Sprig
めんどくさい
Werewolf Team pm
Victory Condition:
Overpower the Town and Kill the King. This is achieved by having equal or greater numbers that the Innocent Faction.
Background:
You are all tired of the insane disregard for the Belseraph Nation. You all feel that the Nation could be far grander than it currently is. It is clear that it is all those insane freaks that are holding the Nation back. And there is no bigger insane freak than LightFang the Laughing King, (Perpentach).
You like-minded individuals have banded together and thought up a devious plan to overthrow the King. The key to the plan is to infiltrate the Kings palace but the only way to do that is to create a diversion. Luckily, Catharsis the Feisty Mimic, is actually a Werewolf. A quite handy tool to create distractions and overpower the Town. Robbiecon the Dwarven Druid has developed a unique remote controlled bomb and using the distraction of the werewolf, it is planned to slip these bombs into (literally) key targets. Daveshack the Hardy Blacksmith, has lent his skill to craft the bombs into unrecognisable everyday items, in case anyone should be caught holding the bombs. He is also an Agent of the Council Esus, which makes him an accomplished spy and handy lookout.
Together, you skills should be more than enough to overthrow the King, but you are all without doubt that it will be tricky. The King despite being mad is certainly powerful in his own right. You would be a fool to challenge the King directly. Instead, to be safe, you will wait until you have thinned the Number of Party Guests.
Key notes:
You teams effective Kills per night is two.
The Laughing King (Light Fang) is not a eligible target for Kill Abilities.
If the King Dies before you have overpowered the Innocent Faction, your overpower ratio will double. This means if the king dies and there is Three of you left, victory will be achieved once the Innocent Faction is down to Six people. (2 left: 4 people, 1 left: 2 people)
I have taken the liberty to create a quicktopic for faction discussion. The quicktopic is private forum and you should not under any circumstance give the link to another person outside your faction.
Notw XXXVII - Role PM - Bestrfcplayer the Colourful Jester
Role:
The Colourful Jester
Alignment:
Innocent
Sanity:
Insane
Victory Condition:
Remove all threats to the King and Town.
Abilities:
Intuition - During the night phase you may select one player to use your intuition to reveal Alignment.
Items:
Sceptre - this sceptre is the source of you power. It was given to you by the king and without it you feel that you will not be able to use you keen intellect anymore.
Personal Goal:
Inflict pain. - lots of pain. Be the person to execute someone. This is achieved by being the first to vote for someone who is then lynched that day.
Background:
People generally do not realise the difficulty you go through every day. Being a jester and trying to please the courts of a moody King is no mean feat. Early in the job you came to realise that, your survival really came down to how fast you could suggest a painful games at the expensive of another, before you yourself become involved in somebody else's suggestion.
And so you are here once again to Party with the King, pity you failed to read your invitation carefully and are stuck hunting werewolves. Not Fun.
Notw XXXVII - Role PM - Autolycus the Fanatical Apprentice
Role:
The Fanatical Apprentice
Alignment:
Innocent
Sanity:
Insane
Victory Condition:
Remove all threats to the King and Town.
Abilities:
Observation - (item dependant) - During the night phase you may select one player to use your ability on. This will reveal if the target is active at night.
Items:
Eyes of Jubilee - Eyes of Jubilee - An orb of seeing. This item enables you to observe if a character is active at night. (Active)
Personal Goal:
Catch 5 people out of bed. Use your ability to catch 5 different people active at night.
Background:
You are a inquisitive person you always have been, even though you are slightly mad. You used to be a poor beggar on the streets after your family kicked you out. All that you retain from your previous life is your grandmothers Orb. You doubt you would have survived at all if it were not for this orb. After having the good fortune to attend a previous royal party, you realised that a Jester is the perfect career for you. You watched the colourful Jester at work and it was magnificent to see his subtle works, watching him hold the Kings ear and suggest tormented games for the other guests to endure. And so the Jester has taken you on as his apprentice and invited you to attend this party. Unfortunately this party involves catching a nasty werewolf but you feel that if you are the one to catch him, you could be celebrated as a hero. You can hardly wait to put your insane mind to the task.
