arsonist.
  • Your target wants someone to be lynched at any cost. They must be an Executioner.
  • Your target wants to be lynched. They must be a Jester.
  • Your target wants to plunder the town. They must be a Pirate.
  • Your target wants to kill everyone. They must be a Serial Killer.
  • Your target howls at the moon. They must be a Werewolf.
  • Your target has the sight. They must be a Psychic.
  • Your target is a skilled in the art of tracking. They must be a Tracker.
  • Your target is waiting for a big catch. They must be a Trapper.
  • Your target gets more powerful with each kill. They must be a Juggernaut.
  • Your target reeks of disease. They must be Pestilence, Horseman of the Apocalypse.
  • Your target is a carrier of disease. They must be the Plaguebearer.

Consort (Mafia): A beautiful dancer working for organized crime. Distract someone each Night. You prevent them from using their night ability. Role blocking a Serial Killer will force them to attack you as well as their original target. Role blocking a Werewolf will force them to stay at home and therefore attack you. The Escort, Consort, Transporter, Veteran, Retributionist, Pirate, and Serial Killer are all immune to role blocks. Can not target Mafia members. [DEF = Nil , ATT = Nil]
  • You have attempted to distract your target.
    • *Displays to an Consort when they attempt to distract someone. This does not confirm whether the target was immune or not.
  • Someone occupied your night. You were role blocked!
    • *Displays at the end of the Night when a Consort role blocks someone.
  • Someone tried to role block you but you are immune!
    • *Displays at the end of the Night to a role block immune player.
  • Someone tried to role block you but you were in jail.
    • *Displays when you are jailed and a Consort tries to roleblock you.

Blackmailer (Mafia): An eavesdropper who uses information to keep people quiet. Choose one person each Night to blackmail. They are prevented from speaking during the following Day phase (apart from casting basic lynch votes by bolding a player's name, with no other text). Can not target Mafia members. [DEF = Nil , ATT = Nil]
  • You have blackmailed your target.
    • *Displays at the end of the Night for a Blackmailer when they have blackmailed a player.
  • Someone threatened to reveal your secrets. You are blackmailed!
    • *Displays at the end of the Night when you are visited by a Blackmailer.
  • Someone tried to blackmail you but you were in jail last night.
    • *Displays at the end of the Night when you are visited by a Blackmailer while jailed.

  • You were promoted to the Godfather!
    • *Displays for a Mafioso when the Godfather dies.
  • You were promoted to a Mafioso!
    • *Displays for a remaining member of the Mafia when the last kill capable Mafia role dies.



List of Neutral Roles

Executioner (Neutral Evil)
: An obsessed lyncher who will stop at nothing to execute his target. Trick the Town into lynching your target. Your target has a Town Role. You will become a Jester if your target is killed at Night. Whilst Executioner you have basic night immunity. If you successfully get your target lynched, the town is not told of this until your death or the conclusion of the game and you are able to continue voting until you are killed or the game concludes. [DEF = Basic, ATT = Nil]
  • Your target is (Player).
    • *Displays your target's name at the start of the game.
  • You have successfully gotten your target lynched!
    • *Displays at the end of the Day when an Executioner successfully got their target lynched.
  • Your target died. You have become a Jester!
    • *Displays to an Executioner at the beginning of the Day phase, if their target had died the previous night.

Jester (Neutral Evil): A crazed lunatic whose life goal is to be publicly executed. Trick the Town into lynching you. Haunt and kill the following Night one player who voted for you when you were lynched. [DEF = Nil, ATT = Unstoppable]
  • You have successfully gotten yourself lynched!
    • *Displays to the Jester only after getting lynched at the end of the day.
  • You were haunted by the Jester. You committed suicide over the guilt!
    • *Displays at the end of the Night to a chosen living player when a Jester haunts them.

