🖇 Roles: Coven Classic
1 || Sheriff (TI) - The Sheriff can investigate someone each night and see if the investigated shows up as suspicious or innocent.
- Innocent: All Town roles, the Executioner, the Pirate, the Plaguebearer, the Pestilence, and Coven members (that are holding the Necronomicon).
- Suspicious: All Coven members (unless they hold the Necronomicon) and anyone hexed by a Hex Master.
1 || Lookout (TI) - The Lookout can watch someone each night to see who used an action on them.
- The Lookout will only be able to see up to 3 of the people who use an action on their target. If there are more than three, those who are recognized are randomized, and the Lookout will know that there were more.
- The Lookout can't see themselves visiting their target.
- The Lookout won't see any role targeting themselves (besides the Transporter), roles that attacked others because they were visited, the Jailor, the Coven Leader controlling someone onto their second target, a Hex Master (with the Necronomicon or on their final hex), a Retributionist, and a Necromancer.
1 || Psychic (TI) - The Psychic gets three names where at least one is evil on odd nights and two names where at least one is innocent on even days.
- If the Psychic is controlled by a Coven Leader, the Coven Leader will receive the vision the Psychic would usually get.
- All Town and Neutral Benign roles appear as good.
- Coven, Neutral Chaos, and Neutral Evil roles appear as evil.
1 || Jailor (TK) - The Jailor can jail someone then talk with or execute them each night.
- The Jailor's target will be roleblocked and temporarily gives them powerful defense for the night they are in jail.
- Those who attempt to visit the Jailor's target will not be able to use their action on them and will get a message that states that their target was in jail. A Lookout will still see that they visited the jailed person though.
- If the Jailor's target gets attacked, transported, roleblocked, or blackmailed while in jail, the target will know, though the Jailor won't.
- The Jailor has three executions they can use, though they all go away if a Town member is executed.
- Executing someone will go through all defense they may have.
- The Jailor will be unable to execute their target if the Jailor is roleblocked or it's the first night, though they can still jail them.
- If a Jailor's target can communicate with others during the night, the target will still see what the others are saying, though they can't reply to them.
- If a dead Medium seances the Jailor or the jailed person, the Jailor/jailed person will hear and talk to both the medium and the other, though the person who wasn't seanced can't see the Medium's messages.
- If a Coven member was jailed, their teammates will know that the Jailor's target was jailed.
- If the Jailor jails a Pestilence, the Jailor will be attacked by them.
- If the Coven Leader controls the Jailor into visiting someone who they didn't target, the Jailor will be unable to execute them. However, if they control the Jailor into who they did jail, the Jailor will be forced to execute (unless it's night one).
- There can only ever be one Jailor at the start of a round.
1 || Town Protective (TP) - The Town Protective role can be any role with the Town Protective alignment.
TP || Bodyguard (TP) - The Bodyguard can protect one person each night, dealing a powerful attack to one attacker and themselves or equip a bulletproof vest, giving themselves basic defense for the night.
- The attacker and the Bodyguard will both die unless they are healed.
- A Bodyguard can't save another Bodyguard who is dying to save their target.
- If multiple people attack the Bodyguard's target, the Bodyguard will only kill one of them, and the other(s) will still attack their target.
- If several Bodyguards protect the same target and there is one attacker, the Bodyguard who protects the target will be randomized.
- If several Bodyguards protect the same target and there are several attackers, each Bodyguard will defend against one attacker.
- The Bodyguard can't counter or protect their target from attacks made by the Jailor, the Veteran, Town Protectives, the Medusa (while gazing at home), the Hex Master, Arsonists, and Jesters.
- If a Bodyguard protects a target that has been attacked by a Pestilence, the Pestilence won't be killed, but the target will be protected.
- If the Bodyguard is attacked by the Necromancer's ghoul or an attacking zombie, the Necromancer will know saying that a Bodyguard countered ghoul/minion, and the Bodyguard will be killed while the Necromancer stays alive.
- If the Bodyguard is controlled or transported into themselves, they will not use their bulletproof vest.
