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(Oops, all berries!)
Have you ever wanted to play a game using terrible, terrible ideas for roles?
No? Well you've got the option anyway.
Welcome to Battle of The Bad Role Ideas, or BOTBRI (credit to Kirize for the lame name idea). This is a TG minigame where we play all sorts of types of standard TG games, but with some pretty bad role ideas thrown in. I'll elaborate more after the roles currently included in this minigame.
How does it work? Simple. The game host (me) uses one or more custom roles from our little pool of custom roles that we have (later elaborated on like i said), which has objectively bad mechanics and we play a game or two and move to another bad role idea or a different kind of rolelist setup with the same role, etc.
What is it about? Put shortly, taking bizarre/strange/funny/bad ideas and mixing them in with either pre-existing dynamics or dynamics we create by making these roles and use them.
So could there be a point to this? Maybe. If you want, you can use this minigame as a way of thoroughly exploring these kinds of ideas to intrinsically and scientifically take them and the thought processes behind them apart so that we can learn from them and potentially improve our ideas for roles and maybe even generate valuable input ideas for TG
NTF, this is trash. It's trash, morty! What sort of roles do you mean?
I'm glad you asked. In BOTBRI, we use all the roles currently in TG, as well as some custom roles which are really, really bad. There are currently 71 custom roles for BOTBRI, with 13 Pirate roles, 7 Word Clowns roles, 7 Sin roles, 23 Neutral roles, 13 Town roles, 6 Mafia roles, 1 Excelluminati role and 1 Host role.
Here's a list of all the roles currently in BOTBRI:
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Spoiler:
- [spoiler]thisisjustheretomakethespoilersbelowgointoanotherspoilerotherwisethispostwillbealightyearlong
- Unknown (The Original)
Spoiler: Alignment: Neutral (Evil)
Abilities:- None.
- You cannot be killed on any even numbered night.
- You will kill any visiting town members who attempt to investigate your role (Direct-investigations such as Investigator, Consigliere & Sheriff, Rather than indirect-investigations from roles such as Interviewer and Scientist.)
- You must survive to win, with the sole exception of being Cleaned, Buried or similar when killed.
- Live anonymously to see the Town die.
- Amnesiacs cannot remember this role, but there can be more than one of them maximum in a game. (So, Semi-Unique?)
- If a Janitor cleans this player, the Janitor will not be told what role the player was, continuing it's anonymity.
- The 'They were killed by' notification for roles investigating the Unknown will be randomised to be any non-faction-tactical kill:
- They were shot by a Veteran.
- They were incinerated by an Arsonist.
- They were stabbed by a Serial Killer.
- They apparently committed suicide.
- They died from guilt over lynching the Jester.
- They died from guilt from abstaining the Joker.
- They were shot by a Vigilante.
- They were shot by the Worst Vigilante.
- They were killed by a Mayor.
- They were executed by the Jailor.
- They were executed by the Pretend Jailor.
- They were killed by an Unknown.
- They were shot by an Urban Sniper.
- They were rescinded by a Paradoxist.
- They were killed by a Bodyguard.
- They were killed by the Salty Election Loser.
- They were mauled by a Werewolf.
- They were electrocuted by an Electrician.
- They were slaughtered by a BOTBRI Host.
- They were eaten by a Cannibal.
- They were lynched by Exce for being the Interviewer.
- They were shot by a Secret Agent.
- They were shot by a Chigilante.
- They were shot by a Countegilante.
- They were baited by a Vetbaiter.
- They were incinerated by an Arsowerejester.
- They were mauled by an Arsowerejester.
- They died because the Arsowerejester is too OP.
- They were shot by a Doctor.
- They died of a sudden heart attack.
- It was a clean kill.
- Cannot be resurrected once killed.
- Wins with all Non-Town.
- Must kill the Town.
- Must survive to win, the the sole exception of being Cleaned, Buried or similar.
- Worst Vigilante
Spoiler: Alignment: Neutral (Gamethrowing)
Abilities:- Kill someone at night.
- You have three bullets.
- Target someone at night to attempt to kill them. This is not possible on the first night.
- At some point during your life, you must kill a Mayor, revealed or not.
- If you have used all of your bullets and not killed a Mayor, you commit suicide the next night.
- If there is no Mayor or if they are either lynched or killed at night by someone else other than you (That isn't a Worst Vigilante), you will become a Serial Killer.
- Kill a Mayor.
- Only needs to kill a Mayor, or for another Worst Vigilante to kill a Mayor to win.
- If the Worst Vigilante kills a Mayor, the kill will show as being performed by a Vigilante.
- If the Worst Vigilante becomes a Serial Killer, they must follow the Serial Killer's goal instead.
- Itself.
- Must remain alive, with the sole exception of dying after they kill a Mayor.
- Urban Sniper
Spoiler: Alignment: Neutral (Killing)
Abilities:- Construct ammunition for your rifle or shoot someone with it that night.
- You have one autovest which defends against one attack.
- You start with 3 charges.
- Each night, you may target yourself to generate 3 charges. You may do this even if you have charges stored. You cannot be roleblocked while doing this.
- Targeting someone else will kill them, but only if you have any weapon charges.
- Your attacks will obfuscate how the target died, until:
- You may spend 2 charges to clean the target, but start revealing how they died.
- Killing somebody will use one weapon charge. If your target was killed by someone else on the same night as your visit, a charge will not be spent.
- Kills do not count as visits.
- Your attacks cannot be prevented by healing or night immunities, unless it is a cleaning shot.
- Kill everyone who would oppose you.
- The Urban Sniper is not able to visit if they do not have any weapon charges.
- Since Urban Sniper kills don't count as visits, the Veteran will not kill a Urban Sniper if they alert.
- The Urban Sniper will appear as "an Urban Sniper!" to Sheriffs.
- Itself
- Neutral Benigns
- Neutral Evils
- Must kill everyone else
- Must stay alive.
- Vetbaiter (Credit to Mega Arceus on the TG Discord for this role idea.)
Spoiler: Alignment: Neutral (Benign)
Abilities:- Shorten Day 1 chat to 1 second.
- If you fail to say anything during Day 1, you will commit suicide that night.
- Say anything in Day 1 chat.
- If a Distorter rolls the day back to Day 0 and the Vetbaiter has not said anything during Day 1, they do not die on Night 1.
- Consequently, once Night 0 passes and if the Distorter doesn't rollback, allowing the game to progress into Day 1, Day 1 will last 1 second again.
- Consequently of that, regardless of if the Vetbaiter said anything or not on the first Day 1, if they fail to say anything during the repeated Day 1, they will commit suicide that night (unless the Distorter rolls it back, of course).
- This repeats for any subsequent Distorter rollbacks and Day 1 repeats.
- If the Vetbaiter has died on any Day 1, repeated or not and a Distorter rolls back to Day 0, repeating Day 1 the next day will last the standard time, instead of 1 second.
- I feel sorry for any BOTBRI game that may happen where both a Vetbaiter and a Distorter are present and the Distorter needs to win on Day 1.
- If a Clownscriptor converts a Vetbaiter after they have talked Day 1, the Vetbaiter will still win, even if the Word Clowns don't. This is not an excuse to gamethrow/mess around, though.
- Also, if the Clownscriptor converts a Vetbaiter on Night 1, after they haven't talked Day 1, the Vetbaiter will not suicide and will have another chance to win the game.
- Anyone, in any state, so long as it has talked during Day 1 whilst alive.
- Townie (Credit to Mega Arceus on the TG Discord for this role idea.)
Spoiler: Alignment: Neutral (Good)
Abilities:- Convince the Town that you are good and not a member of the Mafia.
- You cannot be killed at night.
- You will appear as a member of the Mafia to all investigative roles.
- Live to see the Town win. (Lynch every criminal and evildoer.)
- Must stay alive to win.
- Scientist will compare it as though it were a Mafia alignment.
- Wins with Town.
- Wins with Neutral Benign (For example, if there is just a Survivor and a Townie, it will count as a Town win.)
- Must kill everyone else.
- Must stay alive.
- Salty Election Loser (because of the dumb 16 character role name limit in TG, this gets abbreviated to either Salty Loser, SaltyElctionLsr or even just SEL. Credit to Alex1234321 on the TG Discord for this role idea.) definitely not hillary i swear
Spoiler: Alignment: Mafia (Deception)
Abilities:- Reveal yourself as Mayor of the town.
- At night, target yourself for a 50% chance to kill one revealed Mayor.
- Once you have revealed yourself as Mayor, your vote will count as 3.
- You may not be healed once you have revealed yourself.
- You may only attempt to kill the real Mayor at night 3 times.
- Kill anyone that will not submit to the Mafia.
- Even though it's not listed (because I forgot it), this role joins Mafia night chat like all other Mafia roles.
- If the SEL has revealed, if you are jailed by the Jailor or MY OC!!!!11 and they don't execute you, you will kill them.
- The SEL may not make the factional Mafia kill unless there are 2 or less Mafia.
- The chance to kill a revealed Mayor includes themselves.
- Killing a revealed Mayor (including themselves) will show as them being killed by a Salty Election Loser specifically.
- Kill attempts do not pierce night immunity, with the exception of themselves (Even though the SEL does not have night immunity (so if the SEL is healed, they will still die)).
- The SEL can still target itself if there is no Mayor.
- The SEL can still target itself if there is no revealed Mayor.
- Bet you're regretting performing your night action now, huh.
- Wins with the Mafia.
- Wins with Witches.
- Wins with Neutral Benigns.
- Must kill everything else.
- Whitepackager
Spoiler: Alignment: Town (Power)
Abilities:- Prevent a Mafia member from using Mafia chat at night.
- During a day, you can target a town member to attempt to whitepackage them.
- Whitepackaged Mafia members cannot see or talk in the Mafia chat that night.
- You cannot be roleblocked at night.
- Lynch every criminal and evildoer.
- Whitepackages, regardless of success or not, count as visits.
- Wins with Town
- Wins with Neutral Benign
- Must kill everyone else.
- Tainter (Needs some kind of buff)
Spoiler: Alignment: Neutral (Chaos)
Abilities:- Falsify evidence regarding someone's death, to make it seem like they died another way.
- Target someone each night to change the notification of what they were killed by, if they die that night.
- You may not use the same role's (or faction, if Mafia) kill notification twice.
- You may only perform five successful taints.
- If you survive for two nights after your fifth successful taint, you win and become a Jester that night.
- Live to see the Town and Mafia die.
- The Tainter starts with 2 auto-vests protecting from the first non-Word Clown/Pirate attack.
- This role cannot be roleblocked at night.
- Must live to win, unless they become a Jester.
- If they become a Jester, they've won. They do not need to follow the Jester's goal, nor does failing it affect their victory in any way.