Notw XXXVII - Role PM - Earthling the Zealous Zealot
Role:
The Zealous Zealot
Alignment:
Innocent
Sanity:
Insane
Victory Condition:
Remove all threats to the King and Town.
Abilities:
Visions (Active) - Once per night, you are able to tap into the visions from the Octopus Overlords and determine a selected players Sanity.
Items:
None
Personal Goal:
Mind Stapling. ensure that Choxorn the Dancing Bear is killed.
Background:
You were adjusting the mainsail, getting ready to head home after a long day at sea, when suddenly you felt it. A terrible presence situated thousands of feet beneath you. You thought you were going mad, until you saw your expression mirrored on the faces of your crew. Something was down there, and had you known then what it was, you would have headed for the shore and never sailed out again. But that was then, and now your mind is fully open to the Octopus Overlords. The madness sweeps over in waves, it helps the Overlords communicate with you, it tells you want to say and do. Visions they show you, madness is the key you need to unlock the mysteries of those visions. You wish for others to join you in the madness, it is clear that the Dancing Bear refuses to cooperate; his mind is just not on a level that will be able to communicate with the Overlords. If he cant join then he is of no use and must be killed.
Notw XXXVII - Role PM - Robbiecon the Dwarven Druid
Role:
The Dwarven Druid
Alignment:
Werewolf
Sanity:
Sane
Victory Condition:
Overpower the Town and Kill the King.
Abilities:
Implant - (item dependent) Once a night, using your Surgical tools' you may insert one of your Bombs (or another item) into another party guest.
Detonate (item dependent) - At any time, you may pulled the trigger on your detonator.
Items:
Surgical Tools Allows you to Implant an Item inside another person. This ability will RoleBlock the Target and hide an Item inside them. (Active)
Detonator Appears to be a Metal Box with a button on it. Allows you to Detonate all active bombs. Bombs in your Factions possession are automatically inactive. (Active)
Worn Ring Appears to be a normal Ring Bomb
Shiny Amulet Appears to be a normal Amulet Bomb
Silver Coin Appears to be a normal Coin Bomb
Personal Goal:
Make at least Five people Explode at once. Unfortunately you have not figured out how to control which bombs explode. It is all or none. The best way to win will be to surprise the King and Innocent Faction. Implant your bombs into at least Five people and Detonate them.
Background:
You have always loathed the King, that evil man who thinks he is better than everyone else. Well, you know for a fact that he is not greater than you. You are greatest Druid the world has seen, the world just doesnt know it yet. You have developed an amazing technology that no one has seen before, a soft and chemically inert explosive compound. The trouble with normal explosive is that they explode with the slightest spark but not so for your invention. Better yet, you can remotely activate the explosive. As soon as you invented this, you knew that you could take over the world. The world would fear you for your ability and bow down before you. Such ambition you have. But the first step of many steps is to get rid of the troublesome & insane King.
You have found some others who are not happy with the status quo and convinced them to help you. The Feisty Mimic is a Werewolf and will provide useful distraction. The Blacksmith is the Brawn and will keep a look out and he is also holding the rest of your Bombs. As well as being a skilled Druid, you are also a sharp eyed surgeon. The best way to ensure an item is with the intended target is to implant it inside them. Of course, you can just give the item away but there is no way to know that the recipient will keep it.
Notw XXXVII - Role PM - Rhawn the Glorious Harlequin
Role:
The Glorious Harlequin
Alignment:
Innocent
Sanity:
Sane
Victory Condition:
Remove all threats to the King and Town.
Abilities:
Educated (Active) - At night you may study any item in your possession for hidden abilities.
Items:
Blue Whistle A normal whistle. Makes a high pitched sound when blown.
