FULL ROLE DESCRIPTIONS (including giftable-ability references and the secret Unknowable List)
Team 1: IcyTea31 and doomchild
IcyTea was really: Spiders Georg, the Sinister Arachnologist (mafia)
(word: arachnologist)
-Cult of the Screaming Spider (auto): You alignment-inspect as cult. You act as a cult leader (see Arachnid Infiltration) and may win as one alongside the standard mafia win condition. Furthermore, if the game continues after you die, your alignment flips as cult, and your role flip will not include this ability. You may specify a message to be sent to one or more specified cultists at any time, so long as you have any in the first place.
-Arachnid Infiltration (targets 1; night; 1-shot): You send one of your spiders to crawl into the mouth of a sleeping player and take over that player's brain, converting him to your cult. Target gains the ability Spider Cultist. Target must be asleep (taking no night action) for conversion to take place. A waking target may or may not notice the spider. You can send messages to your cultists at any time via spider radio, but they cannot communicate with you, nor do they automatically know you are their leader. You can use this ability in concert with Oh god they're in my hair! (see below) if desired.
-Oh god they're in my hair! (targets 1; any phase; 1-shot): You release a swarm of spiders to distract one player, roleblocking him for a single phase and cancelling his vote if in daytime! You can use this ability in concert with Arachnid Infiltration on the same target if desired.
-Swallowing Spiders (day; special-shot): You swallow over ten thousand spiders, strengthening your body to protect yourself from all kills for one full cycle. You must have at least three accumulated shots among Arachnid Infiltration and Oh god they're in my hair! to use this ability; on use, all shots accumulated in those abilities are consumed.
-Spider Nest (night): You take some time off to relax and allow your pets to breed. Choose either Arachnid Infiltration or Oh god they're in my hair!; you gain one shot in the chosen ability because of the extra spiders. Each of your cultists has a chance of gaining a random spider-type ability every time you use this ability.
-Sticky Web (auto): When killed, if you have at least one shot of either Arachnid Infiltration or Oh god they're in my hair! remaining, either A) if you were lynched, players who voted for you may not vote in the next day phase, or B) if you were killed by an ability, the player who killed you is roleblocked in the next corresponding phase.
Giftable ability reference (you do not have these abilities):
Spider Cultist (auto; reference only): You have been inducted into a spider-based cult. While you have this ability, you alignment-inspect as cult regardless of any other abilities. You also gain the cult win-condition, and any other win-condition is suppressed while you have this ability. You may receive messages from your cult leader. You may gain certain abilities depending on your cult leader's actions. If you lose this ability, you also lose all abilities gained by means of this ability.
Webreader (targets 1; night; spider; 1-shot; reference only): By following the spiders, you learn the names of: all players your target visits, all players who visit your target, and all players who either visit or are visited by another player on this list, in no particular order. This may or may not be coterminous with the entire set of players in the game.
Black Widow Bite (targets 1; night; spider; 1-shot; reference only): You release a deadly spider onto your target! If your target moves, the spider will bite, poisoning the target such that he will die a cycle later. If the target performs no action this phase, though, the undisturbed spider will eventually crawl away to find something to eat.
Ecdysis (targets 1; night; spider; 1-shot; reference only): Target any dead player; that player returns to life and gains a random spider ability.
Tiny Spiders Under Your Skin (targets 1; day; spider; 1-shot; reference only): Tiny spiders control your target's vote, redirecting it to match yours, but your target learns your name and alignment in the process, somehow! Don't think about it too hard.
Trapdoor Spider (night; spider; 1-shot; reference only): You hide in a big burrow for the night, spinning a web to cover it against intruders. Everyone who visits you will be delayed by one cycle.
Banana Spider (auto; spider; 1-shot; reference only): If you receive fruit by any means while you have shots in this ability, the source of the fruit is poisoned. A poisoned player is weakened and will die immediately if weakened a second time by any ability.
doomchild was really: Tentacool (mafia)
(word: tentacle)
-Day of the Tentacle (auto): You alignment-inspect as town. If you die and the game continues, your alignment flips as town and your role flip will not include this ability. You lose this ability if you evolve into Tentacruel; Tentacruel is too sinister-looking to pretend to be town.