- If the Town and Mafia die while the Tainter is alive and before they have performed five successful taints, they will win.
- All Word Clowns
- All Neutrals
- Must kill the Town
- Must kill the Mafia
- Must stay alive (Unless they become a Jester. Even though they've won by then. I think there's an echo in here...?)
- Joker
Spoiler: Alignment: Neutral (Evil)
Abilities:- Trick the town into voting against you.
- if you are lynched, you may killed someone that abstained on your vote, the following night.
- Get yourself lynched by any means necessary.
- Joker kill pierces night immunity.
- Joker will still win if they are lynched with no abstains. However, this means that the Joker will not be able to kill anyone that night.
- All.
- Distorter
Spoiler: Alignment: Neutral (Benign)
Abilities:- Make the previous day start tomorrow.
- At night target yourself to make the game roll back to the previous day (E.g. if Day 4 ends, going into Night 4, deciding to rollback, when Night 4 ends, if the Distorter is not otherwise interrupted (roleblocked, killed, etc.) then Day 3 will start, then progress as normal from there (A process which can be repeated for as long as the Distorter has rollbacks)).
- Rolling the day back only affects the Day/Night counter and no other part of the game.
- You may only roll back the day [Y] times.
- Provided you live, you win with anyone.
- Live to win on Day [X].
- X is a random number ranging from -1 to 6.
- Y is a corresponding number which decreases with the increasing value of X.
- If X is -1 or 0, Y is 6. If X is 1 or 2, Y is 5. If X is 3 or 4, Y is 4. If X is 5 or 6, Y is 3.
- The win will count as either the faction win (if a faction would normally win) or a Neutral win if the neutral is the one that wins, where the Distorter will win also, but only if the current day is their target day (the day after the night ends, which determines what happens after all night actions occur). Think Survivor. In a standard game where there is a lot of Mafia, a Survivor and another non-Mafia, non-Survivor and the Survivor dies, it's considered a Mafia win where the Survivor wins also. This operates on the same logic. I might have overexplained that.
- All.
- Must be alive.
- Must be the target day when winning.
- Hermit
Spoiler: Alignment: Town (Support)
Abilities:- Be hermity.
- At night, you can target someone to visit them.
- You cannot be roleblocked at night.
- Lynch every criminal and evildoer.
- When visiting, anything that happens to the person the Hermit visited also happens to the Hermit.
- Wins with Town
- Wins with Neutral Benign
- Must kill everyone else.
- Informant
Spoiler: Alignment: Mafia (Investigative)
Abilities:- Check two people for their alignment types each night.
- You can talk with the other Mafia at night.
- Kill anyone that will not submit to the Mafia.
- Alignment result returns as the superalignment, not the subalignment (E.g. Town, Mafia, Neutral, etc. but not Protective, Investigative, Evil, etc.)
- Wins with the Mafia.
- Wins with Witches.
- Wins with Neutral Benigns.
- Must kill everything else.
- Death Roleblocker (Or Death RB'er)
Spoiler: Alignment: Neutral (Gamethrowing...?)
Abilities:- Roleblock town members when killed.
- If you are killed at night, you will roleblock your attacker, as well as 2 other people of your choice.
- If you are lynched, you will roleblock the remaining town members (the living ones) that night.
- If one of those remaining town members is a role that kills roleblocking visitors, you will roleblock them straight after being lynched.
- Roleblock a role that kills visiting roleblockers, forcing a logic loop (Loops 3 times maximum.)
- The Death Roleblocker is assigned a random role's night visit power (but not their passive except in some instances (especially not if it's NI)) at the start of the game (with the exception of the Jailor, Retributionist, Consort, Escort, Rain Dancer, Disguiser, Musician, Orphan, Cannibal, Survivor, Amnesiac, Ghost, Blackmailer, Lone Spirit, Paradoxist, Bodyguard, Auditor, Janitor, Transporter, Stalker, Forger, Framer and it can get Spy and Medium passives, so no Medium seance once dead), but can only use it on odd-numbered nights, excluding N1. (e.g. it can be told it has vigilante, medium, consig or spy powers, then it can start shooting people/hearing the dead (but only on those odd nights)/investing/hearing whispers (again, only on odd days) n3. however, using those powers would have the same consequences of that power were it actually that role. For instance, it uses Vigilante power to kill a town member. It suicides the next night. This cancels it's Death RB'er passive, unless another role also tries to kill it that night.)
- The Death Roleblocker does not gain the ability to use the Mafia chat from having a Mafia role's night power/passive.
- The Death Roleblocker does not gain night immunity from having another role's night visit power/passive.
- Wins with all alignments, so long as it -
- Causes a logic loop by roleblocking a role that kills visiting role blockers.
- Asylum Patient
Spoiler: Alignment: Town (Gamethrowing)
Summary:- A schizophrenic mental patient who isn't locked up in their own home for his own safety... wait, what? And for some reason, they have access to knives and people can get in? Wait what are you doing, don't go in...
- Visit someone at night...?
- If you are role blocked, you will attack the role blocker instead of your action target.
- You cannot be killed at night.
- Lynch every criminal and evildoer.
- Kills made by the Asylum Patient are indistinguishable from the work of a Serial Killer.
- Target action at night is random. It can either be a false action that the Asylum Patient imagined happening, not doing anything at all, or killing the target in the vein of an SK. Here's an exhaustive list of the possible actions and feedback the Asylum Patient can get from visiting someone:
- Action: Nothing | Feedback: None
- Action: Nothing | Feedback: You stayed at home.
- Action: Nothing | Feedback: You attacked someone.
- Action: Nothing | Feedback: Your target is in interviewer group [Random Group]
- Action: Nothing | Feedback: Your target is [Random Investigator/Consig result]
- Action: Attacked someone | Feedback: None
- Action: Attacked someone | Feedback: You stayed at home.
- Action: Attacked someone | Feedback: You attacked someone. (Feedback regardless of immunity)
- Action: Attacked someone | Feedback: You attacked someone. (Or 'You attacked someone, but they're immune!' if they were protected from the Asylum Patient's attack.)
- Action: Attacked someone | Feedback: Your target is in interviewer group [Random Group]
- Action: Attacked someone | Feedback: Your target is [Random Investigator/Consig result]
- Action: Investigated someone | Feedback: None
- Action: Investigated someone | Feedback: You stayed at home.
- Action: Investigated someone | Feedback: You attacked someone. (Feedback regardless of immunity)
- Action: Investigated someone | Feedback: Your target is in interviewer group [Random Interviewer Group]
- Action: Investigated someone | Feedback: Your target is in interviewer group [Actual Interviewer Group]
- Action: Investigated someone | Feedback: Your target is [Random Investigator/Consig result]
- Action: Investigated someone | Feedback: Your target is [Actual Investigator/Consig result]
- If the Asylum Patient decides not to visit anyone, they will instead target someone at random. This includes themselves.
- Other names: 'SK but it's Town'
- If you are jailed and your jailor doesn't execute you, you will kill them.
- Wins with Town
- Wins with Neutral Benign
- Must kill everyone else.
- Traitor (Credit to Mega Arceus on the TG Discord for this role idea.)
Spoiler: Alignment: Town (Gamethrowing)
Abilities:- Select someone at night to become their role.
- You cannot become Town, Neutral Benign or Neutral Good roles.
- You cannot be roleblocked at night.
- Lynch every criminal and evildoer...?
- Role transform can be from any player, alive or dead.
- Role transform is silent.
- If a Sheriff investigates them on the night they become either a Mafia role, a Werewolf during a full moon, a Serial Killer or a Word Clown, They will receive the message "You have been betrayed!" as their result, otherwise they will be not suspicious (unless they turn into a role that the Sheriff detects). Other investigative roles will get standard Traitor results.
- If a Scientist has collected a sample of the Traitor on the night they become another role, the comparison between that and their second target on the next night will be calculated as though the Traitor were still a Traitor (So, Town)
- If the Traitor picks someone they can't become, they will be notified at the end of the Night that they couldn't become that player's role.
- If the Traitor does not remember for the entire game, they do not win with the Town.
- Wins with Town
- Wins with Neutral Benign
- Must kill everyone else.
- Scroll Guardian (Credit to Darkeye/Trash Duck on the TG Discord for this role idea.)
Spoiler: Alignment: Neutral (Benign)
Abilities:- Use the scroll of life's power to tie someone else's destiny to yours.
- You cannot be killed at night.
- At night, you can curse someone. If you die or open the scroll, everyone that is cursed will lose with you.
- You can open the scroll at night by targeting yourself. This kills you.
- Your target will know if they are cursed.
- You have three curses. This resets back to 3 at the beginning of nights of multiples of 6. Targets you cursed will remain cursed.
- Protect the scroll of life.
- Curses count as visits.
- Curses disappear on death. This means if a cursed town member is killed and then revived in some form, they will no longer be cursed.
- Scroll Guardian's Night Immunity is particular to this particular role, as it has different weaknesses unlike normal Night Immunity.
Here's a comprehensive list of what Scroll Guardian's Night Immunity protects and doesn't protect from:
Protects from:- Worst Vigilante shoot.
- Vigilante shoot.
- Mafia factional kill.
- Cover-gilante shoot.
- Cannibal attack.
- Asylum Patient kill.
- Chigilante kill.
- Migilante kill.
- Secret Agent kill.
- Visiting an alerted Mafia Veteran.
- Arsowerejester haunt.
Doesn't protect from:- Werewolf maul.
- Word Clowns factional kill.
- Psychopath kill.
- Serial Killer kill.
- Serial Mayor kill.
- Serial Franer kill.
- Jailor execute.
- MY OC!!!!11 execute.
- Jester/Joker haunt.
- Electrician kill.
- Shadowalker kill.
- Urban Sniper kill.
- Visiting an alerted Veteran.
- Hardened Criminal kill.
- If the Traitor becomes a killing or factional role, Scroll Guardians Night Immunity will not protect them from the Traitor's kill if they target them or make the factional kill for their faction. The same applies for Orphans and Amnesiacs (Purity argument).
- Arsonist ignite.
- Arsowerejester ignite/maul.
- Any distributed kill actions, regardless of if that kill distributed to them would normally not pierce the night immunity.
- Town members that have been revived, regardless of if that kill would normally not pierce the night immunity.
- If the Scroll Guardian curses a faction role and then they meet the conditions to make all cursed targets lose, the target will still lose, but if that faction wins, then the rest of the faction will still win, besides that target.
- Anyone, but must stay alive.
- No Fun Allowed
Spoiler: Alignment: Town (Investigative)
Abilities:- You secretly get copies of any messages relayed by the Word Clowns at night.
- Determine someone's level of trust each night.
- You will know which faction the Word Clowns decide to win with.
