Testing Grounds Rolecards

Test roles that have been suggested in simulated gameplay.

Testing Grounds Rolecards

Postby Ralozey » Sun Jan 01, 2017 1:52 pm

Testing Grounds Role Cards (Currently Being Updated)

Town
Spoiler: Town Power

Mayor

Alignment: Town Power

Abilities:
- Reveal yourself as the Mayor of the Town during the day.

Attributes:
- Once you have revealed yourself, your vote will count as three instead of one.

Stats:
Attack: None
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Jailor

Alignment: Town Power

Abilities:
- Choose one person during the day to jail for the night.
- Execute your prisoner at night.

Attributes:
- You may anonymously talk with your prisoner.
- The jailed target cannot perform their night ability while in jail, the prisoner is given no defence and they will be unable to receive any feedback.
- If anyone attempts to visit the jailed target, their ability will fail.
- You may not jail the same player twice consecutively.
- If you execute a Town member, you will lose all of your remaining executions.
- You may only perform 3 executions.

Stats:
Attack: Unstoppable
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Town Investigative

Sheriff

Alignment: Town Investigative

Abilities:
- Check one person each night for suspicious activity.

Attributes:
- Evildoers and players framed by a Framer will appear as ‘suspicious’.
- Anyone else will appear as 'not suspicious'.

Stats:
Attack: None
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Investigator

Alignment: Town Investigative

Abilities:
- Investigate one person each night for a clue to their role.

Attributes:
- A doused or a framed target will show up as the Framer/Arsonist result.

Stats:
Attack: None
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Detective

Alignment: Town Investigative

Abilities:
- Question one player each night.

Attributes:
- You will be informed as to whether a player has a connection to the previously questioned player (Town/Mafia/Neutral).
- If they are both from the same alignment super-type, you will be informed that both are from the same alignment.
- If they are from a different alignment super-type, you will be informed that they are from a different alignment.
- You may not question a revealed Mayor.

Stats:
Attack: None
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Tracker

Alignment: Town Investigative

Abilities:
- Track one person each night to see who they visit.

Attributes:
- None.

Stats:
Attack: None
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Town Protective

Doctor

Alignment: Town Protective

Abilities:
- Heal one person each night, preventing them from dying.

Attributes:
- You may only heal yourself once.
- You will know if your target is attacked.
- Healing will grant Powerful Defense to your target.

Stats:
Attack: None
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Bodyguard

Alignment: Town Protective

Abilities:
- Protect one person from a direct attack each night.

Attributes:
- If your target is visited by a person with harmful intentions, you and the visitor will die.
- If you successfully protect someone, you cannot be saved from death.
- You may put on a bulletproof vest once, granting you Basic Defense.

Stats:
Attack: Powerful
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Retributionist

Alignment: Town Protective

Abilities:
- Cast a spell onto one person each night.

Attributes:
- If your target dies the same night as you cast a spell on them, they will be unable to communicate with the dead and the Medium for as long as you are alive.
- You will resurrect all players you've cast a spell on the night they died, should you be attacked or incinerated.
- You are immune to any abilities with disruptive capabilities while doing this.
- You will not resurrect any players upon being lynched but instead, reveal their information.
- You may choose to commit suicide, resurrecting all players with a spell cast onto them this; this can be disrupted.

Stats:
Attack: None
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Botanist

Alignment: Town Protective

Abilities:
- Put a plant at one person each night.

Attributes:
- Your plants do not protect your target until the next night.
- If a player with a plant is attacked, the plant will heal them, but all plants planted by you including those who’s protection has not kicked in, will wilt and die.
- Your plants will naturally wilt and die two nights after being planted (N1 Plants, N3 Wilts).
- The plant’s healing methods appear identical to the Doctor, but the plants do not give out notifications about being attacked but healed.
- If you die, all of your plants will wilt and die.
- You may not target yourself.

Stats:
Attack: Powerful
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Marshal

Alignment: Town Protective

Abilities:
- Guard one person each night, scaring away a visiting role with malicious intent.

Attributes:
- You will know if you scared away a visitor.
- If your target is visited by multiple roles with malicious intent, only one will be scared away: (Framer, Hypnotist, Disguiser, Forger, Janitor) > (Witch, Stalker, Gossiper, Malpractitioner) > (Escort, Consort) > (Firebrand, Arsonist) > (Vigilante, Mafia, Werewolf, Serial Killer).
- You will scare off visitors that have been previously scared, with them not counting towards the priority limit of one player.
- You are immune to being role blocked, redirected or controlled.
- You may put on a bulletproof vest once, granting you Basic Defense.

Stats:
Attack: None
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Town Killing

Vigilante

Alignment: Town Killing

Abilities:
- Choose to take justice into your own hands and shoot one person at night.

