JTL Mafia Masterthread

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JTL Mafia Masterthread

Post by Gamemaster » Tue Sep 18, 2018 3:54 pm

JTL MAFIA MASTERTHREAD

Current game:

JTL 15 [TBA]

Hosted by TBD

Past Games
Chicago 1928 hosted by @Gamemaster
Albuquerque, New Mexico: 1870 hosted by @Rusty Tim Pickett
Halloweentown hosted by @Hannibal Lecter
JTL Cruiselines hosted by @Crusty Jim Snickett and @Timmy
Tokyo, Japan 2030 hosted by @Mako
ROME hosted by @Gorlami and @Achilles
The Mines hosted by @Vince and @Fickle
Amsterdam hosted by @Willem van Oranje
London, England 1890 by @Jack
Yggdrasil Space Station by @Kaiser Gorlami Von Lohengramm
A New World town on no worldly map, 1666 by @Benjamin Proctor
New Jersey, 1997 by @Mr. Big
The Haunted Mask by @The Haunted Mask
Borgum & Burley Circus by @Borgum & @Bailey
Overall statistics
Town won 6/14 games, or ~42.86% of all games
Scum won 6/14 games, or ~42.86% of all games
3rd party won 2/14 games, or ~14.29% of all games
Ties happened in 2/14 games, or ~14.29% of all games
Nobody won in 0/14 games, or 0% of all games
0/14 games have been abandoned, or 0% of all games

Mafia tools
How to copy these spreadsheets
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Host Spreadsheet Template
Player Spreadsheet Template
Mafia OP Template

Important:
Both OPs are open to be edited - the idea is to make it a collaborative work and keep track of the roles used in games. But, please, keep in mind that if you are going to use the template for your actual post, make a copy and then edit it as needed.

Note that both templates may require tinkering with the formatting if you are going to use it somewhere else.

Rules and Mechanics
Quick reminder about important rules
  • If you do not post in the thread for two consecutive days you will be modkilled during the following night post.
  • Do not post at night. Night begins immediately after the vote count has been reached, or if the 48h period is up, regardless of whether the host has made the official night post yet.
  • Absolutely under no circumstances can players communicate with each other outside of the forum or your team chat, even if you are on the same team. Site PMs are only to be used to communicate with the host.
  • Mafia wins when they have a majority, ending the game immediately.
  1. Be nice.
  2. Role information will be sent out after the signup period ends. Some roles will not be used; some may be used more than once. Unless otherwise noted, the game is semi-closed, which means you won't know how many people are on each team or which roles have been assigned.
  3. Days last 48 hours, or when a majority vote (50% of the alive players + 1) is reached. If no majority is reached, the person with the most votes will be killed. A tie results in no one dying.
  4. Nights last for 24 hours, or when all night actions are sent in. Don't post at night - night starts immediately after the majority vote or when the 48h period is up, whichever happens first, regardless of whether the host has made the official night post yet.
  5. No kills can be made on Night 0, but deaths might occur due to special conditions (a recruiting mishap, for example).
  6. Voting requires placing the player's name in [Β­b]bold[Β­/b]. You can change your vote as many times as you'd like by voting again. A no vote will clear your previous vote. A no execution means that you're voting for no one to get executed.
  7. Scum teams will have chat rooms. So will any other roles/pairings that offer communication.
  8. Don't post screenshots or quotes (direct or indirect, fabricated or not) of PMs or your chat room. It's acceptable to paraphrase the host PM or paste the role description (since it's publicly available in the OP) or the eventual mail content, but it is NOT acceptable to fully copy/paste the communication with the host in any way. This is considered cheating (trying to use the host to confirm oneself and their actions), and you may be modkilled.
  9. Killing attempts that were prevented by protective roles targeting the intended victim - Doctor, Babysitter, etc. - will report back as a failed action. However, a kill attempt that was prevented by a Vest or Ward will report back as a successful action.
  10. Save attempts will report back as success even if the target was not targeted for a kill.
  11. Items do not stack. Any action that would give someone two of the same item will fail. Items can only be used once.
  12. Any role that performs a block action at night is immune to being roleblocked that night.
  13. Roleblockers - and this includes roles like Cat, Barman, etc - cannot target the same person three nights in a row.
  14. Mafia and players with access to a team chat cannot be recruited.
  15. A visit can still occur even if the action failed.
  16. Possible corrections will be handled by informing the parties involved through PMs and announcing the correction in thread, though not revealing exactly the nature of the correction and the name of the people involved in order to prevent unnecessary interference.