-Phoenix Down (auto): If you die while your mafia partner is still alive, you faint, and your mafia partner may choose to spend a full cycle without acting to take you to a pokémon center to revive. You, uh, may want to tell your partner about this, because I'm not going to.
-In Case It Wasn't Clear, You Are A Pokémon (auto): Some of your abilities are 'moves' that have PP instead of shots. If you somehow manage to use all 120 PP worth of moves available to you, you gain the ability Struggle. I don't foresee this happening, but it was thematic, so I added it.
-Poison Sting (targets 1; night; 35 PP): Poison Sting may kill a weakened target and has a 30% chance of poisoning the target. A poisoned target is weakened and will die in 2d4 cycles.
-Supersonic (targets 1; night; 20 PP): There is a 55% chance that your target becomes confused. In the event of failure, your attack misses and may hit another player. A confused player remains confused for 1d4 turns; while confused, a player's abilities are redirected to random targets and may fire even if unused.
-Constrict (targets 1; night; 35 PP): Constrict may kill a weakened target; a surviving target is roleblocked. I know that sounds more like Wrap, but you aren't level 19 yet.
-Acid (night; 30 PP): Acid weakens players who visit you this phase and may kill players who are already weakened.
-Evolve! (night; 1-shot): Instead of using a move, you can evolve into a Tentacruel instead. If you do, your role name changes to "Tentacruel" and the base chance of weakening and killing a weakened player for all your moves increases. Poison Sting's 30% chance of poisoning is unaffected. Your moveset doesn't change because your trainer is an asshole, sorry.
Reference of abilities you may gain:
Struggle (targets 1; night; reference only): Struggle may kill a weakened target, and may weaken an unweakened one, but may also weaken you and may kill you if you are weakened.
Team 2: FallacyofUrist and Deus Asmoth
FallacyofUrist was really: Masque of the Red Death (mafia)
(word: masquerade)
-Mask and Shroud (auto): You alignment-inspect as a serial killer. If the game continues after you die, your alignment flips as a serial killer, and your role flip will not include this ability.
-Blue Room (targets 1; night): You provide one player with the ability Mystery Mask. That player will not be told the source of the ability. Upon successfully executing this ability, you gain one shot in Purple Room.
-Purple Room (targets 1; night; 0-shot): You provide one player with the ability Plague Doctor Mask. That player will not be told the source of the ability. Upon successfully executing this ability, you gain one shot in Green Room.
-Green Room (targets 1; night; 0-shot): You provide one player with the ability Wax Fruit. That player will not be told the source of the ability. Upon successfully executing this ability, you gain one shot in Orange Room.
-Orange Room (targets 1; night; 0-shot): You provide one player with the ability Bloody Overcoat. That player will not be told the source of the ability. Upon successfully executing this ability, you gain one shot in White Room.
-White Room (targets 1; night; 0-shot): You provide one player with the ability Angel Costume. That player will not be told the source of the ability. Upon successfully executing this ability, you gain one shot in Violet Room.
-Violet Room (targets 1; night; 0-shot): One player of your choice learns your role name and alignment. Every subsequent time you use this ability, the previous target, if alive, dies. This ability can only target players who cannot communicate directly to you; should the ability fail, though, you will not be informed of the reason. Upon successfully executing this ability, you gain one shot in Blood Room.
-Blood Room (targets ∞; night; 0-shot): Target any number of players; all of them die. If you are killed with shots left in this ability, everyone who either A) if you were lynched, voted for you, or B) if you were killed by an ability, visited you that phase, dies. Darkness and Decay and the Red Death hold illimitable dominion over all.
Giftable ability reference (you do not have these abilities):
Mystery Mask (any phase; 1-shot; reference only): A player is randomly selected. For one phase, all abilities "see" you as that player; for example, an investigation on you returns the result appropriate to that player, and a watcher watching your target will see the chosen player visiting him. However, all abilities targeting that player will be redirected to you. If you receive a message as a result of this redirection, you will be able to reply. This ability can be used at the same time as any other ability.
Angel Costume (any phase; 1-shot; reference only): You alignment-inspect as town this phase, regardless of any other abilities. If you die this phase, your alignment flips as town. This ability can be used at the same time as any other ability.