Attributes:
- If you shoot another Town member, then you will no longer be able to shoot.
- You can only shoot your gun 2 times.
- You may not shoot on the first night.

Stats:
Attack: Basic
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Veteran

Alignment: Town Killing

Abilities:
- Decide if you will go on alert at night.

Attributes:
- While on alert, you will attack anyone who visits you.
- While on alert, you will be granted Basic Defense, and you will be immune to abilities with harmful intent
- You can only go on alert 3 times.
- You are immune to role blocks.

Stats:
Attack: Powerful
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Firebrand

Alignment: Town Killing

Abilities:
- Douse one person in gasoline or ignite all of your doused targets.
- Select yourself to ignite all doused targets.

Attributes:
- Your douses are silent.
- You may only ignite all of your doused targets once.
- You are immune to being doused by Firebrands.

Stats:
Attack: Unstoppable
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Town Support

Lookout

Alignment: Town Support

Abilities:
- Watch one person each night to see who visits them.

Attributes:
- None.

Stats:
Attack: None
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Medium

Alignment: Town Scout

Abilities:
- When dead, speak to a living person at night.

Attributes:
- You will speak to the dead anonymously each night you are alive.
- You can only speak to a living person once.

Stats:
Attack: None
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Spy

Alignment: Town Scout

Abilities:
- Watch up to two people each night to see how many roles visit them.

Attributes:
- Your target leaving their house will count as a visit.
- You will know how many mysterious roles visit your target(s).
- Mysterious roles are all roles except Town and roles with Basic or higher Defense.
- When you watch over two people you will receive an accumulation of visits.

Stats:
Attack: None
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Oracle

Alignment: Town Scout

Abilities:
- Scry about a person at night.
- When dead, protect your scried target at night.

Attributes:
- If you die, the role of the last target you scried about will be announced to everyone.
- If you are killed by a Town member or lynched, your target’s role will not be announced and you will not be able to protect your target.
- If the target you scry about dies the same night, you will not lose a charge.
- You may scry about someone up to 2 times and your scry be present until you change your target.
- Your protection will delay the death of your scried target by one night.
- You may protect your target only once.

Stats:
Attack: None
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Escort

Alignment: Town Tactical

Abilities:
- Distract one person each night.

Attributes:
- Distraction blocks your target from using their role's night ability.
- You are immune to being role blocked.

Stats:
Attack: None
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Transporter

Alignment: Town Tactical

Abilities:
- Transport two people each night.

Attributes:
- Transporting two people swaps all night actions between them.
- Your targets will not know they were transported.
- You may not transport yourself.
- You may not transport someone with themselves.
- You have control immunity.

Stats:
Attack: None
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Trauma Patient

Alignment: Town Tactical

Abilities:
- Remember a dead town member’s role.

Attributes:
- You can only remember town roles.
- You cannot remember Town Power or Town Killing roles.

Stats:
Attack: None
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.

Town Casual

Citizen

Alignment: Town Casual

Abilities:
- Your only ability is your vote.

Attributes:
- Without the burden of power to weigh you down, you exhibit superior logic and deductive abilities.

Stats:
Attack: None
Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Stalkers
You must kill Gossipers
You must kill Malpractitioners
You win with the Town
You win with Survivors
You may spare anyone else.
Mafia
Spoiler: Mafia Head

Godfather

Alignment: Mafia Head

Abilities:
- Kill one person each night.

Attributes:
- You will appear to be a Town member to the Sheriff and the Detective.
- You will receive all night feedback from your fellow Mafiosi on what happened to them that night.
- You will receive silent messages which your fellow Mafiosi are not given (Investigation/Protection/Manipulation).
- You can talk with the other Mafia at night.

Stats:
Attack: Basic
Defense: Basic

Goal: Kill anyone that will not submit to the Mafia.

Win Conditions:
You must kill the Town
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You win with the Mafia
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Caporegime

Alignment: Mafia Head

Abilities:
- Retrain a member of the Mafia into another role of your choosing at night.

Attributes:
- If the retraining is successful, then the player who is being retrained is role blocked through immunity.
- If you retrain yourself, then the roleblock is ignored.
- If your ability succeeds, then you must wait an additional night until you may retrain again.
- You may not promote players into unique roles, even if they are one.
- You can talk with the other Mafia at night.
- You may instead perform the factional Mafia kill.

Stats:
Attack: Basic
Defense: Basic

Goal: Kill anyone that will not submit to the Mafia.

Win Conditions:
You must kill the Town
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You win with the Mafia
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Mafia Support

Consigliere

Alignment: Mafia Support

Abilities:
- Check one person for their exact role each night.

