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Old 05-08-2009, 12:52 PM   #3
Danny
Head Coach
 
Join Date: Jul 2001
Day 1
Night 1
Day 2
Night 2
Day 3
Night 3
Day 4
Night 4
Day 5
Night 5
Day 6
Night 6
Day 7

Evil Roles

The Evil Information Collector- Each night you will have a talk with the therapist who will randomly reveal an unlisted role without realizing it. You will not learn who has that role. Because you are evil, you also plan on using this info for your own selfish purposes. After learning a role, you may use your deception to try and trick one player into revealing their role to you by talking to that player at night to see if they are a role that you are looking for.

Villager Roles

The Talker- You are a group member who wins with the group. Once a night you may select a player to talk the ear off of and thus prevent them from taking any other night action. There are a number of roles that when you talk to, you will prevent their night action, this includes villager (such as a seer scan) and wolf actions. You will not know whether or not you prevented an action. If you talk to a wolf that is making the kill, you will prevent the night kill. You will not know whether it was your action or another that caused the no night kill. You may only talk to each player once per game as after one night with you they will avoid you for the rest of the game. If there are no players left alive who you have not talked to, your ability is used up. You are not required to use this action.

The Arbitrator –You are exceptional at playing the middle man and working two sides to come to a common conclusion. Your vote decides any ties that take place during the course of the game. You also have the ability as a one time action to add one vote to your total. A PM must be sent to that you intend to use this action.

The Shy One - You are very quiet and shy. This however has made you very observant of others who are seeking attention. If pulled aside by the desperate for attention you will learn their identity. Every other night you may also have a rare moment where you come out of your shell. During this moment, you give someone rare attention from you. If this person is the desperate for attention, you will know it.

The Cool Guy
- You are one cool guy! This means some look up to you and some are jealous and want you out of the way. Half the players in the game subconsciously look up to you. Anytime one of those players makes a vote to oust you from the group, their vote will be nullified. The other half of the players subconsciously are jealous of you. Anytime one of those players votes to oust you from the group, their vote will be doubled. Each night you will study the group and learn of one player who is jealous of you and one who looks up to you. Being that these feelings are subconscious, the players themselves will not know about them or their effect on voting for you. However, once they vote to remove you from the group, it means their love/hate of you has turned to indifference and their effect on voting for you will not happen again.

The Questioner – You like to ask questions. At one point in the game you may ask a yes/no question about one player in order to find out if they are a needie. This includes the Wannabee Therapist.

The Leader - You are close with the follower. You each know each other's identity and may PM with one another. If the follower is voted out or killed, you will stay in the game.

The Follower - You are close with the leader. You each know each other's identity and may PM with one another. If the leader is voted out or killed, you will follow them out of therapy.

The Crier – You are very emotional and will cry over the smallest thing! You are a group member who wins with the group. Each night you may cry on the shoulder of one person and find out if they are the sympathizer or the empathizer.

The Bigot
- You believe foreigners are inferior! You have a distinct feeling that one of the group members is secretly one. Each night you may pull one player aside have a talk with them to find out if they are the foreigner. You win by lasting longer in the group than the foreigner. After succeeding you become a regular member of the group and can earn a bonus victory by also winning with the group.

The Foreigner - Unknown to the group, you are secretly a foreigner. Most of the group has no idea and wouldn’t care anyway, but there is one bigot out there who has a feeling you are hiding in the group somewhere. Each night you may have a man to man talk with one player to discover whether or not they are the bigot. You win by lasting longer in the group than he does. After succeeding, you become a regular member of the group and can earn a bonus victory by also winning with the group.

The Information Collector
- You are great at collecting information! Each night you will have a talk with the therapist who will randomly reveal an unlisted role without realizing it. You will not learn who has that role.

The Risk-Taker - You love the thrill of the risk/reward of a decision. At one point in the game as night action you may submit the order to “take a risk”. This will result in a random number of votes being added to your total the following day. The number of votes added to your total will be a random number from 1-5. You will be given the number of votes added in a PM. If you survive that lynch, you will gain the ability to survive one night kill or lynch later in the game.

Last edited by Danny : 05-27-2009 at 03:47 PM.
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