@YanHurski said in #59:
U doesn' accept mags
Now check
@YanHurski said in #59:
> U doesn' accept mags
Now check
@YanHurski said in #59:
U doesn' accept mags
Now check
locked in for some reason
idk why i sent this im bored lol
guys..thats it, entry are now closed
@MutedTactics said in #63:
guys we need three more players...
Uhm i can invite my friend
@YanHurski said in #64:
Uhm i can invite my friend
okay...that maybe the last one
final players
@A0Coolboycolombo @Army_Girl_2010 @bombing_knight @BotKumudan_Chess @Fadhil_Chess_2021 (are u playin'?) @fallboss007 @Ficheal @IamCoconut @Jzpan @MysteryPhantom7 @MangoHorsey @mang0sunr1s3 @OLLiEparker (aka @OlIieparker ) @priscilaalvarez06 @richniftyrabbit @Shanaystar7 @schwasd @truongminhthanh @YanHurski
and guys btw i added more roles:
The impostor is the central villain of the game. Their mission is to blend in with the crewmates while secretly eliminating them at night. Each night, the impostors agree on a single target to remove, and during the day they must talk, argue, and vote in ways that make them look innocent. If the impostors ever reach the point where their number equals the crewmates, the game ends in their victory. The challenge for an impostor lies in staying calm, inventing believable stories, and pushing suspicion toward others without being too obvious.
The detective is the hidden investigator working for the crewmates. Every night, the detective may secretly choose one person to investigate. They will then learn if that person is an impostor or not. The tricky part is that the detective is not allowed to openly declare their role. Instead, they must use their knowledge carefully, nudging discussions and votes in the right direction without exposing themselves. If they reveal too much, the impostors will likely target them next. The detective thrives on subtlety and logic, and their presence forces the impostors to play more carefully.
The medic acts as the protector of the group. Each night, the medic can select one player to shield from harm. If the impostors target that player, the elimination attempt fails, and the player survives. The medic cannot pick the same person two nights in a row, so they must spread protection wisely. The medic’s challenge is predicting where the impostors will strike next. A well-timed save can change the entire outcome of the game and give the crewmates a huge morale boost.
The guardian is a rarer but powerful protector role. Unlike the medic, the guardian has only a limited number of protections in the whole game — usually two or three. When they decide to use one, the chosen player is safe from harm that night. Once their protections are used up, the guardian becomes just another crewmate with no powers. This limitation forces the guardian to think carefully about when to intervene. A guardian who waits too long may waste their potential, but one who acts too quickly may run out of power before the critical moments.
The jester is the wild card. Unlike everyone else, the jester is not trying to help either side. Their only goal is to get themselves voted out by the group. If the jester succeeds in being eliminated during the day, they win instantly, regardless of the larger game. But if the impostors kill them at night, or the game ends without them being voted out, the jester loses. The jester must therefore act suspicious enough to draw votes, but not so obvious that everyone avoids voting them out once they suspect the trick. This role adds chaos to discussions, because the presence of a possible jester makes players second-guess whether someone who looks guilty really should be voted out.
The bodyguard is another defensive role, but one with a sacrifice built in. Each night, the bodyguard chooses someone to protect. If the impostors attack that person, the bodyguard dies in their place. This creates an interesting dynamic: the bodyguard has the chance to save a valuable crewmate, such as the detective or medic, but at the cost of their own life. Their role is heroic but short-lived if they guess correctly.
The double agent begins the game as a crewmate but secretly flips sides after a set number of nights, often the third night. Until then, they must play along and act like a loyal crewmate, but once they switch, they join the impostors and work against the group. This delayed betrayal can throw everyone off balance, since a once-trusted ally suddenly becomes the enemy. The double agent role rewards deception and timing.
The mayor is a crewmate with a special political edge. When discussions lead to voting, the mayor’s vote counts as two instead of one. This gives them extra influence, but it also makes them a potential target once people realize how much weight they carry. A wise mayor can steer the group in the right direction, but if impostors manipulate or mislead them, the double vote can become a powerful weapon against the crewmates themselves.
And finally, the plain crewmates are the backbone of the game. They have no special powers, but their role is far from boring. Their strength lies in numbers, in sharp observation, and in completing the assigned tasks. Crewmates win either by exposing all impostors through discussion and voting or by working together to complete the list of tasks. The game relies on them to pay attention, share information, and trust their instincts.
every non-impostor player (all crewmates and special roles like detective, medic, guardian, mayor, etc.) must do tasks.
you guys need to vote for either the guardian be in the role or the medic...