Pirate (Neutral Evil): You are a swashbuckler with an obsession for gold. During the Day, you may select a player to duel later that Night phase. If you or your target is jailed, you will be unable to plunder (attempt to kill) your target. You cannot duel the same player twice in a row. At the start of the following Night, both you and your target will get to choose your actions for the duel: Your options are Scimitar, Rapier, and Pistol. The victim's options are Sidestep, Chainmail, and Backpedal. Scimitar beats Sidestep, Rapier beats Chainmail, and Pistol beats Backpedal. If you win the duel, you will deal a Powerful Attack to your target. If you do not choose an option, your target will not be role-blocked and the duel will not register. Winning the duel will also kill your target, earning you 1 of the 2 plunders you need to win the game. If your target is protected by a Town Protective and you win, your target won't die, but it counts as 1 of the 2 plunders needed, and the same is true if you died on the night of the duel. Your plunder is unaffected by the Transporter's swap, and will always (attempt to) kill the target you dueled. Your target will be role-blocked the Night they are plundered, unless their role has role-block immunity (i.e. Consort). Since dueling is counted as a role-block, losing a duel to a Serial Killer, a Werewolf on a Full Moon, or Pestilence will result in your death. If you win against a Serial Killer, they will die and you will live, but if you duel a Werewolf or Pestilence, you will die even if you win the duel. You don't need to be alive in order to win the game. If you successfully plunder 2 players before you die, you will still win at the end of the game, even if you died the same Night you got your 2nd successful plunder. [DEF = Nil, ATT = Powerful]
  • You were hauled off to jail so you couldn't duel your target.
    • *Displays at the start of the Night for a Pirate who selected a target during the Day but got jailed.
  • Your target was hauled off to jail so you couldn't duel them.
    • *Displays at the end of the Night for a Pirate who selected a target during the Day but their target got jailed.
  • You were attacked by a Pirate!
    • *Displays at the end of the Night for the Pirate's opponent when the Pirate wins the duel.
  • You have chosen to challenge (Player) to a duel! Your options are Scimitar, Rapier, and Pistol.
    • *Displays at the start of the Night for a Pirate who selected a target during the Day and their target was not jailed.
  • A Pirate has challenged you to a duel! Your options are Sidestep, Chainmail, and Backpedal.
    • *Displays at the start of the Night for a player who was selected as a target during the Day by a Pirate.
Pirate duel message results (for the Pirate):
  • Avast! Yer scimitar's slash be stopped by chainmail. Ye lost th' duel!
  • Arr! Yer scimitar's slash be belayed by th' bilge rat's backpedal. Ye lost!
  • Shiver me timbers! Th' scallywag sidestepped yer rapier. Ye lost th' duel!
  • Blimey! Th' rapscallion backpedaled away from yer rapier. Ye lost th' duel!
  • Sink Me! Th' bilge swiller dodged yer shot. Ye lost th' duel!
  • Blow me down! The sorry sea dogs chainmail stopped yer shot. Ye lost th' duel!
  • Yer scimitar's slash could nah be sidestepped by th' landlubber. Ye won th' duel!
  • Ahoy! Yer rapier skewered th' scurvy dog's chainmail. Ye won th' duel!
  • Yo ho ho! Th' sluggard's backpedal be nah enough to stop yer shot. Ye won!
Pirate duel message results (for the target):
  • You sidestepped out of the pirate's pistol shot. You won the duel!
  • You sidestepped the pirate's rapier. You won the duel!
  • Your chainmail stopped the pirate's scimitar slash. You won the duel!
  • Your chainmail stopped the pirate's bullet. You won the duel!
  • You backpedaled away from the pirate's rapier thrust. You won the duel!
  • You backpedaled away from the pirate's scimitar slash. You won the duel!
  • You were unable to sidestep the pirate's scimitar slash. You lost the duel!
  • The pirate's rapier pierced your chainmail. You lost the duel!
  • You were unable to back away from the pirate's pistol shot. You lost the duel!

Serial Killer (Neutral Killing): A psychotic criminal who wants everyone to die. Kill someone each Night. You are roleblock immune and will automatically attack any player who roleblocks you during the Night along with your original intended target. If you are jailed, you will attack the Jailor if you are not executed. Roleblockers and Jailors will have their Last Wills "bloodied" and cannot be read by the Town. You have night immunity. You can win with other Serial Killers. [DEF = Basic, ATT = Basic]
  • You attacked someone.
    • *Displays to the Serial Killer when they attack someone.
  • Someone role blocked you, so you attacked them!
    • *Displays when an Escort or Consort role blocks you.
  • You attacked the jailor!
    • *Displays when a Jailor jails you and fails to execute you.
  • You were attacked by a Serial Killer!
    • *Displays to someone that was killed by a Serial Killer.
  • You were murdered by the Serial Killer you visited!
    • *Displays to an Escort, Consort, or Pirate (who loses the duel) when they role-block a Serial Killer.

Arsonist (Neutral Killing): A pyromaniac that wants to burn everyone. Douse someone in gasoline each Night. You will passively Douse people who visit you and you will be notified who they are. They will not be notified of the dousing. You will automatically douse a Jailor if jailed. Alternatively, you may choose to ignite all currently doused players, dealing an Unstoppable attack to them. Doused targets show up as "Bodyguard, Godfather, Arsonist, or Crusader" to an Investigator, and as an "Arsonist" to a Consigliere. You will be notified if another Arsonist Douses you. You may then choose at Night to clean any gasoline from you instead of dousing/igniting. You have basic night immunity and can win with other Arsonists. [DEF = Basic, ATT = Unstoppable]
  • You have doused (Player) with gas.
    • *Displays at the end of the Night when they have doused a player.
  • You were doused in gas!
    • *Displays at the end of the Night when you get Doused. Only Arsonists receive this message if there are more than one of them.
  • Someone tried to douse you in gas but you were in jail last night!
    • *Displays to a jailed player when an Arsonist tries to Douse a jailed Arsonist.
  • You have cleaned the gasoline off of yourself.
    • *Displays at the end of the Night when an Arsonist does not choose to douse nor ignite. Useful if Doused by another Arsonist.
  • You have ignited your targets.
    • *Displays to the Arsonist when they ignite.
  • You attacked someone.
    • *Displays to the Arsonist when they attack someone.
  • You were set on fire by an Arsonist!
    • *Displays at the end of the Night to all doused players when an Arsonist chooses to ignite.

