Roles:
It is said that Witches are assigned a secret animal the moment they are gifted with the ability to cast magic. This animal accompanies them in their dreams, and shows them ways of mastering their spells. When these animals coincide with a specific
aspect of magic, however, is when their true potential arises.
The affinities in question are
Heart, Elemental, Spatial, Life and Influence. The latter two are only available to Heretic witches, making them rather formidable.
Witches:
. . .
of Heart:
Tortoise: with knowledge of various herbs and special substances, a Tortoise witch is able to protect themselves or another individual from harm for a day. Every
four nights, they can brew
turtle soup a
special potion that can revive a dead player.
Deer: This witch has a proficiency for connecting with others--almost
unbearably so. They can form a bond with any player of their choosing once every
two days. If the Deer is killed, so too is the player bound to them.
Owl: Through powerful intellect and wise observation, the Owl witch is able to examine the heart of one player per night and determine their true intentions. One with the power of the Owl will likely be targeted by Heretics, and must be careful not to reveal themselves too soon.
. . .
of the Elements:
Frog: With a swift bolt of elemental energy, the Frog witch can incapacitate nearly any foe of their choosing. They only get
one shot per night, but they
must choose wisely. Killing an ally may result in a dire situation for the other witches.
Butterfly: While typically small in stature and lacking in intimidation, a Butterfly witch mitigates magic that others can cast by absorbing the elements harmlessly into themselves. This results in
nullifying the role of one witch of their choice per day. If they are killed on the same day where they nullify a player’s role, the Butterfly witch will
explode and subject their attacker to the effects of the nullified effect.
Cat: A very observant and persistent soul. Once a murder takes place, if the culprit has not been found, the Cat witch will receive one clue daily about the perpetrator of said crime until they are finally put to rest. These clues will accumulate with each new murder. If the Cat witch is killed, a series of clues pertaining to their own murderer will be released
equal to the number of days they were alive.
(i.e. if they lived until day 5, there will be 5 clues released about their killer)
. . .
of Space:
Mockingbird: As if laughing in the face of danger, the Mockingbird witch is able to play any role of its choosing. By manipulating its shape and size to its will, this witch proves to be a powerful adversary. They cannot, however, choose the same ability for two days in a row. Some roles are also unavailable for the taking.
Rabbit: The Rabbit witch manipulates their size and shape, similarly to the Mockingbird, well enough to create a quick method of escape. The Heretics find it difficult to capture a Rabbit, excluding them from any Heretic kills unless made by a
Snake, Scorpion or Hawk witch.
Sloth: Sloths are
completely oblivious to role effects, and will
reflect them unto the caster. They are not immune to
spells from the Arcana Tome or any regular kill votes, however. As a drawback, they are also
unable to make any votes of their own during a Witch Trial. If the Sloth is killed, special magic applied the following day prevents
any kills on either side from occurring.
Heretics:
. . .
of Heart:
Raven: The Raven witch acts as a beacon for those who are lost, though they tend to manipulate others with their charm and dominion over
LIfe. Unfortunately for witches who fall into this ruse, they will be reborn as Heretics once every
four days.
Scorpion: Ruthless and menacing, a Scorpion witch can
Influence a victim of their choosing every
two nights to suicide.
No clues in investigation will ever point to a Scorpion witch, making them very elusive.
Mosquito: Small and weak on its own, the Mosquito is known to carry infection and blood wherever it goes. Through an
Influence of blood between two unsuspecting victims, the Mosquito witch swaps the roles between them. Certain roles cannot be swapped. During an exchange, there is a
15% chance that the swap will not be successful, and both victims of the swap will receive a clue regarding the Mosquito witch’s identity.
of the Elements:
Snake: Cold-blooded without fault, a Snake witch masters ice magic above all else. They will freeze any
Life who opposes them directly through a bite that meets their flesh: solidifying them from the inside-out. This is more so of a last resort, of course, to protect their identities from being revealed. As such, this ability only activates when a Snake is about to die.
Rat: Even if the Rat is a small animal, it is said to contain immense power. A Rat witch is the same, although they cannot personally
Influence the bizarre magic they contain. They can use any one role of random choosing for one day, where one role cannot be chosen for two days in a row.
of Space:
Spider: Tricky through and through, the Spider witch can steal the role of a dragon of their choosing upon the expiration of a victim's
Life to use for a day. They can only steal a role every other day.
Fox: No one wants to mess with a Fox witch. They are very crafty, even if they initially seem harmless. Foxes are able to place the blame on any one dragon for a day before trial by placing faulty evidence,
Influencing the thoughts of those who discover it.
Other:
Hawk: A mysterious jack of all trades, tied to the Heretics. The Hawk witch kills with dignity, and will not resort to underhanded tactics like other Heretics may. She is only unlockable through solving the
Horus riddles in the back of the Necarcanacom, overwriting the role of a previously existing heretic witch. A Hawk may kill once per night.
? ? ?: An unaffiliated player who acts for neither side. They possess a rare type of magic familiar, and even the most profound scholars of magic had never witnessed this familiar in person and lived to tell of it. The function of their role will be known only to this player, until a certain point of the game.