Attributes:
- You can talk with the other Mafia at night.
- You may instead perform the factional Mafia kill.

Stats:
Attack: None
Defense: None

Goal: Kill anyone that will not submit to the Mafia.

Win Conditions:
You must kill the Town
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You win with the Mafia
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Consort

Alignment: Mafia Support

Abilities:
- Distract one person each night.

Attributes:
- Distraction blocks your target from using their role's night ability.
- You are immune to being role blocked.
- You can talk with the other Mafia at night.
- You may instead perform the factional Mafia kill.

Stats:
Attack: None
Defense: None

Goal: Kill anyone that will not submit to the Mafia.

Win Conditions:
You must kill the Town
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You win with the Mafia
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Forger

Alignment: Mafia Support

Abilities:
- Visit one person each night, forging the feedback of them and all their visitors.

Attributes:
- Forging removes all night feedback.
- Additionally, forging prevents the whole Town from receiving day, whisper and vote notifications the following day.
- You may only forge 3 times.
- You can talk with the other Mafia at night.
- You may instead perform the factional Mafia kill.

Stats:
Attack: None
Defense: None

Goal: Kill anyone that will not submit to the Mafia.

Win Conditions:
You must kill the Town
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You win with the Mafia
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Mafioso

Alignment: Mafia Support

Abilities:
- Shadow a member of the Mafia, performing their ability on another target of your choice each night.
- Assume a dead Mafia role permanently at night.

Attributes:
- You can shadow another member of the Mafia if they are role blocked or killed that night, but not if they are already dead.
- Shadowing a Mafia Head role only grants you their passive/s. Night immunity is not applicable.
- You can talk with the other Mafia at night.
- You may instead perform the factional Mafia kill.

Stats:
Attack: None
Defense: None

Goal: Kill anyone that will not submit to the Mafia.

Win Conditions:
You must kill the Town
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You win with the Mafia
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Blackmailer

Alignment: Mafia Support

Abilities:
- Watch one person each night to see who visits them.

Attributes:
- You can talk with the other Mafia at night.
- You may instead perform the factional Mafia kill.

Stats:
Attack: None
Defense: None

Goal: Kill anyone that will not submit to the Mafia.

Win Conditions:
You must kill the Town
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You win with the Mafia
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Disguiser

Alignment: Mafia Support

Abilities:
- Choose two people to trick at night.

Attributes:
- Tricking two people will swap who they are targeting.
- You may only perform 3 tricks.
- Your targets will not know they were tricked.

Stats:
Attack: None
Defense: None

Goal: Kill anyone that will not submit to the Mafia.

Win Conditions:
You must kill the Town
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You win with the Mafia
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Hustler

Alignment: Mafia Support

Abilities:
- Visit a player each night, repeating all actions that happened to them last night again.

Attributes:
- If you repeat an investigative action, instead you will get the results.
- You can talk with the other Mafia at night.
- You may instead perform the factional Mafia kill.

Stats:
Attack: None
Defense: None

Goal: Kill anyone that will not submit to the Mafia.

Win Conditions:
You must kill the Town
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You win with the Mafia
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Mafia Deception

Janitor

Alignment: Mafia Deception

Abilities:
- Choose one person to clean each night.

Attributes:
- If your target dies the same night, then their role and Last Will won't be revealed to the Town.
- Only you will see the cleaned target's role and Last Will.
- You may only perform 3 cleanings.
- You can talk with the other Mafia at night.
- You may instead perform the factional Mafia kill.

Stats:
Attack: None
Defense: None

Goal: Kill anyone that will not submit to the Mafia.

Win Conditions:
You must kill the Town
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You win with the Mafia
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Framer

Alignment: Mafia Deception

Abilities:
- Choose one person to frame each night.
- Choose one person to focus each night.

Attributes:
- If your framed target is investigated by a Sheriff, Investigator or Detective, they will appear to be a member of the Mafia.
- If your framed target is tracked by a Tracker, they will appear to visit your focused target.
- If your focused target is watched by a Lookout, it will appear as if they were visited by the framed player.
- You can talk with the other Mafia at night.
- You may instead perform the factional Mafia kill.

Stats:
Attack: None
Defense: None

Goal: Kill anyone that will not submit to the Mafia.

Win Conditions:
You must kill the Town
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You win with the Mafia
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Hypnotist

Alignment: Mafia Deception

Abilities:
- Choose a person to confuse each night.

Attributes:
- Confused targets will have their real night feedback replaced with a fake notification of your choice.
- You can choose between roleblocking, healing, guarding, scaring and controlling.
- Alternatively, you can choose to stop your target from receiving any night feedback that night.
- You may not use the same fake notification twice in a row.
- You can talk with the other Mafia at night.
- You may instead perform the factional Mafia kill.

