Darkwhite hands you a single card with a picture that only you can see. Innately, you are suddenly aware of what you are capable of. Nobody else can see this card, nor understand what the card does. This knowledge is for you and you alone, though you are free to tell others about it, at your own risk. Directly copying the card's contents, however, is forbidden.
The card is of...
Starlight Aurate:
Zygarde!
At night, select a player. You will get a result at the end of the night on the alignment of the target you landed on.
Ability: Sentinel. You will always know the number of people who interacted with you every night, even if they are normally undetectable, but not who or what was done.
Move: Core Enforcer. One-shot, select a target with your standard ability. The result will be absolutely true and cannot be suppressed in any way whatsoever. Additionally, the message returned will not be "You see: Town/Mafia" and will instead read "Player is Alignment" without fail. Also sees through roles that would falsely resolve as the wrong alignment.
You are Town. You win if all roles that are hostile to town are eliminated.
Your role is similar to a
Cop.
Bruh moment:
Reshiram!
At night, select a single sentence that was from the previous day that pertains to someone claiming their power, alignment, or other unambiguous gameplay aspect of themselves. You will be able to tell if what was said was the "Truth" or a "Lie." Do note that if someone lies by omission, but what is presented is true, it will result in "Truth." For example, if someone says "I am a town doctor," but do not mention other powers they may have, this will result in "Truth." If someone says something that is subjective or ambiguous, such as, "Because of my power, Mafia won't want to kill me," the result will instead be "Unknown."
Ability: Seer of truth. As a truth teller yourself, you cannot lie while playing. You are free to not answer or ignore questions directed to you, and you can answer with 'I don't want to answer' or something to that effect. However, if you say something that would result in a 'Lie' from your nighttime power, then you will receive "No Result" for that night, regardless of the true result.
Move: Blue Flare. One-shot, which can be used separately from your night action. Before your first post of the day, but after the night results are known, you may select a player. That player will be privately informed that they must always speak the truth for the rest of the day starting from when they received this condition, and you will be informed when they receive that message. When you are informed of when they receive the message is when the power will come into effect. They will know that if they tell an objective lie that pertains to the game, a GM announcement will be made 2 hours prior to Day End announcing whether or not they lied about the game during the day.
You are Town. You win if all roles that are hostile to town are eliminated.
Blossomleaf:
Celebi!
You are one-shot Bulletproof. Every night, you may choose X players to search, or one target to kill. The number of players you search is equal to the number night you are on. In other words, if it is night 2, then you can search 2 players. This search can be redirected and suppressed, but not protected against. You will know if the search was successful, and the names of those you searched in case you were redirected. The beast will know that you found it, but not who you are. Your kill action cannot be redirected, and pierces the beast's tough hide completely, but so can the beast to you. If your kill action did not strike the beast, it will fail. When the beast is defeated, your killing power expands to any player, but does not pierce normal protections.
Ability: Purity. You are keeping a great calamity at bay. It is actively searching for you and is a threat to Town and Mafia alike. You will know if it finds you, but not who it is. The beast will become active starting on the fourth day if you do not find it in time.
Move: Recycle. One-shot, select a target during the day. If the target used up their Move, they gain its use back. They will not know who did this. You can continue to use this power until it successfully restores a Move's use.
You are Town. You win if all roles that are hostile to town are eliminated.
Some aspects of your nighttime power take elements from
Cop (but for a specific role, rather than mafia) and
Vigilante.
SparklingEspeon:
Marshadow!
Select a player. You can make that player's actions undetectable to tracking roles, and turn up as "Mafia," "Innocent," or "Other" to analysis roles as your choice. Once per night, a single member of the Mafia may choose to target a player to kill instead of performing their other night actions. You may speak to other mafia members freely in a private group chat, but only at night.
Ability: Shadow Fighter. You are invisible to all normal tracking powers.
Move: Shadow Sneak. One-shot. At night, select a player to Mark instead of performing your normal night actions. You will know who became Marked. In the middle of the day phase, that player will be abruptly eliminated without indicating who was responsible. This cannot be protected against by normal means, but can be redirected during the nighttime selection phase. This elimination takes place during midday.
You are Mafia. You win when the mafia's unanimous presence is logically guaranteed at the end of the day. The full mafia team is SparklingEspeon, unrepentantAuthor, Sinderella, and Persephone.
Aspects of your role are similar to a
Ninja and a
Daytime Vigilante.
Chibi Pika:
Lugia!
If you are immortal: You may choose to either search two players or attempt to kill one player. If that player is not Celebi, the kill fails. Searching will inform you if either player is Celebi. You will know who you ended up searching. If you successfully target Celebi, your attack pierces bulletproof. You will know when Celebi is eliminated.
