-There are no roleless innocents in this game.
-There is no mod CF.
-Some of Tommen's toys are battery-operated and thus run out of charges. Abilities may have charge times, or cool-off periods before they can use their abilities again. Players may start off charged or with no charge.
The following roles are guaranteed to be in the game and aligned with the evil faction.
There are three killers in the game. If there is more than one active killer belonging to the same faction, they can communicate off-thread at all times. Each night, the killers can send in (collectively) the name of one player they wish to target. Assuming that this player is not somehow protected and that no other role intervenes in any other way, this player will die at the end of the night.
There is a sympathizer in the game. This role is allied with the Faceless Man factions, and knows the identity of at least one of the killers belonging to their faction, though the killers do not know of them. If investigated, they will come up "not a killer". If there are multiple sympathizers in the game, they may be able to communicate with each other off-thread (this will be made clear in their role PM).
The following roles may be used and may be combined with one or more other roles. Not all roles will be used. All roles may have additional limitations, modifications, or flavor text beyond those described, and may be given to any faction.
Possible Roles May Include:
A player with this role has the ability to temporarily remove charge times a role may have.
The actor is a player who can only place a vote if his vote will cause someone to be lynched. If you try to vote, it will not appear on the votecount.
At the start of the game they have no special abilities. However when a Finder (specified by the mods – the identity of whom may or may not be known by the Apprentice Finder) dies, the Apprentice Finder inherits all remaining investigations and limitations of the Dead Finder. If the Finder is Night-Killed then Apprentice Finder will be told the result of the last investigation.
The opposite of an Activity Booster, a player with this ability drains the target's batteries and resets the charge time for all abilities to zero.
A player that, when lynched, is awarded the ability to kill a player in their mob as they die. The player must PM the mods the name of the player they wish to kill before the End of the Night Scene following their lynch.
This player is immune to nightkills and daykills. Roleblocks of any sort do not affect this ability.
At night, a charmer may send in the name of a player whom they wish to charm. If successful, the charmer will prevent the player from performing his special abilities. Charmers cannot prevent kills. Charmer supersedes guard and jailer if they both target each other.
The commuter is a role that may choose to leave Town at night, thus making them ineligible to be targeted by Night actions. By extension, they cannot use any Night actions they may have. This resolves before roleblocks.
After a lynch or a kill, the Coroner finder may ask to investigate the corpse. Assuming no interference by other roles, the mods will PM them to inform if the player was a "killer" or "not a killer".
At night, the finder can send in the name of one player they wish to be investigated. Assuming no interference by other roles, the mods will PM them as soon as day begins to tell them if that player is "killer" or "not a killer".
A Fool is a player that cannot place a vote on his own, because he does not trust his judgement. He or she must choose a player to cast a vote for him before the end of the Day Phase via PM to the Mods.
Friends do not have the ability to perform any special actions unless indicated by their Role PM. However, they do NOT know their friend(s) faction, and can communicate off-thread with them in a secret forum on the perendination board at all times. There may be multiple groups of friends in the game; if so they will not be aware of each other.
At night the guard can PM the name of one player to the mods. Assuming no interference by other roles, That player will be blocked from taking night actions. However, if they belong to a group that can perform collective night actions, and at least one other member of the group is still alive, the action will not be blocked. If two guards target each other, they cannot perform any other abilities. Guard supersedes jailer if they both target each other.
At night the healer can PM the name of one player other than themselves to the mods. Assuming no interference by other roles, That player will be healed, and will not die if targeted at night.
Well, the first step to not being insane is acknowledging it. Right? It just happens you'll have to figure your sanity or lack thereof on your own, since insanity will make your ability do the exact opposite of what is described. If you are not told in your role PM that there is a chance you may be insane, you may safely assume that you are sane.
You are provided with a given set of items allowing you to grant one-shot night abilities to other players. Once you have created your items during the Day Phase, the tools for making one break and cannot be used again. Players will be informed that they have received an item after the lynch scene.
This player is immune to any kill or find night action once during the game. If targeted by a killer they will not die. If targeted by a finder the finder will not get a result. Note that the player will be immune to one kill OR one find night action (any ability with the name "finder" in the title), and loses his invisibility status the first time he's targeted by either role. Roleblocks do not affect his invisibility status.
Jack of All Trades:
You happen to have several one-shot abilities. Once you have used one of your abilities, you cannot use it again.
You may choose a target to protect from kills; however, this will also Roleblock your target. If two jailers target each other, they cannot perform any other abilities. (Since roleblocking resolves first, this would nullify the protective aspect of the role.)
This player can make another player lynch proof for the next day. Each night the player can PM the name of one player other than themselves to the mod. Assuming no interference by other roles, as soon as Day is announced the Mods will reveal the player who cannot be lynched that day.
At night the martyr can PM the name of one player to the mods. That player will be healed, and will not die if targeted at night. However, if the player the martyr protects is targeted, the martyr will die in their place.
A merciful player cannot bear to inflict pain on someone. He cannot cast the hammer vote on a person. If he tries, the vote will not show up.
A player that is not a killer, but whenever investigated by a sane Finder will appear as a killer. Millers are informed if they are millers.
At night, the finders can send in the name of one player they wish to be investigated. Assuming no interference by other roles, the mods will PM them as soon as day begins to tell them if that player "Performed a night action" or "Did not Perform a night action".
During the day, the ninja has the ability to kill another player. To do so they should post on the thread to say in bold ."I am a ninja, and I kill <name of="" player="">" Both this player and the ninja are now dead, and the day ends, as soon as this is posted. If anybody other than a ninja posts this message the mods will not be amused.
A persuader may target a player to convince during the Night Phase. If successful, the persuader will control that players vote and must inform the Mods via PM whom the player will place a vote upon.
The only person capable of diagnosing insanity. The Psychiatrist may choose to target a given player. If no other roles interfere, the psychiatrist will be informed if that player is sane or insane the next day. (Edited for clarity.)
A player with this role may choose at night to target a player and which will either randomly be: 1) protected 2) inspected him, 3) killed or 4) nothing would happen.
A role finder may target a player to learn his role (but not his alignment).
In a 1 vs. 1 scenario, if the Soldier is the last man standing of his faction, his team wins the game.
This ability makes a kill unstoppable by any abilities such as heal, jails, guards, martyr protections, commuter, bulletproof, or invisibility status.
The vanilla maker may target a player during the Night Phase, and if successful, the player will lose all his special abilities for the rest of all the game.
The vigilante has the ability to kill one player at night over the course of the game. To do so they should PM the mods the name of that player. Assuming no other role intervenes, that player will be reported dead at the start of the next day. If the kill fails for the actions of a guard, the vigilante will not lose the ability to kill. If the kill fails for some other reason the vigilante will not be able to kill another night.
A watcher may choose a player to target at night. If other roles do not intervene, he will be informed if that player is targeted (although not by whom or what).</name>
Edited by Varys The Spider, 02 January 2012 - 10:57 PM.