- At night, you can target someone to visit them and determine the trust group an Interviewer will categorise them as.
- You may do this 4 times.
- The first 2 times you do this to a target will roleblock them.
- Lynch every criminal and evildoer.
- None.
- Wins with Town
- Wins with Neutral Benign
- Must kill everyone else.
- Canary
Spoiler: Alignment: Mafia (But It's Not, I Lied)
Abilities:- Evade the Mafia.
- You can talk with the other Mafia members at night.
- You may not perform the faction tactical kill.
- Other Mafia members may target you.
- You have 5 bulletproof vests. Targeting yourself at night will use one, protecting you only from Mafia attacks.
- If you are still alive after Night 5, you will leave the Mafia chat.
- Lynch every criminal and evildoer.
- Technically, this is a Town Support role with Mafia abilities.
- Helping the Mafia as this role is gamethrowing.
- If the Canary is the only Mafia member in the game, they will leave the Mafia chat N1.
- The Canary does not win with Mafia.
- The Canary cannot win with Town after dying.
- The Canary must stay alive in order to win.
- A solo Canary or Canary & NB combo (or what other combos lone town can win with) will count as a Town and Canary victory.
- Wins with Town
- Wins with Neutral Benign
- Must kill everyone else.
- Secretary
Spoiler: Alignment: Mafia (Power)
Abilities:- Document the results of each action taken.
- You can talk with the other Mafia members at night.
- You may not perform the faction tactical kill, unless there are no other Mafia.
- You cannot be killed at night, unless there are no other Mafia.
- At night, you can target yourself to receive a copy of all of that night's feedback.
- You cannot do this two nights in a row.
- You can only collect notifications 4 times.
- Kill anyone that will not submit to the Mafia.
- Notifications do not include interactions between players and the graveyard.
- Self-targeting role's actions cannot be picked up through the collection of notifications.
- Wins with the Mafia.
- Wins with Witches.
- Wins with Neutral Benigns.
- Must kill everything else.
- Equinox
Spoiler: Alignment: Neutral (Chaos)
Abilities:- Provide balance to the flow of the game.
- You start with 1 vest for every role in play that has the ability to kill other town members.
- Target yourself at night to use one vest, protecting yourself from attacks.
- You cannot be roleblocked on odd nights.
- You cannot be healed on even nights.
- You may reveal yourself as Mayor of the town to gain three extra votes.
- You may not use any remaining vests after revealing.
- You may not be visited after revealing with the sole exception of kill attempts.
- You are lynch immune on Days 20 and 23.
- Lynch every criminal and evildoer.
- Kill anyone who will not submit to the Mafia.
- Survive to see the Town lose the game.
- Live until the end of the game.
- Get yourself lynched by any means necessary.
- For roles part of a faction with a tactical kill (e.g. Mafia), instead of being given a vest for each member of that faction, the Equinox will receive just one vest.
- The Goal and Win conditions are rolled as a random number from 1 to 5.
- Technically has Detection Immunity, has Temporary Night Immunity, is Bite Immune, Audit Immune and Unique.
- Ties to Goal, where Goal's roll of 1 is Town conditions, 2's roll is Mafia conditions, 3's roll is Neutral Evil conditions, 4's roll is Neutral Benign conditions and 5's roll is Jester's win conditions.
- Three Dee-Six
Spoiler: Alignment: Neutral (Killing)/Neutral (Chaos)/Town (Power)/Town (Killing)/Mafia (Power)/Mafia (Killing)
Abilities:
Abilities:- Kill someone
- Reveal yourself as the Mayor of the Town
- Jail someone at night
- Revive someone that has died
- Read whispers
- Go on alert
- Your Alignment, Abilities and Attributes are randomly rolled.
- You cannot be killed at night.
- You cannot be roleblocked at night.
- If you are roleblocked, you will kill your roleblocker.
- Your killing is indistinguishable from the work of the Mafia.
- Your target will be roleblocked.
- You can hear whispers during the day.
- Your goal is dependent on your roll.
- At the start of the game, the Three Dee-Six's Alignment, Abilities and Attributes are randomly rolled separately, as numbers from 1 to 6.
- The Three Dee-Six's goal is typical to the alignment that it rolls. (NK/NC - Kill anyone who would oppose you, TPow/TK - Lynch every criminal and evildoer, MPow/MK - Kill anyone that will not submit to the Mafia). The Three Dee-Six is unique any it may roll in any of these six categories naturally as well as Any (Including Random Neutral, Random Town and Random Mafia), but if it is rolled in any of these categories, the Alignment (and subsequently, the goal/win conditions) is automatically set to the alignment it rolled under (or one of them if it rolled under a Random category).
- If the Three Dee-Six is a Mafia alignment, it will join the Mafia chat at night, as well as the attribute for 4 changing to "The work of a Vigilante" as opposed to "The work of the Mafia," which is what it's kill notification will look like if it does roll that attribute as well as having the ability to kill (Or performs the faction tactical as Mafia).
- If the rolled attribute is useless (i.e. rolling "Your target will be roleblocked" as well as the ability to revive the dead/kill at night or "You cannot be roleblocked at night" as well as the ability to reveal as Mayor), then the attribute will have no effect on the gameplay as the Three Dee-Six has no night visit aiblity, unless they are a Mafia alignment, in which case, it will.
- The abilities rolled come with the standard attributes of the role originally having these abilties, too (Jailing, three executes, Revive, one revive, Mayor, three votes, etc.).
- If the Three Dee-Six has the ability to kill at night and are jailed by the Jailor or MY OC!!!!11 and they don't execute you, the Three Dee-Six will kill them.
- The Three Dee-Six's alignment will be declared after they die.
- See goal.
- Serial Mayor
Spoiler: Alignment: Neutral (Killing)
Abilities:- Reveal yourself as Mayor of the town.
- Kill someone each night.
- You cannot be killed at night.
- Once you have revealed as Mayor, your vote will count as 3.
- You may not be healed once you have revealed yourself, not that you needed it.
- If you are roleblocked, you will blackmail your roleblocker for the next day and attack your target anyway.
- Kill everyone who would oppose you.
- Roleblockers will be notified that they were blackmailed specifically by the Serial Mayor.
- If you are jailed by the Jailor or MY OC!!!!11 and they don't execute you, you will kill them.
- Itself
- Neutral Benigns
- Must kill everyone else
- Must stay alive.
- Chigilante
Spoiler: Alignment: Neutral (Gamethrowing)
Abilities:- Shoot Mafia chats at people each night.
- You cannot be killed at night.
- If you are roleblocked, you will shoot your roleblocker instead.
- You start with 4 bullets.
- If you are still alive on a Day that is a multiple of 5, you will gain 4 more bullets.
- Shooting someone at night will allow them to talk with the Mafia the next night.
- Your target will be notified that they were shot, as will the Mafia.
- Kill everyone who would oppose you.
- The Chigilante can target themselves, but not night 2.
- The Chigilante cannot shoot on night 1.
- If there is only the Chigilante and Mafia left, the Chigilante's attack will be able to kill the Mafia.
- If there is no Mafia, the Chigilante's attack will blackmail.
- After Night 9, the Chigilante's shots will start killing. The kill notification is randomised.
- If the Chigilante shoots a Mafia member while their shots don't kill them, they will not use a bullet. Their target will still be told that they were shot by a Chigilante. The rest of the Mafia will not, however.
- If you are jailed by the Jailor or MY OC!!!!11 and they don't execute you, you will kill them.
- Itself.
- Neutral Benigns.
- Must kill everyone else.
- Migilante
Spoiler: Alignment: Town (Power)
Abilities:- Shoot Mayor reveals at people each night.
- You cannot be killed at night, until Night 4.
- You start with 3 bullets.
- That someone at night will attempt to shoot them, using one bullet
- Shooting someone at night will give the ability to reveal as Mayor. They will be notified.
- If you survive to Night 6, your bullet counter will reset to 3.
- You cannot shoot yourself before Night 5.
- Lynch every criminal and evildoer.
- If the Migilante shoots someone who can already reveal as Mayor, they will not use a bullet.
- If there are either 4 or less people left including the Migilante, everyone can already reveal/has revealed as the Mayor or it is Night 8, the Migilante's shots will start killing.
- The Migilante's killing shots will penetrate Night Immunity (With the sole exception of the Scroll Guardian).
- If you are jailed and your jailor doesn't execute you, you will kill them.
- Wins with Town.
- Neutral Benigns.
- Must kill everyone else.
- MY OC!!!!11
Spoiler: Alignment: Neutral (Power)
Abilities:- You may choose one person during the day to jail for the night.
- You may reveal yourself as Mayor of the Town.
- You cannot be killed at night.
- You may anonymously talk with your prisoner.
- You can choose to execute your prisoner.
- The jailed target can't perform their night ability.
- While jailed, the prisoner is safe from all attacks.
- You have 4 executes.
- You can read whispers during the day.
- You will speak to the dead anonymously each night you are alive.
- Kill everyone who would oppose you.
- The MY OC!!!!11 can be killed by a Vigilante (if they have a bullet, uses one), Salty Election Loser, Dark Magician (unless siding), Serial Killer, Werewolf, Asylum Patient, (Three Dee-Six if they have the ability to kill at night or reveal), Serial Mayor (regardless of reveal), Chigilante (if they have a bullet, uses one), Migilante (if they have a bullet, uses one), Psychopath (unless siding) or Cover-gilante (unless siding (if they have a bullet, uses one, still gets to choose the 'killed by' notif)) through their Night Immunity if they jail them without executing them.
- The MY OC!!!!11 cannot jail roles that have revealed themselves as Mayor.
- If there are only roles that have revealed themselves as Mayor left, the MY OC!!!!11 will start killing through Night Immunity at night.
- Itself.
- Neutral Benigns.
- Must kill everyone else.
- Secret Agent
Spoiler: Alignment: Town (Killing)
Abilities:- Kill someone each night.
- You cannot be killed at night, unless there are 3 or less Town alignment roles (including you) left.
- Lynch every criminal and evildoer.
- All Neutral Killing alignment roles, regardless of whether or not their role already pierces night immunity, can pierce the Secret Agent's night immunity.
- The Secret Agent's Night Immunity can also be pierced by the Asylum Patient, Psychopath and WC faction kill.
- Wins with Town.
- Neutral Benigns.
- Must kill everyone else.
- Defector
Spoiler: Alignment: Town (But It's Not, I Lied)
Abilities:- Choose someone to "frame" at night.
- You cannot be killed at night, unless there are only 2 or less Mafia alignment roles left.
- If your target is investigated, they will appear to be a Veteran.
- Kill anyone that will not submit to the Mafia.
- Helping the Town as this role is gamethrowing.
- The Defector does not win with Town.