@MutedTactics said in #44:
btw @YanHurski i cant dm you.. since u dont accept new msges
but you can even though I don't accept new messages
@Shanaystar7 said in #67:
but you can even though I don't accept new messages
dk about that shan.. :)
@MutedTactics I join
@MutedTactics said in #66:
final players
@A0Coolboycolombo @Army_Girl_2010 @bombing_knight @BotKumudan_Chess @Fadhil_Chess_2021 (are u playin'?) @fallboss007 @Ficheal @IamCoconut @Jzpan @MysteryPhantom7 @MangoHorsey @mang0sunr1s3 @OLLiEparker (aka @OlIieparker ) @priscilaalvarez06 @richniftyrabbit @Shanaystar7 @schwasd @truongminhthanh @YanHurskiand guys btw i added more roles:
The impostor is the central villain of the game. Their mission is to blend in with the crewmates while secretly eliminating them at night. Each night, the impostors agree on a single target to remove, and during the day they must talk, argue, and vote in ways that make them look innocent. If the impostors ever reach the point where their number equals the crewmates, the game ends in their victory. The challenge for an impostor lies in staying calm, inventing believable stories, and pushing suspicion toward others without being too obvious.The detective is the hidden investigator working for the crewmates. Every night, the detective may secretly choose one person to investigate. They will then learn if that person is an impostor or not. The tricky part is that the detective is not allowed to openly declare their role. Instead, they must use their knowledge carefully, nudging discussions and votes in the right direction without exposing themselves. If they reveal too much, the impostors will likely target them next. The detective thrives on subtlety and logic, and their presence forces the impostors to play more carefully.
The medic acts as the protector of the group. Each night, the medic can select one player to shield from harm. If the impostors target that player, the elimination attempt fails, and the player survives. The medic cannot pick the same person two nights in a row, so they must spread protection wisely. The medic’s challenge is predicting where the impostors will strike next. A well-timed save can change the entire outcome of the game and give the crewmates a huge morale boost.
The guardian is a rarer but powerful protector role. Unlike the medic, the guardian has only a limited number of protections in the whole game — usually two or three. When they decide to use one, the chosen player is safe from harm that night. Once their protections are used up, the guardian becomes just another crewmate with no powers. This limitation forces the guardian to think carefully about when to intervene. A guardian who waits too long may waste their potential, but one who acts too quickly may run out of power before the critical moments.
The jester is the wild card. Unlike everyone else, the jester is not trying to help either side. Their only goal is to get themselves voted out by the group. If the jester succeeds in being eliminated during the day, they win instantly, regardless of the larger game. But if the impostors kill them at night, or the game ends without them being voted out, the jester loses. The jester must therefore act suspicious enough to draw votes, but not so obvious that everyone avoids voting them out once they suspect the trick. This role adds chaos to discussions, because the presence of a possible jester makes players second-guess whether someone who looks guilty really should be voted out.
The bodyguard is another defensive role, but one with a sacrifice built in. Each night, the bodyguard chooses someone to protect. If the impostors attack that person, the bodyguard dies in their place. This creates an interesting dynamic: the bodyguard has the chance to save a valuable crewmate, such as the detective or medic, but at the cost of their own life. Their role is heroic but short-lived if they guess correctly.
The double agent begins the game as a crewmate but secretly flips sides after a set number of nights, often the third night. Until then, they must play along and act like a loyal crewmate, but once they switch, they join the impostors and work against the group. This delayed betrayal can throw everyone off balance, since a once-trusted ally suddenly becomes the enemy. The double agent role rewards deception and timing.
The mayor is a crewmate with a special political edge. When discussions lead to voting, the mayor’s vote counts as two instead of one. This gives them extra influence, but it also makes them a potential target once people realize how much weight they carry. A wise mayor can steer the group in the right direction, but if impostors manipulate or mislead them, the double vote can become a powerful weapon against the crewmates themselves.
And finally, the plain crewmates are the backbone of the game. They have no special powers, but their role is far from boring. Their strength lies in numbers, in sharp observation, and in completing the assigned tasks. Crewmates win either by exposing all impostors through discussion and voting or by working together to complete the list of tasks. The game relies on them to pay attention, share information, and trust their instincts.
every non-impostor player (all crewmates and special roles like detective, medic, guardian, mayor, etc.) must do tasks.
you guys need to vote for either the guardian be in the role or the medic...
I’m playing
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