Coloursfall
THIS IS HOW WE BLEED
---THE INFO
-I will need at least 17 players
-Please do not converse outside this thread, unless you are mafia or the lovers
-All actions not sent in are randomized
-First Night will have 48 hours, and all other 24. All days will be 24 hours.
---THE ROLES
---Mafia
The Rogue -
“You look surprised to see me. If you’d been paying attention, you might still be alive.”
Rogues are cunning and elusive adversaries. Rogues slip into and out of shadows on a whim, pass anywhere across the field of battle without fear of reprisal, and appear suddenly only to drive home a lethal blade.
The Rogue is the head of the Mafia, and carries out all hits during the night with a flash and twist of his twin daggers. He discusses with his fellow Party members, and if there are any disagreements on a target, he has the final word.
The Bard -
“The clash of blades, a note.
A battle fought, a verse.
The hero’s war, a song.”
Bards are artists first and foremost, and they practice magic just as they practice song, drama, or poetry. They have a clear sense of how people perceive reality, so they master charm magic and some illusions
The Bard is a bit more reluctant to take up the blade than his party members, but will do so all the same. When the Rogue has been killed, he takes up his role.
The Paladin -
“I am the righteous shield of Bahamut and a sword in his mighty hand! I fear no evil!”
Paladins are indomitable warriors who’ve pledged their prowess to something greater than themselves. Paladins smite enemies with divine authority, bolster the courage of nearby companions, and radiate as if a beacon of inextinguishable hope. Paladins are transfigured on the field of battle, exemplars of divine ethos in action.
Once in the game, the Paladin may select one of his Party Members and defend them from all night actions, taking all hits upon himself instead.
---
Doppelganger -
The consummate shapechanger, a doppelganger can bring entire kingdoms to ruin through duplicity and subterfuge without ever drawing a sword.
The Doppelganger is not part of the Party, but wishes to be. She aspires to be one of them quite desperately, enough to kill herself in their honour. At any time during the day, the Doppelganger may choose to cast an explosive spell over herself and one player of her choosing, killing both. She inspects and dies Innocent.
---Innocent
Beholder -
With their deadly eye rays and voracious nature, beholders are among the most powerful and most feared of monsters. Beholders have many eyes on stalks, and one large central eye, and each one can cast spells and see in many directions at once.
Once a night, the Beholder may choose one player to inspect with their magical eyes, and will determine their alignment. Some roles may give misleading information, however.
Couatl -
Couatls are benevolent celestial serpents known for their hatred of demons and other forces of evil and chaos. The couatls' benevolent reputation is only partly deserved. Although they are driven in their hatred of evil, couatls are single-minded in their dedication to their specific plans, whether protecting a village, propelling a chosen creature on a path of destiny, or preventing a planar breach.
Once a night, the Couatl may select one player to cast a magical protective spell over, which will protect them from death for the night. However, his spell may clash with that of the Unicorn if cast on the same target, causing death.
Unicorn -
Renowned for their grace and beauty, unicorns hail from the Feywild and are sometimes called to the natural world to guard forests or lakes. Some mortals hunt unicorns for their horns, which are reputed to have powerful healing and magical properties.
Once a night, the Unicorn may select one player to cast a magical protective spell over, which will protect them from death for the night. However, his spell may clash with that of the Couatl if cast on the same target, causing death.
Spring Nymph -
Of the fey, the Nymphs are the wildest and most capricious. Their beauty-the splendour of raw, unbridled nature-is so sublime that even demigods and divine exarchs have sought the nymphs as brides. Myriad sensation is a spring nymph's one desire. When her tantalizing mind games grow tiresome, a spring nymph longs for pleasure derived from the physical games mortals play. A spring nymph revels in longing, love, and struggle.
On the first night, the Spring Nymph selects one player as her Lover. For the rest of the game, her and her lover are bound by the magic of love, and may communicate as they so desire. But, if one of their pair dies from any means, the other will kill themselves out of grief.
Owlbear -
Owlbears are dangerous predators of the Feywild that made their way to the natural world long ago. They typically lair in forests and shallow caves. They can be active during the day or night, depending on the habits of the available prey. Adults live in mated pairs and hunt in packs, leaving their young in the lair.
The Owlbear may select one player every other night, starting on night two, and attack and kill them.
Lady of Spiders -
The greatest of Lolth's priestesses hope to attain the title of Lady of Spiders. Only sixty-six of these fearsome priestesses exist. The only way for an ambitious priestess to attain the title is to slay one of those sixty-six in order to clear room for herself.
The Lady of Spiders loves her dear pet, the Lolth's Reaver, very much. So much so that if he were to die, she would seek out and slaughter one play in the name of vengeance.
