Generic Role PMs
Mafia Godfather wrote:You head the mafia in the village. Your fellow mafiates are X and Y. You have a better understanding of the supernatural than most of those primative villagers, and you intend to use that to help your group take over. Each night you may talk privately to your partners and decide on a player you wish to kill, as well as the player performing the kill; note that you may choose not to kill if you think that will further your goal.
Both your fellow mafiates are incredibly loyal, but also less experienced than you. At one point during the game, at night, you may choose to share some pearls of wisdom with one of them, in effect providing them with a boost. You know that boosts on you will have the following effects:
No boost: As above
1 boost: You become immune to kills during the night, and any investigations on you will show you as being innocent.
2 boosts: You are so good at this that you can give out as many boosts as you want, at the rate of once per night.
You know that any further boosts will have no effect, and that the same is true of everyone in the game. Be warned that the people of the town may not know this, at least to begin with, so be careful what you reveal.
You win when every living player is mafia aligned.
Mafia Encryptor wrote:You are a part of the mafia in the village. Your fellow mafiates are X and Y. You have a better understanding of the supernatural than most of those primative villagers, and you intend to use that to help your group take over. Each night you may talk privately to your partners and decide on a player you wish to kill, as well as the player performing the kill; note that you may choose not to kill if you think that will further your goal.
Your field of expertise is meant to be concealment. You have no extra abilities at the moment, but with just a little more dexterity, you could help your team greatly. You know that boosts on you will have the following effects:
No boost: No special abilities
1 boost: The mafia may freely talk during the day.
2 boosts: You have a one shot ability to conceal the alignment of anyone in the mafia who gets lynched.
You know that any further boosts will have no effect, and that the same is true of everyone in the game. Be warned that the people of the town may not know this, at least to begin with, so be careful what you reveal.
You win when every living player is mafia aligned.
Mafia Rolecop wrote:You are a part of the mafia in the village. Your fellow mafiates are X and Y. You have a better understanding of the supernatural than most of those primative villagers, and you intend to use that to help your group take over. Each night you may talk privately to your partners and decide on a player you wish to kill, as well as the player performing the kill; note that you may choose not to kill if you think that will further your goal.
You are the most junior member of the mafia here, and truth be told, you're feeling underconfident. Your speciality is supposed to be investigation and detection, but you don't feel you'd be able to do it without being caught. A boost would probably set that straight though. Boost effects on you are as follows:
No boost: No special ability
1 boost: Each night you can investigate a player and find out whether or not they have any power.
2 boosts: In addition to the above, you find out a player's specific role, and how many boosts they have, if any.
You know that any further boosts will have no effect, and that the same is true of everyone in the game. Be warned that the people of the town may not know this, at least to begin with, so be careful what you reveal.
You win when every living player is mafia aligned.
JOAT wrote:You begin the game with a small vial of invisibility potion. Once during the game, at night, you may drink it and use your invisibility to investigate another player in the game, receiving an innocent or a guilty result.
You win when all anti-town roles are eliminated.
Note: on first boost receives one shot vig ability. On second boost receives one shot unightkillability to be used on any night of choice.
Doctor wrote:You start the game with a sprig of a very rare herb, which has extraordinary healing powers. Once during the game, at night, you may choose another player; they will be immune to all nightkills that night.
You win when all anti-town roles are eliminated.
Note: turns into full doctor if boosted. If boosted twice, he can also self protect once.
Researcher wrote:Your ambition is to know about everything in the universe, but it's fair to say you won't be achieving that whilst scum are killing people at night. Nevertheless, boosts in your intelligence could allow you some useful information.
You win when all anti-town roles are eliminated.
Note: if boosted, gets the information Electra relayed. On a second boost: knows that the scum are aware of what their own boosts do. Knows that boosts that come during the night can come from both scum and town.
Vigilante wrote:You begin this game with a gun and one bullet. You may use it on another player during the night, if you so wish.
You win when all anti-town roles are eliminated.
Note: Becomes a full vig when boosted. If boosted twice, he is unightkillable on any night when he doesn't kill.
Priest wrote:You have the ability to make people stronger through the power of prayer. Twice during the game, at night, you may boost any other player of your choice.
You win when all anti-town roles are eliminated.
Note: One boost allows the priest to boost infinitely (once per night). Two boosts allows her to boost once per day also.
Mayor wrote:You have no special abilities, but you're a charismatic person and a born leader.
You win when all anti-town roles are eliminated.
Note: one boost gives him the secret vote. Two boosts also adds a one shot govenor ability.
Villager wrote:You are an inhabitant of the town.
You win when all anti-town roles are eliminated.
Note: Does not boost at all.