TOWNIES
TOWNIE TOWNIES
[Does it need to say "Townies" everywhere? Just "Recruitment", "Voting", "Investigation", "Kill Prevention" would suffice as category names, imo. Also after every role name, it's redundant to see every single role say "Townie" if even TSC has it]
Regular Townie (Townie): The Player thinks they are a 'Regular Townie'. They actually are a Regular Townie - a townie can vote, think and deduce their way to success on the thread.
Miller (Townie): The Player thinks they are a 'Regular Townie'. They actually are a Miller - a townie who counts as a non-townie to certain 'Investigation' abilities. When they die the Player is revealed to be a 'Miller'.
[Begs the question, 'Which Investigative abilities?' - should say it's just Detectives]
Death Miller (Townie): The Player thinks they are a 'Regular Townie'. They actually are a Death Miller - a townie who counts as a non-townie to certain 'Investigation' abilities. When they die the Player is revealed to be a 'Mafia Member'.
[Same as above]
RECRUITING TOWNIES
Sleeper (Townie): The Player thinks they are a '
[Regular] Townie'. They actually are a Sleeper - a townie who joins the Mafia they are killed by during the Night Phase.
Recruiting Mason (Townie): During the Night Phase, the Recruiting Mason ‘Recruits’ one player by PM’ing their Target’s name to the Host. If the Target is a townie, their role is changed to 'Mason'. If the Target is a non-townie, the Mason Recruiter dies. Masons townies can communicate with each other at night.
Mason (Townie): The Mason is a townie who can communicate with other Masons during the Night Phase in a chat provided by the Host.
Threesome Candidate (TSC) (Townie):
[At the start of the game, the Lover couple is notified that there is a TSC in the game.] During the Day Phase, the TSC ‘Recruits’
[does he though?] by guessing what two players are the Lovers in a PM to the Host. The Host informs the Player how many Lovers they guessed correctly (0, 1 or both). The TSC joins the Lovers if they guess both Lovers correctly. If one of the Lovers die, the TSC may guess the remaining Lover. If the last remaining Lover dies, the TSC dies the following Night Phase.
[Still lacks the detail that he can only win with his Lovers, unless that's never been a thing... Which I think should be a thing]
VOTING TOWNIES
Healthy Townie (Townie): A Healthy Townie will always be able to vote healthily and cannot be made to be unable to vote by the Sickly Townie
[Should mention NVD and UVD being cured imo].
[Also odd to see it separated from Sickly, no need for alphabetical ordering, if you ask me]
Innocent Child (Townie): The Player is informed beforehand
[at the start of the game? It's less unnecessarily vague] by the Host during what Day Phase they will be 'Revealed' to be an Innocent Child on the thread.
Noble (Townie): The Player is penalized for revealing they currently are a Noble on the thread.
[* more about this at the bottom] During the Day Phase, the Noble anonymously ‘Votes’ for one player by PM’ing their Target’s name to the Host. The Target receives one "anonymous vote".
Politician (Townie): The Player is penalized for revealing they currently are a Politician on the thread.
[*] During the Day Phase, the Politician anonymously ‘Votes’
[he still has his regular vote though, so I'd change the wording here] in PM by designating one Target to receive a vote and one player who can vote who has to place the vote. The vote-placing player receives a PM informing them they must vote
[lock? Can they change after?] for the Target for without revealing why on the thread (or they are penalized
[how much?]).
Restless Spirit (Townie): During the Day Phase after they have been killed
[or lynched? So I'd just say "after they die"], the Restless Spirit ‘Votes’ by posting one message on the thread, vote locking onto one Target and explaining why.
Sickly Townie (Townie): During the Night Phase, the Sickly Townie ‘Infects’ one player by PM’ing their Target’s name to the Host. The Target cannot vote the following Day Phase.