Order of Precedence
Probe > Sensor/Absorb > Block > Bus Drive > Control > Jail/Host party > Cloak/Rolestop/Hide > Push button > Watch/Track/Follow/Voyeur > Plant Bomb > Dream > Amnesiac/Tailor > Investigate > Recruit/Clone > Save/Defuse > Kill/Detonate > Janitor.

Ask the host if you are unsure of how actions will play out.


Possible Roles/Modifiers
  • There may possibly be multiple scum teams. All scum teams use the "mafia" roles.
  • There may possibly be players who have multiple roles and multiple modifiers.
  • There may possibly be multiple 3P players (of different 3P roles) who start on the same team.
πŸš• = This role is a visiting action.
πŸ”« = This role is considered armed.
πŸ” = This role appears guilty to Sane Cop investigations.

Absorber - An Absorber passively and reflexively copies all active abilities that target them. An Absorber can then use the "absorbed" abilities on subsequent nights (but only one ability per night). If an absorber is targeted by a JoAT or similar, it will only absorb the ability actively in use that night, not all the possible abilities. Each ability learned will be a one-shot action (a failed attempt does not count against the limit). An absorber is affected normally by the actions that target it.
Amnesiac - An Amnesiac can take over the role of any dead town member, but can only use this action once. However, it CAN take over the role of another dead town Amnesiac. Detective investigations fail on a Town Amnesiac.
Apprentice - An Apprentice targets one player each night and learns that player's ability. An Apprentice can then use a learned ability on subsequent nights, but only one ability per night. When using the ability, an Apprentice will NOT learn a new one. An Apprentice can only learn active abilities and the learned ability will be a one-shot action (where a failed attempt does not count against this limit). If an Apprentice targets a player that has more than one action, such as a JoAT, it will only learn the action that player is using that night. Targeting a player that uses multiple actions will only learn one of the actions, chosen by the host. Recruiting actions cannot be learned.πŸš•
Armourer - An Armourer visits one player each night. That player is given a shield. The number of shields an Armourer can give will be determined by the host, and failed attempts will not count towards this limit. An Armourer is allowed to give itself a shield once.πŸš•
Arms Dealer - An Arms Dealer visits one player each night. That player is given a gun. The number of guns an Arms Dealer can give will be determined by the host, and failed attempts will not count towards this limit. An Arms Dealer is allowed to give itself a gun once.πŸš•πŸ”«
Astrologist - An Astrologist is an information role that picks two people every odd night (when the stars align) to see if they have compatible signs. Players will have compatible signs if they are on the same team. Players are considered to be on a team if they have a chat together, are in the same mafia, or if they are both town. An Astrologist may not choose dead players or itself.πŸš•
Babysitter - A Babysitter targets a player at night to protect them. However, if a Babysitter is killed that night, both the Babysitter and its target will die.πŸš•
Batman - Batman chooses one player to watch (see Watcher), track (see Tracker) AND sane cop (see Cop) each night. Batman cannot be tracked (but can still be watched). Detective investigations fail.πŸš•πŸ”«πŸ”
Bear Trapper - A Bear Trapper may perform a roleblock (see Roleblocker) OR track (see Tracker) action each night.πŸš•
Blacksmith - A Blacksmith visits one player each night. That player is automatically equipped with a vest. The number of vests a Blacksmith can give will be determined by the host, and failed attempts will not count towards this limit. A Blacksmith is allowed to give itself a vest once.πŸš•
Bodyguard - A Bodyguard chooses one player at night to save. A Bodyguard protects the target, kills the attacker, and then dies. If multiple people attack the protected target, only one randomly-selected attacker dies. The Bodyguard cannot be saved when killed for protecting a target.πŸš•πŸ”«
Broker - A Broker insures the actions of each player they target, creating them a policy of their results. If the targeted player dies at any point of the game, the night action, target, and result that a Broker insured will be publicly announced with their death. Only one policy can be created per player. If a Broker dies, all policies will be dropped, including any that would have applied the same night.πŸš•
Bus Driver - A Bus Driver selects two targets at night to drive around. Actions directed at one of the targets will go to the other instead and vice versa. Targets will know they were transported, but not who they were swapped with.
Captain - The captain may choose to reveal their captain's badge to the host during the night. On the following day, the host will reveal who the Captain is and from that point on, their vote will count twice.
Chemist - Every night, a Town Chemist may target a player to poison them. Poisoned targets will be notified that they were poisoned, and will die the following night. Poisoned targets can be healed by a Town Toxicologist. The number of times a Chemist can poison will be determined by the host.πŸš•πŸ”«
