Post by Avery on Jan 4, 2015 20:35:47 GMT -5
Behold, the roles of the town, listed by alignment.
Mafia Roles
The Godfather
The head of the mafia, he is the one to perform the kill each night. If he's in jail or incapacitated, the mafia kill will not go through. If he dies, the Mafioso becomes the Godfather; if that Godfather dies, one of the other unique roles will lose its special abilities to become the Godfather, and so forth again if that Godfather dies. He is immune from night attacks.
Framer
Chooses a person to frame each night. That person will show up Suspicious on that night's detective log.
Diversionist
Chooses a person to distract each night. That person's night action will be blocked.
Mafioso
Attends mafia meetings each night and helps contribute to strategizing. If the Godfather dies, the Mafioso takes his place.
Mafioso
Attends mafia meetings each night and helps contribute to strategizing. If the Godfather dies, the Mafioso takes his place.
Town Roles
Detective
Selects a person to investigate each night, and will be told if he or she is Suspicious or Not Suspicious. Suspicious need not mean Mafia; some neutral roles will also appear as Suspicious if they are inclined toward malice.
Healer
Selects a person to heal each night. If that person is attacked, he or she will be healed. Can only choose to heal themselves once during the game.
Vigilante
Owns a gun with three bullets, which may be utilized in the night to shoot targets whom the vigilante suspects is guilty. But if they kill an innocent, the vigilante will die of guilt.
Warden
The warden selects in the day a person who will be jailed that night; the person is blocked from performing his or her night action. The warden can communicate anonymously with his inmate and choose to execute the inmate if he believes the inmate to be guilty. If the warden executes an innocent, he loses his execution privileges for the remainder of the game. A person who is in jail is immune from attack that night.
Magician
The magician magically transports two people each night, swapping their whereabouts. This means that all actions performed on the one person will be shifted to the magician's other target, and vice versa. This can be useful for attempting to make the mafia attack itself, for example. The Magician may target himself.
Spy
Follows a person each night, and learns in the morning who, if anybody, visited their target. The Spy may target herself.
Clairvoyant
Can converse at night with the dead, thus gathering information or simply discussing strategy. After death, may utilize a one-time seance to communicate with a (hopefully trusted) member of town in an effort to convey important information.
Ice Cream Man
Selects a person each night to gift with a delicious ice cream cone! That person will be so distracted by consuming the sugary morsel that his or her night action will not go through.
Bodyguard
May select a person each night to stand watch over. If that person is attacked, the Bodyguard will die instead, taking out the intended victim's attacker in the process. The Bodyguard may select to guard himself once during the game.
Revivalist
Once during the game, can select a person from the graveyard to revive. The revived person loses his role; however he counts as a vote for the town and can also tell the town things he's learned from the dead. This can be particularly useful if the clairvoyant dies early and has used up her seance. However, the revived person is still vulnerable to death. Er, re-death.
Admin
Can select at any time to reveal herself as Admin, hence making her execution votes count as three votes. Once she is revealed as Admin, she may no longer be saved by the Healer; but could still be guarded by the Bodyguard or survive if given a bulletproof vest by the Blacksmith.
Blacksmith
Starts the game with a pile of three bulletproof vests. May select to give them out to others, up to one per night, until he runs out; a person with a bulletproof vest in his inventory may select to use it on any night, and if they are attacked that night, will survive the shot/attack attempt. Owning a bulletproof vest does not make the target immune from execution, nor does it prevent a person from being doused/ignited. The Blacksmith may utilize one vest on himself, if so desired.
Bodyguard
May select a person each night to stand watch over. If that person is attacked, the Bodyguard will die instead, taking out the intended victim's attacker in the process. The Bodyguard may select to guard himself once during the game.
Revivalist
Once during the game, can select a person from the graveyard to revive. The revived person loses his role; however he counts as a vote for the town and can also tell the town things he's learned from the dead. This can be particularly useful if the clairvoyant dies early and has used up her seance. However, the revived person is still vulnerable to death. Er, re-death.
Admin
Can select at any time to reveal herself as Admin, hence making her execution votes count as three votes. Once she is revealed as Admin, she may no longer be saved by the Healer; but could still be guarded by the Bodyguard or survive if given a bulletproof vest by the Blacksmith.
Blacksmith
Starts the game with a pile of three bulletproof vests. May select to give them out to others, up to one per night, until he runs out; a person with a bulletproof vest in his inventory may select to use it on any night, and if they are attacked that night, will survive the shot/attack attempt. Owning a bulletproof vest does not make the target immune from execution, nor does it prevent a person from being doused/ignited. The Blacksmith may utilize one vest on himself, if so desired.