- The Defector cannot win with Mafia after dying.
- The Defector must stay alive in order to win.
- A solo Defector or Defect & NB/NE combo (or what other combos lone Mafia can win with) will count as a Mafia and Defector victory.
- The Defector can target Mafia members.
- The Defector cannot perform the Mafia factional kill.
- If there are no Mafia, the Defector is able to kill night instead of framing. This will show as being killed by a Defector.
- Wins with the Mafia.
- Wins with Witches.
- Wins with Neutral Benigns.
- Must kill everything else.
- Countegilante (Role #50)
Spoiler: Alignment: Neutral (Gamethrowing)
Abilities:- You will randomly receive an ability to counter another role in the town.
- You may forfeit this ability during any day phase to gain 2 bullets and the ability to use a bullet at night to attempt to kill someone.
- You cannot be killed at night. (When forfeiting, you forfeit this, too.)
- Your target faction will be told to you at the start of the game and will directly correlate to what role's ability you're countering.
- Kill 2 ~ 5 members of the target faction.
- None.
- All, dead or alive, must fulfil goal.
- Franer (Credit to Darkeye/Trash Duck on the TG Discord for this role idea.)
Spoiler: Alignment: Mafia (Gamethrowing)
Abilities:- Frane someone each night.
- Franed targets will appear as Town members:
- If investigated, investigators, sheriffs and consiglieres will see the Franed target as "an obvious town member" in place of their results. Investigators will compare them as though they were in the Veteran's group and Scientists will compare as though they were Town.
- If a Franed person dies the day after the night they were franed, they will appear to be a random Town member.
- You have 9 franes.
- Kill anyone who will not submit to the Mafia.
- You can talk with the other Mafia at night.
- Franers will overwrite Framers.
- Wins with Mafia.
- Wins with Neutral Evils.
- Wins with Neutral Benigns.
- Must kill everyone else.
- Serial Franer (Credit to ??PgSuper?? on the TG Discord for this role idea.)
Spoiler: Alignment: Neutral (Chaos)
Abilities:- Serially Frane someone each night.
- You cannot be killed at night.
- If you are jailed and not executed, your jailor will be Serially Franed that night.
- If you Serially Frane someone on an even night, that person will appear to be a Serial Killer.
- Conversely, on odd nights, your target will appear to be a member of the Mafia.
- Anyone Serially Franed two nights in a row will die.
- Kill everyone who would oppose you.
- If someone dies on the night that they are Serially Franed or the day following, they will appear to be a Serial Killer (even nights/odd days) or a randomly picked Mafia member (odd nights/even days)
- Serial Franer actions overwrite Framers and Franers.
- The Serial Franer may Serially Frane themselves. This can be overwritten by a Franer, but not a Framer.
- Itself.
- Wins with Neutral Benigns.
- Must kill everyone else.
- Arsowerejester (Credit to ??PgSuper?? on the TG Discord for this role idea.)
Spoiler: Alignment: Neutral (Power) (ignore rolecard)
Abilities:- You have one autovest which protects you from the first non-town attack that pierces your Night Immunity.
- You cannot be killed at night.
- On odd nights, choose to douse other people or ignite all doused targets.
- On even nights, you have the same functionality as a Werewolf.
- During the day, if you are lynched, you will have the same mechanics as a Jester.
- Rip the whole friggin town apart.
- Autovest does not defend against Jester/Joker haunt.
- Does not win if lynched. However, they may still kill in the style of the Jester.
- Itself
- Wins with Neutral Benigns.
- Must kill everyone else.
- Mafia Veteran
Spoiler: Alignment: Mafia (Killing)
Abilities:- Decide if you will go on alert.
- You can talk with the other Mafia members at night.
- You cannot perform the Mafia tactical kill.
- While on alert, you cannot be killed at night.
- If anyone visits you while you are on alert, they will be shot.
- You can only go on alert 3 times.
- You cannot be controlled.
- Kill anyone that will not submit to the Mafia.
- Unlike the Veteran, the Mafia Veteran:
- Does not pierce Night Immunity.
- Can be roleblocked.
- The Mafia Veteran cannot go on alert two nights in a row.
- Wins with the Mafia.
- Wins with Witches.
- Wins with Neutral Benigns.
- Must kill everything else.
- You Are Blackmailed. (Youareblackmaild in-game since 16 char limit)
Spoiler: Alignment: Neutral (Good)
Abilities:- Be blackmailed during the day.
- Blackmail a target at night.
- Blackmailed targets cannot talk during the day. You cannot talk during the day, either.
- Your can blackmail targets jailed that night.
- You have three auto-vests that protect you from non-Mafia attacks.
- You cannot be linked by a Psychic.
- Live to see the end of the game.
- The You Are Blackmailed. will be able to talk when jailed.
- If a Psychic attempts to link you, you will be notified, but instead of the Psychic being notified too, the link attempt to the You Are Blackmailed will redirect onto another random target.
- Wins with anyone. Must stay alive.
- Hardened Criminal (No space in TG since char limit)
Spoiler: Alignment: Neutral (Killing)
Abilities:- Kill someone each night.
- You cannot be jailed at night.
- You cannot be bribed.
- You have three auto-vests that only protect you from non-Town attacks.
- For every third attack you make, on that night of the attack, any attempts to kill you will pierce your auto-vests if you have any.
- Kill everyone who would oppose you.
- If a player attempts to jail or bribe you, they will be notified that you were immune.
- Itself.
- Wins with Neutral Benigns.
- Must kill everyone else.
- Trump Card
Spoiler: Alignment: Town (Power)
Abilities:- Give someone a small loan of a million dollars each night.
- You have four auto-vests which protect you from non-Pirate, non-Word Clown and non-Neutral attacks.
- With the small loan, your target will buy something that they keep for either 3 nights or until it is used, what they buy and what effect it has is dependent on their role.
- You cannot be roleblocked at night.
- Your target will be notified that they started off in Brooklyn, you gave them a small loan of a million dollars.
- Lynch every criminal and evildoer.
- The Trump Card cannot visit the same person two nights in a row.
- The Trump Card cannot visit the same person two nights later.
- The Trump Card will not be told what their target's role is or what they bought.
- Here's a list of all the things the roles buy with their million dollars:
- Bodyguard - Will buy a proximity mine, which they can use by targeting themselves after using their vest, it will kill them and any visitors that night.
- Doctor - Will buy a gun, which gives them one Veteran-style alert which they can use after they've used their self-heal, which will kill a maximum of one visitor to their house that night, not piercing night immunity.
- Escort - Will buy a vest. The Escort may only have two of these at a time.
- Investigator - Will buy a PI contract, which will allow them to choose a player and get a Consigliere result from them 2 nights later. If the Investigator dies during this period, they will not get the result unless revived prior to the 2 nights later, but if they are revived at any point after the 2 nights, they will receive it upon revival. This also applies to Necromanced evils who have been disguised as the Investigator, as per the Necromancer's abilities, provided the Investigator used their PI contract. If the Investigator hasn't used this if they die, they lose it, regaining it if they're revived, but if a Necromancer revives someone else under the guise of the Investigator, they will not receive it.
- Jailor - Will rent a second cell, which allows them to keep a second captive.
- Lookout - Will buy a PI contract, which will allow them to Consig a player once. Can only provide this once.
- Mayor - Will buy an autovest. Can only provide this once.
- Medium - Will buy a PI contract, which will allow them to Consig a player once. Can only provide this once.
- Transporter - Will buy a PI contract, which will allow them to Consig a player once. Can only provide this once.
- Retributionist - Will buy an autovest. Can only provide this once.
- Sheriff - Will buy a PI contract, which will allow them to Invest a player if they choose to. They can only have one at a time.
- Spy - Will buy an autovest. Can only provide this once.
- Veteran - No effect.
- Vigilante - Will buy a PI contract, which will allow them to Invest a player if they choose to. They can only have one at a time.
- Blackmailer - Will buy a PI contract, which will allow them to Invest a player if they choose to. Can only provide this once.
- Consigliere - Will buy an autovest. Can only provide this once.
- Consort - Will buy a vest. The Consort may only have two of these at a time.
- Disguiser -
I have no idea how Disguiser works help ;-; - Forger - Will buy a vest. Can only provide this once.
- Framer - Will buy a vest. Can only provide this once.
- Godfather - No effect.
- Mafioso - Will buy an autovest. Can only provide this once.
- Janitor - Will buy an extra clean. Can only provide this once.
- Amnesiac - Will buy one autovest. Can only provide this once.
- Survivor - Will buy an extra vest. Can only provide this once.
- Executioner - Will buy incriminating evidence, which will allow the Executioner to frame someone 3 times.
- Jester - Will buy one autovest. Can only provide this once.
- Witch - Will buy one autovest. Can only provide this once.
- Arsonist - No effect.
- Serial Killer - Will buy a sharper knife, which they can use once to pierce Night Immunity with their kill attempt that night.
- Werewolf - Will buy a some pills, which they can target themselves to use when jailed, so that they don't kill the jailor if they aren't executed.
- Tracker - Will buy one autovest. Can only provide this once.
- Scientist - The scientist will also receive if their target can win with the Town or not, next night. Can only provide this once.
- Watcher - Will buy one autovest. Can only provide this once.
- Electrician - Will hire a Medium, which will allow the Electrician to see messages from the dead the next night. Cannot provide this more than four times.
- Shadowalker - No effect.
- Drug Dealer - Will buy one autovest. Can only provide this once.
- Necromancer - Will duplicate their shield. Can only provide this once.
- Politician - Will buy one autovest. Can only provide this once.
- Nightmarer - Will buy one autovest. Can only provide this once.
- Undertaker - No effect.
- Lost Spirit - No effect.
- Orphan - No effect.
- Ghost - No effect.
- Rain Dancer - Will buy an autovest. Can only provide this once.
- Auditor - No effect.
- Mystic - No effect.
- Tax Collector - No effect.
- Coroner - No effect.
- Paradoxist - No effect.
- Mortician - No effect.
- Stalker - No effect.
- Distributor - No effect.
- Interviewer - Will buy an autovest. Can only provide this once.
- Musician - No effect.
- Cannibal - No effect.
- Psychic - No effect.
- Surgeon - No effect.
- Citizen - Will buy two autovests. Can only provide this once.
- Goon - Will buy two autovests. Can only provide this once.
- Unknown - No effect.
- Worst Vigilante - Will buy a PI contract, which will allow them to Consig a player once. Can only provide this once.
- Urban Sniper - Will buy five weapon charges on the first time, then after that, will provide duplicate autovests to the one the Urban Sniper receives.
- Vetbaiter - No effect.
- Townie - Will buy a PI contract, which will allow them to Consig a player once. Can only provide this once.
