Note: Some of them might not be original and if so point them out as I don't know if there was already something similar to one of these in the past
(Neutral)
Name: Forger Rework / Thief
Alignment: Neutral Evil
Speciality: Deception and Communication
Weakness: No Power or Control over some situations
Introduction: You are a criminal that has a connection with a dangerous society
Background Story: The Thief appears normal looking and wears a long coat smudged with ink and having a fedora similar to what an Investigator would look like, however they are covered with bruises and has an dangerous aura that you can feel. Since they were an Ex-Criminal/Prisoner they have connections with previous criminals and/or currrent criminals like the Mafia and Serial Killer which explains why they are notified if they have came in contact, they also sabotage other's plans that's why they are
roleblocked.They also secretely have a grudge against the Town
Attack: None
Defense: Basic
Unique Role: Yes?
Priority: 1 (Day) , 2 (Night)
Abilities:
-During the Day, you may decide to switch last wills with a player
-During the Night, you may decide to roleblock a player
Mechanics pt 1:
(Day ability)
-Your last will will be switched with the player of your choosing and you will in return recieve a copy of their last will
-You will be notified if you have switched wills with a Non-Town Aligned player
-Non-Town aligned players will know if their last wills have been switched
-Town aligned players will not know if their last wills have been switched
-You can only perform your ability during the discussion and trial phase
(Night ability)
-Same as Escort/Consort roleblock mechanics
-You can only perform your night ability 4 times per game.
Attributes:
*You are immune to roleblocks
*You have a spare bulletproof vest that protects you against the first Basic Attack
Mechanics pt 2:
N/A
-Investigative Results-
Sheriff: Your target is Suspicious
Investigator:
Lookout/Forger/Witch or Coven Leader if it's a Forger rework,
if not then Investigator/Consigliere/Mayor/Plaguebearer/Tracker/Thief
Consigliere/Witch: Your target has contacts with dangerous criminals and have sheets of paper with ink. They must be the Thief
Goal: Same as Witch
Wins With: Same as Witch
Must Kill: Same as Witch
(Neutral)
Name: Scavenger
Alignment: Neutral Killing
Introduction: You are a traveller that kills to take others' equipment
Speciality: Raw Killing Power and Deception
Weakness: Low Defense and Slow to Kill
Background Story: The Scavenger is a shady looking fellow wearing a long cape and hood that hides their identity, it also explains why the Handgun isn't seen easily by the sheriff and why bigger guns like the Rifle and Minigun are seen, the weapons are also old aged and rusty therefore makes the person "bleed" instead of dying and needs a finisher
Attack: Powerful to Basic
Defense: None to Powerful
Unique Role: No
Priority: 5 (Kill), 6 (Visit)
Abilities:
-During the Night, you may use a weapon of your choice to hit someone
Mechanics pt 1:
-Using a weapon will hit both your previous target and your new target
-All weapons will deal a default Powerful Attack except for the Minigun (This does not mean the targets die from the first visit)
-Your target/s need to be hit by 2 weapons in order to have the weapon's effect
Weapons include:
Rifle: Your attack cannot be protected by Town Protectives and you will recieve Powerful Defense for the current night and the night after however you are roleblocked on the second night
Minigun: Your attack will be a Rampage however you will no longer perform a Powerful Attack but instead you will do a Basic Attack
Minigun pt 2: The rampage will affect all those who visit the target the night you decide to use the Weapon
Handgun: You will have astral visits, Detection Immunity, and appear to be a Vigilante to the Investigator for the current night however you will be dealt by a Basic Attack the night after
Attributes:
-None (Although the Weapon mechanics may be included here)
Mechanics pt 2:
-Investigative Results-
Sheriff: Your target is Suspicious (Without using the handgun), Your target seems Innocent (If the handgun was used)
Investigator: Bodyguard/Godfather/Arsonist/Crusader/Scavenger (Without using the handgun), Vigilante/Veteran/Mafioso/Pirate/Ambusher/Scavenger (If the handgun was used)
Consigliere/Witch: Your target hides their identity with a ragged cloak and has stock of rustic and worn-out weapons in their bag. They must be the Scavenger
Goal: Same as SK
Wins With: Same as SK
Must Kill: Same as SK
(Town)
Name: Journalist
Alignment: Town investigative
Note: This is a revised version of a role that I made in the past (Willowhisperer)
Introduction: You are a booksmart person that keeps tracks of every situation in the past and creates an answer from it
Speciality: Raw Information Power
Weakness: Low Confirmability and Low Contribution
Background Story: The Journalist is in their 20's carrying huge glasses and a book, they have a introverted personality and doesn't appear to look friendly. They have currently experienced plenty of disasters and killer reports in their time that's why they can see "hints" or clues that reveal roles present within the game.