If you are mortal: You may choose to kill up to two players at night. You may also choose to kill one player during the day. However, everyone will witness the day-kill, and if it is done when less than 8 hours remain, the day will be extended by 8 hours. Declare this kill via a private DM.
Ability: Shadows within. So long as Celebi is active, your powers are sealed, but you are also completely immortal to night and day kills. Celebi can pierce your immortality. You become mortal when Celebi is killed, or when the third night passes. You will always be immune to your own attacks.
Move: Shadow Storm. One-shot. You can choose to perform your night action twice in one night, or your day action twice in the same post.
You are neither Town nor Mafia. You win if you are the last player standing.
Aspects of your power are similar to a
Serial Killer.
Seren:
Necrozma!
Target a player. That player will have a mark (any simple shape or symbol) on their chest, forehead, or equivalent location of your choice. This will be visible to all players, disables invisibility modifiers, and cures the Void Shadow status. This mark disappears at the end of the next day.
Ability: Radiance. When eliminated at night, all players who interacted with you will be given a bright Mark of Necrozma, which cures the individuals of the Void Shadow status and disables Invisibility modifiers. This mark otherwise has no effect, but is visible to all other players, and fades after one day.
Move: Light that Burns the Sky. One-shot, which can only be activated upon death. Immediately after your Radiance is activated, you have until the first half of the next day to select a player who has the Mark of Necrozma. That player will be given an additional vote, confirmed to be from you, during the day phase.
You are Town. You win if all roles that are hostile to town are eliminated.
Dragonfree:
Darkrai!
During the night, you are immortal. During the day, your final vote will give a player 1 Dread if they survive. At night, you must select a player. Your target will gain 2 Dread. In any instance of players gaining Dread, they will know their Dread count at the end of the day or night, but not who you are or where it came from. Players with 4 or more Dread will be unable to use their Pokemon Card action until their Dread is cured. Players with 6 Dread are eliminated.
Ability: King of Nightmares. You are Town, but informational roles will read you as Mafia. Any players that interact with you at night gain 1 Dread. If you are eliminated, all Dread goes away.
Move: Dark Void. One-shot, change immortality's effective time from night to day permanently. This action can be performed at any point during the game, day or night, via this conversation thread.
You are Town. You win if all roles that are hostile to town are eliminated.
Aspects of your passive ability are similar to a
Miller.
Just a Torchic:
Cresselia!
At night, select a target. That target will be cured of all their Dread. That target cannot be killed for the night by normal means.
Ability: Lunar Wings. You are immune to Dread. Players that interact with you are cured of 3 Dread. If you Heal the Dread source, you will permanently disable their King of Nightmares passive ability against Town and other anti-town passive abilities. They will be informed of this, but not who you are.
Move: Protect. One-shot, select a player to guard. This is a sure-shot technique that cannot be redirected, but can be pierced by Strong attacks. When doing this, along with protecting the target from being killed by normal means for the night, you will also be protected.
You are Town. You win if all roles that are hostile to town are eliminated.
Some aspects of your role are similar to that of a
Doctor.
unrepentantAuthor:
Mewtwo!
Select a player. At the end of the night, you will be able to see their card information in full. Once per night, a single member of the Mafia may choose to target a player to kill instead of performing their other night actions. You may speak to other mafia members freely in a private group chat, but only at night.
Ability: Pressure. Anybody who attempts to gain information from or about you through normal means will instead receive "No Result."
Move: Miracle Eye. One-shot. When used, your power cannot be suppressed or redirected, and in addition to learning the user's card information, you will also learn their entire history of what gameplay actions they performed and are aware of in their private messages.
You are Mafia. You win when the mafia's unanimous presence is logically guaranteed at the end of the day. The full mafia team is SparklingEspeon, unrepentantAuthor, Sinderella, and Persephone.
Aspects of your power are similar to a
Role Cop.
Inkedust:
Calyrex!
At any point during the day, you may choose to select a player and guess up to 5 of their card abilities. If you successfully guess 3 of them, that player becomes a Puppet, and they are informed of this, but not who you are. Being a Puppet does not affect their gameplay unless you use Psyshock. All players aligned to you will be released from their Puppet status if you are killed. The attributes that must be guessed:
-General active ability (A sentence or two that accurately describes their capabilities during the day or night)
-General passive ability (A sentence or two that accurately describes their passive ability)
-General one-shot ability (A sentence or two that accurately describes their one-shot ability)
-Card species (example, yours is Calyrex)
-Whether or not the one-shot ability has been used yet (Yes or no)
Every time you make a guess, you will be informed which ones are wrong. If make a total of 3 incorrect guesses for any attribute, you can no longer make guesses for the rest of the day and any pending guesses will yield No Result. When night falls, you must rest, and cannot make guesses. If a unit has multiple things for a category, you must describe at least half of them including the primary aspect with accuracy.