Stats:
Attack: None
Defense: None

Goal: Kill anyone that will not submit to the Mafia.

Win Conditions:
You must kill the Town
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You win with the Mafia
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.
Neutral
Spoiler: Neutral Killing

Serial Killer

Alignment: Neutral Killing

Abilities:
- Kill one person each night.

Attributes:
- If you are role blocked you will attack the role blocker instead of your target.
- If you are jailed and not executed, you will attack the Jailor.

Stats:
Attack: Basic
Defense: Basic

Goal: Kill anyone who would oppose you.

Win Conditions:
You must kill the Town
You must kill the Mafia
You must kill Arsonists
You must kill Werewolves
You win with Serial Killers
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Arsonist

Alignment: Neutral Killing

Abilities:
- Douse one person in gasoline or ignite all of your doused targets.
- Select yourself to ignite all doused targets.

Attributes:
- You cannot be doused.
- Death from fire can't be prevented by healing or night immunities.
- Your target will know if they were doused.
- You are told the name of who you doused.
- If you are role blocked you will douse the role blocker instead of your target.

Stats:
Attack: Unstoppable
Defense: Basic

Goal: Kill anyone who would oppose you.

Win Conditions:
You must kill the Town
You must kill the Mafia
You must kill Serial Killers
You must kill Werewolves
You win with Arsonists
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Werewolf

Alignment: Neutral Killing

Abilities:
- Kill player(s) each night.
- Gain two charges every 3 nights. (1, 4, 7...)

Attributes:
- Killing multiple players, you are role block immune.
- Killing a single player, you will clean them, but not be informed their information.
- You cannot kill the night following a clean kill.
- You will appear not suspicious nights you cannot kill.
- You cannot kill multiple people night one.

Stats:
Attack: Basic
Defense: Basic

Goal: Kill anyone who would oppose you.

Win Conditions:
You must kill the Town
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Neutral Evil

Witch

Alignment: Neutral Evil

Abilities:
- Control one person each night.

Attributes:
- Your target will know they were controlled.
- You can only control targetable actions.
- You can force people to target themselves.
- You own one auto-vest.

Stats:
Attack: None
Defense: None

Goal: Survive to see the Town lose the game.

Win Conditions:
You must kill the Town
You win with the Mafia
You win with Serial Killers
You win with Arsonists
You win with Werewolves
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Stalker

Alignment: Neutral Evil

Abilities:
- Stalk someone each night.

Attributes:
- You will roleblock all players visiting the person you have stalked.
- Transporter and killing roles are not affected.
- You may stalk yourself once; this cannot be redirected or controlled.
- You own one auto-vest.

Stats:
Attack: None
Defense: None

Goal: Survive to see the Town lose the game.

Win Conditions:
You must kill the Town
You win with the Mafia
You win with Serial Killers
You win with Arsonists
You win with Werewolves
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Gossiper

Alignment: Neutral Evil

Abilities:
- Inform your second target of the role, their target and their visitors of your first target each night.

Attributes:
- Your ability will fail to reveal any information to a member of the Town.
- You cannot target yourself.
- You own one auto-vest.

Stats:
Attack: None
Defense: None

Goal: Survive to see the Town lose the game.

Win Conditions:
You must kill the Town
You win with the Mafia
You win with Serial Killers
You win with Arsonists
You win with Werewolves
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Malpractitioner

Alignment: Neutral Evil

Abilities:
- Choose one person to torture each night.

Attributes:
- Torturing blocks your target from using their role's night ability that night and their day ability the following day, storing it for the next time they are able to use their ability.
- When you stop torturing a target, the most recent stored action will override their next day or night action.
- You may not torture the same person thrice consecutively.

Stats:
Attack: None
Defense: None

Goal: Survive to see the Town lose the game.

Win Conditions:
You must kill the Town
You win with the Mafia
You win with Serial Killers
You win with Arsonists
You win with Werewolves
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Neutral Benign

Survivor

Alignment: Neutral Benign

Abilities:
- Put on a bulletproof vest at night, protecting you from attacks.

Attributes:
- You may only put on your bulletproof vest 4 times.

Stats:
Attack: None
Defense: None

Goal: Live to the end of the game.

Win Conditions:
You win with the Town
You win with the Mafia
You win with Serial Killers
You win with Arsonists
You win with Werewolves
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Amnesiac

Alignment: Neutral Benign

Abilities:
- Remember who you were by selecting a graveyard role.

Attributes:
- When you choose a role it will NOT be revealed to the Town that you remembered a role.
- You cannot remember unique and killing Town roles.
- You own one auto-vest as long as you are an Amnesiac.