- Salty Election Loser - Will buy one autovest. Can only provide this once.
- Whitepackager - Will buy one autovest. Can only provide this once.
- Tainter - Will buy one autovest. Can only provide this once.
- Joker - Will buy one autovest. Can only provide this once.
- Distorter - Will buy an autovest. The Distorter may only have a stack of three auto-vests. Cannot provide twice in a row.
- Hermit - Will buy one autovest. Can only provide this once.
- Informant - Will buy one autovest. Can only provide this once.
- Death Roleblocker - No effect.
- Asylum Patient - Will buy some pills, which will allow them to force their night action, choosing between killing and investigating with proper feedback. Can only provide this once.
- Traitor - Will buy one autovest. Can only provide this once.
- Scroll Guardian - Gets a duplicate autovest of their starting one. Can only provide this once.
- No Fun Allowed - Will buy one autovest. Can only provide this once.
- Canary - Will buy an extra two vests. Can only provide this once.
- Secretary - No effect.
- Equinox - No effect.
- Three Dee-Six - No effect.
- Serial Mayor - Will buy a sharper knife, which they can use once to pierce Night Immunity with their kill attempt that night.
- Chigilante - No effect.
- Migilante - No effect.
- MY OC!!!!11 - Will buy their way into the Mafia chat, which will allow them to talk with the Mafia for the next night. Can only provide this once.
- Countegilante - Will buy an autovest. Can only provide this once.
- Secret Agent - Will buy a toaster, which allows them to make toast at night by selecting themselves. The amount of slices the Secret Agent has will be shown on death. Can only provide this once.
- Defector - Will buy their way into the Mafia chat, which will allow them to talk with the Mafia for the next night. Can only provide this once.
- Franer - Will buy equipment for an extra Frane. Can only provide this once.
- Serial Franer - Will buy equiment for a Serial Serial Frane, which allows their secondperson Serial Frane to pierce immunity.
- Arsowerejester - No effect.
- Mafia Veteran - No effect.
- You Are Blackmailed. - No effect.
- Hardened Criminal - Will buy a sharper knife, which they can use once to pierce Night Immunity with their kill attempt that night.
- Seriαl Killer - Will buy a worn knife, which will allow them to kill one person, which will appear to be a Serial Killer kill. Can only provide this once.
- Trump Card - No effect.
- Kira - The Kira's target will be roleblock immune for that night.
- Pie Face - Will buy an extra pie. Can only provide this once.
- Mailor - Will buy an extra round, giving them an extra execution charge. Can be used to prevent them from suiciding. Can only provide this once.
- Pretend Jailor - Will buy a better jail, making their jail function exactly like the Jailor's jail instead of only preventing killing actions. Can only provide this once.
- Linkopath - Will buy an autovest. Can only provide this once.
- Deputy Jailor - Their jail will protect against attacks. Can only provide this once.
- A Town Member - No effect.
- Number One Villain - Will buy one autovest. Can only provide this once.
- Have Fun - No effect.
- Dark Magician - Will buy one autovest. Can only provide this once.
- Psychopath - Will buy a sharper knife, which they can use once to pierce Night Immunity with their kill attempt that night.
- Cover-gilante - Will buy one autovest. Can only provide this once.
- Clownscriptor - Will buy one autovest. Can only provide this once.
- Clown - Will buy two autovests. Can only provide this once.
- Exce - No effect.
- Parrot Lord - Will buy another parrot. Can only provide this once.
- Parrot Master - Will buy another parrot. Can only provide this once.
- Juggler - Will buy one autovest. Can only provide this once.
- Jeweler - Will buy one autovest. Can only provide this once.
- Invader - Will buy one autovest. Can only provide this once.
- Gunner - Will buy one autovest. Can only provide this once.
- Chief Officer - No effect.
- Captain - No effect.
- Cannoneer - Will get 5 gold. Can only provide this once.
- Blademaster - Will get 5 gold. Can only provide this once.
- Swordman - Will get 5 gold. Can only provide this once.
- Scout - Will get 5 gold. Can only provide this once.
- Navigator - Will get 5 gold. Can only provide this once.
- Mammon - No effect.
- Asmodeus - Will buy an autovest. Can only provide this once.
- Azazel - No effect.
- Samael - No effect.
- Vehemence - Will buy an autovest. Can only provide this once.
- Acedia - The Acedia will pay you to kill them in the fashion of a Serial Killer.
May provide this multiple times. - Leviathan - Will buy an autovest. Can only provide this once.
- Wins with Town.
- Neutral Benigns.
- Must kill everyone else.
- Seriαl Killer
Spoiler: Alignment: Town (Gamethrowing)
Abilities:- Convince the town you're a Serial Killer and get them to lynch you.
- You cannot be killed at night, until you first claim being Serial Killer.
- You will blackmail visiting roleblockers, until you first claim Serial Killer.
- At night, you can visit someone. This has no effect on them, you or any visitors to either.
- Investigative roles will see you as a Serial Killer.
- Lynch every criminal and evildoer.
- The Seriαl Killer will still win with Town if it doesn't achieve it's goal, however, achieving it's goal will septuple the amount of BOTBRI points the player playing the Seriαl Killer wins.
- The Seriαl Killer does not win after death, unless it fulfils its goal.
- Wins with Town.
- Neutral Benigns.
- Must kill everyone else.
- Kira
Spoiler: Alignment: Neutral (Killing)
Abilities:- Kill someone each night, making their death to appear to be the work of a specific role.
- You cannot be killed at night.
- When killing someone, you may choose the cause of death from:
- Role Attack (Freely decide the role's attack your target will appear to have been killed by)
- Suicide (If not naturally resistant (or has any autovests) to Basic Attacks, the target will commit suicide after their night action the next night. This cannot be repeated for another two nights after choosing it.)
- Heart Attack (Standard Basic Attack)
- If your target is roleblocked when you tried to kill them using a method other than a heart attack, they will die of a heart attack.
- When you die, your victims will be listed.
- Kill everyone who would oppose you.
- If the target marked for suicide is roleblocked, they will die of a heart attack instead. Healed targets will not die, but guarded ones will.
- Kills do not count as visits.
- Kira's kills, despite their nature, cannot penetrate Night Immunity or reach imprisoned players. They do not count as Controls, however.
- Upon being killed, the target will receive a notification prior to their death, depending on how Kira chose to kill them:
- Heart attack: "You suddenly felt a piercing pain in your chest and keeled over! You were killed by Kira!"
- Suicide: "Out of nowhere, you felt the urge to hang yourself! You have been killed by Kira!"
- Role Specific: "You inexplicably felt that you needed to prepare your death in a certain way before killing yourself! You have been killed by Kira!"
- Unique role.
- Neutral Evils.
- Neutral Benigns.
- Must kill everyone else.
- Pie Face (Credit to WindBlqde on this thread for this role idea.)
Spoiler: Alignment: Neutral (Gamethrowing)
Abilities:- At night, throw a pie at someone else's face.
- You have 2 pies.
- Successfully pied targets will convert into Mayors, then be killed.
- You cannot be roleblocked at night.
- Die third to last.
- So long as they fulfil the condition, anyone.
- Mailor
Spoiler: Alignment: Neutral (Gamethrowing)
Abilities:- You may choose one person during the day to jail for the night.
- You have one auto-vest that defends from the first attack.
- You may anonymously talk with your prisoner.
- You can choose to execute your prisoner.
- The jailed target can't perform their night ability.
- While jailed, the prisoner is safe from all attacks.
- Execute a revealed Mayor.
- You have 4 execution charges.
- You may execute anyone other than revealed Mayors, but the Mayor you kill has to be revealed.
- The revealed Mayor HAS to be a Mayor, not a SEL or any other role with the ability to reveal as Mayor, or roles with Mayor reveals given to them by the Migilante.
- If you spend all execution charges and do not execute a revealed Mayor, you will commit suicide the following night.
- If you execute an unrevealed Mayor, you will become a Serial Mayor the next night.
- Unique.
- Amnesiacs cannot remember this role.
- Your executions will appear to be the work of the Jailor.
- You will appear to Sheriffs as a Mailor.
- You will appear to Investigators as a faulty Jailor.
- This role can only roll if a Mayor has already rolled.
- You may use your executions however you wish upon executing a revealed Mayor.
- So long as they fulfil the condition, anyone.
- Pretend Jailor
Spoiler: Alignment: Town (Gamethrowing)
Abilities:- You may choose one person during the day to jail for the night.
- You may anonymously talk with your prisoner.
- You can choose to "execute" your prisoner.
- The jailed target can't perform their night ability.
- While jailed, the prisoner is safe from all attacks.
- The jailed target can still be successfully targeted by other non-killing abilities, such as framing, roleblocking and investigating, because your jail sucks.
- Lynch every criminal and evildoer.
- The Pretend Jailor has 3 charges of execution, they cannot execute their prisoner on Night 1 and each execution uses a charge.
- The Pretend Jailor will appear as a Jailor to their prisoner.
- The Pretend Jailor's execution does not kill. The regular Jailor uses a gun. The Pretend Jailor only has a water pistol. Because of this, they are told "The Pretend Jailor shot you with their water pistol!"
- If the Pretend Jailor executes, the prisoner will show as being drenched, like the Rain Dancer's action. Aternatively, if a Rain Dancer's action is set to occur that night, the prisoner will be added to that list instead.
- Wins with Town.
- Neutral Benigns.
- Must kill everyone else.
- Linkopath
Spoiler: Alignment: Neutral (Chaos)
Abilities:- At night, select yourself to link the entire town the next night.
- You can only do this thrice a game.
- You cannot do this twice in a row.
- Get lynched by the Town or live to win with Mafia/Neutrals.
- Wins with Mafia.
- Wins with any other faction.
- All Neutrals.
- Must kill everyone else.
- Or wins with everyone if lynched.
- Deputy Jailor
Spoiler: Alignment: Town (Support)
Abilities:- Choose two targets during the day to jail for the night.
- You may anonymously talk with your prisoners.
- Your prisoners may talk with each other.
- Your prisoners are not safe from other town member's actions.
- Your prisoners may not use their night abilities while in jail.
- You may force one of your prisoners to use their night ability on the other.
- You will receive a duplicate of notifications they receive from performing their night action.
- If a prisoner dies as a result of this, the role they were killed by will not be revealed.
- Lynch every criminal and evildoer.
- The Deputy Jailor's force ability may be performed as many times as desired over the course of the game.
- Due to an game engine-related issue with rolling two jailing roles, the Deputy Jailor cannot roll with other jailing roles.
- However, were this such a possibility and this role rolled with another role, and jailed one of the said jailing roles, forcing them to use their action on the other prisoner would result in their execution action occurring (So Jailor would execute, Pretend Jailor will squirt water, etc).