TP || Crusader (TP) - The Crusader can choose to protect someone each night, giving them powerful defense for that night and dealing a basic attack to one random person who visited their target.
- The powerful defense Crusader gives will help with all attacks as long as powerful defense is enough to counter the attack.
- The Crusader will not attack any astral visitors.
TP || Doctor (TP) - The Doctor can heal someone else or themself during the night, giving them temporary powerful defense and making it likely that they will survive if attacked.
- The Doctor can only heal themselves once per round.
- The Doctor and the Doctor's target will both know if the target was attacked and healed.
- If someone attacks a Doctor's target, they will see the their defense was too strong.
- The Doctor can't heal a revealed Mayor.
- The Doctor can cure poisoning caused by the Poisoner as long as the Poisoner didn't have the Necronomicon when the target was poisoned.
- The Doctor can't remove poison from anyone if the Poisoner has the Necronomicon, stop a Vigilante from dying from guilt, or remove hex, or plague from anyone.
- The Doctor will only get one message saying their target was attacked and healed, even if multiple people attacked them.
- Even if someone is attacked and healed by multiple Doctors, they won't get more than one message about being healed by a Doctor.
- If someone is attacked by multiple attackers and healed by a Doctor, they will receive the same amount of messages as the number of people that attacked them.
- If someone was attacked, healed by a Doctor, and protected by a Bodyguard, they won't know that the Doctor healed them unless there were several attackers, though the Doctor will know that they protected them.
TP || Trapper (TP) - The Trapper can build a trap that will reveal the roles of everyone who visited the person who had the trap set on them to the Trapper.
- The trap will break if the target is visited.
- Building the trap takes one night- the Trapper may not place a trap during the night they build.
- The trap can also be moved to protect another player, which will go into effect on the same night it's moved.
- If an attacker visits the person with the trap set on them, it will give the target powerful defense and deal a powerful attack to one attacker.
- There may only be one trap made by each Trapper at a time.
- If multiple Trappers attempt to place traps on the same person, it will fail for one of them, randomized.
- If the Trapper dies with a trap on someone, the trap will stay on the person.
- If the Trapper is controlled by the Coven Leader on a night where they can place their trap, it will be placed on their second target, and the Trapper will not know who the trap is set on and not be able to dismantle it.
3 || Random Town (T?) - The Random Town roles may be any Town role that was mentioned on this page besides roles that can only happen once.
RT || Investigator (TI) - The Investigator can investigate someone each night and find out a couple of their potential roles.
- Spy, Veteran, Medium, or Medusa
- Vigilante, Escort, Retributionist, Necromancer
- Jailor, Crusader, Trapper, Pirate, or Poisoner
- Psychic, Sheriff, Crusader, Executioner, Hex Master, or someone who was hexed by a Hex Master
- Doctor, Mayor, Transporter, Trapper, or Potion Master
- Lookout, Jester, Plaguebearer, and Pestilence
- Investigator, Bodyguard, Tracker, or Coven Leader
- A couple of these results have been modified by me, so the Investigator results won't always be the same in every gamemode.
RT || Spy (TI) - The Spy will receive who the members of the Coven visit each night and will be able to bug a person's house, seeing what actions were done against them.
- The Spy will not see if any investigative actions were done against someone whose house they've bugged.
- If the Spy is controlled, the controller will gain the information.
- If the Spy is jailed, they won't get any information about Coven visits.
- Transporters will only change the target the Spy bugs and not the Coven visits.
- The Spy will always see who the Coven actually visit, even if they are transported/controlled by a Transporter or Coven Leader and do not know themselves.
RT || Tracker (TI) - The Tracker can track one person each night and see who they use an action on.
- If the Tracker's target visits two people, both will be revealed to the Tracker.
- Retributionists and Necromancers will visit dead players.
RT || Veteran (TK) - The Veteran can choose whether to go alert each night, gaining basic defense for the night and dealing a powerful attack to everyone who visits and most likely killing all visitors if they do choose to become alert.
- The Veteran can only go alert three times.
- The Veteran can't be roleblocked by the escort.
- Players that visit the Veteran that have roles with effects (like the Doctor) will still use their actions on the Veteran, though they will die in the process.