Personal Goal:
Animal Freedom. Ensure that both the Dancing bear and the Cute Bear-Cub survive.
Background:
You are a rare find in Jubilee, someone with an Education is far from normal. Also it is abnormal that you are a educated Harlequin. Even more abnormal is that you are completely sane. Normally, most of you kind are wild and run around the countryside catching animals and other wild creatures and while your heart does belong out in the open and wild world, it is the study of animals that most interest you.
Long ago you captured a great bear. Such a difficult task it was, he was like no other bear. It was clear from his movement and his elusiveness that he was completely sentient. You had to capture him, you just had to. You knew that the bear was important for your studies. A long time has past since then and while there was great animosity between you in the beginning, you feel that you have started to develop a friendship. So when a werewolf started ripping through the population, you knew that the Dancing Bear would be an asset in the capture of said werewolf.
Notw XXXVII - Role PM - Choxorn the Dancing Bear
Role:
The Dancing Bear
Alignment:
Innocent
Sanity:
Sane
Victory Condition:
Remove all threats to the King and Town.
Abilities:
Bear Protection (Active) - At night you may choose to protect one person. You will guard them from any intruders.
Bear Fury (Passive) - You fear no werewolf and are immune to any werewolf attack against you.
No Items (Passive) - You have no pockets nor use for any item.
Items:
None
Personal Goal:
Survive. Survive to the end of the game. Regardless of who completes their VC, you will escape Alive.
Background:
Long ago you were captured, you hold no more animosity towards the Harlequin, you just long for freedom. You heard the Harlequin read out the invitation and, of course, heard the part about catching the werewolf. He begged you to come to the Palace to help but you had no interest, after all the werewolf was not your problem. In the end, the Harlequin offered you the only thing that could entice you to help Freedom.
Notw XXXVII - Role PM - dcmort93 the Bloody Butcher
Role:
The Bloody Butcher
Alignment:
Innocent
Sanity:
Sane
Victory Condition:
Remove all threats to the King and Town.
Abilities:
Detection - (Active) - At night you may scan someone for items, this scan will reveal any hidden items as well, whether the targeted player knows of them or not.
Items:
Butchers Knife - A normal tool you use would use every day, you would never use it on people though. Could be dangerous in the wrong hands though.
Personal Goal:
Lost & Found. - Successfully scan someone who is holding a hidden object.
Background:
You love the town of Jubilee, it is such a fun place to live. You were not originally from the town, you have explored most of the known world and visits all the major races, but you found the Jubilee was the one place you wanted to settle. People might call you crazy for this but unlike most of the towns inhabitants you have kept your sanity. Well, except for one small quirk.
You have a rather weird curiosity, you love trying to find stuff. It might stem from working with dead animals all day. You love to slice open animal stomachs and see what is hidden in their entrails. People would be surprised by what you find there. Not you though, you probably have seen it all. Well almost, you haven't had any dealings with werewolves before.
Notw XXXVII - Role PM - j65536d the Crazy Orphan
Role:
The Crazy Orphan
Alignment:
Innocent
Sanity:
Insane
Victory Condition:
Remove all threats to the King and Town.
Abilities:
Puzzle Analysis (Passive) You can determine who is holding your trinket which is the Difficult Puzzle Item. If the puzzle is left in a players possession over night, you are able to determine their Sanity.
The Item is currently in the hands of The13thRonin the Raving Lunatic. It is clear that he is Insane
Items:
None
Personal Goal:
Puzzle Solver. Only the Insane can Solve your puzzle. Your goal is to have Four People solve the puzzle. (excluding the Lunatic)
Background:
Your parents used to be Merchants, they sold many fantastic items, of which, only the Difficult Puzzle remains. Your Parents were unfortunately killed by a roving band of Werewolves. Watching your parents get ripped apart is enough to drive anyone a crazy. It is probably fortunate that you are crazy, It is highly unlikely that you would have been able to survive on your own if you were not. When you are in the crazy world, begging and thievery are just mere games, challenges for the mind and body. The recent spate of Killings by werewolves has reignited the memory of your parents death and but also a passion for revenge. Perhaps this werewolf is the one responsible, Maybe you can be the one to bring it to justice.