Wax Fruit (targets ∞; any phase; 1-shot; reference only): You send fruit to any number of players. You alignment-inspect as "fruit" this phase, regardless of any other abilities. This ability can be used at the same time as any other ability.
Plague Doctor Mask (targets 1; night; 1-shot; reference only): You protect one player from death, just like a real doctor! A player so protected is also fully healed from any ability-induced weakness. As long as you have shots in this ability, you are protected from death by poison or disease. This ability can be used at the same time as any other ability.
Bloody Overcoat (targets 1; night; 1-shot; reference only): You kill one player. You alignment-inspect as a serial killer during the night you use this ability, regardless of any other abilities. This ability can be used at the same time as any other ability.
Deus Asmoth was really: An Actual Magic: the Gathering Card (mafia)
(word: Emrakul)
-Aeons Torn (auto): You alignment-inspect as cult. If the game continues after you die, your alignment flips as cult, and your role flip will not include this ability. If players live who have the ability Boon of Emrakul, you may supply messages at any time which will be delivered to all such players at the end of the phase; you may not include any overt indication of your identity in these messages. Players with that ability also do not need to die for you to win, even if they are not on your team.
-Grapple with the Past (targets 2; night): Target one living player and one dead player; the living player dies and the dead player returns to life. If either effect fails to take place for any reason, neither does.
-Aurora of Emrakul (auto): Every time your vote is the last vote placed on a successfully lynched player, gain a shot in The Promised End.
-The Promised End (day; 0-shot): All dead players are revived and gain the Boon of Emrakul ability. They are now obliged to act as your allies.
-Hand of Emrakul (day; special-shot): At least two living players must have the ability Boon of Emrakul for this ability to be triggered. All players with the ability Boon of Emrakul die. The day immediately ends, and all votes except yours are discarded. You have chosen, and it shall be done. Naturally, this vote will not trigger Aurora of Emrakul; that would make it too easy.
-Coax from the Blind Eternities (targets 1; night): Target a dead player with the ability Boon of Emrakul; that player returns to life.
-Otherworldly Outburst (targets 1; day): Your target becomes weakened; a weakened target may die under various circumstances, most importantly upon a second exposure to a weakening ability. If the target dies as a result of this weakening, he gains the ability Boon of Emrakul in death and can thus be targeted by Coax from the Blind Eternities.
-Vestige of Emrakul (auto): If you die while players with Boon of Emrakul still live, each such player gains the ability Exultant Cultist.
-The Worst Policy (day; auto): Every objective statement you make in the day thread must be technically truthful. You may consult the GM on whether a statement is permissible, and make your arguments for why it should be so, although the verdict is final. If you fail to tell the truth, you explode.
-Deathbed Confession (auto): You have received words of incredible but undeniable truth! Every night, you learn the role name of a random player, though you will not be told which player. Each day, you may choose a player to whom to pass on this truth; that player will receive the name of the player whose role you learned the preceding night, though not the role name.
Giftable ability reference (you do not have these abilities):
Boon of Emrakul (auto; reference only): You are reborn by the will of the Aeons Torn. While you have this ability, you alignment-inspect as cult regardless of any other abilities, and you can win only if the player who granted you this boon also wins. You may receive messages from that player, though you may not respond.
Exultant Cultist (auto; reference only): When all players with this ability die, the player who possesses the ability Vestige of Emrakul returns to life. You should probably figure out how to get yourself killed as quickly as possible.
Team 3: TricMagic and randomgenericusername
TricMagic was really: An Honest Face (mafia)
(word: honest)
-Trustworthy to the End (auto): You alignment-inspect as town. If you die but the game continues, your alignment flips as town, and your role flip will not include this ability or Trust Me, I'm Lying (see below).
-Trust Me, I'm Lying (targets 1; night): You target one player and specify either any alignment, a player's name, or the word 'nothing' as the lie. If that player used a night ability for which your lie could be a valid response, he receives that response instead of the correct one, with context provided by the GM to appear as a genuine response. If the player does not use an ability which produces a response, or uses an ability for which your response would not make sense, this ability has no effect. You will not be told whether this ability was successful.