- There can only be one Veteran at the start of a round.
RT || Vigilante (TK) - The Vigilante can choose to shoot someone at night up to three times, dealing a basic attack to their target.
- If the Vigilante kills a town member, they will commit suicide the next night out of guilt and cannot be saved by anyone.
- If the Vigilante is controlled by a Coven leader, they will be forced to shoot the Coven Leader's second target unless they were roleblocked.
- The Vigilante can't shoot anyone on the first night unless they're controlled by a Coven Leader.
RT || Escort (TS) - The Escort can roleblock someone each night, stopping them from using their night action.
- The Escort can't be roleblocked by anyone.
- The Escort can't roleblock any role with a day action.
- Witches, Coven Leaders, Pestilence, Veterans, other Escorts, Transporters, Retributionists, or Necromancers can't be roleblocked by the Escort.
RT || Mayor (TS) - The Mayor can choose to reveal themselves during the day, making their votes count as three from then on.
- If a Mayor chooses to reveal, I will type a message saying they've revealed in the discussion chains.
- Once the Mayor has revealed, they can't be healed by a Doctor.
- There can only be one Mayor at the start of a round.
RT || Medium (TS) - The Medium can talk to all dead players during the night and speak with a living player once after death.
- The dead will not automatically know who the Medium is, though the Medium may reveal this if they wish.
- If there are multiple Mediums, they do not see each other's messages, though they see the dead's reactions to the other as well.
- After the Medium dies, they may choose to seance themselves during the day, allowing them to communicate with one person of their choice for that night.
RT || Retributionist (TS) - The Retributionist can temporarily resurrect a dead town member each night, using their night action on someone.
- Each dead player's role can be used once.
- Non-town players, Psychics, Trappers, Jailors, Veterans, Mayors, Mediums, Transporters, other Retributionists, players who have been cleaned, players that have been stoned, and players whose actions have been used by Necromancers can't be resurrected.
- If a Retributionist and a Necromancer target the same person, the one who will resurrect them will be randomized.
- The Retributionist will visit the dead player, and the dead player will visit who they use their action on.
- The Retributionist can't be roleblocked or controlled by an Escort or a Pirate.
- There can only be one Retributionist at the start of a round.
RT || Transporter (TS) - The Transporter can swap two people (including themselves), swapping the two targets' visitors and causing everyone to visit one of the players to visit the other and vise versa.
- The two players who were transported will know they were transported if the transport is successful.
- The Transporter can't transport the same person twice in one night.
- The Transporter can't be roleblocked, though they can still die in duels with pirates.
- The Transporter can't be controlled by the Coven Leader.
- The Transporter can cause most astral attacks to happen to other players unless otherwise specified.
- If two Transporters choose the same person, the one who transports the person first will be chosen randomly.
- The Transporter can't move a Jester's haunting, the results of a Pirate's duel, a Doctor's self heal, a Bodyguard's self vest, a Vigilante's guilt suicide, a dead Medium's seance, or a Hex Master's hexes to another player.
- If a transport causes a target to visit themselves (by having multiple Transporters transport people), roles that can target themselves will use their action on themselves normally, and roles that can't usually target themselves will use their action on themselves.
- If the Transporter's target visited someone and died because they visited the person (not because someone else specifically targeted them), the Transporter won't be able to transport the effects of that visit away.
- If one of the Transporter's targets were jailed, the transport will fail, though it will still act as if the Transporter visited both of their targets, and the jailed person will know that the Transporter tried to transport them (though the other person won't).
- However, in Round Two, the transport will still succeed and swap the two players.
1 || Plaguebearer (NC) - The Plaguebearer can visit someone each night, infecting them with the plague.
- To win, the Plaguebearer needs to kill all the other players.
- The Plaguebearer can't choose to infect anyone who was already infected and will receive a list of everyone who becomes infected at the end of the night.
- Players won't know if they are infected.
- Anyone who visits the Plaguebearer will get infected.
- Anyone who visits or is visited by an infected player will end up infected.
- The Jailor won't end up infected if they jail the Plaguebearer or an infected person and execute them.