Stats:
Attack: None
Defense: None

Goal: Remember who you were and complete that role's goal.

Win Conditions:
You win with the allies of your chosen target
You must kill the enemies of your chosen target

Jester

Alignment: Neutral Benign

Abilities:
- Choose whether to pull a prank during the day or night.

Attributes:
- If you are lynched while you pull a prank during the day, no one may vote the following day.
- If you are killed while you pull a prank during the night, your killer may not perform their ability the following night.
- If the Arsonist or Firebrand douse you while you pull a prank, they will instantly ignite and may not douse the following night.
- If the Butcher kills you while you pull a prank, they may not kill the following night and will additionally lose a charge.
- You may still pull a prank while in jail.
- You may only pull a prank 3 times.

Stats:
Attack: None
Defense: None

Goal: Successfully pull a prank.

Win Conditions:
You must kill the Town
You win with the Mafia
You win with Serial Killers
You win with Arsonists
You win with Werewolves
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.

Double

Alignment: Neutral Benign

Abilities:
- Shoot one person, inheriting their role and alignment.

Attributes:
- You will clean your target's role and Last Will.
- You inherit all attributes of the victim, including any effects such as douses.
- If your shot fails for any given reason or you are killed during the night of conversion, you will lose.
- You cannot win whilst you are a Double.

Stats:
Attack: Powerful
Defense: None

Goal: Inherit someone's role and complete that role's goal.

Win Conditions:
You win with the team of your chosen target
You must kill the enemies of your chosen target

Executioner

Alignment: Neutral Benign

Abilities:
- Choose one person to rule on each night.

Attributes:
- If your target dies the same night you rule on them, you will lose your Basic Defense for the following two nights.
- You may only pick a player to rule once.
- You will commit suicide if everyone alive has been ruled.

Stats:
Attack: None
Defense: Basic

Goal: Successfully lynch the player you ruled on the following day.

Win Conditions:
You must kill the Town
You win with the Mafia
You win with Serial Killers
You win with Arsonists
You win with Werewolves
You win with Witches
You win with Stalkers
You win with Gossipers
You win with Malpractitioners
You win with Survivors
You may spare anyone else.
User avatar
Ralozey
Sheriff
Sheriff
 
Posts: 565
Joined: Sat Apr 11, 2015 9:25 am
Location: In the corner of your eye. [CET]

Testing Grounds Investigator/Consigliere Results

Postby Ralozey » Sun Jan 01, 2017 2:23 pm

Testing Grounds Role Additions & Overhauls

Town Roles
Botanist
Detective
Firebrand
Marshal
Oracle
Retributionist Overhaul
Spy Overhaul (Miller)
Tracker
Trauma Patient

Mafia Roles
Blackmailer Overhaul (Watcher)
Caporegime
Disguiser Overhaul (Trickster)
Forger Overhaul (Musician)
Framer Overhaul
Hustler
Hypnotist
Mafioso Overhaul

Neutral Roles
Double
Executioner Overhaul
Jester Overhaul
Gossiper
Malpractitioner
Stalker
Werewolf Overhaul (Butcher)


Testing Grounds Investigator Results

Sheriff, Oracle, Godfather, Survivor
Veteran, Medium, Caporegime, Jester
Escort, Mayor, Consort, Malpractitioner
Investigator, Consigliere, Executioner, Amnesiac
Lookout, Marshal, Blackmailer, Stalker
Tracker, Spy, Hustler, Gossiper
Bodyguard, Firebrand, Forger, Serial Killer
Doctor, Trauma Patient, Mafioso, Arsonist
Detective, Transporter, Disguiser, Werewolf
Botanist, Vigilante, Hypnotist, Witch
Retributionist, Jailor, Janitor, Double
Framer

Testing Grounds Consigliere Results

Town Roles
Bodyguard - Your target owns body armor. They must be a Bodyguard.
Botanist - Your target keeps giant books with information about plants. They must be a Botanist.
Detective - Your target has a variety of vials in their cupboards. They must be a Detective.
Doctor - Your target owns scrubs and medicine. They must be a Doctor.
Escort - Your target owns many beautiful dresses. They must be an Escort.
Firebrand - Your target keeps spare matches in their pockets. They must be a Firebrand.
Investigator - Your target is starting to keep case files on the citizens of this town. They must be an Investigator.
Jailor - Your target has a prison cell in their basement. They must be the Jailor.
Lookout - Your target owns binoculars and observes people with them at night. They must be a Lookout.
Marshal - Your target keeps a rule book on law enforcement. They must be a Marshal.
Mayor - Your target has official papers listing them as the leader of this Town. They must be the Mayor.
Medium - Your target owns a crystal ball and tarot cards. They must be a Medium.
Oracle - Your target wears an extravagant headdress with a gem in the centre. They must be an Oracle.
Retributionist - Your target owns several magical tomes. They must be the Retributionist.
Sheriff - Your target has hidden away a golden star badge. They must be a Sheriff.
Spy - Your target is sometimes seen outside houses with a notepad, trying to remain unseen. They must be a Spy.
Tracker - Your target owns a magnifying glass for identifying footprints. They must be a Tracker.
Transporter - Your target has an expensive, high-tech carriage. They must be a Transporter.
Trauma Patient - Your target has a history of accidents. They must be a Trauma Patient.
Veteran - Your target carries a shotgun with them everywhere they go. They must be a Veteran.
Vigilante - Your target has hidden away a pistol in their bedroom. They must be a Vigilante.