When a player becomes a Puppet, they will see the following message:
"You feel mental strings attach to you like a puppet's. The strings are loose, for now, and you are in control. Yet you feel that if too many others get these strings, its force will become overwhelming, and someone else will seize control and victory."
Each night, you must predict if a player will try to kill you. If this player attempts to kill you during that night, you become immortal for that night, and that player becomes a Puppet.
Ability: Noble Mastermind. You appear as innocent to any normal analysis powers, and you are never seen as interacting with anybody.
Move: Psyshock. One-shot. At night, select a player that is a Puppet. Gain full knowledge of their card, gameplay knowledge, and current statuses. Then, on the same night, dictate their night actions. You cannot expend a player's Move. The player will not know you did this, and fails if the player performed a Strong action.
You win when the majority of the living players are Puppets at the start of the night.
IFBench:
Latios!
Select a player. At night, you will learn who, if anyone, that player targeted, but you will not know what they did.
Ability: Soul Dew. Among the players is Latias. You will not know who this player is until you investigate them. Whether you discover Latias or not, if Latas dies, you will become unblockable and Immortal for one night, but also known to the mafia on the next day.
Move: Soar. One-shot. You may choose to forego tracking someone for the night in exchange for searching three people to confirm if they are Latias.
You are Town. You win if all roles that are hostile to town are eliminated.
Your nighttime power is similar to that of a
Tracker.
Equitial:
Latias!
Select a player. At night, you will learn who, if anyone, targeted that player, but you will not know what they did.
Ability: Soul Dew. Among the players is Latios. You do not know the player until you investigate them. Whether you discover Latios or not, if Latios dies, you will become unblockable and Immortal for one night, but also known to the mafia on the next day.
Soar: One-shot. You may choose to forego watching someone for the night in exchange for searching three people to confirm if they are Latios.
You are Town. You win if all roles that are hostile to town are eliminated.
Aspects of your power are similar to a
Watcher.
HelloYellow17:
Dialga!
At night, you may select a player. That player's actions will be suppressed for this night; the next night, they will be able to perform two actions. The player will be informed about this occurring, but not who caused it.
Ability: Timekeeper. Any attempts to suppress or pause your actions or the actions of your targets' hasted turn will not work.
Move: Roar of Time. One-shot. Use this through a private message during the day to skip the next night phase.
You are Town. You win if all roles that are hostile to town are eliminated.
Sinderella:
Eternatus!
Your final vote against someone during the day qualifies as a daytime interaction. Once per night, a single member of the Mafia may choose to target a player to kill instead of performing their other night actions. You may speak to other mafia members freely in a private group chat, but only at night.
Ability: Energy Drain. You are immortal during the day if a "Mewtwo" card is active. You are immortal during the night if a "Marshadow" card is active. You gain the normal actions of any player that interacts with you and any player you interact with. Not all abilities can be copied. You can only use one copied ability per night and one copied ability per day, when applicable.
Move: Darkest Day. One-shot, to be used instead of your normal action or factional kill at night. Skip the next day phase entirely and bring about a second night phase. This power can only be used starting on Night 2.
You are Mafia. You win when the mafia's unanimous presence is logically guaranteed at the end of the day. The full mafia team is SparklingEspeon, unrepentantAuthor, Sinderella, and Persephone.
Your role is similar to an
Absorber.
Bluwiikoon:
Dark Matter!
At night, target a player. The target will, without their knowledge, acquire the Void Shadow status. Your final vote during the day will also grant that player the Void Shadow status, if they survive to nightfall.
Ability: Voice of Darkness: Your alignment is neither Town nor Mafia. If you and your Hold are both killed, all Void Shadow statuses are cured. The first normal attempt to kill you at night will instead be nullified and give the killer the Void Shadow status. You will be informed of this, but not who tried to kill you.
Shadow Hold: One-shot. Forego your night action. Instead, select a player. Grant that player a special, incurable Void Shadow status. The player will be informed of your identity and their win condition will be changed to yours. This attack fails against Necrozma, but is otherwise unblockable. If you are killed but this player remains, the Void Shadow status remains on all active players that had been infected, the Hold player will be informed on who they are, but no new Void Shadows can be formed. The win condition becomes to remove non Void-Shadow players until a majority of Void Shadow players remain.
Win condition: You win if you and living Void Shadows make up the majority of living players.
Your power has similarities to
Cult Leader, but you do not nullify the powers of any Void Shadows.
Windskull:
Jirachi!