Lolth's Reaver -
The most favoured among Lolth's spiders are weaned on the blood of elves, eladrin , angels, and demons. In time, they grow to monstrous size. These beasts serve as pets, guardians, and mounts in Lolth's mightiest temples.
The Lolth's Reaver is faithful to his mistress, the Lady of Spiders, and if she is killed by any means, he will hunt and kill one player in revenge.
Sphinx -
Some say the Gods created Sphinxes to test the mettle of heroes or to protect sacred locations; others say they are primordials birthed in a time before gods. Sphinxes love toying with their prey. If the victim plays along with the riddles, a sphinx might continue to ask riddles rather than attack outright.
Once a night, the Sphinx may select a player to corner with her riddles, making sure they cannot escape. The player spends the entire night answering her riddles, and as such cannot preform their night action.
Angel of Protection -
An Angel of Protection never steps outside the role of guardian and caretaker. Its ward is often chosen for it, either by its god or by the one who summons it. It is said that no Angel of Protection has ever left its ward except by being killed in that ward’s defence.
Each night, the Angel of Protection may select a Ward. If the Angel's Ward is targeted for death by any means except Heal Clash, the Angel will die in the stead of his Ward. The Angel may select the same Ward as many times as he likes.
Aboleth -
Aboleths are hulking amphibious creatures that hail from the Far Realm, a distant and unfathomable plane. They live in the Underdark, swimming through drowned crannies or creeping through lightless tunnels and leaving trails of slimy mucus in their wake. Malevolent and vile, aboleths bend humanoid creatures to their will, and more powerful aboleths can transform their minions into slimy horrors.
With his psychic powers and vast intelligence, Aboleths are privy to things that which most will know not. Once a night, the Aboleth may ask the Game Master one yes or no question pertaining to the game and receive an answer.
Hag -
Hags are the keepers of secrets, all of which they jealously guard from other creatures. These secrets are gained through foul divinations, pacts with humanoids, and a network of portals that connects hags throughout the Feywild and the mortal world.
Once a night, the Hag will choose a dead player and a living target. She will take that player's night action and target the living player with it, if is applies. She will not be told what the action she channelled was.
---Alien
The Tarrasque -
The tarrasque is a living engine of destruction created by the primordials to obliterate the works of the gods. It sleeps within the world’s core, stirring occasionally. When it wakes, it burrows up to the surface and begins a continentwide rampage.
If the Terrasque is targeted by the Party, the beast will not be killed; instead it will become Active. When Active, if the Terrasque is executed during the day, it will instead go on a rampage, indiscriminately slaughtering all living players. This is the only way the Terrasque may win. The Terrasque inspects and dies Innocent when Inactive, but inspects and dies Mafia when Active. The Terrasque may be killed when Active during the night without rampage.
--- Variable
Dragon -
Dragons are diverse creatures, appearing in at least twenty-five varieties within five major families. All dragons share certain characteristics—notably the legged and winged shape of their reptilian bodies—but within each family there are even stronger similarities.
The Dragon may choose a side to support - Mafia or Innocent. If she selects Mafia, she may join their discussions and is treated as under the Bard. But there is not just one kind of dragon, oh no. The dragon will have to pick one colour of dragon to take the power of, and cannot change that once selected. No matter what side, the Dragon will inspect and die as Innocent.
Red: The power of the Red Dragon is one of heat. When the Red Dragon is selected, the Dragon may, once a game, chose a time to end the night phase early. Any actions not sent in before the Dragon's are ignored instead of randomized.
Black: The power of the Black Dragon is one of stealth. If the Black Dragon is selected, the Dragon may hide in her swamp, which will give her a 50% chance to avoid any night action targeting her, randomized by the Game Master. This also includes positive actions, however, such as healing.
Blue: The power of the Blue Dragon is one of lightning. Once during the game, the Dragon may use their power, unleashing a great bolt of lightning to scramble all night actions to take a random target.
Green: The power of the Green Dragon is one of sleep. Once a night, the Dragon may select a player to use her breath weapon on. The selected player is put to sleep by the Dragon's gaseous breath, and cannot take part in the day's discussion.
White: The power of the White Dragon is one of freezing. Every night, the Dragon may select one player to cast her icy breath over, encasing them in ice until the sunrise. When this is done, the targeted player may not make or be effected by night actions.
Purple: The power of the Purple Dragon is one of mind-reading. She may stalk one player every other night, and determine their alignment.
Silver: The power of the Silver Dragon is one of healing. When this role is chosen, the Dragon will behave as a Doctor, but with one difference: if she selects the same target as a Doctor role, they do not clash, and if she somehow selects the same target as BOTH doctors, then the target will not die. This role may only be selected by an Innocent-aligned Dragon.