Cloak - A Cloak chooses one player at night to cloak. Anybody they cloak is unblockable (see Roleblocker) and invisible to tracking (see Tracker), watching (see Watcher), following (see Follower), and voyeuring (see Voyeur).
Commuter - A Commuter can choose to leave Town during the night and cannot be visited. If combined with another role, it cannot use a night action when commuting, even if that night action is passive. This ability cannot be used two consecutive nights.
Constantine - A Constantine targets one player per night to either detective OR kill. A Constantine is the force against the Cult, therefore it cannot be recruited.πŸš•πŸ”«πŸ”
Cop - A Cop investigates one player each night to determine if they are guilty or innocent. A Cop will not be told if they are Sane, Insane, Naive, Paranoid, or Corrupt. A Cop cannot investigate themselves. Using a detective investigation on a Cop variant will not reveal any variant they might be.πŸš•πŸ”«
  • Sane Cop - A Sane Cop investigates one player each night to determine if they are guilty or innocent.πŸš•πŸ”«
  • Insane Cop - An Insane Cop investigates one player each night to determine if they are guilty or innocent. An Insane Cop’s investigations will reveal results that are the opposite of the truth.πŸš•πŸ”«
  • Naive Cop - A Naive Cop Investigates one player each night to determine if they are guilty or innocent. The Naive Cop’s investigations will return 'Innocent' the first three nights. After that, it loses its naivety and returns Sane Cop results.πŸš•πŸ”«
  • Paranoid Cop - A Paranoid Cop investigates one player each night to determine if they are guilty or innocent. A Paranoid Cop's investigations will return 'Guilty' the first three nights. After that, it loses its paranoia and returns Sane Cop results.πŸš•πŸ”«
  • Corrupt Cop - A Corrupt Cop investigates one player each night to determine if they are guilty or innocent. Upon receiving their first β€œguilty” result, a Corrupt Cop will receive an invitation to join the mafia team they uncovered (if they targeted a non-mafia member, they will be invited by a randomly selected mafia team). The Corrupt Cop can choose to join the mafia and become a Mafia Cop, or they can reject the invitation. If they reject, the mafia will be notified of their rejection (and who rejected them).πŸš•πŸ”«
Dentist - A Dentist chooses one player each night to silence for the following day. The target cannot post in the thread the day they are silenced. A Dentist cannot silence the same player two days in a row.πŸš•
Detective - A Detective investigates one player each night to determine their role. A Detective does not learn their alignment. A Detective will not be told if they are a Gumshoe, Columbo, P.I., or Scrambled.πŸš•πŸ”«
  • Detective (Gumshoe) - A Gumshoe investigates one player each night and learns their role.πŸš•πŸ”«
  • Detective (Columbo) - A Columbo targets a player to learn their role. On Night 0, they will receive a random result. All following results will return with the previous night’s results.πŸš•πŸ”«
  • Detective (Private Investigator) - A Town Detective (Private Investigator) targets a player to learn their role. They will fail on all armed roles.πŸš•πŸ”«
  • Detective (Conspiracist) - A Conspiracist investigates one player each night and receives three roles as their result. One role is that of the target’s, the other is another random player’s, and the third is a fake result. A Conspiracist does not know which is which.πŸš•πŸ”«
Doctor - A Doctor may visit a player each night. If another player's actions would cause that target to die that night, it will survive instead, returning a β€œsaved” result. Using a detective investigation on a Doctor variant will not reveal whichever variant they might be.πŸš•
  • Doctor (Combat) - A Combat Doctor may visit a player each night. If another player's actions would cause that target to die that night, it will survive instead. If the target has a bomb planted on them, it will be defused, returning a β€œsaved” result. Additionally, they may chose to self-save once during the game.πŸš•πŸ”«
  • Doctor (Family) - A Family Doctor may visit a player each night. If another player's actions would cause that target to die that night, it will survive instead. Additionally, targeted players will receive a message saying they were visited by a Family Doctor, and that message will include the Family Doctor’s name, but the message cannot be responded to. If a Family Doctor prevents a death, both it and the player it saved will know, but neither will know who was responsible for the kill attempt.πŸš•
  • Doctor (Psychiatrist) - A Psychiatrist may visit a player each night. If another player's actions would cause that target to die that night, it will survive instead. Visiting a Schizophrenic, Maniac, or a Psycho will also cure them of their disorders.πŸš•
  • Doctor (Veterinarian) - A Veterinarian may visit a player each night. If another player's actions would cause that target to die that night, it will survive instead. Visiting a Cat recruits them to Town, visiting a Rabbit causes them to run, and visiting a Dog causes them to fail and rest the following day.πŸš•
