Ok, here are all the assigned roles and role PMs:
Roles
MacavityLock - Locke Lamora
MichelSableheart/charter - Jean Tannen
Benmage - Calo Sanza
Parama - Bug
palmertrou - The Thiefmaker
a2rudeboy - Jessaline d'Aubert
Coach Travis - Capa Barsavi
jenniwren - The Spider
Furcolow - Dona Salvara
Skyquiem/don_johnson - The Grey King
Debonair Danny DiPietro - The Falconer
ThAdmiral - Cheryn & Raiza
Role PMs:
MacavityLock:
Welcome to Camorr. You are
Locke Lamora
, the Thorn of Camorr, master of deception and disguise. You and your band of thieves, The Gentlemen Bastards, are believed to be just one of many ordinary gangs of thieves operating on the streets of Camorr. In reality, you have been running incredibly lucrative confidence games to relieve the nobles of Camorr of their substantial wealth, much to their embarrassment. Now, however, an incredibly dangerous threat to the city and your friends has emerged and you need to use your unique abilities to stop it.
Active Abilities:
Find Jean - once each day/night phase you may PM me the name of a player and I will tell you if they are your best friend, Jean Tannen. If you manage to locate Jean, you will be able to communicate freely with him throughout the day. You may also obtain other benefits.
The Lies of Locke Lamora - once each day/night phase you may choose to send me a message to relay to any of the other players, posing as any character you choose. You may not reveal your own true identity or ability, but it may include any other information, true or false, that you wish to relay. The message must be a maximum of 50 words.
Passive Abilities:
Disguise - as you have spent your life deceiving people about your true identity, any efforts made by other players in this game to discover it will fail.
Loyalty - if your associates die, you may attempt to avenge their deaths.
Location: your base of operations is the Temple of Perelandro, in the Temple District.
You win when all threats to Camorr are eliminated.
Please confirm via PM.
Mod notes: If Jean, Calo and Bug all die, Locke will obtain a vengeance kill.
MichelSableheart:
Welcome to Camorr. You are
Jean Tannen
, member of the Gentlemen Bastards and a a man who is extremely proficient with a variety of weapons. Your bulky physique belies your deadly skills, particularly with your dual hatchets, the Wicked Sisters. After years of tricking the nobles of Camorr out of their money, you now find yourself caught up in events that threaten the security of your city and the well-being of your friends.
Active Abilities:
Wicked Sisters - your hatchets are about the deadliest weapons around, but you're not the kind of guy who just goes round killing people. At night, you may send me the name of a player to attack. If you target a player who has made a kill, you will kill them.
Passive Abilities:
Self-defence - let's face it, no-one's going to take you on in a fight at full strength. You are immune to one kill attempt. This does not include lynches.
Location: your base of operations is the Temple of Perelandro, in the Temple District.
You win when all threats to Camorr are eliminated.
Please confirm via PM.
Mod notes: once Locke finds Jean, they become day-masons with the joint ability to remove the tongue and fingers of the Falconer, rendering him powerless. They will obviously be informed that the Falconer is in the game upon meeting each other. This is effectively a treestumping. Jean's passive protection will turn into an active ability, giving him the option to protect Locke from one kill.
Benmage:
Welcome to Camorr. You are
Calo Sanza
, member of the Gentlemen Bastards, twin brother to Galdo Sanza and experienced false-facer. You like nothing more than helping to relieve nobles of their fortunes, but right now Camorr's in danger and for once a con isn't the only thing on your mind.
Active Abilities:
Steal - thievery is what you do best and you might be able to figure out something to Camorr's advantage. Each night, you may PM me the name of a player to rob. You may receive something that gives you an indication of their role or alignment.
Location: your base of operations is the Temple of Perelandro, in the Temple District.
You win when all threats to Camorr are eliminated.
Mod notes: Calo is unable to steal from Locke, the Grey King and the Spider. Calo's ability will return items as follows:
Locke - nothing.
Jean - a pair of hatchets.
Bug - an 'Orphan's Twist', a kind of minature cosh packed with hot pepper.
The Thiefmaker - a collection of purses.
Jessaline - some potion bottles.
Capa Barsavi - a shark's tooth.
The Spider - nothing.