Attack: None
Defense: None
Unique Role: No
Priority: 1
Abilities:
-During the Night, You may recieve a hint saying 1 random Town Role present within the game and get stronger as the game progresses
Mechanics pt 1:
-You may only recieve a hint during even nights
-The role given cannot be a Unique Role
-You will be notified if every Town Role has been known through hints
-If a player was revived by a Retributionist they will not appear in your "Random Town Role" message
-If you are roleblocked the night where you should've gotten the hint, then you won't recieve the hint with the exception of the N4 Attribute
Attributes:
-Upon reaching N2, you will temporarily be immune to roleblocks after lynching a Non-Town aligned role
-Upon reaching N4 you will recieve a hint stating 2 Random Non-Town roles present within the game (These also share the mechanics found in the mechanics pt 1 section)
-Upon reaching N5 you may check a player if they are one of the roles given to you by a letter
Mechanics pt 2:
N/A
-Investigative Results-
Sheriff: Your target seems Innocent
Investigator: Survivor/Vampire Hunter/Amnesiac/Psychic/Medusa/Journalist
Consigliere/Witch: Your target seems to be calm in danger and has solutions ready for them. They must be the Journalist
Goal: Same as Town
Wins With: Same as Town
(Coven)
Name: Mermaid
Alignment: Coven Evil
Introduction: You are a beautiful lady with a captivating voice that lures whoever hears it slowly to their doom
Attack: Basic (With or Without Necro)
Defense: None (With or Without Necro)
Unique Role: Yes
Priority: 1 (Day Ability), 2(Night Ability)
Abilities:
-During The Day, You may decide to reap the "Lured" based on how long they have listened to your song
-During The Night, You may play your song which can only be heard by people that have met the condition, (With Necro) you can now select up to 2 conditions and can instead play a song that directly strikes your target with a Basic Attack
Mechanics pt 1:
(How the Ability Works #1)
-You will be given a GUI at the start of the night, from there you can choose whether to attack a player directly(Which is disabled if they don't have the Necronomicon ofc) or sing for those who have met the condition which makes them "Lured",After selecting the option to sing for those who have met the condition. you are presented with 3 different conditions from which you may choose
Sample of Conditions
1: People will hear the Mermaid's Song if they visited Player X(Choosable) on their death
2: People will hear the Mermaid's Song if they have visited a member of the Coven
3: People will hear the Mermaid's Song if they have recieved a notification/message from another Coven Member (Ex: You were witched)
-Coven Members are not affected by the Song but can influence people to hear the Mermaid's Song by making them activate the condition
-The targets will not know which condition was used to 'Lure" them but will recieve a message saying that they were "Lured"
(How the Ability Works #2)
-If a player has met a condition set by the Mermaid they will be "Lured", which then you may reap by selecting the Sun Icon,the players are affected based on how many times they have heard the Mermaid's Song,.
-After performing your day ability, you can not perform your Night Ability and your coven members are notified that you had decided to Reap the targets
Sample of Effects
1: (First Time), You are also attacked by the same attacker if you have visited someone who has been attacked, the next night
(How it plays out)
So let's say Player X had listened to the Mermaid's Song for 1 time now and it's N1,The Mermaid has clicked on the sun icon which would reap the player,Player X is then notified N2 that he will also be attacked if he visits someone who is also attacked,After N3 Player X will no longer be attacked if they also visited a player who was attacked
2: (Second Time), You are dealt by a Basic Attack the next night
(How it plays out)
So let's say Player X had listened to the Mermaid's Song for 2 times now and it's N2,The Mermaid has clicked on the sun icon which would reap the player,Player X is then notified N2 that he will be attacked the next night.
3: (Third Time), You are immediately dealt by a Basic Attack and your last will is hidden, your role is also replaced with "Drowned" (Basically like Medusa's "Stoned" but it's just to clarify if they were attacked by a Mermaid or a Medusa)
(How it plays out)
-So let's say Player X had listened to the Mermaid's Song for 3 times now and it's N3,The Mermaid has clicked on the sun icon which would reap the player,Player X is notified that he will be attacked tonight.
Attributes:
-Standard Coven Attributes (May speak in the Coven Chat, etc)
-You will know if someone has heard your song
Mechanics pt 2:
-Investigative Results-
Sheriff: Your target is Suspicious (Without Necro), Innocent (With Necro)
Investigator: Escort/Transporter/Consort/Hypnotist/Mermaid
Consigliere/Witch/Coven Leader: Your target sings for something evil.They must be the Mermaid
Goal: Same as Coven
Wins With: Same as Coven
Must Kill: Same as Coven