Dreamer - A Dreamer has a dream every night that gives information on 3 players, one of which is non-town. (One of Player 1, Player 2, Player 3 is guilty.) Third party roles and Godfathers do not show up in dreams. A Dreamer does not dream if it is visited.
Engineer - An Engineer has a panel of buttons connected to the rooms of every player, including their own room. Each button can lock the door of that player's room, thus jailing that player for the night. Each button can only be pressed once, but any number can be pressed each night.
  • Deadly Engineer - If a Deadly Engineer is killed during the night, the players he is actively locking that night will die as well.
Exorcist - An Exorcist chooses a player each night to protect from any action of a Fallen Angel. If it tries to protect a Satanic Cult Member, that member dies. If it tries to protect a Fallen Angel, the Exorcist will die instead. An Exorcist cannot choose to protect the same player three nights in a row and cannot protect themselves.πŸš•
FBI Agent - Each night, an FBI Agent may investigate a player and determine whether they are guilty or innocent. (It is, at its core, a Sane Cop.) An FBI Agent may also choose to flash its Badge by PMing the host at any time, and during the next time change (either day>night or night>day), the host will publicly reveal its role, abilities, and alignment in the main thread.πŸš•πŸ”«
Fisherman - A Fisherman may fish for an item each night. Fishing for an item has a 50% chance of succeeding. There is only one of each item available. The possible items are: syringe, warrant, gun, vest, GPS, binoculars, and will. A Fisherman is unblockable while fishing for an item. This is not a visiting role when fishing.πŸš•
Follower - A Follower targets a player at night and learns what action they took that night, but not who they targeted.πŸš•
Foreman - A Town Foreman leads the pursuit against the Mafia, and thus their vote counts twice during each vote. If the required number to execute a player is one vote away from being reached, and a Town Foreman is on the bandwagon, the vote will pass, without revealing the Foreman’s identity. Foremen are unable to be recruited.
Forensic Investigator - A Forensic Investigator has the ability to analyze any dead player and learn what was done to them each night up until their death, but not by whom. They may use this ability three times during the game, but a failed attempt does not count against this limit.
Friendly Neighbor - A Friendly Neighbor can send one message each night to a player, stating that the Friendly Neighbor is town. This mail may not be responded to.
Geneticist - A Geneticist can choose one player and then forcibly clone that player’s role onto another player of their choice (including themself), completely changing the player’s role and alignment for the rest of the game. An attempt of cloning a team member into another team (i. e. trying to clone a scum/Cult/3P team member into a Town role or a Mason/Cult/3P team into a scum role or a Cult member into a Town/scum role, etc) will fail. A Geneticist can only use this ability ONCE.
Gladiator - A Gladiator can choose to challenge any player during the night ONCE during the game. The following day, only the Gladiator and its opponent are eligible for execution, but there must be an execution, which means that if the day ends in a tie, BOTH of them will be executed. The identity of the Gladiator will NOT be announced when the challenge day begins; only which two players are execution candidates will be announced.
Governor - A Governor can override one execution during the game. A Governor can choose another player or No Execution. It must PM the host the selection before the role of the executed player is revealed. A good way to do this is to send a PM saying "If so-and-so is executed, execute so-and-so instead." This action can only be used once. The identity of the Governor will be revealed when the ability is used.
Gunsmith - A Gunsmith investigates one player each night to determine if they are armed. These common roles are armed: scum faction members, Detectives, Cops, Jacks of All Trades, FBI Agents, and Vigilantes (Note: this is a general guide. For information on whether or not a specific, less common role is armed, check that role's description). Third party killers and Godfathers are not armed. A Gunsmith itself is not armed.πŸš•
Hider - A Hider may hide behind one player every night. Whatever happens to the player they hide behind also happens to them. If a Hider tries to hide behind a scum player, it will die. When hiding, actions directly targeting a Hider will fail, but it can be targeted normally when not using its ability.πŸš•
Innocent Child - An Innocent Child has no night actions. If targeted by a faction kill, third party killer, or Town Doctor/Vigilante, the child grows up to become a part of the team that they were visited by, and they will receive a randomly selected role from that team. If they are visited by a third party killer, they are aligned with that killer and share a chat room with that killer, gaining Detective abilities. Detective investigations fail on an Innocent Child before they are recruited.