Once per night, you may send a thought to Darkwhite via a private message in this conversation thread. You can only ask questions that pertain to the game's setup BEFORE powers being distributed; therefore, answers about the current setup ("How many scum are left?" or "Is Player scum?") will not work. Darkwhite will be obligated to tell you a truthful, non-cryptic, and unambiguous answer when possible. Additionally, Darkwhite's answers are only obligated to be one or two words long, though she may choose to answer longer.
Ability: Sacrificial: When your One-Shot is expended, you are eliminated from the game without fail.
Healing Wish: One shot. Immediately following a successful kill, you may revive that killed player. This can also restore their Move Card if they used it. This MUST be done on the user's FIRST post after the day begins and the player is killed, and must be done within 24 hours of the kill being announced. If instead this is done for a vote-kill, it MUST be done immediately following the vote and kill results, as a private message in this conversation thread before 24 hours into night, which will result in that character returning to life on the following day. To activate it during the day, you must state, "I wish for [character] to return!" Generally, players will not know who killed them.
You are Town. You win if all roles that are hostile to town are eliminated.
Aspects of your power are similar to that of a
variant Reviver.
Flyg0n:
Xerneas!
At any time, you may ask a player that was killed on the previous phase a single yes-no question. The dead player can answer with yes, no, unknown, or choose not to answer. You cannot use this power more than once per day-night cycle. If you use it on Night 2, you can use it on day 3. But if you use it on Day 3, you cannot use it on Night 3. This power must be used on the first 24 hours of any given phase.
Ability: Life and Death. If Persephone (Yveltal) dies, so do you. Yveltal is Mafia. You are Town. Yveltal is also aware of you and your circumstances. If any non-Yveltal non-Town players interact with you, their powers are suppressed on the next night, even if you are killed.
Move: Geomancy. One-shot. At night, you may target a player and give them a Strong modifier to their night action. This means that the power cannot be suppressed or redirected by normal means. This can be used independently of your normal power.
You win if you and Yveltal are the last units standing.
Your role has similar aspects to
Tragic Lovers,
Strengthener, and
Oracle.
Persephone:
Yveltal!
You and Flyg0n (Xerneas) share a single one-shot bulletproof attribute. Once per night, a single member of the Mafia may choose to target a player to kill instead of performing their other night actions. Additionally, you may choose to kill in addition to this factional kill, even if you are also performing the factional kill. If successful, you cannot repeat this non-factional kill two nights in a row. You may speak to other mafia members freely in a private group chat, but only at night. You may NOT speak to Flyg0n privately at any time, unless you are the only Mafia member remaining, in which you may then communicate at night.
Ability: Life and Death: If Xerneas dies, so do you. You are Mafia, but that is not your true alignment. Xerneas is Town, and is also aware of your circumstances. To win, only you and Xerneas can remain.
It is in your best interest to not reveal your Town ally to the rest of the Mafia, nor your true alignment.
Move: Oblivion Wing. One-shot. Select two players to kill. If two players are killed as a result of this power, you and Xerneas become immortal for that night. This is separate from your factional kill, but must be done instead of your independent, non-factional kill.
You win if you and Xerneas are the last units standing. The full mafia team is SparklingEspeon, unrepentantAuthor, Sinderella, and Persephone.
Your role has similar aspects to
Tragic Lovers.
ShinjiGojira:
Mew!
At night, you may select from the following list of four one-shot abilities to perform at night. All of these powers have a risk of being suppressed or redirected by the actions of other players.
Life Dew: Select a player and protect them from kills for the night.
Imprison: Select a player and suppress their standard power for the night.
Psychic: Select a player to kill at night.
Baton Pass: Select a player and redirect any actions performed on you to them instead.
Struggle: Can only be used when all four other moves have been used at least once. Visit a player. They will know you visited, but nothing else.
Ability: Synchronize. If someone uses a power against you that matches one of your powers, that power's use will be restored.
Move: Metronome. One-use. Use another move that had already been used. This version of the move cannot be suppressed or redirected.
You are Town. You win if all roles that are hostile to town are eliminated.
Your powers take aspects of the
Jack of all Trades. Your sub-powers are similar to a
Doctor,
Roleblocker,
Vigilante,
self-targeting Deflector, and
Visitor.
Panoramic_Vacuum:
Manaphy!
Select two players at night. Anyone who targets one player will instead be redirected to target the other, and vice versa.
Ability: Impressionable Prince. When an endgame state is reached, and you are still alive, your alignment will shift to the winning faction.
Move: Heart Swap. One-shot. You can select two targets at night. This cannot be suppressed or blocked, but it can be redirected. You will know the true targets of who you selected. You then gain knowledge of whether or not their Win Condition is different to each other. They will be made aware of each other in the same way. This can be performed alongside and separately from your normal night power, on the same night.
You start off aligned with neither Town nor Mafia. You win if you survive to endgame.
Aspects of your power are similar to
Bus Driver.