-I will need at least 17 players
-Please do not converse outside this thread, unless you are mafia or the lovers
-All actions not sent in are randomized
-First Night will have 48 hours, and all other 24. All days will be 24 hours.
---THE ROLES
---Mafia
The Rogue -
“You look surprised to see me. If you’d been paying attention, you might still be alive.”
Rogues are cunning and elusive adversaries. Rogues slip into and out of shadows on a whim, pass anywhere across the field of battle without fear of reprisal, and appear suddenly only to drive home a lethal blade.
The Rogue is the head of the Mafia, and carries out all hits during the night with a flash and twist of his twin daggers. He discusses with his fellow Party members, and if there are any disagreements on a target, he has the final word.
The Bard -
“The clash of blades, a note.
A battle fought, a verse.
The hero’s war, a song.”
Bards are artists first and foremost, and they practice magic just as they practice song, drama, or poetry. They have a clear sense of how people perceive reality, so they master charm magic and some illusions
The Bard is a bit more reluctant to take up the blade than his party members, but will do so all the same. When the Rogue has been killed, he takes up his role.
The Paladin -
“I am the righteous shield of Bahamut and a sword in his mighty hand! I fear no evil!”
Paladins are indomitable warriors who’ve pledged their prowess to something greater than themselves. Paladins smite enemies with divine authority, bolster the courage of nearby companions, and radiate as if a beacon of inextinguishable hope. Paladins are transfigured on the field of battle, exemplars of divine ethos in action.
Once in the game, the Paladin may select one of his Party Members and defend them from all night actions, taking all hits upon himself instead.
---
Doppelganger -
The consummate shapechanger, a doppelganger can bring entire kingdoms to ruin through duplicity and subterfuge without ever drawing a sword.
The Doppelganger is not part of the Party, but wishes to be. She aspires to be one of them quite desperately, enough to kill herself in their honour. At any time during the day, the Doppelganger may choose to cast an explosive spell over herself and one player of her choosing, killing both. She inspects and dies Innocent.
---Innocent
Beholder -
With their deadly eye rays and voracious nature, beholders are among the most powerful and most feared of monsters. Beholders have many eyes on stalks, and one large central eye, and each one can cast spells and see in many directions at once.
Once a night, the Beholder may choose one player to inspect with their magical eyes, and will determine their alignment. Some roles may give misleading information, however.
Couatl -
Couatls are benevolent celestial serpents known for their hatred of demons and other forces of evil and chaos. The couatls' benevolent reputation is only partly deserved. Although they are driven in their hatred of evil, couatls are single-minded in their dedication to their specific plans, whether protecting a village, propelling a chosen creature on a path of destiny, or preventing a planar breach.
Once a night, the Couatl may select one player to cast a magical protective spell over, which will protect them from death for the night. However, his spell may clash with that of the Unicorn if cast on the same target, causing death.
Unicorn -
Renowned for their grace and beauty, unicorns hail from the Feywild and are sometimes called to the natural world to guard forests or lakes. Some mortals hunt unicorns for their horns, which are reputed to have powerful healing and magical properties.
Once a night, the Unicorn may select one player to cast a magical protective spell over, which will protect them from death for the night. However, his spell may clash with that of the Couatl if cast on the same target, causing death.
Spring Nymph -
Of the fey, the Nymphs are the wildest and most capricious. Their beauty-the splendour of raw, unbridled nature-is so sublime that even demigods and divine exarchs have sought the nymphs as brides. Myriad sensation is a spring nymph's one desire. When her tantalizing mind games grow tiresome, a spring nymph longs for pleasure derived from the physical games mortals play. A spring nymph revels in longing, love, and struggle.
On the first night, the Spring Nymph selects one player as her Lover. For the rest of the game, her and her lover are bound by the magic of love, and may communicate as they so desire. But, if one of their pair dies from any means, the other will kill themselves out of grief.
Owlbear -
Owlbears are dangerous predators of the Feywild that made their way to the natural world long ago. They typically lair in forests and shallow caves. They can be active during the day or night, depending on the habits of the available prey. Adults live in mated pairs and hunt in packs, leaving their young in the lair.
The Owlbear may select one player every other night, starting on night two, and attack and kill them.
Lady of Spiders -
The greatest of Lolth's priestesses hope to attain the title of Lady of Spiders. Only sixty-six of these fearsome priestesses exist. The only way for an ambitious priestess to attain the title is to slay one of those sixty-six in order to clear room for herself.
The Lady of Spiders loves her dear pet, the Lolth's Reaver, very much. So much so that if he were to die, she would seek out and slaughter one play in the name of vengeance.