Notw XXXVII - Role PM - Daveshack the Hardy Blacksmith
Role:
The Hardy Blacksmith
Alignment:
Werewolf
Sanity:
Sane
Victory Condition:
Overpower the Town and Kill the King.
Abilities:
Shadow-meld (Active) - During the Night, you are able to bend into the darkness and follow anyone of your choice. You will be able to see who they interact with, as well as who interacts with them, if any.
Backpack - (item dependent) - Allows you to carry an extra 5 Items
Items:
Large Backpack Allows you to carry an extra 5 Items (Passive)
Silver Flask Appears to be a normal Flask, there is something in there but it wont come out. Bomb
Iron Hammer Appears to be a normal Hammer Bomb
Pocket Watch Appears to be a normal Watch Bomb
Rusty Saw Appears to be a normal Saw Bomb
Porcelain Vase Appears to be a normal Vase, there is nothing inside. Bomb
Leather Gloves Appears to be a normal pair of Gloves Bomb
Yellow Lamp Appears to be a normal Lamp Bomb
Broken Horseshoe Appears to be a normal Horse but broken Bomb
Noisy Clarinet Appears to be a normal Clarinet albeit out of tune Bomb
Personal Goal:
Trigger Man use the Detonator item to cause at least One person to explode.
Background:
You belong to the Council of Esus and are a formidable spy. The Council has had many dealings with the Laughing King, but he is a shrewd negotiator and has made things very difficult for the Council in the past. You have been tasked to help overthrow the King. Your partner in-crime is the Dwarven Druid who has developed and interesting device, a detonator which can remotely detonator explosives with the press of a button. Oh how you would love to get your hands on the explosive detonator. The Council of Esus would pay you a fortune for the device. But getting it might not be that simple. Will the Dwarven Druid let you have it? Either way, there is another member of the Council here to observe the device in action. If you can get your hands on the detonator and Kill at least one person with it, you are sure that you will be well rewarded.
Notw XXXVII - Role PM - Duke Blackstone the Mighty Dragon Slayer
Role:
The Mighty Dragon Slayer
Alignment:
Innocent
Sanity:
Insane
Victory Condition:
Remove all threats to the King and Town.
Abilities:
Self Defence- (Item Dependent) The presence of your large Sword is bound to keep attackers like werewolves away.
Items:
Dragon Sword A huge sword used for killing dragons. Suitable for other Large Creatures as well. While carrying this item you are immune to attack from any werewolves. (Passive)
Dragon Head the head of the previous Dragon you defeated. Can be used as a magical ingredient. But you require it to claim the bounty that was placed on the Dragon.
Personal Goal:
Do not lose your Bounty You need the dragon head to claim the bounty. Ensure an innocent victory and survive to the end of the game while still in possession of the Dragon head Item.
Background:
You have to be insane to chase after Dragons and Insane you are. You have never been in Belseraph lands before and it certainly has been quite a marvel. You were on your way back from defeating a rather nasty Dragon and decided to rest in the town of Jubilee to heal your wounds. Being insane, you actually fit in quite well with the Belseraph Crowd. Werewolves are not really you thing but you think they cant be any worse than Dragons, after all, Werewolves dont breathe fire. Well since you here you might as well enjoy yourself and maybe help out in catching the werewolf.
P.S. That Cookie from the King was delicious.
Spoiler sprig :
Congratulations, you are the
Werewolf Faction
Werewolf Faction
Victory Condition:
Overpower the Town and Kill the King. This is achieved by having equal or greater numbers that the Innocent Faction.
Background:
You are all tired of the insane disregard for the Belseraph Nation. You all feel that the Nation could be far grander than it currently is. It is clear that it is all those insane freaks that are holding the Nation back. And there is no bigger insane freak than LightFang the Laughing King, (Perpentach).