- Unless the Plaguebearer dies on the same night, when all the living players are infected, the Plaguebearer will become the Pestilence, and the town will know the next day.
- The Plaguebearer has basic defense.
- There can only ever be one Plaguebearer at the start of a round.
0 || Pestilence (NC) - The Pestilence can rampage at a player's house each night, dealing powerful attack to the player they visited and anyone who visits the attacked player.
- To win, the Plaguebearer needs to kill all the other players.
- The Pestilence can't be roleblocked by anyone or controlled by a Witch or Coven Leader.
- If anyone visits the Pestilence, they will be attacked by them.
- The Pestilence has invincible defense.
- There can only ever be one natural Pestilence at the start of a round.
1 || Pirate (NC) - The Pirate can choose a person to plunder next night during the day, starting a duel and dealing a powerful attack to their target if the Pirate wins the duel.
- To win, the Pirate needs to successfully plunder two players by winning two duels before they die.
- The Pirate will still plunder their target and earn one of their needed plunders if their target gets protected or healed or if they die that night.
- When the duel starts, the Pirate has the options of scimitar, rapier, and pistol, and their target has the options of sidestep, chainmail, and backpedal.
- Scimitar beats sidestep, rapier beats chainmail, and pistol beats backpedal.
- If no options chosen by the Pirate, the duel will automatically be lost.
- The Pirate can't duel a jailed player.
- The Pirate can't duel the same person twice in a row.
- The target the Pirate duels isn't affected by Transporters because it's a day action.
- If a Pirate duels a Pestilence, they will die whether they win or not.
- Winning a duel against a player with a trap set on them will cause the trap to attack the Pirate.
- A Bodyguard will kill the Pirate if the Pirate win a duel against the Bodyguard's Target.
- The Pirate's target will be roleblocked.
- If the Pirate was infected by a Plaguebearer, they will infect their target at the end of the day instead of the night.
- There can only ever be one Pirate at the start of a round.
1 || Executioner (NE) - The Executioner wins by getting their target lynched.
- For the Executioner to win, their target must be lynched while the Executioner is alive.
- The Executioner's target will always be a Town member and can't be the Mayor or Jailor.
- Multiple Executioners can have the same target.
- If their target dies during the night, the Executioner will turn into a Jester.
- The Executioner has basic defense. This is lost if they turn into a Jester.
1 || Coven Leader (CE) - The Coven Leader can control someone each night, using their ability on someone else of their choice and finding the role of the controlled player.
- The Coven Leader's first target will know that they were controlled.
- The Coven Leader will gain all the information the person they controlled would have gained instead of them.
- If the Coven Leader controls a hexed player, they will still be able to find out their true role. This is not true for framed players.
- The Coven Leader only visits their first target, not the player their first target is controlled to be visiting.
- The Coven Leader can't be roleblocked by an Escort.
- If the person the Coven Leader is controlling gets roleblocked or jailed, the control will have no effect. The player will know that they were controlled if they were roleblocked, though they won't know anything if they were jailed.
- The Coven Leader can't control a Transporter, Veteran, Retributionist, Pirate, Pestilence, Potion Master, Necromancer, Pirate, and any role without a night action, though they'll still find out what their role is.
- When the Coven Leader has the Necronomicon, they gain basic defense and will deal a basic attack to their first target.
- The Coven Leader will always get the Necronomicon first.
- If an Amnesiac remembers the Coven Leader, they will only gain the Necronomicon after the Coven member currently in possession of it dies.
- There can only ever be one Coven Leader at the start of a round.
1 || Potion Master (CE) - The Potion Master can choose between three potions to use, a healing potion, a revealing potion, and an attacking potion, using it on a target of their choice.
- Each potion can only be used once every three nights.
- The healing potion will grant powerful defense to the target and can cure poison as well.
- If the Potion Master used a healing potion on someone who was attacked, they would get a message saying they were healed, though the Potion Master won't know this.
- The revealing potion will reveal the target's exact role to the Potion Master, even if the target is hexed.
- The attacking potion will deal a basic attack to the target.
- When the Potion Master has the Necronomicon, the potions don't have cooldowns.