Lolth's Reaver -
The most favoured among Lolth's spiders are weaned on the blood of elves, eladrin , angels, and demons. In time, they grow to monstrous size. These beasts serve as pets, guardians, and mounts in Lolth's mightiest temples.
The Lolth's Reaver is faithful to his mistress, the Lady of Spiders, and if she is killed by any means, he will hunt and kill one player in revenge.
Sphinx -
Some say the Gods created Sphinxes to test the mettle of heroes or to protect sacred locations; others say they are primordials birthed in a time before gods. Sphinxes love toying with their prey. If the victim plays along with the riddles, a sphinx might continue to ask riddles rather than attack outright.
Once a night, the Sphinx may select a player to corner with her riddles, making sure they cannot escape. The player spends the entire night answering her riddles, and as such cannot preform their night action.
Angel of Protection -
An Angel of Protection never steps outside the role of guardian and caretaker. Its ward is often chosen for it, either by its god or by the one who summons it. It is said that no Angel of Protection has ever left its ward except by being killed in that ward’s defence.
Each night, the Angel of Protection may select a Ward. If the Angel's Ward is targeted for death by any means except Heal Clash, the Angel will die in the stead of his Ward. The Angel may select the same Ward as many times as he likes.
Aboleth -
Aboleths are hulking amphibious creatures that hail from the Far Realm, a distant and unfathomable plane. They live in the Underdark, swimming through drowned crannies or creeping through lightless tunnels and leaving trails of slimy mucus in their wake. Malevolent and vile, aboleths bend humanoid creatures to their will, and more powerful aboleths can transform their minions into slimy horrors.
With his psychic powers and vast intelligence, Aboleths are privy to things that which most will know not. Once a night, the Aboleth may ask the Game Master one yes or no question pertaining to the game and receive an answer.
Hag -
Hags are the keepers of secrets, all of which they jealously guard from other creatures. These secrets are gained through foul divinations, pacts with humanoids, and a network of portals that connects hags throughout the Feywild and the mortal world.
Once a night, the Hag will choose a dead player and a living target. She will take that player's night action and target the living player with it, if is applies. She will not be told what the action she channelled was.
---Alien
The Tarrasque -
The tarrasque is a living engine of destruction created by the primordials to obliterate the works of the gods. It sleeps within the world’s core, stirring occasionally. When it wakes, it burrows up to the surface and begins a continentwide rampage.
If the Terrasque is targeted by the Party, the beast will not be killed; instead it will become Active. When Active, if the Terrasque is executed during the day, it will instead go on a rampage, indiscriminately slaughtering all living players. This is the only way the Terrasque may win. The Terrasque inspects and dies Innocent when Inactive, but inspects and dies Mafia when Active. The Terrasque may be killed when Active during the night without rampage.
--- Variable
Dragon -
Dragons are diverse creatures, appearing in at least twenty-five varieties within five major families. All dragons share certain characteristics—notably the legged and winged shape of their reptilian bodies—but within each family there are even stronger similarities.
The Dragon may choose a side to support - Mafia or Innocent. If she selects Mafia, she may join their discussions and is treated as under the Bard. But there is not just one kind of dragon, oh no. The dragon will have to pick one colour of dragon to take the power of, and cannot change that once selected. No matter what side, the Dragon will inspect and die as Innocent.
Red: The power of the Red Dragon is one of heat. When the Red Dragon is selected, the Dragon may, once a game, chose a time to end the night phase early. Any actions not sent in before the Dragon's are ignored instead of randomized.
Black: The power of the Black Dragon is one of stealth. If the Black Dragon is selected, the Dragon may hide in her swamp, which will give her a 50% chance to avoid any night action targeting her, randomized by the Game Master. This also includes positive actions, however, such as healing.
Blue: The power of the Blue Dragon is one of lightning. Once during the game, the Dragon may use their power, unleashing a great bolt of lightning to scramble all night actions to take a random target.
Green: The power of the Green Dragon is one of sleep. Once a night, the Dragon may select a player to use her breath weapon on. The selected player is put to sleep by the Dragon's gaseous breath, and cannot take part in the day's discussion.
White: The power of the White Dragon is one of freezing. Every night, the Dragon may select one player to cast her icy breath over, encasing them in ice until the sunrise. When this is done, the targeted player may not make or be effected by night actions.
Purple: The power of the Purple Dragon is one of mind-reading. She may stalk one player every other night, and determine their alignment.
Silver: The power of the Silver Dragon is one of healing. When this role is chosen, the Dragon will behave as a Doctor, but with one difference: if she selects the same target as a Doctor role, they do not clash, and if she somehow selects the same target as BOTH doctors, then the target will not die. This role may only be selected by an Innocent-aligned Dragon.
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