Day 1:
"To: The Mayor of Commoner's Village
From: The Constabulary of Luna
To Whom It May Concern,
For many years, the fair city of Luna has been plagued by theives belonging to a guild. Our recent efforts to try and remove the Theives' Guild from our city have been for the most part successful; however, there is some concern that theives from Luna may enter and try to establish footholds in smaller villages. We have reason to believe that a small number of them may have entered your village, and integrated themselves into your local community. Take caution.
Signed, Constable F. Leon"
This is the note found on the body of Deckmaster, a courier sent from Luna to Commoner's Village. He lies dead on the footsteps of the Mayor's house. A dagger is in his back.
Deckmaster, a courier, was assassinated.
The Roster:
1. Atreyu the Masked Llama
2. DarkCorax
3. Exachix
4. Gnome Barbarian
5. Vonriel
6. Warpfire777
7. weebl
The Graveyard:
Deckmaster, a courier, was assassinated on Night 0.
Bassetking, a Druid and the Cleric, was lynched on Day 1.
Castaras, a Druid and the Ranger, was assassinated on Night 1.
Inky13112, a Commoner, was lynched on Day 2.
Kantur, a Commoner, was auto-lynched on Day 2.
Kyrian, a Druid, was assassinated on Night 2.
Pingcode20, the Shadowdancer, was lynched on Day 3.
Lord Fullbladder, a Rogue, was auto-lynched on Day 3.
Captain van der Decken, a Druid and the Wizard, was assassinated on Night 3.
janusnori, the Blackguard, was lynched on Day 4.
[Insert Neat Username Here], a Commoner and the Monk, was auto-lynched on Day 4.
Raistlin1040, a Commoner, was auto-lynched on Day 4.
Alarra, a Commoner, was assassinated on Night 4.
Shadow, a Rogue, was lynched on Day 5.
Rumda, a Commoner and the Sorcerer, was auto-lynched on Day 5.
Helgraf, a Commoner and the Bard, was assassinated on Night 5.
Zeb the Troll, a Commoner, was lynched on Day 6.
Selrahc, a Commoner, was auto-lynched on Day 6.
Strategos, a Commoner and the Rookie, was auto-lynched on Day 6.
Emerald Rose, a Commoner and the Barbarian, was assassinated on Night 6.
Ink, a Rogue, was killed by the Barbarian on Night 6.
The Roles:
Barbarian: Rage: The Barbarian can take out 1 other person when killed. If lynched, the Barbarian can take out one of his accusers; if assassinated, he will take out a Rogue at random. If killed by other means, he takes out his attacker. May be good, evil or neutral, and either a Commoner or a Rogue.
Bard: Works the Illusionist/Witch/Warlock. False Vision: He can make 1 player appear to have a different role and alignment to Investigate or Hide in Plain Sight, but not to Detect Good/Evil or Track. May be good, evil or neutral, and either a Commoner or a Rogue.
Blackguard: The Paladin's evil counterpart. Detect/Smite Good: As one of Evil's most resolute champions the Blackguard's ultimate objective is to eradicate good above all else. The Blackguard can either "Detect Good" at night, or kill someone who's Good. Detect Good shows the Blackguard a player's alignment, but not their role. The Blackguard can only kill someone they've detected as Good. Wins if all Good players are killed. Must be evil and a Rogue.
Chief: Works like the Seer. Investigate: Can see if someone is a Commoner or a Rogue, their alignment, and if they have a special role. Must be Good and cannot be a Rogue.
Cleric: Raise Dead: The Cleric can raise 1 player from the dead 1 time during the game. This person can't vote, be voted for, or be assassinated for 3 days. This person has a chance of having their alignment switched upon resurrection. The Cleric cannot use this ability on himself. This action does not reveal the Cleric. Even after they use this ability, they will still be revealed as the Cleric when killed. May be good, evil or neutral, and either a Commoner or a Rogue.
Commoner: Works like the Villager. Basically, it means you are not a Rogue. May be good, evil or neutral.
Druids: Works like the Masons. They know each other and know that the other druids are not Rogues. May be good, evil or neutral, but cannot be a Rogue.
Duelist: Works like the Baner. Canny Defense: He can protect 1 other person or himself from assassination every night. May be good, evil or neutral, but cannot be a rogue.
Fighter: A veteran of many battles, the Fighter can defend himself from almost any attack. Although even his skill and determination can be overcome. Combat Expertise: The Fighter has a 50% chance of surviving a Smite Good/Evil or assassination, but not an attack by a Sorcerer or Wizard with an offensive ability. May be good, evil or neutral, and either a Commoner or a Rogue.
Monk: Evasion: Having reached the pinnacle of Monkhood, perfecting both Body and Mind, the Monk can survive blows that would kill a normal person. The first time the Monk is killed in any way (except autolynching), the result is ignored and the player revealed as the Monk. If he is resurrected, he regains use of Evasion. May be good, evil or neutral, and either a Commoner or a Rogue.
Paladin: Detect/Smite Evil: As one of Good's most resolute champions the Paladin's ultimate objective is to eradicate evil above all else. The Paladin can either “Detect Evil” at night, or kill someone who’s Evil. Detect Evil shows the Paladin a player's alignment, but not their role. The Paladin can only kill someone that they‘ve detected as Evil. Wins if all Evil players are killed. Must be good and cannot be a Rogue.
Ranger: Track: The Ranger can tell who is a Rogue and who isn't. Works like the Chief, only he can't see roles beyond Rogue and Commoner. Track is not affected by False Vision. May be good, evil, or neutral, but cannot be a Rogue.
Rogue: Works like the Wolf. The Rogues vote every night to decide who to assassinate. Their goal to is to take over the village. They will do this by assassinating the Commoners one by one until their numbers are equal. May be good, evil, or neutral.
Rookie: Works like the Fool. Thinks he's the Chief. Investigate: Tries to see if someone is a Commoner or a Rogue and their alignment, but gets a random result instead. Sees the Chief as the Rookie. If the Chief is killed, he becomes the Chief for real, including becoming good if he is not already. Thinks he is good, whether he really is or not, and cannot be a Rogue.
Shadowdancer: Works like the Devil. Hide in Plain Sight: He can spy on people from the shadows and see if they have a special role. Must be evil and a Rogue.
Sorcerer: Power Over Versatility: Picks 1 of 7 schools at the start of the game and gains an ability based on that school. The ability will be more powerful than either of the Wizard's abilities. May be good, evil, or neutral, and either a Commoner or a Rogue.
Wizard: Versatility Over Power: Picks 2 of 7 schools at the start of the game and gains abilities based on those schools. Neither ability will be as powerful as the Sorcerer's lone ability. Can still only use 1 ability per night. May be good, evil, or neutral, and either a Commoner or a Rogue.
Night 5 ends at 7:00 PM, EST Saturday