- The Deputy Jailor may not jail the first day of the game.
- Forcing a role to use a charge will not consume that charge.
- Any consequences of that role performing its night action (i.e. Vigilante guilt) will still occur (So the Vigilante will die the next night of guilt after being forced to shoot the other prisoner if they were a town role).
- The notifications the Deputy Jailor receives include immunity notifications.
- If a role that can only self-target and not visit (i.e. Survivor, Veteran) is forced to perform their night action on the other role, it will fail.
- The Deputy Jailor forcing a prisoner to use their ability on another prisoner cannot be prevented by roleblocking the target prisoner. Instead, this is prevented through roleblocking the Deputy Jailor.
- Wins with Town.
- Neutral Benigns.
- Must kill everyone else.
- A Town Member
Spoiler: Alignment: Town (Gamethrowing)
Abilities:- Choose to take justice into your own hands and chute someone.
- You cannot be killed at night, until there are less than 4 town members left.
- Place parachutes on your target, they won't know how to use them and chuck them off the roof of a building.
- Because they'll land hard, their bodies will be unidentifiable. Your targets will be cleaned on death.
- If your target was immune, they will be roleblocked.
- The town will be told that your victim apparently committed suicide.
- Lynch every criminal and evildoer.
- Wins with Town.
- Neutral Benigns.
- Must kill everyone else.
- BOTBRI Host
Spoiler: Alignment: Host (Gamethrowing)
Abilities:- Run the game.
- You are target immune on Night 1 and even numbered nights.
- You may reveal yourself as Mayor of the Town.
- You may still run the game after being killed.
- You are immune to being roleblocked after being roleblocked once.
- If you are killed, the day phase is skipped to the next night.
- If you are roleblocked, no actions will happen that night, except your roleblock.
- Live to see the end of the game.
- If the BOTBRI Host is killed when the Distorter decides to rollback, the phasing will go: (in this example, the Distorter rollbacks on Night 1) Night 1, Night 1.
- Role is vote immune, for obvious reasons.
- Role cannot vote during the day, despite having a Mayor reveal.
- Role can be a target of the SEL.
- The Executioner will not receive the BOTBRI Host as a lynch target.
- If Exce is this role, they auto-die on Night 1. This does not skip the day phase.
- All, must live.
- (Factions section: Note that just because factions aren't specifically listed as part of the win conditions in the roles laid out above, does not mean that those roles can't win with them. E.g. With the Word Clowns, they pick a faction to win with at the start of the game. That then alters everyone's win conditions and means anyone in that faction can win with the Word Clowns.)
- Word Clowns Faction:
-
Spoiler:
- [spoiler]iamawarethatthereareotherwaystomakespoilersgointospoilershush
- The Word Clowns faction are a faction based on heavy information distortion and general disruption of other faction activities. Word Clowns will know who else is a Word Clown (but not their roles), as well as being able to make a factional kill, similar to the Mafia. Word Clowns cannot target each other, nor do they get a night chat. At the start of the game, alongside being told who the other members of the faction are, the Word Clowns will also be informed of all the factions in play (with specific Neutral factions being listed as 'Neutral Side', so for example, if there's Town, a Serial Killer and a Werewolf, they will get the information "Factions in play: Town, Neutral Side 1, Neutral Side 2") decide which of any of the other active factions they aim to destroy, similar to the mafia deciding who does the faction kill and kills them. This needs to be decided on the first night. This cannot be decided more than once. They can decide between the existing factions currently in play, (excluding themselves), as well as specific neutral sides (e.g. Serial Killer, Werewolf), but taking that Neutral side is a heavy risk. They also decide the faction kill similar to the Mafia. Word Clown factional kills can pierce some Night Immunities. World Clowns do win after death, but only if there is at least one living Word Clown. Word Clowns can have messages relayed to one another. Word Clowns may not relay a message to another World Clown telling them their role or asking for it. They may also not say what role they're not. They may also not relay messages that indicate their role, such as their night abilities or passive abilities (with the exception of having a mayor reveal as Dark Magician or telling a Cover-gilante that they are Night Immune). Clowns however, are an exception and may communicate their own role (as well as abilities, if converted) to the other Word Clowns. Sheriffs will detect Word Clowns with the result 'Your target is a Word Clown.' Maximum Word Clowns active in one game: 4. (This can technically be bypassed by a Clownscriptor, giving an effective maximum of 6.)
- Night Immunities that the Word Clowns' factional kill can pierce
Spoiler:- Scroll Guardian
- Auditor
- Serial Killer
- Serial Mayor
- Secret Agent
- A Town Member
- Any Word Clown with Night Immunity, regardless of the strength of their Night Immunity (keep this in mind for playing against them as distrib/witch/trans/similar)
- Number One Villain
Spoiler: Alignment: Word Clowns (Deception)
Abilities:- Replace someone's night feedback.
- At night, target someone to replace any notifications they receive with the entire lyrics to 'We Are Number One.'
- If a person was meant to get multiple notifications that night, they do not get multiple sets of lyrics.
- You will know who the other Word Clowns are (but not their roles).
- You cannot target another Word Clown.
- Pick a separate faction and kill them!
- At the start of the game, all Word Clowns are notified who each other are (but not their roles).
- Word Clowns do not get a nighttime chat.
- Word Clowns may have messages relayed to one another at night.
- People whose notifications were replaced still die if they were meant to while the Number One Villain is targeting them. If the target is going to die that night, notifications besides their death notification will still be replaced with the lyrics. They will still receive their death notification.
- Wins with Word Clowns.
- Wins with Their Decided Faction.
- Wins with Neutral Benigns.
- Must kill everything else.
- Have Fun
Spoiler: Alignment: Word Clowns (Annoying)
Abilities:- Protect one person from death at night.
- You can talk with the Mafia at night.
- If your target is attacked, they will be protected by you.
- You cannot be killed at night.
- You will know who the other Word Clowns are (but not their roles).
- You cannot target another Word Clown.
- Pick a separate faction and kill them!
- Word Clowns may have messages relayed to one another at night.
- The Have Fun may only tell the other roles that they want to make the faction kill or who they suggest for the faction kill.
- Telling the Mafia who the other Word Clowns are is considered gamethrowing if the Word Clowns are not siding with the Mafia.
- The Have Fun will not kill the person attacking the protected target.
- The Have Fun will not protect against a second attack on the protected target. Their death will be excluded as a Mafia death, unless the second attack was from the Mafia.
- Wait, why do the Mafia let the Have Fun into their chat?
- Wins with Word Clowns.
- Wins with Their Decided Faction.
- Wins with Neutral Benigns.
- Must kill everything else.
- Dark Magician
Spoiler: Alignment: Word Clowns (Support)
Abilities:- Automatically join any mental links formed by a Psychic at night.
- Alternatively, if there is no Psychic or they die, you may reveal yourself as the Mayor of the town.
- If the Psychic is lynched, you may not reveal until the next day.
- Once you have revealed yourself as Mayor your vote counts as 3 votes.
- You may not be healed once you have revealed yourself.
- Pick a separate faction and kill them!
- When the Dark Magician has the ability to reveal themselves, they will appear as a Mayor to Consiglieres, Investigators, Interviewers and Scientists.
- If the Dark Magician has revealed and they are jailed by the Jailor or MY OC!!!!11 and they don't execute you, the Dark Magician will kill them if they have not sided with them/their faction. The Jailor/MY OC!!!!11 will appear to have been killed by a Mayor.
- The Dark Magician will still appear as a Word Clown to Sheriffs when they have the ability to reveal themselves.
- The Dark Magician will know who the other Word Clowns are (but not their roles).
- The Dark Magician will become a potential SEL target when they have the ability to reveal themselves.
- Any of the listed effects that starts affecting the Dark Magician when they have the ability to reveal themselves will persist after they reveal.
- There is one issue with the Dark Magician's powerful magic. If they make the factional kill after revealing themselves, the kill will show as being performed by a Mayor.
- Word Clowns may have messages relayed to one another at night.
- Wins with Word Clowns.
- Wins with Their Decided Faction.
- Wins with Neutral Benigns.
- Must kill everything else.
- Psychopath
Spoiler: Alignment: Word Clowns (Killing)
Abilities:- Kill someone each night.
- Kills made by the Psychopath are indistinguishable from the work of a Serial Killer.
- If you kill your target, you will be told the effect of their night visit (E.g. Roleblock, Kill, Investigate, Clean, Etc.).
- Anyone also visiting your target will be roleblocked.
- You will know who the other Word Clowns are (but not their roles).
- You cannot target another Word Clown.
- Pick a separate faction and kill them!
- It's not a factional SK I swear
- Not night immune.
- Doesn't kill visiting roleblockers, nor does it kill visiting roleblockers.
- Told you it's not a factional SK. That's the Asylum Patient.
- The Psychopath makes the faction kill by default unless another Word Clown chooses to do so, but in small games, they can kill as a Psychopath separately from the faction kill.
- If you are jailed by the Jailor or MY OC!!!!11 and they don't execute you, the Psychopath will kill them if they have not sided with them/their faction.
- Word Clowns may have messages relayed to one another at night.
- Wins with Word Clowns.
- Wins with Their Decided Faction.
- Wins with Neutral Benigns.
- Must kill everything else.
- Cover-gilante
Spoiler: Alignment: Word Clowns (Gamethrowing)
Abilities:- Kill someone each night.
- You have three bullets.
- You may not shoot on the first night.
- You receive three more bullets on days that are multiple of 6, if you are still alive.
- You will know who the other Word Clowns are (but not their roles).
- You can target other Word Clowns.
- If you decide to kill another Word Clown, it may take place separately from the faction kill.
- Your kill will be disguised as another role/faction's kill of your choice.
- Pick a separate faction and kill them!
- I'm aware I misspelt disguiser in the rolecard.
- No, I'm not changing it.
- The Cover-gilante may not make a Cover-gilante night kill and the factional kill at the same time, unless in case exceptions of small games.
- If you are jailed by the Jailor or MY OC!!!!11 and they don't execute you, you will kill them if the Cover-gilante has not sided with them/their faction. The Cover-gilante still gets to change what it appears they died to. This still uses a bullet.
- Making the faction kill does not use a bullet.
- Word Clowns may have messages relayed to one another at night.
- Wins with Word Clowns.
- Wins with Their Decided Faction.
- Wins with Neutral Benigns.
- Must kill everything else.
- Clownscriptor
Spoiler: Alignment: Word Clowns (Annoying)
Abilities:- Attempt to convert someone at night.
- You may only successfully convert two people.
- You can only convert specific roles (Citizen, Medium, Spy, Hermit, Coroner and Vetbaiter have a 1/4 chance to convert, with Goon, Framer and Forger having a 1/6 chance to convert)
- If you cannot convert that player's role, you will be told what subalignment their role is.