Random
At the start of the game, a dice will be rolled; one of the town roles will be duplicated and assigned. The town will NOT know which town role has been duplicated. (This means there could, for example, be two Spies, or two Detectives.) This role adds interest and another layer of strategy when players attempt to claim roles.
Neutral Roles
Survivalist (neutral: neutral)
Only goal is to survive the game, and may attempt to do this by utilizing a bulletproof vest which makes her night immune. However, the bulletproof vest may only be used four times over the duration of the game. The Survivalist wins merely by being alive at the end of the game, whether it's a town victory, mafia victory, or other.
Retributionist (neutral: wicked)
Once mortally offended or wronged by an (otherwise) innocent member of the town, the Retributionist seeks only to see his target executed. While the Retributionist, he is night immune. If his target dies in the night rather than being executed, the Retributionist becomes the fool, whose sole goal in the game is to get himself executed; at this point, however, he loses night immunity. May win either by having his target executed, even if the Retributionist himself is later killed; or by being alive at the end of the game, even if his target is still alive; or, if he becomes the fool, by getting executed. If executed as the fool, he gets to pick one member of the town that night who voted for him to kill in revenge.
Amnesiac (neutral: neutral)
Who am I? May select a role from the graveyard, whether town, mafia, or neutral, and becomes that role for the remainder of the game. If he selects a mafia role, joins mafia meetings.
Werewolf (neutral: deadly)
On the full moon (every other night), turns into a rampaging werewolf and attacks a member of the town, as well as anybody else who visited that townperson in the night. Alternately, on nights that she is transformed, she may select to "stay home" and will kill anybody who visits her. On nights that she is transformed, the werewolf is immune from attack. Wins only when the mafia and town both are dead, but can win with other neutrals still alive.
Sorcerer (neutral: wicked)
Mischief! Fun! Each night, the Sorcerer picks a member of the town to control, and gets to select what action that person takes, and against whom. This can be used for such delightful activities like making the (suspected) Detective investigate himself or making the (suspected) Healer heal the mafia! \o/ The Sorcerer can only win with evil or other neutrals, not town.
Arsonist (neutral: deadly)
Look at the flame... see it glows. So pretty! So deadly! Selects a person each night to douse in gasoline. Can select at any time to ignite all doused targets, killing them the next morning. After igniting, may choose to continue dousing new targets in the same fashion. Night immune (may only be executed), and can douse anybody who is not night immune, including mafia. Wearing a vest does not protect against the arsonist's douse. Once he is dead, all of his targets are safe from ignition.
Romeo & Juliet (neutral: uncertain)
Destined by the stars, these two lovebirds just know they're meant to be. Working together from the outset, Romeo & Juliet only care about both surviving the game, regardless of who else wins, and may be either malevolent or supportive toward the town depending on the events of the game. If one is lynched or executed by the Warden, or shot by the Vigilante, the surviving lover will be so enraged that they can choose to kill a member of the town in revenge each night until they, too, die. But if one is killed in the night by a malicious role (Arsonist, Werewolf, Mafia), the surviving lover will die of grief and all killing roles will be blocked that night. If both Romeo & Juliet are visited by the Diversonist, they will be so distracted by the Diversonist's charm and guile that they'll forget each other and become vanilla villagers, losing their unique revenge and blocking capabilities and now only able to win with the town.
Sorcerer (neutral: wicked)
Mischief! Fun! Each night, the Sorcerer picks a member of the town to control, and gets to select what action that person takes, and against whom. This can be used for such delightful activities like making the (suspected) Detective investigate himself or making the (suspected) Healer heal the mafia! \o/ The Sorcerer can only win with evil or other neutrals, not town.
Arsonist (neutral: deadly)
Look at the flame... see it glows. So pretty! So deadly! Selects a person each night to douse in gasoline. Can select at any time to ignite all doused targets, killing them the next morning. After igniting, may choose to continue dousing new targets in the same fashion. Night immune (may only be executed), and can douse anybody who is not night immune, including mafia. Wearing a vest does not protect against the arsonist's douse. Once he is dead, all of his targets are safe from ignition.
Romeo & Juliet (neutral: uncertain)
Destined by the stars, these two lovebirds just know they're meant to be. Working together from the outset, Romeo & Juliet only care about both surviving the game, regardless of who else wins, and may be either malevolent or supportive toward the town depending on the events of the game. If one is lynched or executed by the Warden, or shot by the Vigilante, the surviving lover will be so enraged that they can choose to kill a member of the town in revenge each night until they, too, die. But if one is killed in the night by a malicious role (Arsonist, Werewolf, Mafia), the surviving lover will die of grief and all killing roles will be blocked that night. If both Romeo & Juliet are visited by the Diversonist, they will be so distracted by the Diversonist's charm and guile that they'll forget each other and become vanilla villagers, losing their unique revenge and blocking capabilities and now only able to win with the town.