You like-minded individuals have banded together and thought up a devious plan to overthrow the King. The key to the plan is to infiltrate the Kings palace but the only way to do that is to create a diversion. Luckily, Catharsis the Feisty Mimic, is actually a Werewolf. A quite handy tool to create distractions and overpower the Town. Robbiecon the Dwarven Druid has developed a unique remote controlled bomb and using the distraction of the werewolf, it is planned to slip these bombs into (literally) key targets. Daveshack the Hardy Blacksmith, has lent his skill to craft the bombs into unrecognisable everyday items, in case anyone should be caught holding the bombs. He is also an Agent of the Council Esus, which makes him an accomplished spy and handy lookout.
Together, you skills should be more than enough to overthrow the King, but you are all without doubt that it will be tricky. The King despite being mad is certainly powerful in his own right. You would be a fool to challenge the King directly. Instead, to be safe, you will wait until you have thinned the Number of Party Guests.
Key notes:
You teams effective Kills per night is two.
The Laughing King (Light Fang) is not a eligible target for Kill Abilities.
If the King Dies before you have overpowered the Innocent Faction, your overpower ratio will double. This means if the king dies and there is Three of you left, victory will be achieved once the Innocent Faction is down to Six people. (2 left: 4 people, 1 left: 2 people)
I have taken the liberty to create a quicktopic for faction discussion. The quicktopic is private forum and you should not under any circumstance give the link to another person outside your faction.
Notw XXXVII - Role PM - Bestrfcplayer the Colourful Jester
Spoiler sprig :
Bestrfcplayer the Colourful Jester
Role:
The Colourful Jester
Alignment:
Innocent
Sanity:
Insane
Victory Condition:
Remove all threats to the King and Town.
Abilities:
Intuition - During the night phase you may select one player to use your intuition to reveal Alignment.
Items:
Sceptre - this sceptre is the source of you power. It was given to you by the king and without it you feel that you will not be able to use you keen intellect anymore.
Personal Goal:
Inflict pain. - lots of pain. Be the person to execute someone. This is achieved by being the first to vote for someone who is then lynched that day.
Background:
People generally do not realise the difficulty you go through every day. Being a jester and trying to please the courts of a moody King is no mean feat. Early in the job you came to realise that, your survival really came down to how fast you could suggest a painful games at the expensive of another, before you yourself become involved in somebody else's suggestion.
And so you are here once again to Party with the King, pity you failed to read your invitation carefully and are stuck hunting werewolves. Not Fun.
Notw XXXVII - Role PM - Autolycus the Fanatical Apprentice
Spoiler sprig :
Autolycus the Fanatical Apprentice
Role:
The Fanatical Apprentice
Alignment:
Innocent
Sanity:
Insane
Victory Condition:
Remove all threats to the King and Town.
Abilities:
Observation - (item dependant) - During the night phase you may select one player to use your ability on. This will reveal if the target is active at night.
Items:
Eyes of Jubilee - Eyes of Jubilee - An orb of seeing. This item enables you to observe if a character is active at night. (Active)
Personal Goal:
Catch 5 people out of bed. Use your ability to catch 5 different people active at night.
Background:
You are a inquisitive person you always have been, even though you are slightly mad. You used to be a poor beggar on the streets after your family kicked you out. All that you retain from your previous life is your grandmothers Orb. You doubt you would have survived at all if it were not for this orb. After having the good fortune to attend a previous royal party, you realised that a Jester is the perfect career for you. You watched the colourful Jester at work and it was magnificent to see his subtle works, watching him hold the Kings ear and suggest tormented games for the other guests to endure. And so the Jester has taken you on as his apprentice and invited you to attend this party. Unfortunately this party involves catching a nasty werewolf but you feel that if you are the one to catch him, you could be celebrated as a hero. You can hardly wait to put your insane mind to the task.
Notw XXXVII - Role PM - Earthling the Zealous Zealot
Spoiler sprig :
Earthling the Zealous Zealot
Role:
The Zealous Zealot
Alignment:
Innocent
Sanity:
Insane
Victory Condition:
Remove all threats to the King and Town.
Abilities:
Visions (Active) - Once per night, you are able to tap into the visions from the Octopus Overlords and determine a selected players Sanity.
Items:
None
Personal Goal:
Mind Stapling. ensure that Choxorn the Dancing Bear is killed.
Background:
You were adjusting the mainsail, getting ready to head home after a long day at sea, when suddenly you felt it. A terrible presence situated thousands of feet beneath you. You thought you were going mad, until you saw your expression mirrored on the faces of your crew. Something was down there, and had you known then what it was, you would have headed for the shore and never sailed out again. But that was then, and now your mind is fully open to the Octopus Overlords. The madness sweeps over in waves, it helps the Overlords communicate with you, it tells you want to say and do. Visions they show you, madness is the key you need to unlock the mysteries of those visions. You wish for others to join you in the madness, it is clear that the Dancing Bear refuses to cooperate; his mind is just not on a level that will be able to communicate with the Overlords. If he cant join then he is of no use and must be killed.
Notw XXXVII - Role PM - Robbiecon the Dwarven Druid
Spoiler sprig :
Robbiecon the Dwarven Druid
Role:
The Dwarven Druid
Alignment:
Werewolf
Sanity:
Sane
Victory Condition:
Overpower the Town and Kill the King.
Abilities:
Implant - (item dependent) Once a night, using your Surgical tools' you may insert one of your Bombs (or another item) into another party guest.
Detonate (item dependent) - At any time, you may pulled the trigger on your detonator.
Items:
Surgical Tools Allows you to Implant an Item inside another person. This ability will RoleBlock the Target and hide an Item inside them. (Active)
Detonator Appears to be a Metal Box with a button on it. Allows you to Detonate all active bombs. Bombs in your Factions possession are automatically inactive. (Active)
Worn Ring Appears to be a normal Ring Bomb
Shiny Amulet Appears to be a normal Amulet Bomb
Silver Coin Appears to be a normal Coin Bomb
Personal Goal:
Make at least Five people Explode at once. Unfortunately you have not figured out how to control which bombs explode. It is all or none. The best way to win will be to surprise the King and Innocent Faction. Implant your bombs into at least Five people and Detonate them.
Background:
You have always loathed the King, that evil man who thinks he is better than everyone else. Well, you know for a fact that he is not greater than you. You are greatest Druid the world has seen, the world just doesnt know it yet. You have developed an amazing technology that no one has seen before, a soft and chemically inert explosive compound. The trouble with normal explosive is that they explode with the slightest spark but not so for your invention. Better yet, you can remotely activate the explosive. As soon as you invented this, you knew that you could take over the world. The world would fear you for your ability and bow down before you. Such ambition you have. But the first step of many steps is to get rid of the troublesome & insane King.
You have found some others who are not happy with the status quo and convinced them to help you. The Feisty Mimic is a Werewolf and will provide useful distraction. The Blacksmith is the Brawn and will keep a look out and he is also holding the rest of your Bombs. As well as being a skilled Druid, you are also a sharp eyed surgeon. The best way to ensure an item is with the intended target is to implant it inside them. Of course, you can just give the item away but there is no way to know that the recipient will keep it.
Notw XXXVII - Role PM - Rhawn the Glorious Harlequin
Spoiler sprig :
Rhawn the Glorious Harlequin
Role:
The Glorious Harlequin
Alignment:
Innocent
Sanity:
Sane
Victory Condition:
Remove all threats to the King and Town.
Abilities:
Educated (Active) - At night you may study any item in your possession for hidden abilities.
Items:
Blue Whistle A normal whistle. Makes a high pitched sound when blown.