- Converted players become Clowns, retaining their previous role's passive and night action abilities.
- You will know who the other Word Clowns are, except their roles.
- You cannot target other Word Clowns.
- Pick a separate faction and kill them!
- Players will be notified if a Clownscriptor attempted to convert them.
- All Word Clowns will be notified of any new Word Clowns converted to the faction. Converted Word Clowns will also be notified.
- Word Clowns may have messages relayed to one another at night. This includes converted Word Clowns.
- Wins with Word Clowns.
- Wins with Their Decided Faction.
- Wins with Neutral Benigns.
- Must kill everything else.
- Clown
Spoiler: Alignment: Word Clowns (Support)
Abilities:- Your only ability is your vote.
- You will know who the other Word Clowns are (but not their roles).
- You cannot target other Word Clowns.
- Pick a separate faction and kill them!
- Word Clowns may have messages relayed to one another at night. This includes converted Word Clowns.
- If a player was converted to this role, they retain their original role's abilities, including passives and night actions.
- Clowns are the only Word Clown role that may tell other Word Clowns what role they are at night.
- Wins with Word Clowns.
- Wins with Their Decided Faction.
- Wins with Neutral Benigns.
- Must kill everything else.
-
Spoiler:
- [spoiler]iamawarethatthereareotherwaystomakespoilersgointospoilershush
Spoiler: Alignment: Excelluminati (Broken)
Abilities:
- Reveal yourself as Mayor of the Town.
- You will be told the roles of everyone at the start of the game.
- You will be forced to vote (up and guilty) confirmed Interviewers (If multiple, go from highest on rolelist to lowest).
- You will be forced to vote anyone (up and guilty) that has previously claimed SK. (If multiple, go from highest on rolelist to lowest).
- You are immune during the day.
- Once you have revealed yourself during the day, your vote counts as 3 votes.
- You may be healed after revealing.
- Live to do whatever you want.
- The Exce is a potential SEL target.
- If the Exce dies at night, it will look like they were killed by a BOTBRI Host, despite that role not having in-game night killing powers, even if that role is not currently in the game.
- Wins with Excelluminati.
- Wins after doing their chosen goal.
-
Spoiler:
- [spoiler]iamawarethatthereareotherwaystomakespoilersgointospoilershush
The Pirates will steal gold from their targets after killing them, each role grants a different amount of gold.
- 3 gold = Spy, Vigilante, Retributionist, Janitor, Blackmailer, Amnesiac, Jester, Executioner, Tracker, Vetbaiter, Tainter, Rain Dancer, Clown, Citizen, Dark Magician, Cannibal, Joker, Worst Vigilante, Death Roleblocker, Asylum Patient, Three Dee-Six, Undertaker, Orphan, Have Fun, Goon, Clownscriptor, Psychopath, Paradoxist, Necromancer, Canary, Hermit, Kira, Pie Face.
- 4 gold = Investigator, Lookout, Sheriff, Veteran, Bodyguard, Escort, Disguiser, Consort, Werewolf, Interviewer, Coroner, Nightmarer, Lost Spirit, Ghost, Stalker, Mystic, Auditor, Shadowalker, Watcher, Distributor, Mortician, Whitepackager, Musician, Paradoxist, Equinox, Defector, Migilante, Countegilante, Pretend Jailor.
- 5 gold = Jailor, Doctor, Medium, Transporter, Forger, Framer, Consigliere, Survivor, Witch, Scientist, Surgeon, Secret Agent, Number One Villain, Informant, Drug Dealer, Urban Sniper, Psychic, Paradoxist, Distorter, Traitor, Townie, Chigilante.
- 6 gold = Mayor, Godfather, Secretary, Mafioso, Arsonist, Serial Killer, Serial Mayor, Tax Collector, Electrician, No Fun Allowed, Unknown, MY OC!!!!11, Scroll Guardian, Politician, Paradoxist, Salty Election Loser, Mailor.
Even though Night Immune roles have gold values, if Pirates can't kill them, they won't be able to gain gold from that target. This is important to remember when playing as a Pirate. When a Pirate kills another town member, they will show as having been killed by a Pirate. Pirates can't get money from killing other pirates. The default goal for pirates is 24 gold, but in games with less than 15 players, the gold requirement will be reduced by -1 for each player missing (So for example, at 10 players, the Pirates would need a collective total of 19 gold to win). Pirates will be told their gold goal. Unlike Mafia and Word Clowns, Pirates do not have a tactical kill. Pirates will appear to Sheriffs as "Your target is a dirty pirate." The Juggler is a sole exception to this, who appears non suspicious. If multiple Pirates need to be promoted because the killing pirate has been killed, only one Pirate will be promoted. Unique Roles: Invader, Blademaster, Cannoneer, Captain. If there is no standing faction alive, the pirates will pillage the rest of the town and win the game. There may only be 4 Pirates active in a single game.
Spoiler: Alignment: Pirate (Killing)
Abilities:
- Attack someone each night.
- You will kill your target and steal his goods.
- Your parrot will read their will and tear it apart.
- Your parrot will report to you everything he knows.
- If you are attacked, your parrot will die instead, losing your ability to destroy wills.
- A second attack will kill you.
- You can talk to other pirates at night.
- Accumulate a huge fortune.
- The Parrot Lord will retrieve the contents of their target's will before destroying it.
- Wins only if the whole faction collects 24 gold between them.
Spoiler: Alignment: Pirate (Support)
Abilities:
- Send your parrot to read wills.
- The parrot will report everything he knows to you.
- If you're attacked, the parrot will die instead.
- A second attack will kill you.
- You can talk to other pirates at night.
- If there are no killing roles left, you will become a Parrot Lord.
- Accumulate a huge fortune.
- The Parrot Master cannot take any action after their parrot dies.
- Lookouts targeting the Parrot Master's target will see the name of the Parrot Master, despite the fact that it's the parrot that visits.
- Wins only if the whole faction collects 24 gold between them.
Spoiler: Alignment: Pirate (Combat)
Abilities:
- Show your juggling abilities at night.
- You have 3 juggles.
- While juggling, anyone targeting a pirate will target you instead.
- You are immune while juggling.
- Your investigative results will show as if you were a town member.
- You can talk to other pirates at night.
- If there are no killing pirates left, you will become an Invader.
- Accumulate a huge fortune.
- Juggler is the only Pirate that cannot be detected by Sheriffs.
- Wins only if the whole faction collects 24 gold between them.
Spoiler: Alignment: Pirate (Support)
Abilities:
- Analyse someone's goods each night.
- You will know how much money your target has.
- If there are no killing pirates left, you will become an Invader.
- You can talk to other pirates at night.
- Accumulate a huge fortune.
- If the Jeweler visits a pirate, they will be notified about it.
- Wins only if the whole faction collects 24 gold between them.
Spoiler: Alignment: Pirate (Killing)
Abilities:
- Attack someone each night.
- You will kill your target and steal his goods.
- You can talk to other pirates at night.
- Accumulate a huge fortune.
- Wins only if the whole faction collects 24 gold between them.
Spoiler: Alignment: Pirate (Combat)
Abilities:
- Shoot someone at night.
- Roleblock your target by shooting at them.
- You can't roleblock killing roles.
- You can talk to other pirates at night.
- If there are no killing pirates left, you will become a Cannoneer.
- Accumulate a huge fortune.
- The Gunner's targets will be notified that they were shot, as opposed to the standard roleblock notification.
- The Gunner can pierce roleblock immune Town roles.
- The Gunner cannot be roleblocked at night.
- Wins only if the whole faction collects 24 gold between them.
Spoiler: Alignment: Pirate (Support)
Abilities:
- Replace the Captain when needed.
- If the Captain dies, you will become a Captain.
- You cannot be killed at night.
- You can talk to other pirates at night.
- Accumulate a huge fortune.
- Chief Officer will also become a Captain if there are no Captains in the game.
- Wins only if the whole faction collects 24 gold between them.
Spoiler: Alignment: Pirate (Killing)
Abilities:
- Attack someone each night.
- If there is an Invader, you cannot attack.
- You cannot be killed at night.
- You will kill your target and steal his goods.
- You can drink rum once to go in a mad rampage, killing everyone who visited you that night. (By targeting yourself.)
- You can talk to other pirates at night.
- Accumulate a huge fortune.
- The Captain will collect money from everyone they killed when using rum.
- Wins only if the whole faction collects 24 gold between them.
Spoiler: Alignment: Pirate (Killing)
Abilities:
- Shoot someone at night.
- Your target will lose their will on death.
- You will steal their goods.
- If your target is a killing role, they will keep their will safe.
- You can talk to other pirates at night.
- Accumulate a huge fortune.
- Wins only if the whole faction collects 24 gold between them.
Spoiler: Alignment: Pirate (Killing)
Abilities:
- You can shifty kill your targets. (Lookout Immune)
- You can't speak at all, unless you're voted to the stand.
- You are lookout immune.
- You cannot be roleblocked at night.
- Accumulate a huge fortune.
- The Blademaster will be blackmailed for the entire time that they are alive.
- The Blademaster will be aware of all killing roles in the game.
- The Blademaster does not know the roles of the killing roles, just their names.
- The Blademaster will roleblock Night Immune roles instead of attacking them. They will be notified that they were occupied in a fight with the Blademaster, instead of standard roleblock notification.
- Consequently, the Blademaster is immune to being counter-attacked by roles that counter-attack roleblockers.
- When it comes to factions with tactical kills, the Blademaster will be told their names and that they are a member of that faction, rather than their specific role.
- The Blademaster cannot hear pirate night chat.
- Wins only if the whole faction collects 24 gold between them.
Spoiler: Alignment: Pirate (Combat)
Abilities:
- Attack a killing role at night. (Not killing, read below)
- You can't speak at all, unless voted to the stand.
- You know the names of every killing role in the game.
- You can target the killing roles to attack and roleblock them.
- If there are no killing roles left, you will become a Blademaster.
- Accumulate a huge fortune.
- The Swordman will be blackmailed for the entire time that they are alive.
- The Swordman's target will be notified that they were occupied in a fight with the Swordman, as opposed to just being roleblocked.
- Consequently, the Swordman is immune to being counter-attacked by roles that counter-attack roleblockers.
- The Swordman does not know the roles of the killing roles, just their names.
- The Swordman cannot be roleblocked at night.
- The Swordman cannot hear pirate night chat.
- Wins only if the whole faction collects 24 gold between them.
Spoiler: Alignment: Pirate (Support)
Abilities:
- Scout someone each night.
- Scout someone to see who they visited and who visited them.
- If there are no killing pirates left, you will become an Invader.