Dona Salvara - nothing
The Gray King - nothing.
The Falconer - a leather gauntlet with talon marks.
Cheryn & Raiza - an array of knives.
Parama:
Welcome to Camorr. You are
Bug
, member of the Gentlemen Bastards and their favoured lookout. As the youngest and smallest member, spying on targets by scaling tall buildings or hiding in tight spots is your area of expertise. You've also become adept at fleeing from the City Watch, armed with your 'Orphan's Twist' cosh in case any of them get too close. Now there's a threat to Camorr's safety and you just hope the Gentlemen Bastards will all survive.
Active Abilities:
Lookout - each night, you may send me a PM choosing one of the areas of Camorr in which to station yourself. You will be given information on who visits the location you have chosen.
Location: your base of operations is the Temple of Perelandro, in the Temple District.
You win when all threats to Camorr are eliminated.
Please confirm via PM.
palmertrou:
Welcome to Camorr. You are
The Thiefmaker
, a particularly entrepreneurial member of the Camorri underworld operating out of the graveyard of Shades' Hill. For years you have been taking in the orphans of Camorr and turning them into expert sneak-thieves, selling them on to the many gangs when they got older. Your band of orphans travel all over Camorr stealing from locals and visitors alike, although to avoid violating the Secret Peace, they never steal from nobles. The news of someone threatening Camorr's harmony is unwelcome and you're keeping your ear to the ground to find out more.
Active Abilities:
Orphan Swarm - each night you may PM me the name of an area to send your band of orphan thieves. They should deter any unlawful activity that was going to take place in the area.
Location: you reside in Shades' Hill.
You win when all threats to Camorr are eliminated.
Please confirm via PM.
Mod notes: a map or list of the areas of Camorr will be provided for the Thiefmaker and Bug's abilities. Areas where characters live will be as follows:
Temple District - Locke, Jean, Calo, Bug
Fountain Bend - Jessaline
The Cauldron - The Falconer
The Snare - Capa Barsavi, the Berangias Sisters
Alcegrante - Dona Salvara, The Grey King
The Five Towers - The Spider
In the nightkill flavour, the area in which a character was killed will be revealed, enabling Bug to ascertain whether the kill was made in the area he was watching. Bug will spot characters who visit any of these areas who do not normally live there e.g. if Jessaline takes a potion to Capa Barsavi, Bug will spot her in the Snare. Bug will not spot any of the characters who do not travel, although he may see associated signs; a statue being delivered if the Grey King uses his Wraithstone ability, for example, or orphans if the Thiefmaker sends them to the area Bug is watching.
The Thiefmaker's orphans will deter any action from taking place in an area where a character is targeted, including kills.The character who is blocked will be informed that 'Upon reaching your location, you encounter a large band of orphans running around. Deciding it is too risky to continue, you return home.' The Grey King will be informed much the same, but his statue-deliverers will relay the information instead. The Thiefmaker cannot block Shades Hill.
Coach Travis:
Welcome to Camorr. You are
Capa Vencarlo Barsavi
, leader of the Camorri underworld for over twenty years. You have bound the
garristas
of all the gangs to you by blood, using your enchanted shark's tooth. Now the thieves of Camorr all pay their dues to you on a regular basis and you maintain the Secret Peace, an arrangement with Duke Nicovante by which the thieves do not target the nobles and the Duke's men do not bother the thieves. Now that Camorr is under threat, it's your responsibility to ensure your livelihood and the thieves are protected.
Active Abilities:
Capa's Favour - your word carries more weight in Camorr than any bar Duke Nicovante, and more than it among the thieves. At any time during the day, you may PM me the name of a player and extend or reduce their lynch threshold by 1. This ability may only be used once in the game. You may not do this once a lynch has occurred.
Location: your headquarters are situated in the old ship known as the Floating Grave, in the Snare.
You win when all threats to Camorr are eliminated.
Please confirm via PM.
a2rudeboy
Welcome to Camorr. You are
Jessaline d'Aubert
, black apothecary and alchemist. For years you have been supplying members of the Camorri underworld with a variety of potions and concoctions to achieve all kinds of deceptions and schemes. You might not be a Bondsmage, but your unique brand of medicine can be just as effective when used the right way. This trouble in Camorr is bad for business; perhaps you can help to end it.