- The Potion Master can't be controlled by the Coven Leader.
- The Potion Master can't use investigate or attack potions on other Coven members or any potions on themselves.
- There can only ever be one Potion Master at the start of a round.
1 || Medusa (CE) - The Medusa can whether to stone gaze each night, dealing powerful attacks to all visitors and clearing their role and last will if they die.
- The Medusa can stone gaze three times in total.
- Amnesiacs can't remember the roles of anyone who was stoned.
- Retributionists and Necromancers can't use the actions of anyone who was stoned.
- Players that visit the Medusa that have roles with effects (like the Doctor) will still use their actions on the Medusa, though they will die in the process if the Medusa is stone gazing.
- When the Medusa has the Necronomicon, they can visit a player of their choice and deal a powerful attack, stoning them and clearing their role and last will.
- The Medusa won't get the Necronomicon unless all the other Coven members are dead.
- There can only ever be one Medusa at the start of a round.
1 || Random Coven (CE) - The Random Coven role may be any Coven role that isn't the Coven Leader, Potion Master, or Medusa.
RC || Hex Master (CE) - The Hex Master can choose to hex a player each night, dealing an unstoppable attack to every player once every living player is hexed.
- Players won't know they are hexed until they die from it.
- If the Hex Master dies during the same night as their final hex, the unstoppable attack will still happen.
- The Hex Master will still use their final hex needed if they're roleblocked.
- The unstoppable attack dealt won't cause a Veteran to attack the Hex Master if they alert.
- The Bodyguard won't attack a Hex Master that is hexing someone.
- Hexed players will show up as suspicious to the Sheriff and will have the Hex Master's results when investigated by an Investigator.
- When the Hex Master has the Necronomicon, their targets will also be dealt a basic attack and their visit will be astral, not counting as a visit.
- When the Hex Master has the Necronomicon, they will appear innocent to a Sheriff.
- There can only ever be one Hex Master at the start of a round.
RC || Necromancer (CE) - The Necromancer can temporarily resurrect a dead town member each night, using their night action on someone.
- Each dead player's role can be used once.
- If a Necromancer and a Retributionist target the same person, the one who will resurrect them will be randomized.
- The Necromancer will visit the dead player, and the dead player will visit who they use their action on.
- The Necromancer can't be roleblocked or controlled by an Escort, a Consort, or a Pirate.
- If the Necromancer resurrects a Guardian Angel, they will protect their normal target.
- If the Necromancer resurrects a player will a death note, it will show the dead player's death note.
- If the Necromancer uses a Pestilence's action, they will rampage at the place the Necromancer made them head to, but the Necromancer will die from visiting the Pestilence.
- The Necromancer can't use Town Support roles (except the Escort), the Jailor, the Veteran, the Trapper, the Executioner, the Pirate, the Coven Leader, the Medusa, the Necromancer, the Potion Master, anyone who was stoned, or anyone who was cleaned.
- When the Necromancer has the Necronomicon, they can also choose themselves to summon a ghoul and deal a basic attack to someone.
- The Bodyguard or a trap will react the same way to the ghoul as a normal attacker.
- The Necromancer will know if their Ghoul was attacked by a Bodyguard or Trapper.
- There can only ever be one Necromancer at the start of a round.
RC || Poisoner (CE) - The Poisoner can poison a player each night, dealing a basic attack to them the next night.
- A Doctor or Potion Master can get rid of poison if they heal someone who is currently poisoned.
- Players that have been poisoned will know that they were poisoned and that they will die unless they're healed.
- If a player has defense on the night they're poisoned, the player won't be poisoned.
- If a poisoned player gains defense the night they are supposed to die, they will still die to poison.
- If the Poisoner has the Necronomicom, their poison can't be healed by anyone.
- If a Poisoner with the Necronomicon poisons someone, that person will be told that they were poisoned and will die tomorrow.
- There can only ever be one Poisoner at the start of a round.
Alignment Key:
T - Town
N - Neutral
C - Coven
I - Investigative
K - Killing
P - Protective
S - Support
C - Chaos
E - Evil
Bạn đang đọc truyện trên: TruyenTop.Vip