- You can talk to other pirates at night.
- Accumulate a huge fortune.
- The Scout cannot be roleblocked at night.
- Wins only if the whole faction collects 24 gold between them.
Spoiler: Alignment: Pirate (Support)
Abilities:
- Transport a pirate with someone else.
- You can transport a pirate with someone else at night.
- If there are no killing pirates, you will become an invader.
- You can talk to other pirates at night.
- Accumulate a huge fortune.
- The Navigator cannot be roleblocked at night.
- The Navigator can transport themselves.
- Wins only if the whole faction collects 24 gold between them.
-
Spoiler:
- [spoiler]iamawarethatthereareotherwaystomakespoilersgointospoilershush
with the result "Your target is a filthy sinner!"
Spoiler: Alignment: Sin (Greed)
Abilities:
- Swap two people's targets at night.
- One-time alteration of your own alignment, to escape failure... For a price.
- You cannot be killed at night.
- You may perform the faction tactical kill, until there are 3 or less town members left.
- When there are 2 or less town members left, you may reveal yourself as the Mayor of the Town.
- Kill all that shalt not fall to sin.
- The process of swapping targets means that the first target's target will instead be the second target's target and vice versa, making their night actions go to a different target.
- If one of the swap targets is not a visiting role, then the swap will fail and the Mammon will be notified.
- If one of the swap targets did not select a target that night, the other swap target will be told they stayed home while the target that intended to stay home targeted the other swap target's target.
- If one of the swap targets cannot visit that night, the swap will fail and the Mammon will be notified.
- If both of the swap targets are targeting the same player, the swap will still proceed, with no effect had.
- During any night phase, provided the Mammon is still alive, they may change their superalignment to one that must both be currently in the game and also alive (So they cannot switch to a Mafia role if one has either not rolled, or no Mafia members are alive). Alongside their loss of the ability to perform the factional kill (since they are no longer part of the faction) and making any remaining Sins an enemy, there will be a consequence to changing alignment.
- Town : Lose Night Immunity, lose ability to swap targets at night.
- Mafia : Lose Night Immunity, lose ability to reveal as Mayor if gained, if already revealed, then Mayor status removed. Will join the Mafia chat. The Mafia will be notified the night after the alignment change.
- Neutral : Lose ability to reveal as Mayor if gained, if already revealed, then Mayor status removed. Goal will change to the Survivor's goal.
- Word Clown : Lose Night Immunity, lose ability to reveal as Mayor if gained, if already revealed, then Mayor status removed. Will join the Word Clown night talk network. The Word Clowns and any No Fun Alloweds will be notified that night.
- Pirate : Lose Night Immunity, lose ability to swap targets at night. The entire town will be notified of this. Will join the Pirates' night chat.
- Exce : Lose Night Immunity, lose ability to swap targets at night, lose ability to reveal as Mayor if gained, if already revealed, then Mayor status removed. A random player that is not the Exce will be told that they were staked by a Vampire Hunter. The Exce will be allowed to target you at night and throw you at town investigative roles. Your goal will be changed to "Get lynched by the town at any cost." If you are still alive and have not completed the wincon in 3 days, you will become a Serial Killer.
- The Mammon may not alter their alignment if it would result in an immediate victory by any role/faction by the elimination of opposition through the alignment alteration itself.
- The Mammon's ability to swap targets is not a stolen idea from sh99er.
- Please believe me.
- Uh, the Leviathan did it.
- Wins with Neutral Evils.
- Wins with Neutral Benigns.
- Must kill everything else.
Spoiler: Alignment: Sin (Lustrous)
Abilities:
- Roleblock an amount of people at night.
- You have 2 autovests which protect you from attacks.
- You may not perform the faction tactical kill until there are 3 or less town members left.
- You may roleblock 3 town members at once, until there are 5 or less town members left, at which point you can only roleblock 2, then at 3 town members you can only roleblock one town member.
- Kill all that shalt not fall to sin.
- Each roleblock counts as a visit.
- If one target is immune, the Asmodeus will be told that one or more of their targets were immune, regardless of how many were immune.
- If a target is going to retaliate for being roleblocked, it will cancel the other roleblocks.
- The amount of targets that the Asmodeus can roleblock, is a maximum. They do not have to roleblock as many targets as their maximum will allow. The Vehemence may target less people than they can roleblock that night, or even not roleblock at all and stay home.
- Wins with Neutral Evils.
- Wins with Neutral Benigns.
- Must kill everything else.
Spoiler: Alignment: Sin (Vanity)
Abilities:
- Reveal yourself as Mayor of the Town and have your vote count as three.
- You cannot be killed at night, until there are 3 or less town members left.
- If a role attacks you while you are Night Immune, they will be attacked instead, if they die, they will appear to have been staked by a Vampire Hunter.
- You may speak with the dead at night.
- Kill all that shalt not fall to sin.
- The Azazel can seance a player when dead. They will appear to be a Medium...?
- Wins with Neutral Evils.
- Wins with Neutral Benigns.
- Must kill everything else.
Spoiler: Alignment: Sin (Pride)
Abilities:
- Choose a player during the day, to jail for the night.
- You cannot be killed at night.
- You can read whispers during the day.
- You may anonymously talk with your prisoner.
- You will appear as a Jailor to them.
- You may execute your prisoner. There is no limit on how many times you may do this.
- If you are roleblocked, you will automatically jail the roleblocker the next night.
- If you are jailed and not executed, you will kill your jailor.
- Kill all that shalt not fall to sin.
- Given current engine mechanics, the Samael and other jailing roles cannot roll at the same time, making the last attribute pointless until any changes.
- However, if this were possible and the Samael were to target the same person as another jailing role, the Samael would take priority and the other jailor(s) would be told they could not jail their target.
- The Samael's Night Immunity does not make it immune to other roles that when jailed, attack or otherwise affect their jailors.
- If the Samael is roleblocked, they can still choose a target to jail the next day, but it will be ignored in favour of their roleblocker, unless their roleblocker died the same night.
- Wins with Neutral Evils.
- Wins with Neutral Benigns.
- Must kill everything else.
Spoiler: Alignment: Sin (Wrath)
Abilities:
- Kill an amount of people each night.
- You have seven autovests protecting you from non-Neutral and non-Mafia attacks.
- You may not kill separately from the faction tactical kill, either your night action IS the faction tactical kill or another embodiment of sin performs the faction tactical kill. In such cases, you may not attack.
- For Town populations above 5, you may target ( (pop. / 2) - 1 ) people to attack each night (With 9 & higher Town pop, ( pop. / 3 ), then at 12 & higher, ( pop. / 4 )).
- Below 5 Town population you may only select one target to attack per night.
- Kill all that shalt not fall to sin.
- If the Vehemence is jailed and not executed, they will attack their jailor.
- If the Vehemence is roleblocked, they will attack their roleblocker.
- If one or more of the Vehemence's targets were immune to their attack, then the Vehemence will be notified that one or more targets were immune to their attack, regardless of how many were immune.
- The amount of targets that the Vehemence can attack, is a maximum. They do not have to attack as many targets as their maximum will allow. The Vehemence may target less people than they can attack that night, or even not attack at all and stay home.
- Wins with Neutral Evils.
- Wins with Neutral Benigns.
- Must kill everything else.
Spoiler: Alignment: Sin (Sloth)
Abilities:
- Be disguised as a role of your choice.
- You may not disguise as other active Embodiments of Sin.
- You may disguise as yourself, which is in effect, not disguising at all.
- You may attempt to disguise as many times as you like.
- Your disguise will only take effect if you are killed that night, showing you as the role you disguised as.
- Kill all that shalt not fall to sin.
- The Acedia may disguise as roles that were not rolled.
- This includes Embodiments of Sin.
- Wins with Neutral Evils.
- Wins with Neutral Benigns.
- Must kill everything else.
Spoiler: Alignment: Sin (Envy)
Abilities:
- On full moon nights, steal someone's night ability.
- Read whispers during the day.
- You may not act Night 1.
- You may perform the faction tactical kill.
- You may steal another town member's night ability to use for yourself the following night.
- This includes any accompaning day abilities, such as the Jailor's jailing ability.
- You will lose their ability if you perform the faction tactical kill.
- Victims will regain their night ability after 2 days, if you have still not performed the faction kill, you will retain their ability.
- You may attempt to steal someone's night ability while still possessing a stolen night ability.
- Kill all that shalt not fall to sin.
- Due to current limitations with Jailor abilities, the Leviathan will be forced to give up a stolen jailing ability when/if that jailing role remembers their ability.
- When stealing, the Leviathan will be told what kind of ability they stole. They will not be told the role of their target, meaning the full extent of the ability (and by extension, the target's role) can be determined through the use of said ability.
- For example, if the Leviathan were to steal a Sheriff's, Interviewer's or an Investigator's night ability, for either, they would only be told "You stole an investigative ability." If the Leviathan wishes to determine which role they stole the ability from, they must do so through the use of that ability.
- The victim will be notified that their ability was stolen.
- If the victim used their ability that night, it will still count as their night action, as the steal does not roleblock.
- Passive abilities, such as the Medium's ability to talk to the dead, can be stolen.
- However, roles with only day abilities such as the Mayor, cannot be stolen. These cases will fail and the Leviathan will be notified.
- Additional day-only abilities on roles, such as the Blackmailer's ability to read whispers during the day cannot be stolen. The only day-only abilities that can be stolen are ones that accompany night abilities, such as the Jailor's.
- If the Leviathan were to steal an ability with charges, such as the Vigilante's night attack, they will receive the same amount of charges for it that the Vigilante had at the start of that night.
- When/if the example Vigilante were to remember this ability after the 2 days, they would have the same amount of charges as when they lost it. However, if they had used a charge the night it was stolen, that charge would remain used.
- If the Leviathan were to steal an ability with specific restrictions, such as the Retributionist's revive, they may use it on any alignment role they wish. However, for the Werewolf's attack, they may use it only on full moon nights.
- If the Leviathan possesses a stolen ability, the use of that ability will correspond as though it were still that role using that ability. If the Leviathan were to steal the Serial Killer's attack, the victim would show as having been killed by a Serial Killer. If the Leviathan were to steal the Vigilante's attack, they would die of guilt if they shot a Town role.
- If the Leviathan steals a killing ability from a Night Immune role, they will also gain Night Immunity for the duration of the possession of their ability. The victim role will remain Night Immune. This does not occur for vests/autovests.
- If the Leviathan dies while they possess a stolen ability, the victim will still have to wait the time remaining to regain their ability.
- Also, a dead Leviathan possessing a death ability such as the Medium's seance, which can be stolen alongside their speaking with the dead.
- Wins with Neutral Evils.
- Wins with Neutral Benigns.
- Must kill everything else.