INVESTIGATING TOWNIES
Sane Detective (Townie): During the Night Phase, the Sane Detective 'Investigates' one player by PM’ing their Target’s name to the Host. The
Player [Detective] receives an "Innocent" result for townies and "Guilty" result for non-townies. Detectives do not know about their sanity
and must deduce this through gameplay [Don't think this part is necessary. Less words are better! Especially if they're repeated four times]
Insane Detective (Townie): During the Night Phase, the Insane Detective 'Investigates' one Player by PM’ing their Target’s name to the Host. The
Player [Detective] receives an "Innocent" result for non-townies and "Guilty" result for Townies. Detectives do not know about their sanity
and must deduce this through gameplay
Naive Detective (Townie): During the Night Phase, the Naive Detective 'Investigates' one player by PM’ing their Target’s name to the Host. The
Player [Detective] always receives an “Innocent” result. Detectives do not know about their sanity
and must deduce this through gameplay
Paranoid Detective (Townie): During the Night Phase, the Paranoid Detective 'Investigates' one player by PM’ing their Target’s name to the Host. The
Player [Detective] always receives a “Guilty” result. Detectives do not know about their sanity
and must deduce this through gameplay
Spy (Townie): During the Night Phase, the Spy 'Investigates' one player by PM’ing their Target’s name to the Host. The Player receives a (list of) ‘Name(s)’ (no ‘Actions’ or ‘Roles’) targeted by their Target player, and only if they targeted any.
[What's with those confusing brackets x) Spy should always receive one name save for special mechanics imo, BK included. So I suggest:]
During the Night Phase, the Spy 'Investigates' one player by PM’ing their Target’s name to the Host. If that player targeted someone with a Night Action, the Spy receives the name of the action's target. The Spy doesn't learn actions or roles.
[Can make it 'the name(s) of the action's target(s)' if want to keep that clause]
Paranoid Spy (Townie): During the Night Phase, the Paranoid Spy 'Investigates' one player by PM’ing their Target’s name to the Host. The
Player [Paranoid Spy] always receives a random ‘Name’
(no ‘Actions’ or ‘Roles’), whether their Target can or has used an Action or not.
Investigator (Townie): During the Night Phase, the Investigator 'Investigates' one dead player whose role is hidden
[as] (???) by PM’ing their Target’s name to the Host. The
Player [Investigator] receives their Target’s hidden role.
Mortician (Townie): During the Night Phase, the Mortician 'Investigates' one dead player by PM’ing their Target’s name to the Host. The
Player [Mortician] receives a list of ‘Actions’ (no ‘Names’ or ‘Roles’) used on their Target player, in chronological order.
[Might have noticed that I think specifying the role instead of "the Player" is better for investigative roles
Just to make descriptions as impervious to multiple interpretations as possible, even silly ones]
DOCTOR TOWNIES
[I'd personally group "Kill Prevention" roles (Docs, Hider, Bodyguard, BP) together and leave the others (Prostitute/Escort, BK, Jesus, Freeman) in "Disruption"]
Sane Doctor (Townie): During the Night Phase, the Sane Doctor ‘Protects’ one player by PM’ing their Target’s name to the Host. The Target cannot be killed by Night Actions
[during that Night Phase]. The Doctor does not know their sanity.
Insane Doctor (Townie): During the Night Phase, the Insane Doctor ‘Protects’ one player by PM’ing their Target’s name to the Host. There is a 50% chance the Insane Doctor kills their Target rather than Protecting them. The Doctor does not know their sanity.
Naive Doctor (Townie): During the Night Phase, the Naive Doctor ‘Protects’ one player by PM’ing their Target’s name to the Host. There is a 0% chance the Naive Doctor protects their Target
[so 100% chance he kills?
I'd just say his action does nothing at all]. The Doctor does not know their sanity.
DISRUPTING TOWNIES
Bar Keeper (Townie): During the Night Phase, the Bar Keeper invites and ‘Blocks’
[?] three players by PM’ing their Targets name to the Host. One of the three players is randomly picked, and then randomly ‘Blocked’, ‘Redirected’ onto a random target or ‘Role Revealed’. The Bar Keeper is only informed of what effect occurred.
[Lacks the description of the effects. Their Night Action is blocked or redirected even if they don't have one, and 'Role Revealed' is vague for "their role is revealed to the BK".]
Escort (Townie): During the Night Phase, the Escort ‘Blocks’ one player by PM’ing their Target’s name to the Host. The Target cannot use their Night Action.