Personal Goal:
Animal Freedom. Ensure that both the Dancing bear and the Cute Bear-Cub survive.
Background:
You are a rare find in Jubilee, someone with an Education is far from normal. Also it is abnormal that you are a educated Harlequin. Even more abnormal is that you are completely sane. Normally, most of you kind are wild and run around the countryside catching animals and other wild creatures and while your heart does belong out in the open and wild world, it is the study of animals that most interest you.
Long ago you captured a great bear. Such a difficult task it was, he was like no other bear. It was clear from his movement and his elusiveness that he was completely sentient. You had to capture him, you just had to. You knew that the bear was important for your studies. A long time has past since then and while there was great animosity between you in the beginning, you feel that you have started to develop a friendship. So when a werewolf started ripping through the population, you knew that the Dancing Bear would be an asset in the capture of said werewolf.
Notw XXXVII - Role PM - Choxorn the Dancing Bear
Spoiler sprig :
Choxorn the Dancing Bear
Role:
The Dancing Bear
Alignment:
Innocent
Sanity:
Sane
Victory Condition:
Remove all threats to the King and Town.
Abilities:
Bear Protection (Active) - At night you may choose to protect one person. You will guard them from any intruders.
Bear Fury (Passive) - You fear no werewolf and are immune to any werewolf attack against you.
No Items (Passive) - You have no pockets nor use for any item.
Items:
None
Personal Goal:
Survive. Survive to the end of the game. Regardless of who completes their VC, you will escape Alive.
Background:
Long ago you were captured, you hold no more animosity towards the Harlequin, you just long for freedom. You heard the Harlequin read out the invitation and, of course, heard the part about catching the werewolf. He begged you to come to the Palace to help but you had no interest, after all the werewolf was not your problem. In the end, the Harlequin offered you the only thing that could entice you to help Freedom.
Notw XXXVII - Role PM - dcmort93 the Bloody Butcher
Spoiler sprig :
dcmort93 the Bloody Butcher
Role:
The Bloody Butcher
Alignment:
Innocent
Sanity:
Sane
Victory Condition:
Remove all threats to the King and Town.
Abilities:
Detection - (Active) - At night you may scan someone for items, this scan will reveal any hidden items as well, whether the targeted player knows of them or not.
Items:
Butchers Knife - A normal tool you use would use every day, you would never use it on people though. Could be dangerous in the wrong hands though.
Personal Goal:
Lost & Found. - Successfully scan someone who is holding a hidden object.
Background:
You love the town of Jubilee, it is such a fun place to live. You were not originally from the town, you have explored most of the known world and visits all the major races, but you found the Jubilee was the one place you wanted to settle. People might call you crazy for this but unlike most of the towns inhabitants you have kept your sanity. Well, except for one small quirk.
You have a rather weird curiosity, you love trying to find stuff. It might stem from working with dead animals all day. You love to slice open animal stomachs and see what is hidden in their entrails. People would be surprised by what you find there. Not you though, you probably have seen it all. Well almost, you haven't had any dealings with werewolves before.
Notw XXXVII - Role PM - j65536d the Crazy Orphan
Spoiler sprig :
j65536d the Crazy Orphan
Role:
The Crazy Orphan
Alignment:
Innocent
Sanity:
Insane
Victory Condition:
Remove all threats to the King and Town.
Abilities:
Puzzle Analysis (Passive) You can determine who is holding your trinket which is the Difficult Puzzle Item. If the puzzle is left in a players possession over night, you are able to determine their Sanity.