-The Worst Policy (day; auto): Every objective statement you make in the day thread must be technically truthful. You may consult the GM on whether a statement is permissible, and make your arguments for why it should be so, although the verdict is final. If you fail to tell the truth, you explode. For every two days that you survive, you gain a shot in either of Tangerines are Honest or Mixed Message, chosen randomly.
-Tangerines Are Honest (targets ∞; night; 2-shot): You send fruit to any number of players. Those players will be informed of the source of the fruit. You can use this ability at the same time as any other ability, including the mafia-kill.
-Mixed Message (targets 1; day; 2-shot): A specified message is sent to the player of your choosing. The content of your message must be entirely truthful and must not include information directly indicative of its source. Riddles are okay. The recipient will not be told the source of the message and will not be able to respond privately.
-Beautiful Truth (auto): When killed, you must specify a player; that player receives the Deathbed Confession ability (see below) as well as your The Worst Policy ability.
Giftable ability reference (you do not have these abilities):
Deathbed Confession (auto; reference only): You have received words of incredible but undeniable truth! Every day, you learn the role name of a random player, though you will not be told which player. Each day, you may choose a player to whom to pass on this truth; that player will receive the name of the player whose role you learned the preceding night, though not the role name.
randomgenericusername was really: YOG-SOTHOTH (mafia)
(word: eldritch)
-Cult of the Great Old Ones (auto): You alignment-inspect as cult. You act as a cult leader (see Whispers in the Dark) and may win as one alongside the standard mafia win condition. Furthermore, if the game continues after you die, your alignment flips as cult, and your role flip will not include this ability. Every night, you may specify any number of messages to be received by one or more specified cult members, but each cult member can only recieve one message per night.
-Whispers in the Dark (targets 1; night; 1-shot): Your eldritch whispers seduce your target to worship you, bringing your dominion over the world ever closer. Target gains the ability Eldritch Cultist. Your cultists can communicate with you and vice versa, but they do not automatically know that you are their leader.
-The Ritual of Dunwich (targets 1; day; 1-shot): Your target becomes empowered by the unholy essence; he cannot be killed by any means this phase, and his vote decides the lynch irrespective of the majority. The target will not be informed of either of these effects. Each subsequent time you use this ability, the previous target dies.
-Dreams of the Outer God (night): You slumber patiently at the centre as the spheres revolve around you. I know that's more of an Azathoth thing but just roll with it. Choose either Whispers in the Dark or The Ritual of Dunwich; you gain one shot in the chosen ability. Each of your cultists has a chance of gaining a random eldritch-type ability every time you use this ability.
Giftable ability reference (you do not have these abilities):
Eldritch Cultist (auto; reference only): You have been inducted into an unspeakable cult. While you have this ability, you alignment-inspect as cult regardless of any other abilities. You also gain the cult win-condition. You may receive messages from your cult leader, and you may specify one message to be sent to that leader every night. You may gain certain abilities depending on your cult leader's actions. If you lose this ability, you also lose all abilities gained by means of this ability.
Ritual of the Essential Salts (targets 1; night; 1-shot; eldritch; reference only): Target a dead player; by certain secret and profane rituals, you return the player to a semblance of life, granting him one random eldritch ability in the process.
Flautist's Drone (targets 1; night; 1-shot; eldritch; reference only): Your target falls asleep and is therefore roleblocked. Pretty straightforward.
Unencumbered Sleep (targets 1; night; 1-shot; eldritch; reference only): Your target is purged of all otherworldly influence; any abilities your target has come to possess which alter his role, alignment, or win-conditions (including Eldritch Cultist if applicable!) are lost.
Deep Secrets of Dagon (targets 1; night; 1-shot; eldritch; reference only): Your target gains the ability Innsmouth Affect.
Innsmouth Affect (auto; reference only): You have transformed into a Deep One for some reason! You now alignment-inspect as "fish" regardless of any other abilities and your role name displays as "Deep One". You may not allude to this transformation in the day thread in any way, nor admit to it if anyone points it out.
Powder of Ibn Ghazi (night; 1-shot; eldritch; reference only): You gain the ability to see the invisible; a random player's name, alignment, and role name will be delivered to you.
Mi-Go Surgery (targets 1; night; 1-shot; eldritch; reference only): You protect your target against death and fully heal him of any weakness induced by other abilities. Sorry, they can't all be exciting.
The Colour Out of Space (targets 1; night; 1-shot; eldritch; reference only): Your target is infected with an unclean aura which drains not only him, but those around him as well. Your target, everyone your target visits this phase, and everyone who visits your target this phase are all weakened. Weakened players will die immediately under various circumstances, most importantly on any second exposure to a weakening ability.
Team 4: hector13 and Egan_BW
hector13 was really: You Could Have Been Anything You Wanted, And You Chose "Perhaps" (So Now All Your Abilities Involve Randomness) (mafia)
(word: perhaps)
-Perhaps I Am A Monster, Perhaps A Man (auto): When someone would be told your alignment, a coin is flipped. On heads, your alignment will be described as town. On tails, your alignment will be described as jester. If this ability invokes more than once in the same turn, and the coin flip produces the same result twice or more in a row, your alignment will be described as mafia on even-numbered repeats. If you die but the game continues, your alignment flip invokes this ability, and your role flip will not include it.
-Perhaps They Will Not Act (night; 1-shot): You roleblock 1d6 randomly-selected players. You will not be told which players.
-Perhaps I Can Understand (day; 1-shot): You learn the role name of a random player. You will not be told the player's name.
-Perhaps This Was A Bad Idea (targets 1; night; 1-shot): Target one player, and 1d8 is rolled. On a 1, your target dies. On an 8, you die. On any other number, your target receives fruit.
-Perhaps The Truth Is Out There (day; 1-shot): You learn the alignment of a random player. This time you get to be told the player's name.
-Perhaps I Should Just Wait This Out (night): You rest for the night, regaining one shot of a randomly-selected shotted ability you possess.
-HA HA HA HA HA HA HA HA HA HA HA HA HA HA (any phase; 0-shot): 2d100 are rolled. If the resulting numbers are the same, you win. This does not end the game for anyone else, and you may continue playing, but you will be included among the winners at the end no matter what. Your victory will be announced in the day thread, but the reason will not be explained until the end of the game.
-Perhaps It Was Better This Way (auto): When you die, 1d6 randomly-selected players each receive a copy of one randomly-selected shotted ability that you possessed at death.
Egan_BW was really: ??? (mafia)
(word: unknowable)
-? (auto): You alignment-inspect as '???'. If you die and the game continues, your alignment flips as '???' and no abilities are included in your role flip. Anyone who attempts to investigate you in any way, including watching your target, will get a headache and an unhelpful answer. Anyone who says your name in the day thread will also get a headache that night. Whenever someone gets a headache because of this role, you gain a shot in a randomly-selected ineffable ability. Even you do not know what the ineffable abilities are. Between you and me, even I may not know.
Team 5: rockeater and Thanatos Russ
rockeater was really: Horsemen of the Apocalypse (mafia)
(word: apocalypse)
-Armageddon (auto): You alignment-inspect as a serial killer. If the game continues after you die, your alignment flips as a serial killer, and your role flip will not include this ability.
-Rapture (auto): While you live, half of all living players, not including you, will be randomly selected every cycle; selected players are immune to death caused by any ability, though they can be weakened. You will not be told which players are invulnerable.
-Conquest (targets 1; night): Your target is roleblocked; if your target has more than one ability available that could theoretically be used during the next cycle, one such ability is randomly chosen and the player will be obliged to use it in the appropriate phase. This ability cannot be used consecutively.
-War (targets 1; night): Your target is redirected to a random player, while the chosen player is also redirected to your target. If either player uses any ability during this phase, the other player is weakened; weakened players may immediately die under various circumstances, most importantly if exposed to any weakening ability a second time. Note that abilities that would cure this weakness or protect from such death will do so normally. This ability cannot be used consecutively.
-Famine (targets 1; night): Your target is roleblocked and loses all abilities gained since the start of the game, returning him to the initial role state. Shot totals in abilities which existed at the start of the game are not affected, and, if the target somehow later regains any lost abilities, shots possessed at the time of loss will also be restored. Furthermore, the target cannot be killed by any means tonight, and may not vote in the next day phase. This ability cannot be used consecutively.
-Death (targets 1; night): Your target dies, even if protected by the effects of Rapture. It's really that simple. However, your target is allowed to challenge you to a game of basketball for his soul! I can't imagine why that would ever come up, though. This ability cannot be used consecutively.
Thanatos Russ was really: Teen Wolf (original, not MTV) (mafia)
(word: werewolf)
-You Are An Animal (auto): You alignment-inspect as 'werewolf'. If you die and the game continues, your alignment flips as town and this ability will not be included in your role flip. This ability is not included among those copied by Bite of the Full Moon; however, it acts as Plenilunary Condition for purposes of the Wolfsbane ability. If at any time all living players have the ability Plenilunary Condition, you win.
-Bite of the Full Moon (targets 1; werewolf; night): You turn your target into a werewolf. Your target gains the ability Plenilunary Condition and gains copies of all your werewolf abilities, including this one.
-Wolfsbane (targets 1; werewolf; night): A werewolf knows best how to kill a werewolf. If your target has the ability Plenilunary Condition, he dies; otherwise, nothing happens.
-Wait, Isn't That the Wrong Movie? (werewolf; night): You go to London, removing yourself from the game for a full cycle. You are protected from all kills while in London, but you cannot vote. Guess you should've applied for citizenship.
-Bloodhound Nose (targets 1; werewolf; night): You learn the names of every player your target visits and every player who visits your target. You even get the two lists separately, for being such a good doggo.
-Scent Identification (targets 1; werewolf; night): You learn your target's role name and alignment.
-I Guess It's a Little Bit the MTV One (auto; werewolf; night; 1-shot): If you have been dead for at least one full cycle, not including either this phase or the phase in which you died, you revive in a trippy drug-fuelled montage scene. This only works once.
-He Can Also Dunk (auto; werewolf; night): You are great at basketball, if it ever comes up.
Giftable ability reference (you do not have these abilities):
Plenilunary Condition (auto; reference only): You have become a teen wolf! During the night, you alignment-inspect as 'werewolf' regardless of any other abilities. During the day, you alignment-inspect as 'town' regardless of any other abilities. You gain a number of werewolf abilities along with this transformation; if you lose this ability, all werewolf abilities are also lost.
The Unteam: webadict
webadict was really: The Secret Player That Nobody Else Knows Is In The Game (mafia-ally)
(word: secretive)
-The Secret Auto Ability That Nobody Else Knows Is In The Game (auto): Nobody knows you are in the game unless they find out through an ability or you die. You may not post in the thread. You may send your vote in the day phase by PM; it will not be recorded on vote counts, but will still count. Yeah, they're going to hate you.
-Secret Stalker (targets 1; night): You learn which player or players your target visited. Every time you use this ability, 1d20 is rolled; on a 1, your target finds out your role name.
-Private Eye (targets 1; day): You learn the alignment of your target. Every time you use this ability, 1d20 is rolled; on a 1, your target finds out your name. If you use this ability, you cannot vote in the same phase.
-Hidden, uh, Guy (targets 1; any phase): You learn your target's role name. Every time you use this ability, 1d20 is rolled; on a 1, your target finds out your name and alignment. If you use this ability during the day, you cannot vote in the same phase.
-Fruitsassin (targets ∞; night): Target three or more players; a random targeted player dies, while all the others receive fruit. If you attempt to target two or fewer players, they will all receive fruit, and you will die! So don't do that.
-Surprise Purgative (targets 1; any phase): Your target loses any abilities gained since the start of the game which have altered his role, alignment, or win-conditions, and is thus restored to his original identity. If there are no such abilities, of course, nothing happens.
-The Even More Secret Auto Ability That Nobody Else Knows Is In The Game (auto): When you die, you revive in the same phase of the next cycle, unless the game ends before then. Nobody will be told that you revived until they learn about you for some other reason again. This ability will never be included in your role flip.
Ineffable Abilities (even Egan didn't know these):
(shots in these abilities were randomly gained whenever a headache proc'd)
-?? (night; ineffable; 0-shot): Having powered yourself up by consuming spirits of ineffability, you can now change the 'unhelpful answer' received by investigators this phase to a phrase of your choice. Note that this will be the response to all investigations of any kind targeting you this phase, regardless of whether it makes sense in context. Please limit your choice of phrase to a reasonable length. This ability can be used at the same time as any other ineffable ability.
-??? (targets 1; any phase; ineffable; 0-shot): Consuming even more spirits of ineffability, you project an aura of misdirection around one player. The target is roleblocked and unable to vote, while any abilities targeting that player are redirected to you. If you receive a message as a result of this redirection, you will be able to reply. This ability can be used at the same time as any other ineffable ability.
-???? (targets 1; day; ineffable; 0-shot): Still other spirits of ineffability enable you to strip your target of all abilities gained since the start of the game, returning him to the starting role state. Shot totals in abilities which existed at the start of the game are not affected. If the target somehow later regains the lost abilities, shots possessed at the time of loss will also be restored.
-????? (targets 1; night; ineffable; 0-shot): Spirits of ineffability allow you to resurrect a single player of your choice from death. It will probably not surprise you to learn that some ineffable abilities are very powerful and some are very not.
-?????? (targets 1; day; ineffable; 0-shot): You learn the names and role names of all players who have caused your target to gain abilities currently possessed by your target, if any.
-??????? (targets 2; any phase; ineffable; 0-shot): Your two targets are swapped for a full cycle; any abilities targeting one will be redirected to the other, while each will be redirected to the intended target of the other. If only one of the two targets uses an ability during a phase, the other will be roleblocked while the first will have an ability triggered at random on the roleblocked player's intended target! Very exciting.
-???????? (any phase; ineffable; 0-shot): The spirits of ineffability disguise you so thoroughly that everyone will be told that you have died. But you are actually still alive. There is no rule actually preventing you from totally blowing your cover, but it's probably a good idea not to?
-????????? (targets 1; night; ineffable; 0-shot): Did you know that every player is fundamentally a quantum-mechanical uncertainty signature? It's true! By consuming spirits of ineffability, you can amplify the uncertainty in that signature, returning the shot totals for all your target's abilities to exactly what they were at the start of the game! There's one player in particular this would really screw with, but I'm not telling you who.
-?×10 (targets 1; night; ineffable; 0-shot): The spirits of ineffability change from creation to destruction, killing your target, but only if your target is good at basketball. Why? That's unknowable.
-?×11 (targets 2; any phase; ineffable; 0-shot): All abilities either target has gained since the start of the game are instantly traded to the other, and vice versa. I don't feel like typing something silly about ineffable spirits for this one, sorry.
-?×12 (targets 1; day; ineffable; 0-shot): Your targets gains one ineffable ability. You gain two ineffable abilities. Your target's target, if any, dies.
-?×13 (any phase; ineffable; 0-shot): Up to 1d4 randomly selected players are revived. Each gains one ineffable ability. If you die with shots in this ability, it will automatically fire and you will be one of the players revived by its effect.
-?×14 (night; ineffable; 0-shot): Your face falls off, revealing another face underneath. Choose one ability revealed in any death flip so far; you gain that ability. If that ability depends on other abilities you don't have to function, you may die.
-?×15 (targets 1; day; ineffable; 0-shot): As soon as you gain this ability, and every cycle afterward as long as you have shots in this ability, a random player returns to life and gains a random ineffable ability. When you use this ability, your target dies.
-[cat sitting on ? key.jpeg] (any phase; ineffable; 0-shot): You win. This does not end the game for anyone else, and you may continue playing, but you will be included among the winners at the end no matter what. Your victory will not be announced in the day thread until end of game. You cannot gain more than one shot in this ability for the entire game. Starting on the cycle you use this ability, and every cycle thereafter, the following happens: every player who was dead at the end of the previous cycle returns to life and every player who was alive at the end of the previous cycle dies. Every player gains 1d3 ineffable abilities, not including this one. A random player will have a random ability automatically fired, on a random set of appropriate targets if necessary; the chosen player is not prevented from using an ability normally. This effect can randomly choose you. This effect can randomly choose dead players. Every votecount, all votes will be randomly reassigned in a way that preserves the total number of votes placed on each player. Remember, players will not be told the reason for any of this. I hope you're proud of yourself.
Special bonus power webadict gained after the Dark Secret was out:
-Improved Fruitsassin (any phase): Everyone who has ever received fruit turns into fruit. If every living player but you has turned into fruit, you win.
Postgame analysis to follow when I feel like it. BEGIN DISCUSSING.