Juggernaut (Neutral Killing): An unstoppable force that only gets stronger with each kill. Unique role. You become stronger each time you kill someone. You start off with Powerful Attack and Basic Defence but can only kill every second night (not first night). After one successful kill you will be able to attack every night. After a second successful kill you will Rampage when attacking (also deal a Powerful attack to everyone who visits your target). After a third successful kill your attack power is upgraded to Unstoppable. [DEF = Basic, ATT = Powerful]
  • You have gained a new ability! You may now attack every night.
  • You have gained a new ability! You now Rampage when you attack.
  • You have gained a new ability! You now ignore effects that protect a player.
    • *Displays to the Juggernaut at the end of the Night after killing a player, indicating what abilities are now available. These messages will only appear once individually for the Juggernaut's first 3 kills.
  • You attacked someone.
    • *Displays to the Juggernaut when they attack someone. Can appear multiple times if the Juggernaut attacks multiple people.
  • Your target was not home, but you rampaged anyways.
    • *Displays to the Juggernaut (before third kill) when their target was jailed.
  • You were attacked by the Juggernaut!
    • *Displays to a player attacked by the Juggernaut

Werewolf (Neutral Killing): A normal citizen who transforms during the full moon (all nights except 1 and 3). Choose to Rampage someone (also deal a Powerful attack to everyone who visits your target) at night during a full moon. You may instead choose to stay at home and attack anyone who visits you. If you attack someone who has been jailed, you will deal a Powerful attack to all visitors who attempted to visit the jailed target, but not the Jailor or the Jailee/person being jailed. If you are jailed on a full moon night and aren't executed, you will attack the Jailor. If you are roleblocked by an Escort, Consort or Pirate, on a full moon, you will be forced to stay home and therefore attack them. You appear suspicious to Sheriffs on a full moon. [DEF = Basic, ATT = Powerful]
  • The light of the full moon has transformed you into a rampaging Werewolf!
    • *Displays to the Werewolf on Full Moon Nights.
  • You rampaged at home last night!
    • *Displays to a Werewolf that chose to stay home on a Full Moon Night.
  • Someone role blocked you so you stayed at home tonight.
    • *Displays to a Werewolf who was role blocked. on a Full Moon.
  • You attacked someone.
    • *Displays to a Werewolf when they successfully attack a player on a Full Moon (or they stayed home/were role-blocked). Can appear multiple times if the Werewolf attacks multiple people.
  • Your target was not home, but you rampaged anyways.
    • *Displays to a Werewolf when their target is jailed on a Full Moon Night.
  • You were attacked by a Werewolf!
    • *Displays to a player attacked by a Werewolf.

Plaguebearer (Neutral Killing): An acolyte of Pestilence who spreads disease among the town. Unique role. You may choose to visit someone each night, infecting them with the Plague. Anyone that visits you will become Infected. Anyone who visits or is visited by an Infected player becomes Infected. If the Jailor jails someone who is Infected and does not execute them, the Jailor will become Infected (this also applies if the Jailor jails you). Players will not know when they have been Infected. You will be informed as each player becomes Infected. If all living players but you are Infected, you will become the Pestilence and the Town will be alerted the following day with a message saying "A plague has consumed the Town, summoning Pestilence, Horseman of the Apocalypse.". If the last uninfected person is lynched, you will become Pestilence immediately after their role has been announced during the Day. [DEF = Basic, ATT = None]
  • (Player) was infected.
    • *Displays to the Plaguebearer at the end of each night phase.
  • Every member of the town has been infected. You feel your body transforming!
    • *Displays for only the Plaguebearer when they become Pestilence.
  • A plague has consumed the Town summoning Pestilence, Horseman of the Apocalypse!
    • *Displays for all players when all alive players have been Infected by the Plaguebearer.

Pestilence (Neutral Killing): A horseman of the apocalypse who feeds off of disease. Unique role. Second phase of Plaguebearer role. You may choose to Rampage a target (also deal a Powerful attack to everyone who visits your target) each Night. You will automatically attack anyone who visits you. Your Invincible Defense means you can not be killed at Night at all. You will bypass even the highest of attacks, such as an Arsonist ignition, an assault by a fully-powered up Juggernaut, a Jailor execution, or a Jester haunt. You are immune to any role-blocks and controls, cannot be caught by a Lookout or Tracker without you killing them, and you'll also be seen as innocent to a Sheriff. Additionally, if you are jailed, you will automatically attack the Jailor even if they try to execute you. The only way you can die is through being lynched during the Day [DEF = Invincible, ATT = Powerful]
  • You attacked someone.
    • *Displays to Pestilence when they attack someone. This message will appear multiple times if Pestilence attacks multiple people.
  • You were attacked by Pestilence!
    • *Displays to a player attacked by Pestilence, Horseman of the Apocalypse.
  • Your target was not home, but you rampaged anyways.
    • *Displays to Pestilence when their target is jailed.

