Nothing
Brownlow Medallist
- Jul 30, 2009
- 11,246
- 18,987
- AFL Club
- Fremantle
Militia
Militia will consist of five players - a well armed but ill-disciplined group. They want control of the world to impose their version of social justice.
Leader - Night Immune. Seers as villager; Gets a seer each night. Can become undead.
2IC - Upon the death of the Leader assumes their position
Psychopath - If they are killed at night, they retaliate and kill the person who targeted them (or the lowest rung of the faction who targeted them) excluding any Night Immune or protected roles
Manipulator - secretly changes one players vote the next day, cannot target the same player on consecutive nights
Roleblocker - picks one player to block all night actions from - for the purpose of roleblock faction kills are performed by the lowest surviving member of that faction
WIN CONDITION - Eliminate all zombies and equal or outnumber the Village and Army.
Army
Army will consist of 5 players - discipline and hierarchy with a focus on the brotherhood. They believe in the rule of law. Martial law.
Colonel - Night Immune. Seers as villager; Gets a seer each night. Can become undead.
Major - Upon death of the Colonel assumes their position
Captain - Can protect a player from kill actions each Night Phase (cannot target the same player in consecutive Night Phases)
Lieutenant - Can escape their first attempted lynch (the next highest vote-getter will be lynched instead)
2nd Lieutenant - No powers, but the Army get an extra kill in the Night Phase following their death (that cannot be Roleblocked)
WIN CONDITION - Eliminate all zombies and equal or outnumber the Village and Militia.
Civilians
Some diverse skills but no apparent leadership and structure.
Doctor - Can protect one other player each night from all actions, cannot pick the same player on consecutive nights. Can self protect.
Seer - Can seer a player each Night Phase; Always gets the correct result (except for those stipulated otherwise)
JOAT - Can either Kill, Protect, Roleblock or Seer a player each Night Phase (can't use the same action on consecutive nights). Use all before repeating.
Mayor - Their lynch vote each Day Phase is worth two votes
Flogs - 3 players that share a PM and have a one off seer, protect and kill
Town Drunk - MUST either Kill, Protect, Roleblock or Seer a player each Night Phase, but either the target or the action will be randomised. Use all before repeating.
Bus Driver - Chooses two players to switch at night, so any actions targeted on one player will instead be targeted at the other (and vice versa)
Serial Killer - Seers as villager (or serial killer - whatever, you're not the boss of me), each night gets one kill
WIN CONDITION - Eliminate all zombies and and equal or outnumber the Army and Militia.
The Undead
Zombie - Seers as zombie (and their role). Each night eats some of the brains of a player. That player becomes a zombie at dawn. Zombies retain their roles but because of the lack of brain they will always be unsuccessful in their actions.
Patient Zero - is the special case. Night immune to all actions (night 1). Seers as villager night 1, then becomes a zombie. The first night they eat some of the brains of two players. Those players become zombies at dawn.
The living lose when Zombies equal or outnumber the living.
Depending on number there might be some adjustments. Ideally start Monday night/Tuesday night so get tagging.
Militia will consist of five players - a well armed but ill-disciplined group. They want control of the world to impose their version of social justice.
Leader - Night Immune. Seers as villager; Gets a seer each night. Can become undead.
2IC - Upon the death of the Leader assumes their position
Psychopath - If they are killed at night, they retaliate and kill the person who targeted them (or the lowest rung of the faction who targeted them) excluding any Night Immune or protected roles
Manipulator - secretly changes one players vote the next day, cannot target the same player on consecutive nights
Roleblocker - picks one player to block all night actions from - for the purpose of roleblock faction kills are performed by the lowest surviving member of that faction
WIN CONDITION - Eliminate all zombies and equal or outnumber the Village and Army.
Army
Army will consist of 5 players - discipline and hierarchy with a focus on the brotherhood. They believe in the rule of law. Martial law.
Colonel - Night Immune. Seers as villager; Gets a seer each night. Can become undead.
Major - Upon death of the Colonel assumes their position
Captain - Can protect a player from kill actions each Night Phase (cannot target the same player in consecutive Night Phases)
Lieutenant - Can escape their first attempted lynch (the next highest vote-getter will be lynched instead)
2nd Lieutenant - No powers, but the Army get an extra kill in the Night Phase following their death (that cannot be Roleblocked)
WIN CONDITION - Eliminate all zombies and equal or outnumber the Village and Militia.
Civilians
Some diverse skills but no apparent leadership and structure.
Doctor - Can protect one other player each night from all actions, cannot pick the same player on consecutive nights. Can self protect.
Seer - Can seer a player each Night Phase; Always gets the correct result (except for those stipulated otherwise)
JOAT - Can either Kill, Protect, Roleblock or Seer a player each Night Phase (can't use the same action on consecutive nights). Use all before repeating.
Mayor - Their lynch vote each Day Phase is worth two votes
Flogs - 3 players that share a PM and have a one off seer, protect and kill
Town Drunk - MUST either Kill, Protect, Roleblock or Seer a player each Night Phase, but either the target or the action will be randomised. Use all before repeating.
Bus Driver - Chooses two players to switch at night, so any actions targeted on one player will instead be targeted at the other (and vice versa)
Serial Killer - Seers as villager (or serial killer - whatever, you're not the boss of me), each night gets one kill
WIN CONDITION - Eliminate all zombies and and equal or outnumber the Army and Militia.
The Undead
Zombie - Seers as zombie (and their role). Each night eats some of the brains of a player. That player becomes a zombie at dawn. Zombies retain their roles but because of the lack of brain they will always be unsuccessful in their actions.
Patient Zero - is the special case. Night immune to all actions (night 1). Seers as villager night 1, then becomes a zombie. The first night they eat some of the brains of two players. Those players become zombies at dawn.
The living lose when Zombies equal or outnumber the living.
Depending on number there might be some adjustments. Ideally start Monday night/Tuesday night so get tagging.
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