kongming3 wrote:What were town roles at the end/what did they all do?
Count Giure Grando Strigone: PMC
Godfather
3 shot deflector,
1 shot bus driver
1 shot cult leader
Lord of the Death
Deflector: Three nights, if you are not performing the faction kill, you may specify two players, excluding your servant, to cause any actions targeting the first player to target the second player instead.
Once in the game at Full Moon Night, you may target two players, including your servant. Assuming no interference with your action, any actions targeting one of those players will be redirected to the other player, and vice versa.
Once in the game after the third Full Moon Night, you may target a player to be converted into your vampire faction. Assuming no interference with your action, you will recruit that player to your side as a vampire goon. If your servant is killed before the third Full Moon Night you may target a player to be converted into your vampire faction at any night after his death.
You may only use one power at a single night (deflector, bus driver, cult leader)
You investigate as "Innocent" to Cops.
Lord of the Death (vampire senses) : you will learn all the info on the dead should you wish for it with Vampire Senses
Abilities:
Vote: During the day, you may vote for whomever you want lynched.
Mafia Kill: Each night, if no other member of your faction is performing this action, you may target a player to be killed.
Night and Day Chat: You will be provided with a chat room link
Win Condition:
You win if at least one vampire faction member is alive and all other players are dead (or if nothing can prevent the same).
Count Giure Grando's Strigone's servant: CHARLE
Mafia 2 shot janitor for 1 day, voyeur, 3 shot roleblocker (Assuming no interference with this action), Count Giure Grando Strigoneās bodyguard.
Roleblocker: Each Night, for three times only, you may target a player. Assuming no interference with your action, that player's active abilities will be blocked that night.
Twice per game, on a full moon only, you may visit the Countsās night kill target and hide the playerās role to all . However, sloppy as you are, the target's body will be found after the next night.
Voyeur: Each other night, you may target a player to learn what actions were performed on that player on the same night. You may not self-target, you may also not target your master.
You may only use one power at a single night (janitor, voyeur, roleblocker).
If your master is supposed to be killed at night action, you (as his Bodyguard) are killed instead.
You win if at least one of your vampire faction is alive and all other players are dead (or if nothing can prevent the same).
The Albino werewolf of Old: RAGIAN
(starts as vanilla D1 player is unaware of that)1-Shot Strongman (on a full moon night), odd-night direwolf
On one Full Moon Night, when you are performing the wolf kill, you may indicate that you want to perform a kill which cannot be blocked by any means.
Each Night, if no other member of your faction is performing the kill action, you may target a player. Assuming no interference with your action, that player will die.
Even-night Direwolf: On each Odd Night, you may target a player. Assuming no interference with your action, that player's active abilities will be blocked that Night and You investigate as "Innocent" to Cops.
You may only use one power at a single night (strongman/even-night direwolf).
You win if at least one werewolf is alive and all other players are dead (or if nothing can prevent the same).
Black Werewolf: 2-shot wolf Janitor for 1 day, 2 shot veteran on alert, odd-night direwolf VOTANIC
(starts as town spare Mason, 2 shot Alignment Cop - player is unaware of that)Twice in the game, if you are performing the factional kill, your target will die with no flip that morning hiding your role in it to all. (Assuming no interference with your action). However, messy as you are, parts of the target's body will be found after the next night.
You may also choose to go on alert and guard the Wolf's Lair killing anybody who targets you in your Wolf's Lair. You may only do this twice, because you are easily distracted chasing rabbits.
You win if at least one werewolf is alive and all other players are dead (or if nothing can prevent the same).
Odd-night Direwolf: On each odd Night, you may target a player. Assuming no interference with your action, that player's active abilities will be blocked that Night and You investigate as "Innocent" to Cops.
You may only use one power at a single night (janitor/veteran/ even-night direwolf)
Mason 1: STRIKE:
full moon strongman / cop (if holding the polished sword)
Vote: During the day, you may vote for whomever you want lynched.
You also hold the large silver community sword. This holy community sword needs to be polished on a full moon night before it can be used. Once polished you may then give the large community sword away at night at any player you desire, if it's been given to scum it will find its way back home to you the next morning. There is no blocking by any means possible on the large community sword. If itās been given to town the townsman may do the same as the instructions on how to use the large community sword are engraved on it. After three such nights the large community sword needs to be polished before it can be used again.
You may also indicate that you want to use the polished sword to perform a nightkill (again on full moon), which again cannot be blocked by any means. After such a kill the sword will have to be cleaned and polished on a full moon before it can be used again.
Mason 2: 2 shot tracker, 1 shot deflector, masonic axe holder EW
Vote: During the day, you may vote for whomever you want lynched.
2 shot tracker, Three Nights, you may target a player. Assuming no interference with your action, you will learn who that player targeted that night. (You will get "no result" if this action is blocked.)
1 shot deflector: once in the game at Night, you may target two players. Assuming no interference with your action, any actions targeting your first target will be redirected to your second target.