Survivor (Neutral Benign): A neutral character who just wants to live. Put on a bulletproof vest at Night, giving yourself Basic defence. You may only use the vest on 4 nights over the course of the game. Survive the whole game to win. [DEF = Nil (Basic with vest), ATT = Nil]
  • You have (#) bulletproof vest(s) left.
    • *Displays at the beginning of the Night to a Survivor.
  • You were attacked but your bulletproof vest saved you!
    • *Displays when attacked, but the basic defense from equipping the Survivor’s vest saves your life from an attack.

Amnesiac (Neutral Benign): A trauma patient that does not remember who they were. Remember who you were by selecting a role from a dead player at Night. You cannot select anyone Cleaned by a Janitor. The village will be alerted that an Amnesiac has remembered a specific role the following morning. [DEF = Nil, ATT = Nil]
  • You have attempted to remember who you were!
    • *Displays at the end of the Night when the Amnesiac selects a role to remember from the graveyard.
  • An Amnesiac has remembered that they were like the (Role).
    • *Displays for everyone at the start of the Day phase when an Amnesiac successfully remembered a role that Night.

List of Town Roles

Bodyguard (Town Protective)
: An ex-soldier who secretly makes a living by selling protection. Choose someone to protect with Powerful defence at Night. You will protect your target from one physical attack, taking the attacker down with you with a counterattack (unless attack was Astral). You may choose to put on a bulletproof vest once instead of protecting someone. [DEF = Nil (Basic with vest), ATT = Powerful]
  • You have (#) bulletproof vest(s) left.
    • *Amount of bulletproof vests left.
  • You were killed protecting your target!
    • *Displays at the end of the Night when someone attempts to attack your target.
  • You were attacked but your bulletproof vest saved you!
    • *Displays to a Bodyguard when they use their bulletproof vest the same Night they are attacked by a Basic Attack.
  • You were killed by a Bodyguard!
    • *Displays at the end of the Night when you die from a Bodyguard protecting your target.
  • You were attacked but someone fought off your attacker!
    • *Displays at the end of the Night when you are attacked but a Bodyguard successfully protects you.

Crusader (Town Protective): A divine protector whose skills in combat are unmatched. You can choose someone other than yourself to protect each night, granting them a temporary Powerful defense from all attacks. You will deal a Basic attack to one random visitor to your target, even if your target is not attacked. Your divine protection extends to all attacks; including a Bodyguard dying to protect their target, or your target being killed by any role that attacks visitors (such as Veterans). This is similar in ability to the Doctor's heal. You will not attack any Astral visitors, including attacking ones. [DEF = Nil, ATT = Basic]
  • You were killed by a Crusader!
    • *Displays at the end of the Night when you visit the Crusader's target and you are the player that the Crusader attacks.
  • Your target was attacked last night!
    • *Displays at the end of the Night when someone attempts to attack your target.
  • You attacked someone visiting your target!
    • *Displays at the end of the Night if someone visits your target.
  • You were attacked but someone protected you!
    • *Displays to a player attacked but protected by a Crusader.

Doctor (Town Protective): A surgeon skilled in trauma care who secretly heals people. Heal one person each Night. You grant them Powerful night immunity. You cannot heal a revealed Mayor. You may self-heal once. [DEF = Nil (Powerful with self-heal), ATT = Nil]
  • You have (#) self heal(s) left.
    • *Amount of self heals left.
  • Your target was attacked last night!
    • *Displays at the end of the Night when someone attempts to attack your target.
  • You were attacked but someone nursed you back to health!
    • *Displays at the end of the Night when you are attacked but you were healed by a Doctor.

Trapper (Town Protective): An intelligent woodsman with a knack for Traps. At night, you can build a Trap. The next night, you can choose someone to place your Trap on. On subsequent nights you can choose to dismantle the Trap to take it off that person. Taking a Trap down and rebuilding it will occur on the same night, so you can continue to place on the next night. If anyone visits your target, the Trap is triggered and reveals all roles (not names) of people that visited your target. The trap will then need to be rebuilt. If your target is attacked, your Trap will deal an attack to one (randomly chosen) attacker visiting them (including Vigilantes) and will grant your target Powerful defence against that one attack. Any placed Traps will remain in place even after you die. You may not place the trap on yourself. [DEF = Nil, ATT = Powerful]
  • You are building your trap.
  • Your trap is ready to be placed.
  • Your trap is set.
    • *Displays at the beginning of the Night, indicating the current state of your Trap.
  • Your trap has been triggered by the (Role).
    • *Displays at the end of the Night for a Trapper whose target's trap was triggered. The Trapper will receive the role of all the visitors that triggered the trap.
  • Your trap attacked someone!
    • *Displays at the end of the Night for Trappers when their trap attacks someone.
  • You triggered a trap!
    • *Displays at the end of the Night when a visiting role visits the Trapper's target.
  • You were attacked but a trap saved you!
    • *Displays at the end of the Night when you are attacked but a Trap successfully protects you.