Active Abilities:
Black Alchemy - you have been experimenting in your workshop and have at your disposal a range of different coloured potions: red, blue, green, purple and black. Each day you may PM me with a choice of potion to give to your daughter Jannelaine to study and she will note down her findings. If you decide it is prudent to use, you may give it to a player that night.
Location: your apothecary is in the upmarket district of Fountain Bend.
You win when all threats to Camorr are eliminated.
Please confirm via PM.
Mod notes: each potion has a different effect and will be accompanied by a different set of 'notes':
Red - acts as an aphrodisiac, making a player feel amorous towards anyone who visits them that night; the player will receive a message to that effect. "It's rich and fiery, looks the colour of blood!"
Blue - makes a player drowsy, meaning they sleep in and are unable to post for the first 72 hours of the next game day. "Smells soothing and relaxing."
Green - gives a player lots of energy and vitality, helping them to evade a kill attempt. "Definitely looks healthy, could be a nice pick-me-up!"
Purple - makes a player violently sick and unable to perform any actions that night. "Don't know if I would drink this, the mixture looks very cloudy."
Black - removes the 'gentling' effect of the Grey King's Wraithstone ability, returning that player to the game. "I couldn't fathom this one out, so I gave it to the gentled packhorse and it was cured!"
jenniwren:
Welcome to Camorr. You are Dona Angiavesta Vorchenza, secretly known as
The Spider
. Although everyone knows you as one of the best-respected and most powerful nobles in Camorr, very few know you are the head of Duke Nicovante's secret police force, the Midnighters. With the city's peace under threat, your extensive resources might be the only way Camorr can survive.
Active Abilities:
The Midnighters - you have the authority to command the Midnighters to do as you will. During the day, you may PM me the name of a player for the Midnighters to bring in for questioning, as well as a question to ask them. That player will be held in your custody overnight.
Passive Abilities:
Disguise - as you have spent your life deceiving people about your true identity, any efforts made by other players in this game to discover it will fail.
Location: you live in the Amberglass Tower, one of the Five Towers.
You win when all threats to Camorr are eliminated.
Please confirm via PM.
Mod notes: anyone targeted by The Spider will be informed at the beginning of night that they have been brought in for questioning and asked the question provided. They will be unable to perform any action and scum will be also be unable to communicate with their partners.
Furcolow:
Welcome to Camorr. You are
Dona Sofia Salvara
, expert alchemical botanist and wife of Don Lorenzo Salvara. You are incredibly adept at working with plants and you travel in some of the highest social circles of Camorr. You are also known as being a strikingly beautiful woman and are not afraid to use that to your advantage. The rumours of trouble in Camorr have been concerning you and you'd like to help Duke Nicovante keep the city as safe as possible.
Passive Abilities:
Bewitching Beauty - your looks do not go unnoticed by many of the men of Camorr, who are unable to resist you. Of course, you'd never go further than a look or a smile, but even those are enough to distract. If you are visited at night by a man who admires your beauty, they will be unable to perform an action.
Location: your mansion is in the area of Alcegrante.
You win when all threats to Camorr are eliminated.
Please confirm via PM.
Mod notes: mostly a red herring here; Calo is the only character who will be 'bewitched' by the Dona's beauty, so he will fail to steal any items from her.
Skyquiem:
Welcome to Camorr. You are Luciano Anatolius, better known as the
Grey King
. Twenty-two years ago, your father Avram was murdered by Vencarlo Barsavi as he threatened to expose the Secret Peace. You and your two sisters, Cheryn and Raiza, escaped and have now returned to exact your revenge over Barsavi and the nobles of Camorr. With the help of a Bondsmage, the Falconer, you plan to kill Barsavi and shatter the nobility, establishing your own rule over the city's underworld.
Active Abilities:
Wraithstone - you have in your possession the deadly substance Wraithstone, which can 'gentle' any living creature, effectively rendering them incapable of independent thought, an effect which has no known cure. At night you may deliver a Wraithstone statue to any player which will explode at twilight of the next day-night phase, rendering them mindless. You may only use this once in the game.
