1d20
Every single phase, or whenever this role is targeted by an action, roll 1d20, (a twenty-sided die), and follow the action listed on the table below. Do not inform the player what was rolled, unless otherwise specified:
1
- You automatically commit suicide.
2
- You gain a 1-Shot Insane Cop ability. -> Player is not informed the shot is insane.
3
- You gain a 1-Shot Insane Tracker ability. -> Player is not informed the shot is insane.
4
- No effect.
5
- You gain a 1-Shot Lie Detector ability.
6
- You gain a 1-Shot Bulletproof ability.
7
- If the player states any numbers, that number will be what they will roll next. If they state multiple numbers, take the first valid number. Do not tell the player this.
8
- You gain a 1-Shot Cop ability.
9
- Reroll, inform the player as such.
10
- You gain a 1-Shot Tracker ability.
11
- You may change your win-condition, and gain any factional abilities that may grant.
12
- No effect.
13
- For the next phase, the player must roll twice as many times as they should otherwise. If they roll a one, (1), at any given point due to this effect, they automatically commit suicide, regardless if a twenty, (20), is rolled, unless the one should come after the twenty. (See example at bottom.)
14
- Re-roll, inform the player as such.
15
- You gain a permanent Tracker ability.
16
- You gain a permanent Doctor ability.
17
- No effect.
18
- You gain a permanent Cop ability.
19
- You become Deathproof, unless the game is in MyLo/LyLo.
20
- You automatically win the game and leave.
This takes priority over
all
other rolls, if rolled.
This role wins if they roll a 20 OR if they are alive at the end of the game.
Example on Bottom:
1 5 12 20 - Player dies.
20 1 5 6 - Player wins and leaves the game.
6 9 1 20 - Player dies.