Escort (Town Support): A beautiful woman skilled in distraction. Distract someone each Night. Role-blocking a Serial Killer will force them to attack you as well as their original target. Role blocking a Werewolf will force them to stay at home and therefore attack you. The Escort, Consort, Transporter, Veteran, Retributionist, Pirate, and Serial Killer are all immune to role blocks. [DEF = Nil, ATT = Nil]
  • You have attempted to distract your target.
    • *Displays to an Escort when they attempt to distract someone. This does not confirm whether the target was immune or not.
  • Someone occupied your night. You were role blocked!
    • *Displays at the end of the Night when an Escort role blocks someone.
  • Someone tried to role block you but you are immune!
    • *Displays at the end of the Night to a role block immune player.
  • Someone tried to role block you but you were in jail.
    • *Displays when you are jailed and an Escort tries to roleblock you.

Mayor (Town Support): The leader of the Town. Unique role. Choose at any time during the Day to reveal yourself as the Mayor of the Town (alert the moderator in your PM to get them to announce to the Town in the game thread). Your vote becomes three, but a Doctor cannot heal you from then onwards. [DEF = Nil, ATT = Nil]
  • [Player] has revealed themself as the Mayor!
    • *Announced by the moderator in the game thread when the Mayor chooses to reveal themselves.

Retributionist (Town Support): A powerful mystic that can raise the true-hearted dead. Unique role. Raise a dead Townie each Night and use their ability on another player. A Psychic, Trapper, Jailor, Veteran, Mayor, Transporter, or another Retributionist (if you were an Amnesiac) cannot be resurrected. You can only use each dead player once. [DEF = Nil, ATT = Nil]
You will receive the message your target would receive.

Transporter (Town Support): A person who transports people without asking any questions. Choose two people to switch places with each other at Night. This means all actions on these players will go to the other player (except Jester haunting) but does not affect their own actions. You may transport yourself. [DEF = Nil, ATT = Nil]
  • One of your targets was jailed so you could not transport them!
    • *Displays to a Transporter at the end of the Night if one of the transported players was jailed.
  • You have transported (Player) with (Player).
    • *Displays to a Transporter at the end of the Night if the transport was successful.
  • You were transported to another location.
    • *Displays at the end of the Night if a Transporter transported you. A Transporter transporting themselves will get this too.
  • Someone tried to transport you but you were in jail.
    • *Displays to a jailed player when a Transporter tries transporting them with any other player.

Jailor (Town Killing): A prison guard who secretly detains suspects. Unique role. Before each Night phase choose a player to jail and anonymously interrogate for the Night in the Jail PM. The person jailed is given Powerful defence and roleblocked, and cannot communicate with their faction whilst jailed. You may choose to execute them, dealing an Unstoppable attack. A jailed Serial Killer, Werewolf (during full moon) or Pestilence will attack you if they are not executed. You cannot execute on the first Night. You have 3 executions. If you execute a Townie or you run out of executions, you will not be able to execute anymore. [DEF = Nil, ATT = Unstoppable]
  • You have (#) execution(s) left.
    • *Amount of executions left.
  • You must wait a day before executing.
    • *Displays for the Jailor on the first Night.
  • (Player) was hauled off to jail.
    • *Displays for the Jailor at the start of the Night phase.
  • You have released (Player).
    • *Displays for the Jailor at the end of the Night phase when you don't execute your prisoner.
  • You have executed (Player).
    • *Displays for the Jailor at the end of the Night phase when you do execute your prisoner.
  • You have slain a town member so you can't attack again.
    • *Displays for the Jailor if they executed a Townie.
  • You were hauled off to jail!
    • *Displays for jailee at the start of the Night before being entered into Jail PM.
  • [Player] was hauled off to jail.
    • *Displays for Mafia members at the start of the Night when one of their own is jailed.
  • Someone tried to attack you but you were in jail last night!
    • *Displays for jailee when they are attacked in jail.
  • You were killed by the Serial Killer you jailed.
    • *Displays at the end of the Night when a Jailor jails and does not execute a Serial Killer.
  • You jailed Pestilence and were obliterated.
    • *Displays at the end of the Night when the Jailor jails Pestilence. This message will occur even if you choose to execute, as you cannot kill Pestilence at night.
  • You were released by the Jailor!
    • *Displays at the end of the Night for jailee when they are not executed.
  • You were executed by the Jailor!
    • *Displays at the end of the Night for jailee when they are successfully executed.
  • Your ability failed because your target was in jail.
    • *Displays to any role that visits a jailed target (Transporter will receive a unique message).
  • You could not attack your target because they were in jail.
    • *Displays to a killing role that attacks a jailed target (Werewolf and Pestilence will receive a unique message).