You also hold the silver bloodaxe saw. The silver masonic axe can be used to cut the head off a lynched corpse. Because as Mason you know that if the lynched victim is vampire, only the beheading cut from a weapon like the silver axe will kill it.
However, if you choose to use the axe this must be done in public immediate after the lynch, so the identity of the holder (you) is revealed to all. If you should die later in the game the Masonic axe will be given to another Mason or, if none left, to town.
Mason bodyguard : 2 shot bodyguard, 2 shot veteran on alert: PIXAR
Vote: During the day, you may vote for whomever you want lynched.
You may bodyguard one of the masons on 2 separate nights (but their identity is only know to you as āmason 1ā and āmason 2ā for security reasons).
You also have in your possession a silver masonic vampire/werewolf trap.
On a full moon: Instead of bodyguarding the masons; You may also choose to go on alert and kill anyone who visits you with your silver masonic trap. You may only do this twice, because setting the trap takes a lot of energy and also; you're easily tuckered out on whiskey. The masonic trapdevice does not work on townies.
Town 1 FUSI
Miller, 3-Shot Vanillaiser, DOC
Abilities:
Vote: During the day, you may vote for whomever you want lynched.
Miller: If investigated by cop, you will return an unfavorable result.
Vanillaiser: Three times during the game, you may target a player at night to turn them "Vanilla" for one day. They will not be affected on the night you target them, but at the start of the next day, they will be a Vanilla. Their powers will return after the following night.
Doctor: Each night, you may target a player to protected them from a night kill. (Assuming no interference with this action). You may protect yourself, but you may not protect the same person on consecutive nights.
You may only use one of the Vanillaiser / Doc power each night.
Town 2: TRAF
2 shot Flavor Cop, 1 shot cop on 3rd night, 3 shot Parrot
Abilities:
2 shot Flavor Cop: Twice per game, you may target a player to learn some flavor information about the target's character.
1 shot Cop on N3: On the third night you may select a target and you will learn whether the targeted player is innocent or not. (However You will get "no result" if this action is blocked.)
3-Shot Parrot: You have a tame parrot that flies out at night, coming back with parts of conversations it overheard. As the town should be under night curfew these conversations must come from the evil that haunts it.
Win Condition:
You win when all threats to The Town are eliminated and at least one townie is alive.
Town 3 : DEVANTE
2-Shot Bulletproof Bodyguard
Abilities:
Vote: During the day, you may vote for whomever you want lynched.
2-Shot Bulletproof: You are protected twice from being killed at night (Assuming no interference with this action).
Bodyguard: Each Night, you may target any player to protect them from a kill that night. You will use up one Protective vest for each effective protection.
You may choose to continue protecting a player without protective vest but then you will die instead of that player (when supposed to be killed at night action).
Town 4: KONG
Town Roleblocker, 2 shot Full Moon Bear tamer
Abilities:
Vote: During the day, you may vote for whomever you want lynched.
Roleblocker: Each night, except on a full moon, you may target a player to prevent their night action from being performed. (Assuming no interference with this action).
Full Moon Bear tamer: On a full moon, twice per game, you have the ability to sniff out scum in your immediate vicinity (the players who are alive next to you in the player list opening post).
Town 5: 1 shot Alignment Cop, 1 shot Priest LOOSE CANON
Once a game you may target a player. Assuming no interference with your action, you will learn that player's alignment.
Priest: Once per game, on a full moon, you can throw holy water on another player; if that player is a wolf, then the wolf dies, if that player is a vampire, then the vampire will be severely wounded and turned vanilla until after the next full moon. (They will not be affected on the night you target them, but at the start of the next day, they will be a Vanilla. Their powers will return after the following Full Moon night).
Town 6 SK: DDS
Miller , 1 shot Paranoid Gun Owner on night 3, SK on D4
(Miller changes to allignment cop N2 - player is unaware of that at the start)Miller: If investigated by cop, you will return an unfavorable result.
You are a town 1 shot Paranoid Gun Owner on night 3.
If you survive N3 you turn SK on D4
You are getting so scared night after night that you have stolen a double barrel shotgun with silver slugs from the Masons on night 2 and you will kill the first person (town or scum) who targets you on the third night. Paranoid as you are you will keep using all your silver ammo on that target until depleted - leaving a bloody pile of bodyparts behind; while also having shot the head clean off. If nobody else visits to kill you on night 3 you will steal more silver slugs from the Masons that night and become a 3P Serial Killer Psychopath on day 4.
As 3P serial killer Psychopath your goal is to be the last player alive.
Each Night, as SK, you may target a player. Assuming no interference with your action, that player will die.
You win when all threats to The Town are eliminated and at least one townie is alive if you are killed by night 3. If still alive on D4 you wil win only when your the last player alive.
Note: This is the list as i have it in word (the pm's i sended out could have gotten small changes but those pm's are already deleted due to over 50 pm's send)