Inquisitor - An Inquisitor can ask a total of three yes/no questions to the host via PM about night events or the setting. When talking about players, an Inquisitor has to use the role name and not the player name (or the question is invalid). Questions fail if the player is visited. A failed attempt does not count against the limit.
Inventor - An Inventor can give out a total of five items (gadgets) during the game. Each gadget typically provides a one-shot use of a power role ability, such as a one-shot kill or a one-shot detective. The gadgets are chosen from a list provided in an Inventor’s role PM (there isn’t a fixed list of gadgets, it is up to the host to come up with one). An Inventor can give one item to themselves. The host may or may not reveal to the Inventor what each gadget does.πŸš•
Jack of All Trades - A Jack of All Trades (JoAT) has the ability to perform one of these actions each night: detective, sane cop, roleblock, watch, track, gunsmith, jail and kill. A JoAT can only use each action once, but a failed attempt does not count against this limit.πŸš•πŸ”«
Jailkeeper - A Jailkeeper jails one target each night, and that target is roleblocked (cannot use a night ability) and immune to all night actions. If the Jailkeeper dies, the prisoner dies at the same time, regardless of protection or immunity.πŸš•
Jesus - If Jesus gets killed in the night, he will rise again. While he is dead, he may commune with one dead player and learn their night actions and results. If there are over 20 players remaining, he will rise after 3 days. If there are under 20, 2 days. If under 15, he will rise the next day. Jesus is a one trick pony and cannot be resurrected a second time.
Keymaker - A Keymaker visits one player each night. That player is given a key. The number of keys a Keymaker can give will be determined by the host, and failed attempts will not count towards this limit. A Keymaker is allowed to give itself a key once.πŸš•
Lawyer - A Lawyer visits one player each night. That player is given a will. The number of wills a Lawyer can give will be determined by the host, and failed attempts will not count towards this limit. A Lawyer is allowed to give itself a will once.πŸš•
Lie Detector - Each night, a Lie Detector may send the host a quote containing a statement given by another player. The host will then reveal if the statement is a lie or not. A statement using just a color to identify an alignment will not succeed. The statement has to be clear and there can’t be more than one in each quote.
Mailman - A Mailman can send an anonymous message to another player of their choice at night. This is done by sending the host the target's name and the message. The host will then send the message on to the target. The recipient can send a message in reply.
Maniac - Every night, the Maniac uses an action at random. Any person visiting the Maniac will be targeted with that action. The action will be one of: save (doctor), roleblock, motivate, cloak, silence, thief, poison or kill. They will be notified which action they took and how many people visited them, but will not be notified who visited. If a Maniac is visited by a Psychiatrist, it is "cured" and will gain one of their actions at random for the rest of the game and lose the others.πŸš•
Martyr - A Martyr chooses a target to kill, kills that target, and then dies. A Martyr cannot be saved when using their ability.πŸš•
Mason - Masons share a chat room. They recruit one player each night through a voting system - they are allowed to vote for "Nobody", but they are NOT allowed to refrain from voting. Only a majority is needed to recruit a player, but if no majority is reached, the recruitment will not happen. Recruiting a Town member removes that player's ability, and that player becomes a Mason. Recruiting Cult Members kills those Cult Members. Recruiting a scum faction member fails, and kills any Masons who voted to recruit that player. If the recruit is a scum member and is also targeted to be recruited by Cult on the same night, the action fails but no Masons die. The first Mason will be the leader and will carry out the recruitment. If more than one Mason exists at the beginning of the game, they will decide on N0 which one of them will be the leader. If the leader dies, the remaining Masons will decide again who will become the new leader. Masons are immune to other recruitment. There is a 50% chance of the game starting with a Mason whose abilities are intact. This is a visiting role when recruiting.πŸš•
Master Surgeon - Like a Doctor, a Master Surgeon chooses one player to save at night. A Master Surgeon cannot self-heal. Saving is a visiting action. Alternatively, a Master Surgeon can revive one dead player immediately after death. That player will randomly be assigned a new role matching their original alignment. A Master Surgeon cannot target themselves for revival. Revival is not a visiting action. After a revival, a Master Surgeon cannot use a Doctor’s ability on the following two nights.
Medium - On odd nights, a Medium gets additional information about the night events or the setting. When talking about players, the host will use the role name, not a player’s name. A Medium does not receive information if visited.
Mortician - A Mortician can choose a dead player each night and obtain the player's true role, no matter how that role is disguised.