Veteran (Town Killing): A paranoid war hero who can shoot anyone who visits him. Roleblock immune. Unique role. Choose to alert each Night. You will deal a Powerful attack to ALL visitors and gain Basic night immunity whilst on alert. You have three alerts. [DEF = Nil (Basic when alerting), ATT = Nil (Powerful when alerting)]
  • You have (#) alert(s) left.
    • *Amount of alerts left.
  • You shot someone who visited you last night!
    • *Displays at the end of the Night to a Veteran when they shoot a visitor.
  • Someone tried to attack you but your defense while on alert was too strong!
    • *Displays at the end of the Night when an attacker tries to kill you while on alert, unless they are Pestilence or fully powered up Juggernaut. This will kill the attacker if unprotected, unless they are Pestilence.
  • You were shot by the Veteran you visited!
    • *Displays at the end of the Night when you visit a Veteran on alert.

Vigilante (Town Killing): A militant officer willing to bend the law to enact justice. Choose to take justice in your own hands and shoot someone. If you shoot a Townie, you will lose all remaining shots and will commit suicide over the guilt the next Night. You only have 3 bullets. You cannot shoot a player on the first Night. [DEF = Nil, ATT = Basic]
  • You have (#) bullet(s) left
    • *Amount of bullets left.
  • You decide to wait a day before using your gun.
    • *Displays for the Vigilante on the first Night.
  • You attacked someone.
    • *Displays to the Vigilante when they attack someone.
  • You have put away your gun for killing a town member.
    • *Displays for the Vigilante if they shot a Townie the previous night.
  • You could not get over the guilt of killing a town member. You shot yourself!
    • *Displays at the end of the Night after shooting a Town member the night before.
  • You were shot by a Vigilante!
    • *Displays at the end of the Night when you are visited by a Vigilante, and you do not have defense.

Investigator (Town Investigative): A private eye who secretly gathers information. Investigate someone each Night for a clue to their role. A Framer, or Arsonist can throw off your results. See OP for investigator result groupings. [DEF = Nil, ATT = Nil]
  • Your target could be a [see table below].
    • *Results given at the end of Night Phase.

Lookout (Town Investigative): An eagle-eyed observer, stealthily camping outside houses to gain information. Watch someone at Night to see who visits them. [DEF = Nil, ATT = Nil]
  • [Player] visited your target last night!
    • *Displays at the end of the Night when a player visits your target.

Psychic (Town Investigative): A powerful seer with a gift for finding one's secrets. Will be given three player names every odd-numbered Night, at least one of which will be evil (Mafia, Neutral Killing or Neutral Evil). Will be given two player names every even-numbered Night, at least one of which will be good (Town or Neutral Benign). [DEF = Nil, ATT = Nil]
  • A vision revealed that at least one of (Player 1), (Player 2) or (Player 3) is evil!
    • *Displays at the end of an odd-numbered Night for a Psychic when they receive their evil vision.
  • A vision revealed that at least one of (Player 1) or (Player 2) is good!
    • *Displays at the end of an even-numbered Night for a Psychic when they receive their good vision.

Sheriff (Town Investigative): The law enforcer of the Town, who is searching for evil. Check one person each Night for suspicious activity. A Framer can throw off your results. A Godfather, Arsonist, Juggernaut, Werewolf (when not a full moon), Plaguebearer, Pestilence, Neutral Evil, or Neutral Benign will appear innocent. [DEF = Nil, ATT = Nil]
  • You cannot find evidence of wrongdoing. Your target seems innocent.
    • *Displays at the end of the Night if the interrogated player is a member of the Town, or has detection immunity.
  • Your target is suspicious!
    • *Displays at the end of the Night if the interrogated player is any Mafia member (excluding the Godfather), a Serial Killer, a Werewolf (on a Full Moon Night), or any player who has been Framed.

Tracker (Town Investigative): A skilled tracker who will follow their prey to any destination. Watch someone at Night to see who they visit. [DEF = Nil, ATT = Nil]
  • Your target visited (Player)!
    • *Displays at the end of the Night to a Tracker when their target visits someone.

Spy (Town Investigative): A talented watcher who keeps track of evil in the Town. You will be told the number of people who Mafia visit each night. The order is randomized. You are also able to "bug" a person each night, which reveals any direct actions against them, such as attacks, roleblocks, transports, etc. Investigative actions are not shown, such as from a Sheriff or Consigliere. [DEF = Nil, ATT = Nil]
  • A member of the mafia visited (Player) last night.
    • *Displays at the end of the Night when a Mafia member visits a player.
The bug will show if the target has had any of these events occur that night:
  • Your target was transported to another location.
  • Someone occupied your target's night. They were role blocked!
  • Someone threatened to reveal your target's secrets. They were blackmailed!
  • Your target was doused in gas!
  • Your target has cleaned the gasoline off of themself.
  • Your target was attacked but someone fought off their attacker!
  • Your target was attacked but someone nursed them back to health!
  • Your target was attacked by a member of the Mafia!
  • Your target was challenged by a Pirate!
  • Your target was attacked by a Serial Killer!
  • Your target was shot by a Vigilante!
  • Your target was set on fire by an Arsonist!
  • Your target was shot by the Veteran they visited!
  • Your target was killed protecting someone!
  • Your target's target was attacked last night!
  • Your target was murdered by the Serial Killer they visited!
  • A Bodyguard attacked your target but someone nursed them back to health!
  • A Bodyguard attacked your target but someone fought them off!
  • Your target was killed by a Bodyguard!
  • Someone attacked your target but their defense was too strong!
  • Someone tried to role block your target but they were immune!
  • Your target was haunted by the Jester and committed suicide!
  • Your target was attacked but their bulletproof vest saved them!
  • Someone tried to attack your alert target and failed!
  • Your target shot themselves over the guilt of killing a town member!
  • Someone role blocked your target, so your target attacked them!
  • Your target was killed by the Serial Killer they jailed.
  • Your target was attacked by a Werewolf!
  • Someone role blocked your target so they stayed at home.
  • Your target was attacked by a Crusader!
  • Your target was attacked but someone protected them!
  • Your target was attacked by Pestilence!
  • Your target was attacked by the Juggernaut!
  • Your target was attacked but a trap saved them!
  • Your target jailed Pestilence and was obliterated.
  • A trap attacked your target but someone nursed them back to health!

Investigator Result Groupings:

Vigilante, Veteran, Mafioso, Pirate or Ambusher.​
Janitor, Retributionist, or Trapper.​
Survivor, Amnesiac, or Psychic.​
Spy, Blackmailer, or Jailor.​
Sheriff, Executioner, or Werewolf.​
Framer, or Jester.​
Also shows up if target was Framed by a Framer.
Lookout, Forger, or Juggernaut.​
Escort, Transporter, Consort, or Hypnotist.
Doctor, or Serial Killer.​
Investigator, Consigliere, Mayor, Tracker, or Plaguebearer.​
Bodyguard, Godfather, Arsonist or Crusader.​
Also shows up if target was Doused by an Arsonist.
If target is both Doused and Framed by an
Arsonist and a Framer respectively, they will show up with Framer's investigative results.


Night Action Priorities:
Priority determines which roles do their actions first in what order. Each role with a Night ability has a priority labelled 1 through 9, with 1 being the highest priority and 9 being the lowest. For example, if a Mafioso, which has a priority of 8, attacks a Veteran on alert, which has a priority of 1, the Veteran will kill the Mafioso and gain defence before the Mafioso can kill the Veteran because it has a higher priority. Only one role, the Executioner, has no ability; therefore, they have no priority.



Note that abilities which take place during the Day or are selected in the Day (such as jailing and mayor reveals) will have higher priority than priority 1.

1. Veteran (on alert), Vigilante (suiciding), Jester (haunting).​
2. Pirate
3. Transporter
4. Trapper (place trap), Retributionist, Ambusher.
5. Escort, Consort
6. Plaguebearer.
7. Bodyguard, Doctor, Crusader, Tracker, Blackmailer, Forger, Framer, Janitor, Hypnotist, Arsonist (dousing), Survivor.​
8. Investigator, Lookout, Psychic, Sheriff, Consigliere.
9. Jailor (executing), Vigilante, Godfather, Mafioso, Arsonist (igniting), Serial Killer, Werewolf, Juggernaut, Pestilence.
10. Spy, Amnesiac.


Defense Description:

Basic Defense
is a form of immunity which protects a character from being killed at Night from a Basic Attack. Roles with Basic Defense must be lynched during the Day or killed at Night by roles who have Powerful or Unstoppable Attack strength. Powerful Defense is an immunity which protects a player from being killed at Night from a Powerful or Basic Attack. Roles who are given Powerful Defense are unable to be killed at Night unless said person is dealt an Unstoppable Attack. If you Attack somebody with Basic or Powerful Defense, you will get the message "Your target's Defense was too strong to kill." In a nutshell: Nil < Basic < Powerful < Unstoppable.


Detection Immunity:

Detection Immunity applies to roles that "seem innocent" to the Sheriff. All Town roles (unless Framed) have it automatically, but some roles earn it or can obtain it.​

Roles with Detection Immunity: Godfather (also applies if they were previously a Mafioso), Arsonist, Werewolf (on any non-Full Moon Night), Juggernaut, Executioner, Jester, Pirate, Plaguebearer/Pestilence, Survivors, Amnesiacs.

Roles that ignore Detection Immunity: Lookout (when watching over someone), Tracker (when tracking someone), Trapper (when their Trap is triggered).


Role Block Immunity:
Roles with Role block immunity are unaffected by role blocking. If an Consort, Escort, or Pirate role blocks any role block immune role, the role block will fail, and the role will still perform their action.

When in jail, you are effectively role blocked, even if you are role block immune. If an Escort or Consort tries to role block you while you are jailed, you will receive the message: Someone tried to role block you but you were in jail.

Roles with Role block Immunity: Escort, Transporter, Veteran, Retributionist, Consort, Serial Killer (Escorts and Consorts only), Pirate, Pestilence.