The Item is currently in the hands of The13thRonin the Raving Lunatic. It is clear that he is Insane
Items:
None
Personal Goal:
Puzzle Solver. Only the Insane can Solve your puzzle. Your goal is to have Four People solve the puzzle. (excluding the Lunatic)
Background:
Your parents used to be Merchants, they sold many fantastic items, of which, only the Difficult Puzzle remains. Your Parents were unfortunately killed by a roving band of Werewolves. Watching your parents get ripped apart is enough to drive anyone a crazy. It is probably fortunate that you are crazy, It is highly unlikely that you would have been able to survive on your own if you were not. When you are in the crazy world, begging and thievery are just mere games, challenges for the mind and body. The recent spate of Killings by werewolves has reignited the memory of your parents death and but also a passion for revenge. Perhaps this werewolf is the one responsible, Maybe you can be the one to bring it to justice.
Notw XXXVII - Role PM - Daveshack the Hardy Blacksmith
Spoiler sprig :
Daveshack the Hardy Blacksmith
Role:
The Hardy Blacksmith
Alignment:
Werewolf
Sanity:
Sane
Victory Condition:
Overpower the Town and Kill the King.
Abilities:
Shadow-meld (Active) - During the Night, you are able to bend into the darkness and follow anyone of your choice. You will be able to see who they interact with, as well as who interacts with them, if any.
Backpack - (item dependent) - Allows you to carry an extra 5 Items
Items:
Large Backpack Allows you to carry an extra 5 Items (Passive)
Silver Flask Appears to be a normal Flask, there is something in there but it wont come out. Bomb
Iron Hammer Appears to be a normal Hammer Bomb
Pocket Watch Appears to be a normal Watch Bomb
Rusty Saw Appears to be a normal Saw Bomb
Porcelain Vase Appears to be a normal Vase, there is nothing inside. Bomb
Leather Gloves Appears to be a normal pair of Gloves Bomb
Yellow Lamp Appears to be a normal Lamp Bomb
Broken Horseshoe Appears to be a normal Horse but broken Bomb
Noisy Clarinet Appears to be a normal Clarinet albeit out of tune Bomb
Personal Goal:
Trigger Man use the Detonator item to cause at least One person to explode.
Background:
You belong to the Council of Esus and are a formidable spy. The Council has had many dealings with the Laughing King, but he is a shrewd negotiator and has made things very difficult for the Council in the past. You have been tasked to help overthrow the King. Your partner in-crime is the Dwarven Druid who has developed and interesting device, a detonator which can remotely detonator explosives with the press of a button. Oh how you would love to get your hands on the explosive detonator. The Council of Esus would pay you a fortune for the device. But getting it might not be that simple. Will the Dwarven Druid let you have it? Either way, there is another member of the Council here to observe the device in action. If you can get your hands on the detonator and Kill at least one person with it, you are sure that you will be well rewarded.
Notw XXXVII - Role PM - Duke Blackstone the Mighty Dragon Slayer
Spoiler sprig :
Duke Blackstone the Mighty Dragon Slayer
Role:
The Mighty Dragon Slayer
Alignment:
Innocent
Sanity:
Insane
Victory Condition:
Remove all threats to the King and Town.
Abilities:
Self Defence- (Item Dependent) The presence of your large Sword is bound to keep attackers like werewolves away.
Items:
Dragon Sword A huge sword used for killing dragons. Suitable for other Large Creatures as well. While carrying this item you are immune to attack from any werewolves. (Passive)
Dragon Head the head of the previous Dragon you defeated. Can be used as a magical ingredient. But you require it to claim the bounty that was placed on the Dragon.
Personal Goal:
Do not lose your Bounty You need the dragon head to claim the bounty. Ensure an innocent victory and survive to the end of the game while still in possession of the Dragon head Item.
Background:
You have to be insane to chase after Dragons and Insane you are. You have never been in Belseraph lands before and it certainly has been quite a marvel. You were on your way back from defeating a rather nasty Dragon and decided to rest in the town of Jubilee to heal your wounds. Being insane, you actually fit in quite well with the Belseraph Crowd. Werewolves are not really you thing but you think they cant be any worse than Dragons, after all, Werewolves dont breathe fire. Well since you here you might as well enjoy yourself and maybe help out in catching the werewolf.
P.S. That Cookie from the King was delicious.