  • Slow Mortician - The Slow Mortician must examine the same dead player twice before it receives the role information, as it takes two nights to fully examine the body.
Motivator - A Motivator targets a player at night to allow them to use an extra action. The extra action is available the next night and the next night only. Factional abilities, such as the Mafia night kill, cannot be used twice in one night. One-shot type of actions won’t be affected by motivation, i. e., if a Jack of All Trades is motivated, they can’t use two of the same action, they simply can use two different actions at once. A Motivator cannot motivate themselves.πŸš•
Neighborhood Watch - A Neighborhood Watch chooses to watch one player per night. If the watched player dies, there is a 50% chance that the Neighborhood Watch sees the killer, thus learning the killer’s identity, even if the killer is cloaked (including Sneaky Pete). If two or more Neighborhood Watch players watch the same player, there is a 100% chance that they will see the killer. All Neighborhood Watch players may communicate with each other in a chat room. Neighborhood Watch players will also get normal watch results even when the target is not killed.πŸš•
Party Host - A Party Host can choose to host a party 3 times during the game (and a failed attempt does not count against this limit). On the nights the Party Host is hosting a party, any player that visits them will be jailed during that night (meaning that their action will fail and actions directed towards them will fail as well). The next day, the players that were at the party must use the drunk translator to transform any posts they make in the game thread. If a Party Host is killed while hosting a party, any player at the party will die at the same time.
Photographer - Each night, a Photographer may watch up to two players. A Photographer learns who visits both players that night.πŸš•
Pollster - Every night, a Town Pollster may permanently add a player to their census. On subsequent nights, they may instead choose between one of three single-use actions to affect all members of their list: Rolestop, Roleblock, and Motivate. This is only a visiting role when using one of their actions.πŸš•
Priest - A Priest chooses a player each night to protect from being recruited by The Fallen Angel. Targeting a Monster will remove their Tough modifier. A Priest cannot choose to protect the same player three nights in a row. A Priest can protect itself.πŸš•
Private Eye - Each night, a Private Eye may track up to two players. A Private Eye learns who those players visit that night.πŸš•
Rabbit - When the Rabbit is targeted with a kill action, they will scurry instead, causing all actions targeting them to fail. They must stay home the next night to catch their breath.
Reviver - A Reviver can revive one dead player immediately after death. That player will randomly be assigned a new role matching their original alignment. The revival will be announced in thread in the moment it happens, but the revived player’s new role won’t be revealed. A Reviver cannot target itself.
Roleblocker - A Roleblocker chooses one player to block each night. A Roleblocker cannot block the same player 3 nights in a row.πŸš•
Rolestopper - A Rolestopper chooses one player to protect from all other night actions. A Rolestopper cannot target the same player two nights in a row.πŸš•
Rookie Cop - A Rookie Cop has no night actions until the Cop dies. After a Cop dies, a Rookie Cop is promoted to Sane Cop and may choose one target each night to determine if they are guilty or innocent. The promotion takes place instantly, which means a Rookie Cop can start sending actions immediately after the Cop’s death. This is not a visiting role until they get promoted to Cop.πŸš•πŸ”«
  • Exceptional Rookie Cop - An Exceptional Rookie Cop chooses a target each night to determine if they are guilty or innocent. After a Cop dies, an Exceptional Rookie Cop will be promoted to Exceptional Detective, learning the role AND alignment of its targets. The promotion takes one night to be completed, meaning an Exceptional Detective has to wait one night to start submitting its actions.πŸš•πŸ”«
Safety Expert - A Safety Expert may either gunsmith or roleblock a single target each night. A Safety Expert starts the game with a Vest item.πŸš•
Schizophrenic - A Schizophrenic has the ability to target one player per night, and does not know what action it takes until receiving its result PM the next morning. The action will be one of: watch, track, save (doctor), roleblock, jail, motivate, silence, detective, poison or kill. If a Schizophrenic is visited by a Psychiatrist, it is "cured" and will keep one of their personalities (actions) at random for the rest of the game and lose the others.πŸš•
Sensor - A Sensor is told after each day how many scum faction members were on the execution bandwagon. A total is given: If 2 mafia members and 1 yakuza member were on the bandwagon, the result would be "3 scum members were on the bandwagon." A Godfather does not appear in this total. This role cannot be blocked.
Sheriff - Each night, a Sheriff may either perform a Detective or Sane Cop action. A Sheriff may only use each action 3 times. Failed attempts do not count against this limit.πