The Cult Member shares a secret channel with the other cultists, where they can communicate among themselves securely. Each night, the cult votes to attack one player.
Details
The Cult Member is part of the cult. After Night 1, the cult can attack one player each night. When the cult leader dies, the cult can no longer attack at night.
The cult decides their victims by voting on whom they suspect most. The cult’s attack is an end-night ability.
Any member of the cult, who no longer has their original role, can still vote on who to attack.
@Participantplease note that you are below the public activity threshold. In general, we expect 10 messages/phase (excluding D0) in public channels. Feel free to ask if you have any questions!
Each night, the Flute Player may enchant a certain amount of players.
If all living players are either enchanted, unaligned or Flute team/channel members, the Flute team wins.
Details (1/2)
Whenever a player is enchanted, they will immediately join a secret channel with the other enchanted players, but without the Flute Player(s).
The Flute Player(s) may see everything said in this channel, from the safety of their own secret channel.
If an enchanted player uses an role investigation, they will have a 60% chance that the player is displayed as a Flute Player, and a 40% chance for the inspection to happen normally, whenever they attempt to inspect a player.
This effect will disappear once no members of the Flute Player channel or team remain. The players remain enchanted, but their investigations are no longer obstructed.
The Flute Player is able to enchant 1 player for every ten players in the game (rounded). They may not enchant a member of the flute team or channel.
If there is more than one player in the Flute Player channel (not counting Flute Apprentices), each Flute Player will only be able to enchant 1 player for every twenty players in the game (rounded).
Details (2/2)
The amount of players used is the amount of players that are part of the game, not the alive players.
If there are multiple Flute Players, then they are one team, and they will work together.
If a Flute Player loses their role, they will lose their ability to enchant players. Role changes are not revealed to the other Flute Players.
It is never revealed to the Flute Players how many or which players have been enchanted.
14:45
Flute Charmer [Solo Investigative - Flute Team]
Limited Role
Basics
The Flute Charmer is a flute player that can’t enchant other players; instead, they have the ability to charm one player each day, learning their role and disguising them as flute player. The Flute Charmer becomes a flute player if none remain.
Details
During the day, the Flute Charmer may charm a player, the charmed player is not informed about this. This action is immediate.
Successfully charming a player will tell the Flute Charmer their targets role, and weakly disguise them as flute player afterwards. This result is affected by all disguises and redirections.
This effect (including the disguise) will disappear once no members of the Flute Player channel or team remain. The players are not told when the effect disappears.
When a player is both charmed and enchanted, the charmed status and disguise is removed.
The Flute Charmer can target themself or other members of the flute team.
If no flute players remain, the Flute Charmer turns into a flute player and loses their current powers.
Each night, the Saboteur Wolf may select one player to disqualify from the public election poll.
Details
Each night, the Saboteur Wolf may select one player.
That player can still be voted for in the election poll in the following day phase, but should they win, nobody is elected. The selected player can still be lynched and can still vote in the election poll.
The Saboteur Wolf may not sabotage the same player two nights in a row, but can sabotage themself or others in the wolfpack.
Sabotaging is an immediate ability.
The Assistant may select a player to redirect one werewolf action to. The action cannot be an attack.
Details
The Assistant may target a player. They can update this target once per phase, with 1 emergency change to be used whenever the Assistant wants. The Assistant may choose to target nobody, which will stop their power from being used.
When the Assistant is affected by a wolfish player's power, that is not an attack, it will be redirected to the target without the wolfish player being informed.
The Assistant's redirection power can only be used once per game. The Assistant is informed when their power is used, but they are not told what ability they redirected.
Each night, the Lone Wolf may attack one player. When the first member of the wolfpack dies, the Lone Wolf joins the wolfpack.
Details
The Lone Wolf doesn’t know the other werewolves, and starts off all alone; they are not a member of the wolfpack. However, they are still a lycan.
Each night, they may target one player. If their target is townsfolk aligned, the Lone Wolf attacks them. If they are wolfish, the Lone Wolf dies (not an attack). If they are neither, the target isn't attacked and both the Lone Wolf and the target live.
When a member of the wolfpack dies, the Lone Wolf loses their powers and joins the wolfpack as a wolf.
Attacking a player is an end-night ability.
The Journalist can write a journal which a certain role will receive when the Journalist dies.
Details
The Journalist has a second secret channel. There they can write any information. When the Journalist dies, access to this channel will be granted to a player with a role that the Journalist selected.
The Journalist can select a role and update their targeted role once per phase, with 1 emergency change to be used whenever the Journalist wants. The Journalist may choose to not target any role, which will stop their power from being used.
If there are several people with the same role, a random player out of those is selected. If nobody has the role (anymore), nobody gains access to the channel.
If the Journalist loses their role, the journal is lost.