[Why no Prostitute anymore
Feels like it's too late for naming uniformity :P ]
Hider (Townie): During the Night Phase, the Hider ‘Hides’ by hiding
[Hides by hiding...?] behind one player by PM’ing their Target’s name to the Host. If the Hider is targeted by a ‘Kill’ action while hiding, the action fails. If the Hider Hides behind their Killer or the killer’s team, or the Target of the Hider is targeted and killed, the Hider dies.
Bodyguard (Townie): During the Night Phase, the Bodyguard ‘Redirects’
[confusing wording here too, imo] by protecting one player by PM’ing their Target’s name to the Host. If their Target is targeted by a ‘Kill’ action, the attack is redirected onto the Bodyguard instead.
Bulletproof Townie (Townie): The Bulletproof Townie is 'Bulletproof'
[are these keyword insertions necessary?] and cannot be Killed by Actions occurring during the Night Phase.
Jesus (Townie): If the Sheppard is Lynched or Killed, the Player is 'Revealed' to be Jesus, God bless, and will be 'Revived' the second Day Phase after dying, amen. The Player becomes a 'Regular Townie' after using this ability.
Freeman (Townie): If the Freeman dies, the next Day Phase is skipped. All role effects occurring on that Day Phase are instead moved to the following Day Phase.
BOMB TOWNIES
Bomb (Townie): If the Bomb is Lynched or Killed, the Player 'Explodes', killing the Player responsible for killing the Bomb or placing the last vote on them.
Time Bomb (Townie): The Host informs the Player what Night Phase they will 'Blow Up'. During that Night Phase, the Time Bomb ‘Blows Up’ one player by PM’ing their Target’s name to the Host. The Player and the Target are both killed.
Kamikaze Bomb (Townie): During the Night Phase, the Kamikaze Bomb ‘Blows Up’ one player by PM’ing their Target’s name to the Host. The Player and the Target are both killed. If the Kamikaze Bomb is Lynched or Killed, the player responsible for killing the Kamikaze Bomb or placing the last vote on them is killed as well.
Bomb Defuser (BD) (Townie): During the Night Phase, the BD ‘Defuses’ one player they think to be a Bomb by PM’ing their Target’s name to the Host. If the Target is indeed Defused, the BD is informed of this and becomes a 'Regular Townie'.
SPITEFUL TOWNIES
Witch (Townie): Right after the Player is Lynched or Killed during the Day Phase, the Witch openly 'Spites' a Target on the thread by announcing their Target. The Target is killed the second Night after being Spited.
[Doesn't the Witch "spite"/curse in secret? Also not sure about daykills triggering her and VT too]
Vengeful Townie (Townie): Right after the Player is Lynched or Killed during the Day Phase, the Vengeful Townie openly 'Spites' a Target on the thread
by announcing their Target [who gets immediately killed by the Host].
Upon resolution, the Host then eliminates the Target from the game.
[No need to account for delays due to absence in the role description, imo]
Paranoid Gun Owner (PGO) (Townie): If the PGO is Lynched or Killed, the Player 'Spites', the player responsible for killing the PGO or placing the last vote on them instead. The Player becomes a 'Regular Townie' after using this ability.
[??? This description is just incorrect. If he's targeted by any action during the night, he kills that player instead. Only one shot in his gun, no agency of his own. Where did you get all the rest...?]
ERUDITE TOWNIES
Pirate (Townie): During the Night Phase, the Pirate ‘Steals’ the Main Role of one player by PM’ing their Target’s name to the Host. Upon success, their Target’s role is (unknowingly) changed to ‘Regular Townie’, and the Pirate is informed of what role they have Stolen. If the Pirate attempts to steal the Main Role of a non-Townie, the Pirate dies.
Sane Apprentice (Townie): During two Night Phases, the Apprentice ‘Acquires’ the Main Role of one player by PM’ing their Target’s name to the Host. If the target is killed or blocked, the Apprentice’s action fails. Upon successfully PM’ing the name of the same target twice, the Apprentice is informed of what role they Acquired. If the target is non-town, the Apprentice dies. If the target is a mason, the Apprentice joins their mason group as a Mason.