Mafia Roles
Blackmailer - Your target keeps a list of other people's secrets. They must be a Blackmailer.
Caporegime - Your target owns a wide assortment of hardbacks. They must be the Caporegime.
Consigliere - Your target compiles detailed records of other citizen's possessions. They must be a Consigliere.
Consort - Your target owns very expensive jewelry. They must be a Consort.
Disguiser - Your target owns an elaborate make-up kit. They must be a Disguiser.
Hustler - Your target possesses scripts for the downtown performance. They must be a Hustler.
Hypnotist - Your target keeps an array of objects used for hypnosis. They must be a Hypnotist.
Forger - Your target owns many fancy inks. They must be a Forger.
Framer - Your target leaves incriminating evidence lying around. They must be a Framer.
Godfather - Your target is your boss. They must be the Godfather.
Janitor - Your target owns many cleaning supplies. They must be a Janitor.
Mafioso - Your target has hidden away several guns. They must be the Mafioso.

Neutral Roles
Amnesiac - Your target has records of head trauma. They must be an Amnesiac.
Double - Your target owns a gun and mask. They must be a Double.
Executioner - Your target keeps pictures of citizens which have been shot at with darts. They must be an Executioner.
Jester - Your target owns many juggling balls, as well as a strange, brightly coloured hat. They must be a Jester.
Survivor - Your target owns only a couple of vests from their army days. They must be a Survivor.
Gossiper - Your target has a multitude of letters sprawled throughout their house. They must be a Gossiper.
Malpractitioner - Your target owns a bloody vice with a set of knives. They must be a Malpractitioner.
Stalker - Your target can often be seen looking into people's windows. They must be a Stalker.
Witch - Your target weighs the same as a duck. They must be a Witch.
Arsonist - Your target owns multiple cans of gasoline. They must be an Arsonist.
Serial Killer - Your target owns an extensive knife collection. They must be a Serial Killer.
Werewolf - Your target has scratch marks and fur everywhere inside of their home. They must be a Werewolf.
User avatar
Ralozey
Sheriff
Sheriff
 
Posts: 565
Joined: Sat Apr 11, 2015 9:25 am
Location: In the corner of your eye. [CET]

Testing Grounds Retired Roles

Postby BS4125 » Fri Jun 15, 2018 7:36 am

Testing Grounds Retired Role Cards

Town
Spoiler: Psychic (Retired)

Alignment: Town Power
Abilities:
- Form a mental link between two players each day.

Attributes:
- Your two targets may anonymously speak to one another at night.
- You have one self-link.
- Roles with a night chat can still hear and speak in their night chat.

Stats:
Attack: None
Defense: None

Goal:
Lynch every criminal and evildoer.

Spy - Old Version (Retired)

Alignment: Town Investigative
Abilities:
- See who the Mafia visit at night.

Attributes:
- You can hear whispers.

Stats:
Attack: None
Defense: None

Goal:
Lynch every criminal and evildoer.

Coroner (Retired)

Alignment: Town Investigative
Abilities:
- Read up about a dead person each night

Attributes:
- You will know how many people of their alignment voted "Guilty" at the last lynch

Stats:
Attack: None
Defense: None

Goal:
Lynch every criminal and evildoer.

Fisherman (Retired)

Alignment: Town Killing

Abilities:
- Cast your line into someone’s house each night.

Attributes:
- If someone visits your target, they will be “hooked”.
- You will know you hooked someone, and they will know they were hooked.
- You may decide to ‘release’, or ‘kill’ your hooked player the night following a successful hook.

Stats:
Attack: Powerful
Defense: None

Goal:
Lynch every criminal and evildoer.

Milkman (Retired)

Alignment: Town Tactical
Abilities:
- Deliver milk to a player each night, keeping them alert.

Attributes:
- Your target will instead perform their night ability on their attacker, or role blocker.

Special Role Interactions:
A Transporter, Interviewer, Warlock and Witch will change their first target to their attacker.
A Veteran will go on alert if attacked, killing the Milkman too.
A Jailor will execute their target if a Serial Killer or Werewolf lashes out.
A Doctor, Bodyguard or Survivor will protect themself, losing a self-heal/vest.
A Musician will remove any feedback from the attacker.
A Lost Spirit will visit the attacker and therefore win.
All Town Investigative roles will still die, however know the name of the person who killed them.

Stats:
Attack: None
Defense: None

Goal:
Lynch every criminal and evildoer.

Interviewer (Retired)

Alignment: Town Investigative
Abilities:
- Interview two people each night to discover who is the most trustworthy.

Attributes:
- If your targets are in different trust groups, then you will be informed that "Your {First/Second} target is {Number} trust groups above the other."
- If both of your targets are in the same trust group, then you will be informed that "Both can be equally trusted."
- You cannot interview a revealed Mayor.

Stats:
Attack: None
Defense: None

Goal:
Lynch every criminal and evildoer.

Incarcerator (Retired)

Alignment: Town Tactical
Abilities:
- Patrol out on someone’s house each night.

Attributes:
- You will put all visitors whose visit is low priority to prison the following night.
- Detained targets will be role blocked through immunity while in prison.

Stats:
Attack: None
Defense: None

Goal:
Lynch every criminal and evildoer.

Rain Dancer (Retired)

Alignment: Town Scout
Abilities:
- Make it rain the next night, drenching whoever visits that night.

Attributes:
- All non-Town roles will be notified of a rain dance the day before.
- You will be informed of everyone that was drenched.
- You can only execute 3 rain dances.
- You cannot execute a rain dance two nights in a row.

Stats:
Attack: None
Defense: None

Goal:
Lynch every criminal and evildoer.
Mafia
Spoiler: Blackmailer - Old Version (Retired)

Alignment: Mafia Support
Abilities:
- Choose one person each night to blackmail.

Attributes:
- Blackmailed targets can not talk during the day.
- You can talk with the other Mafia at night.
- You may instead perform the factional Mafia kill.

Stats:
Attack: None
Defense: None

Goal:
Kill anyone that will not submit to the Mafia.

Clerk (Retired)

Alignment: Mafia Support
Abilities:
- Redirect last wills to the mafia.

Attributes:
- Select yourself to activate your ability, you may do so twice.
- All last wills will only be announced to the Mafia.
- You can talk with the other Mafia at night.
- You may instead perform the factional Mafia kill.

Stats:
Attack: None
Defense: None

Goal:
Kill anyone that will not submit to the Mafia.

Disguiser - Old Version (Retired)

Alignment: Mafia Deception
Abilities:
- Choose a person to disguise yourself as each night.

Attributes:
- If your target dies you will appear to be them.
- If your target dies the same night, they will instead appear to be you and vice versa.
- After successfully disguising as someone else your name, position and character will be swapped with your target.
- The will be fitting to the dead character's name will be displayed.
- You can only disguise as someone else 3 times.
- You can talk with the other Mafia at night.
- You may instead perform the factional Mafia kill.

Stats:
Attack: None
Defense: None

Goal:
Kill anyone that will not submit to the Mafia.

Forger - Old Version (Retired)

Alignment: Mafia Deception
Abilities:
- Choose one person each night, to rewrite their Last Will.

Attributes:
- If your target dies the same night, then their Last Will will be replaced with your forgery.
- You may only perform 3 forgeries.
- You can talk with the other Mafia at night.
- You may instead perform the factional Mafia kill.

Stats:
Attack: None
Defense: None

Goal:
Kill anyone that will not submit to the Mafia.

Nightmarer (Retired)

Alignment: Mafia Support
Abilities:
- Give one person a nightmare about another person each night.

Attributes:
- You can make someone have a nightmare about themselves.
- Your target will be roleblocked upon visiting the person they have a nightmare about until you give them a different nightmare.
- All nightmares end if the Nightmarer dies or is promoted.
- You can talk with the other Mafia at night.

Stats:
Attack: None
Defense: None

Goal:
Kill anyone that will not submit to the Mafia.
Neutral
Spoiler: Shadowalker (Retired)

Alignment: Neutral Killing
Abilities:
- Choose to walk in someone's shadow each night, killing whoever they visit

Attributes:
- Killing whoever your target visits will be an astral attack.
- If your target does not visit that night, they will be attacked directly.
- If you target scum, they will be attacked directly.
- Direct attacks will not be astral attacks.
- Lookout will only see you if you do a direct attack on your target.

Stats:
Attack: Basic
Defense: Basic

Goal:
Kill anyone who would oppose you.

