Role Powers


You are able to guard yourself against lynches permanently, causing their power against you to be reduced from an instant kill to 80 damage. To do so, however, you must forfeit your ability to vote for the rest of the game.


You are incapable of sending or receiving emeralds.


Every phase, you have the ability to “load” the weapon of the player of your choice for the next phase. If that player attacks someone with a weapon, then the attack’s damage may be doubled, halved, or not changed at all. The player in question will be notified that their weapon was “loaded.”


You now learn a new spell if you kill or assist in killing a player.


You gain the option to cast spells at half the mana cost, although you must expend 10 health for each point you save.


Your maximum health is increased by 50 plus 2 per player alive.


While wielding a ranged weapon, you have the ability to snipe a player for an instant kill. Doing so requires that you spend two phases preparing, during which you are unable to perform any other actions. This ability has a 5-phase cooldown.


Each piece of armor you wear gives an additional +5 health.


When looting a dead player’s emeralds, take 30% of their emeralds instead of 25%.