Kill - each night, you may communicate with your associates
here and one of you may PM me the name of a player to kill.
Passive Abilities:
Disguise - as you have spent your life deceiving people about your true identity, any efforts made by other players in this game to discover it will fail.
Location: to further aid your infiltration of the Camorri nobility, you have taken residence in a mansion in Alcegrante.
The following role is safe to claim:
Welcome to Camorr. You are
Don Lorenzo Salvara
, a well-respected member of the Camorri nobility and husband to the renowned alchemical botanist, Sofia Salvara. The rumours of trouble in Camorr have been concerning you and you'd like to help Duke Nicovante keep the city as safe as possible.
Location: your mansion is in the area of Alcegrante.
You win when all threats to Camorr are eliminated.
You win when you have achieved your revenge and seized control of Camorr, or nothing can prevent the same.
Please confirm via PM.
Mod notes: Wraithstone will not fully remove a player from the game; instead their role (but not alignment) will be revealed and they will be left in limbo, free for the Falconer to manipulate if he wishes. This again will be a kind of treestumping but can be reversed with Jessaline's black potion.
ThAdmiral:
Welcome to Camorr. You are
Cheryn & Raiza Berangias
, apparently loyal servants of Capa Barsavi but in reality sisters to Luciano Anatolius, the Grey King. Seeking revenge for your father's death at the hands of Barsavi, you returned to Camorr 8 years ago and infiltrated Barsavi's organisation, becoming his most trusted bodyguards and exceptional 'contrarequialla', establishing yourselves as some of the finest fighters in the city. Now that your brother has returned, your goal is to help him take revenge and seize control of Camorr.
Active Abilities:
Dual Strike - when you work together, it is incredibly hard for anyone to stop you. If you submit a kill, you may choose to split up and attack from different sides, allowing you to bypass anything that stands in your way. This ability can only be used once.
Kill - each night, you may communicate with your associates
here and one of you may PM me the name of a player to kill.
Location: you spend most of your time with Capa Barsavi at the Floating Grave, in the Snare.
The following role is safe to claim:
Welcome to Camorr. You are
Galdo Sanza
, member of the Gentlemen Bastards, twin brother to Calo Sanza and experienced false-facer. You like nothing more than helping to relieve nobles of their fortunes, but right now Camorr's in danger and for once a con isn't the only thing on your mind.
Location: your base of operations is the Temple of Perelandro, in the Temple District.
You win when all threats to Camorr are eliminated.
You win when you have achieved your revenge and seized control of Camorr, or nothing can prevent the same.
Please confirm via PM.
Mod notes: the Berangias sisters can bypass Jean's and Jessaline's protection, but not the Thiefmaker's orphans.
Debonair Danny DiPietro:
Welcome to Camorr. You are the
Falconer
, a Bondsmage of Karthain. As a member of the Bondsmagi, your powers of sorcery are available to all…at a very high price. The Grey King has taken you into his service and plans to utilise your abilities to help him gain revenge over Vencarlo Barsavi and the nobles of Camorr. Accompanied constantly by your hawk, Vestris, your powers of manipulation are second to none.
Active Abilities:
Compulsion - once in the game, you may PM me the name of a player and a role name. If the role name matches that of the player, you will receive a list of their active abilities and be able to control an action of your choice. This includes their vote. As over-use of this power may lead to your discovery, you may only use your chosen ability once.
Kill - each night, you may communicate with your associates
here and one of you may PM me the name of a player to kill.
Location: you are hiding out in a deserted area of the Cauldron.
The following role is safe to claim:
Welcome to Camorr. You are
Stephen Reynart
, known by most as Dona Angiavesta Vorchenza's secretary. Secretly, she is known as the Spider, commanding the secret police force called the Midnighters, of which you are the leader. Now that a major threat to the security of Camorr has emerged, you must use your resources to protect the city.
Location: you live in the Amberglass Tower, one of the Five Towers.
You win when all threats to Camorr are eliminated.
You win when the Grey King has achieved his revenge and seized control of Camorr, or nothing can prevent the same.
Please confirm via PM.
Mod notes: as Locke Lamora is not Locke's real name, the Falconer's ability is useless when used on him, even if the Falconer correctly identifies Locke.