If any of these roles are role blocked, they will receive the message: "Someone tried to role block you but you are immune!"
Roles partially unaffected by role blocks: The Jailor will still jail their target but will be unable to execute said target. An Arsonist will still passively Douse anyone that visits them. A Werewolf will be forced to stay at home and instead kill their role blocker, receiving a message: "Someone role blocked you, so you stayed at home tonight."

Astral Visits:

An Astral visit is a form of visit where you do not leave your house. This visit will not be seen by Lookouts, Trackers or Spies that are on your target, and will not trigger any mechanic that relies on you visiting a player.

Roles that have an astral visit include: Bodyguard (when indirectly countering an attacker), Crusader (when indirectly attacking a visitor to its target), Trapper (when their trap indirectly counters an attacker), Veteran (indirectly kills visitors while alerting), Ambusher (when indirectly attacking a non-Mafia visitor to its target), Arsonist (when igniting), Amnesiac (when remembering themselves as the role of a dead target), Juggernaut (when indirectly attacking visitors to its target - gained after 2nd kill), Werewolf (when indirectly attacking visitors to its target), Pestilence (when indirectly attacking visitors to its target and themselves).

Last Wills & Death Notes:

The Last Will is given to each player and is shown to the Town upon that player's death. THE PLAYER’S FIRST POST in the player's PM will be used for this. It has a 400 character limit. A player's Last Will often includes critical information, although it is also used as a means of deception in the game. Townies will often include descriptions of what they were doing in each of the Nights. However, keep in mind that there's a possibility that a Forger might forge you, a Janitor may clean you, and hide your Last Will and role from the other players. Also, your Last Will might get bloodied by a Serial Killer if you are an Escort, Consort or Jailor, so consider sharing information to the Town instead of solely relying on your Last Will.

A Death Note is a message shown to the Town after a killing role other than Town Killing kills somebody, such as a Serial Killer or Mafioso. It has a 200 character limit.​
 
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Player List
PLAYER LIST
  1. Gralin (Veteran)
  2. Pickitt (Sheriff) - lynched by the village.
  3. King Tenz (Investigator) - shot by the Veteran.
  4. Pie 4 Life (Jester) - killed by the Mafia.
  5. sante (Arsonist) - lynched by the village.
  6. ZergMinion (Mayor) - killed by the Mafia.
  7. The Majestic (Trapper)
  8. MP_ (Doctor) - killed by the Ambusher.
  9. Frederico_WA (Lookout) - shot by the Veteran.
  10. por_please_ya (Jailor) - killed by the Mafia.
  11. Bovo (Forger) - lynched by the village.
  12. CursingFijian (Retributionist)
  13. Tarkyn_24 (Godfather) - killed by a Trapper and set on fire by an Arsonist.
  14. Ocha905 (Mafioso) - killed by a Trapper.
  15. hotchilli (Ambusher) - lynched by the village.
 
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Daily Summaries
DAILY SUMMARIES

Night 1
Pie 4 Life (Jester) - killed by the Mafia.

Day 1
No lynch.

Night 2
ZergMinion (Mayor) - killed by the Mafia.

Day 2
Pickitt (Sheriff) - lynched by the village.

Night 3
King Tenz (Investigator) - shot by the Veteran they visited.
Frederico_WA (Lookout) - shot by the Veteran they visited.


Day 3
No lynch.

Night 4
Ocha905 (Mafioso) - killed by a Trapper.
MP_ (Doctor) - ambushed by an Ambusher.


Day 4
hotchilli (Ambusher) - lynched by the village.

Night 5
por_please_ya (Jailor) - killed by Mafia.

Day 5
Bovo (Forger) - lynched by the village.

Night 6
Tarkyn_24 (Godfather) - killed by a Trapper and set on fire by an Arsonist.

Day 6
sante (Arsonist) - lynched by the village.
 
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Role List
ROLE LIST
  • Jailor
  • Random Town Investigative
  • Random Town Investigative
  • Random Town Protective
  • Random Town
  • Random Town
  • Random Town
  • Random Town
  • Random Town
  • Godfather
  • Mafioso
  • Random Mafia
  • Random Mafia
  • Random Neutral Killing
  • Random Neutral Evil/Benign
ROLE LISTROLEPLAYER
JailorJailorpor_please_ya
Town InvestigativeInvestigatorKing Tenz
Town InvestigativeLookoutFrederico_WA
Town ProtectTrapperThe Majestic
Random TownDoctorMP_
Random TownMayorZergMinion
Random TownSheriffPickitt
Random TownRetributionistCursingFijian
Random TownVeteranGralin
GodfatherGodfatherTarkyn_24
MafiosoMafiosoOcha905
Random MafiaAmbusherhotchilli
Random MafiaForgerBovo
Neutral KillingArsonistsante
Neutral Evil/BenignJesterPie 4 Life
 
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Alright, this game will start next Monday, with roles issued on the Sunday night.
A little concept I want to play around with - it theoretically should only last a few hours.
Make sure that you have some spare time next Monday before signing up.
It will be limited to 15 players.


Wosh I'll do some tagging later in the week.
 

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