Electrician (Retired)

Alignment: Neutral Killing
Abilities:
- Charge someone each night.

Attributes:
- If a charged target visits another charged target, both targets will die.
- If a charged target is charged again, they will be killed.
- If all players that cannot win with you are charged, you may kill all charged targets.

Stats:
Attack: Powerful
Defense: Basic

Goal:
Kill anyone who would oppose you.

Warlock (Retired)

Alignment: Neutral Evil
Abilities:
- Curse two targets each night, tying the secondary target to the same fate as the first.

Attributes:
- Anyone targeting the primary target will also target the secondary target.
- Your primary target will know that a Warlock tied a player to their fate.
- Your secondary target will know that they were cursed.
- While cursed, your secondary target will gain a Powerful defence against non-town attacks.
- You own one autovest.

Stats:
Attack: None
Defense: None

Goal:
Survive to see the Town lose the game.

Necromorph (Retired)

Alignment: Neutral Evil
Abilities:
- Select one dead evildoer and allow them to preform their night abilities through your body.

Attributes:
- You may chat with the evildoer you're working with at night.
- Your attack and defence will conform to the evildoer you're using.
- All evildoers will be notified a there's a Necromorph.
- You will continue to appear as a Necromorph.
- You own one auto-vest.

Stats:
Attack: None
Defense: None

Goal:
Aid a dead evildoer achieve their cause.

Lost Spirit (Retired)

Alignment: Neutral Benign
Abilities:
- Look for death each night.

Attributes:
- Killing roles (except Arsonist) can lift your curse, but Town Killing roles have to use their ability.
- You are immune to ignition.
- Being controlled by the Witch kills you and upon visiting Witch's target you're roleblocked.
- You may not keep a last will.
- You cannot be protected or healed.
- When you achieve your goal, you will grant your killer Unstoppable defense until the following night.

Stats:
Attack: None
Defense: None

Goal:
Find someone who can lift your curse.

Undertaker (Retired)

Alignment: Neutral Benign
Abilities:
- Select someone each night to try to bury them.

Attributes:
- If the person you selected dies the same night or the next day via lynching, they will be "buried".
- You will have access to a buried player's will and role.
- You will join the death chat after your goal is fulfilled.

Stats:
Attack: None
Defense: None

Goal:
Successfully bury three people.

Slaughterer (Retired)

Alignment: Neutral Killing
Abilities:
- Slaughter someone each night
- Wear a new mask in the day

Attributes:
- If you attack someone who has visited you before they will instead be roleblocked.
- If the target who has visited you before is healed or roleblocked, they will be killed.
- Your kills are Unstoppable however you resent from killing those with Basic Defense.
- If you attack someone being protected by a Bodyguard, you will kill the Bodyguard instead and you won't die.
- You are Roleblock Immune and immune to Veteran alert, if you attack an alert Veteran no one will die.
- You will kill the Jailor when jailed.
- When you wear a new mask, no one will run away unless they visit you again.
- You start with 1 mask and every 3 nights you receive 1 more mask.

Stats:
Attack: Unstoppable
Defense: Basic

Goal:
Kill anyone who would oppose you.

Werewolf - Old Version (Retired)

Alignment: Neutral Killing
Abilities:
- Transform into a Werewolf during the full moon.

Attributes:
- As a Werewolf, you can not be killed at night.
- As a Werewolf, you will attack your victim and anyone that visits them.
- Your attack goes through night immunity.

Stats:
Attack: Powerful
Defense: Basic

Goal:
Kill anyone who would oppose you.


Testing Grounds Retired Roles

Town Roles
Coroner
Fisherman
Incarcerator
Interviewer
Milkman
Psychic
Rain Dancer

Mafia Roles
Clerk
Nightmarer

Neutral Roles
Cannibal
Electrician
Lost Spirit
Mortician
Necromancer
Necromorph
Orphan
Paradoxist
Politician
Shadowalker
Slaughter
Surgeon
Undertaker
Warlock
Yandere


Spoiler:
lemonader666 wrote:
Seththeking wrote:
BS4125 wrote:Please post relevant posts to the topic at hand and not digress. Also please explain your opinions otherwise your contribution is sub-zero.


Oooooooo Mister Power over here!

And would you look at that, I was on the forums longer then you.

But overall the role for this topic needs work, I mean it's so bad people would rather
get off topic lol.

solola is a mod you retard
User avatar
BS4125
Christmas 2018 Winner
Christmas 2018 Winner
 
Posts: 952
Joined: Sun May 01, 2016 12:10 pm
Location: Nextdoor to my neighbour


Return to Testing Grounds

Who is online

Users browsing this forum: No registered users and 2 guests