[This description could use some work imo. Also lacks that they don't know their own sanity, so I'd suggest:]
During the Night Phase, the Apprentice tries to 'acquire'/'learn' the Main Role of one player by PM’ing the Target's name to the Host. If the target is killed or blocked, the Apprentice fails to learn during that Night Phase. Upon successfully learning from the same target twice, the Apprentice is informed of what role they 'acquired'. If the target is non-town, the Sane Apprentice dies upon acquisition. If the target is a mason, the Apprentice joins their mason group as a Mason. The Sane Apprentice doesn't know their own sanity.
Insane Apprentice (Townie): During two Night Phases, the Insane Apprentice ‘Acquires’ the Main Role of one player by PM’ing their Target’s name to the Host. If the target is killed or blocked, the Insane Apprentice’s action fails. Upon successfully PM’ing the name of the same target twice, the Insane Apprentice is informed of what role they Acquired. If the Target is mafia, the Insane Apprentice joins their mafia group as a Mafia Apprentice. If the Target is a Mentee, the Insane Apprentice joins their mentor group as a Mentee.
[Similar changes as above, or I'd rather go for:]
The Insane Apprentice is an Apprentice that doesn't die if they learn from a non-townie. If they acquire the role of a mafia, they join their mafia group as a Mafia Apprentice/RM/UM. If they target a Mentee, the Insane Apprentice joins their mentor group as a new Mentee. If they target a different Third Party, they acquire their role and become a new, independent Third Party player. The Insane Apprentice doesn't know their own sanity.
DAYTIME KILLING TOWNIES
Daytime Vigilante (DTV) (Townie): During the Day Phase, the DTV openly ‘Day Kills’ on the thread by announcing their Target. Upon resolution, the Host then eliminates the Target from the game. The
Player [DTV] becomes a 'Regular Townie' after using this ability.
Badass Cowboy (BC) (Townie): During the Day Phase, the BC openly ‘Day Kills’ on the thread by announcing their Target. There is a 50% chance the
Player [Badass Cowboy] dies instead. Upon resolution, the Host then eliminates the loser of the duel from the game.
Prosecutor (Townie): During the Day Phase, the Prosecutor openly ‘Day Kills’ a Target they think to be Mafia on the thread. During the end of the Day Phase, the Host reveals if the Target is Mafia. If the Target is not Mafia, the Player dies instead. Upon resolution, the Host then eliminates the loser of the duel from the game.
[Liked the old description better, mostly. How about:]
During the Day Phase, the Prosecutor can openly accuse a player they think to be non-townie on the thread. At the end of the Day Phase, the Host kills the Target is they are non-townie, or the Prosecutor if the Target is townie. The Prosecutor becomes a 'Regular Townie' after using this ability.
Martyr (Townie): The player is penalized for revealing they currently are a Martyr on the thread.
[*] During the Day Phase, the Martyr ‘Protects’ for three player by PM’ing their Target’s names to the Host. If one of the three Target were to be targeted by an Action or be Lynched by town during the Day Phase, the Martyr is targeted instead.
MAFIA
[Not too sure about the role order here, but it's not too important. It's odd to see Regular Mafia at the bottom though]
CAPOS
Mafia Boss (Mafia): The Mafia Boss is considered a 'Townie' by 'Investigating'
[Townie Det?] actions.
Mafia Assassin (Mafia): During the Day Phase, the Mafia Assassin ‘Day Kills’ one player by PM’ing their Target’s name to the Host. Upon resolution, the Host then eliminates the Target from the game. The Mafia cannot use another Killing ability on the
same [following] night
[if] they use the
Players [Assassin's] Day Kill ability.
Mafia Mason (Mafia): A Mafia Mason is a Mafia who can communicate with other Masons at during the Night Phase in a chat provided by the Host. The player is pro-Mafia but appears to be a Mason to other Masons.
[Should be mentioned that he needs to be a starting Mason, I believe]
Mafia Janitor (Mafia): During the Night Phase, if the Mafia Janitor 'Kills', they may 'Clean Up' up their Target as well.
[The roles of] Cleaned Up Targets
roles remain hidden
[as] (???) till the Janitor dies. The Janitor is informed of the role of their Target, however.
Mafia Poisoner (Mafia): During the Night Phase, if the Mafia Poisoner 'Kills', they may 'Spite'
[just call it poison x) ] their Target instead. The Target is killed the second Night after being Spited. The Mafia cannot use another Killing ability on the same night they use the Players Spite ability.
During the Night Phase, the Mafia Poisoner may choose to 'poison' their Target as their killing action. The poisoned Target will die on the next night. A 'Kill Prevention' role can only save a poisoned player on the night they get poisoned/they would die from the poison. The Mafia cannot use another Killing ability on the same night they use a Poisoner's ability.
Mafia Strongman (Mafia): During the Night Phase, if the Mafia Strongman 'Kills', they may 'Strongarm' their Target as well. The Mafia Strongman cannot be 'Blocked' or 'Redirected' carrying out this kill, and the Target
cannot 'Hide' or be 'Protected' [will be killed regardless of 'hiding', 'protection', or 'Bulletproof' status]. The Player becomes a 'Regular Mafia Member' after using this ability.
MADE MEN
Mafia Bomb (Mafia): If the Mafia Bomb is Lynched or Killed, the Player 'Explodes', killing the player responsible for killing the Bomb or placing the last vote on them.
Mafia Bomb Defuser (MBD) (Mafia): During the Night Phase, the MBD ‘Defuses’ one player they think to be a Bomb by PM’ing their Target’s name to the Host. If the Target is indeed Defused, the MBD is informed of this and becomes a 'Regular Mafia Member'.
Mafia Detective (Mafia): During the Night Phase, the Mafia Detective 'Investigates' one player by PM’ing their Target’s name to the Host. The player receives a "[ROLE]" result for Townies and "????" result for non-Townies. The Mafia Detective cannot 'Kill' during the night they Investigate.
Mafia Escort (Mafia): During the Night Phase, the Mafia Escort ‘Blocks’ one player by PM’ing their Target’s name to the Host. The target cannot use their Night action. The Mafia Escort cannot 'Kill' during the night they Block.
Mafia Gambler (Mafia): During the Day Phase, the Mafia Gambler anonymously ‘Votes’ in PM by designating one Target to receive a vote and one player who can vote who must place the vote. The vote placing player receives a PM, and must place their vote on the Mafia Gamblers target without revealing why (or they are penalized). If the Target dies during the Day Phase, the Mafia Gambler becomes 'Bulletproof' the following Night Phase. If the Target doesn’t die, the Mafia Gambler is 'Blocked' the following night instead.
Mafia Pirate (Mafia) During the Night Phase, the Mafia Pirate ‘Steals’ the Main Role of one player by PM’ing their Target’s name to the Host. Upon success, their Target’s role is (unknowingly) changed to ‘Regular Townie’, and the Mafia Pirate is informed of what role they Stolen. If the Mafia Pirate attempts to steal the Main Role of a non-Townie, the Mafia Pirate dies. If the Mafia Pirate successfully Steals an ability, they can only Kill if the stolen ability allows for that.
[Not a wording issue, but I'd honestly remove the killing limitation tbh]
ASSOCIATES
Mafia Burden (Mafia): If the Mafia Burden dies, the next Night Phase is skipped. All role effects occurring on that Night Phase are instead moved to the following Night Phase.
Mafia Member (Mafia): The Player and the Mafia thinks they are a 'Regular Mafia Member'. They actually are. Their goal is to survive for the good of their family. They can vote on the thread at day and decide on who to Kill in private at night.
Unskilled Mafia Member (Mafia): The Player and the Mafia thinks they are a 'Regular Mafia Member'. They are actually an Unskilled Mafia Member. There is a 50% chance that a Kill carried out by the Player fails.
THIRD PARTY
Serial Killer (
Third Party): The Serial Killer operates as an independent party. During the Night Phase, the Serial Killer ‘Kills’ one player by PM’ing their Target’s name to the Host. The Serial Killer wins by being eliminating all other players. Eventual 'Draws' are resolved in the Serial Killer's favour.
