|
Roles
Apr 13, 2011 8:53:16 GMT
Post by CatInASuit on Apr 13, 2011 8:53:16 GMT
A brief description of the roles in the game
|
|
|
Roles
Apr 13, 2011 8:57:13 GMT
Post by CatInASuit on Apr 13, 2011 8:57:13 GMT
PR1 - Link Splitter - a little device that disables the transmitter in the wedlock ring, which means that if a ring is detonated then it will either not send out the signal to detonate the other ring, or it ensures the disabled transmitter will not receive the command to detonate.
As it is a device, you are also free to pass it to any other player for them to use instead of using the device at Night. The new player will only know that they have a device to use and not who it has come from.
|
|
|
Roles
Apr 13, 2011 9:00:29 GMT
Post by CatInASuit on Apr 13, 2011 9:00:29 GMT
PR2 - SafetyMan - Each collar has a safety switch that can be used to prevent them from exploding. This device activates that switch so even if a signal is received, the explosives will not go off. But it will not prevent a signal being sent out or received. Of course, the safety resets after a few hours back to a live state.
As it is a device, you are also free to pass it to any other player for them to use instead of using the device at Night. The new player will only know that they have a device to use and not who it has come from.
|
|
|
Roles
Apr 13, 2011 9:02:14 GMT
Post by CatInASuit on Apr 13, 2011 9:02:14 GMT
PR3 - Jammer - A one shot shot device that will jam all outward detonation signals sent on one Night by other wedlock rings.
PR3 - Collar Man - Each Night you can use a scanning device to check the status of a collar and see what it currently is.
Transmitter Enabled/Disabled/Duplicated - the transmitter is active, inactive or available on multiple frequencies.
Bomb Enabled/Disabled- the bomb is active or disabled.
As it is a device, you are also free to pass it to any other player for them to use instead of using the device at Night. The new player will only know that they have a device to use and not who it has come from.
|
|
|
Roles
Apr 13, 2011 9:04:18 GMT
Post by CatInASuit on Apr 13, 2011 9:04:18 GMT
PR4 - Thug - A little bit of physical application means that someone will sleep well at Night. If they were going to do something else, well they will wind up sleeping instead.
PR4 - The Backup Man - You're hoping some of your team has bought along something useful. Each Night you can investigate the body of one of the dead to see if they have.
|
|
|
Roles
Apr 13, 2011 9:08:00 GMT
Post by CatInASuit on Apr 13, 2011 9:08:00 GMT
PR5 - Link Tracker - A device that can work out who each Wedlock Ring is linked to and what the current status of that link is. It will not say what side the person is on.
As it is a device, you are also free to pass it to any other player for them to use instead of using the device at Night. The new player will only know that they have a device to use and not who it has come from.
|
|
|
Roles
Apr 13, 2011 9:11:32 GMT
Post by CatInASuit on Apr 13, 2011 9:11:32 GMT
3rd Party - Survivor/Scotsman - The explosive charge for this person starts as broken and they do not count towards the town or scum win condition.
If someone attempts to kill the survivor, it will be noticed and the explosive re-enabled. However, the person linked to them will still be dead.
|
|
|
Roles
Apr 13, 2011 9:16:09 GMT
Post by CatInASuit on Apr 13, 2011 9:16:09 GMT
Scum Roles.
Link Splitter - as PR1
Link Tracker - as PR5
Activator - A small device that sends a directed high frequency pulse that will activate the wedlock ring with a 1 minute countdown causing it to detonate. At the same time, the wedlock ring will also send out the corresponding signal and detonate the linked ring.
The Scum can swap these tools around as they see fit, so any scum can take any of the roles at Night.
If they really wanted they could pass them to the town players instead of using the device as a Night Action.
|
|
|
Roles
Jun 14, 2011 16:25:02 GMT
Post by CatInASuit on Jun 14, 2011 16:25:02 GMT
3rd Party - Mad Bomber/Scotsman - You used to work on them, and now you get to have some fun.
Each Night, you can do one of the following:
Duplicate: Once per Night you can force a collar to accept another frequency you have control over.
Wincon: If you gain control over enough collars, you can force your way off. You need to have at least 4 collars controlled or if there are not enough people, you need to survive to the end.
Scotsman: The explosive charge for this person starts as disabled and they do not count towards the town or scum win condition. However, once the transmitter is activated the bomb will reset to be enabled. This will effective at Night only, during the day this will be noticed and the collar will be force to be activated.
Retributive Strike: If lynched, they can activate onie collar of their choice.
|
|
|
Roles
Nov 16, 2011 11:35:08 GMT
Post by CatInASuit on Nov 16, 2011 11:35:08 GMT
M1/M2 - Mason
Now all the people taking part are supposed to be unknown to each other, but the gang you ran with had links far and wide.
You recognise the tattoos of a fellow member, which act not only as a marker but hidden within each tattoo is a little extra something.
In the presence of another gang member, when activated, it can glow a different colour depending on whether they tell the truth or not. When you ask each other, which team you are on, both of you know that you are on the blue team for certain.
Congrats - you have an ally you can trust, now for the others.
|
|