Dead zorbees,
You are the Villain
For too long you lived in the town and had to watch all of the fools keep going about their lives and living so... insufferably. But until recently, you couldn’t think of a way to safely act against them. So when you heard the Werewolf roaming around outside, leaving the gates open for him was an easy decision, and you’re going to keep helping him now that he’s inside.
First, during the Day, you may PM the host with “Day X - Murder <user> before the Lynch.” You will kill <user>, ending the Day and stopping the Lynch from taking place. You may only do this once.
Second, during the Day, you may PM the host with “Day X - Save the Werewolf by killing <user>.” If and only if the Werewolf has received a majority of votes in the Lynch, you will risk your own safety and kill <user>, ending the Day before the Lynch. You may do this any number of times. If the Werewolf would not have been Lynched, this ability will fail.
Third, even though you don’t know the identity of the Werewolf, you can still leave him messages. You can post at any time
here to leave messages for the Werewolf, and hope he responds. He knows who you are, but not what you can do.
Fourth, while you are against the Town and thus more or less aligned with the Werewolf, you would prefer it if you had the power to do it on your own. You know that the Werewolf is able to Convert a person into a weaker Wolf. But if it’s someone as inherently evil as you, maybe you would turn into something stronger. The Werewolf doesn’t know about this possibility, though.
Finally, you know that no one in the Town is currently filling the role of “Merchant.” What a “Merchant” does is up to you. You won’t be able to hide your ill will if anyone checks into you any further, though. You know all members of the Town have the following lines in their roles: “You are aligned with the Town.” and “You win when the Town is safe again,” if that sort of thing interests you.
You are aligned with yourself.
You win if all members of the Town are killed.