Mentor (
Third Party): The Mentor operates as an independent party. If they do not have a Mentee, during the Night Phase, the Mentor ‘Recruits’ one player by PM’ing their Target’s name to the Host. If the Target is a townie, their role is changed to 'Mentee'. If the Target is a non-townie, the Mentor dies.
[not how the role currently works] The Mentor and their Mentee can communicate with each other at night. If the Mentor and Mentee are both alive, they may 'Kill' one player by sending a PM to the Host. The Mentor and Mentee win by being eliminating all other players. Eventual 'Draws' are resolved in the Mentor and Mentee's favour.
Mentee (
Third Party): A Mentee is a player who has been recruited by a Mentor.
They can talk to the Mentor privately at Night, but dies the same
[Day or] Night the Mentor dies.
The Mentor and their Mentee can communicate with each other at night. [redundant?] If the Mentor and Mentee are both alive,
they [one of them] may 'Kill' one player by sending a PM to the Host. The Mentor and Mentee win by
being eliminating all other players. Eventual 'Draws' are resolved in the Mentor and Mentee's favour.
Santa Claus (
Third Party): The Santa Claus operates as an independent party. The Host presents Santa Claus with 5 Presents.
[Should illustrate what presents can be, imo - "they can be anything ranging from role changes, to additional votes, to DEATH BY POISON" or the like
] During the Night Phase, the Serial Killer ‘Gifts’ one player by PM’ing their Target’s name to the Host. The Santa Claus wins by successfully Gifting the last of their Presents. The Player knows the content of all gifts and can freely gift them in any order they see fit.
Shapeshifter (
Third Party): During the Night Phase, the Shapeshifter ‘Hides’ by hiding behind one player by PM’ing their Target’s name to the Host. If the Shapeshifter is targeted by a ‘Kill’ action while hiding, the action fails. If the Shapeshifter ‘Hides’ behind their Killer or the killer’s team, or the Target of the Shapeshifter is targeted and killed, the Shapeshifter dies. If the Shapeshifters Hiding was successful and the Target remains alive, the Target becomes an 'Illusion'. The Shapeshifter and Illusions win when they equal or outnumber the remaining players alive.
Illusion (
Third Party): If the Player is successfully targeted by the Shapeshifter, their Role (unknowingly) is change to Illusion. If they are targeted by any Night Action, or the Shapeshifter dies, the Illusion dies. The Shapeshifter and Illusions win when they equal or outnumber the remaining players alive.
SECONDARY ROLES
[Yep, I think we can leave the (Third Party), (Neutral), (Mafia) and (Townie) faction designation for the Secondary Roles category only]
Lovers (
Third Party): Two Players from different factions are given the Lovers secondary role. The Lovers operates as a Third party. During the Night Phase, they can communicate with one another. The Lovers win by being the last remaining Survivors. If one Lover dies, the remaining Lover commits suicide on the following night.
Unlimited Voter Disease (UVD)
(Neutral): During the Day Phase, a Player with UVD cannot lock their vote, but can change their vote an unlimited amount of times. During the Night Phase, a player with UVD ‘Infects’ one player by PM’ing their Target’s name to the Host. The Player passes on the Secondary Role by Infecting a player. If the Target is a Healthy Townie, the UVD will be cured instead.
Not Voter Disease (NVD)
(Neutral): During the Day Phase, a Player with NVD cannot vote. During the Night Phase, a player with NVD ‘Infects’ one player by PM’ing their Target’s name to the Host. The Player passes on the Secondary Role by Infecting a player. If the Target is a Healthy Townie, the NVD will be cured instead.
Traitor (Mafia): The Player is assigned a townie role, but they can only win with the Mafia. The Traitor joins the Mafia as a Regular Mafia Member if they are killed by them during the Night Phase. The Traitor is given a Name(s) of Member(s) of the Mafia team they must be 'Killed' and 'Recruited' by. The Player counts as a non-townie towards Night Actions.
Naive Traitor (Townie): The Player thinks they are a 'Traitor'. They actually are a Naive Traitor - a townie who has been given incorrect
[random?] Names. Their win condition and townie status remains unchanged.