» Fri Feb 26, 2010 4:34 am
OOC: Just look at all the roles in the game and if your to lazy I'll do it for you:
Roles
Evil Team:
1. Arch-Werewolf- The Arch-Wolf will be given to a randomly selected player at the beginning of the game. They will be responsible for selecting the targets for the wolf team every night. The Arch-Wolf will be informed of both the wolves’ identities, and will be able to freely PM the Wolves, but not the Warlock. If the Arch-wolf is killed, the most senior Wolf will replace him/her.
2. Werewolves- The Wolves (or Wolf) will be given to a randomly selected player at the beginning of the game. They will be responsible for assisting and advising the Arch-Wolf in whatever capacity the Arch-Wolf wants. The Wolves will be informed of the identities of the rest of the wolf team, and they will be allowed to freely PM any of their fellow wolves, but not the Warlock.
3. Warlock: The Warlock will be responsible for choosing the conversion targets of the wolves. He will be informed of the wolves identities, but unable to PM them. However, he can leave messages for the wolves through the host. The Warlock will only appear as the Warlock to a sneak on conversion nights.
Innocent Roles:
1. Sneak: The Sneak role will be given to a randomly selected player at the beginning of the game. Every day, the sneak will choose a single player to investigate. The sneak will then learn the role of the other player. If the sneak reveals their role, they will be limited to searching a player once every three days.
2. Angel: The Angel(s) role will be given to a randomly selected player at the beginning of the game. They are responsible for submitting one target each night that will be protected from werewolf murder. They will not be able to protect against a conversion.
3. Matchmaker: Bonds two people together in love. If one of the bonded players is killed, the other one dies. The players are allowed to see each others roles and PM each other freely. Any two people can be bonded together, but once bonded; a person cannot be bonded to more people. The matchmaker can use his or her powers once every three days starting on the second day.
4. Masons: Two players who can PM each other, and at the outset of the game are assured of each other’s identity. They also appear as wolves to the sneak. There may be more than one set.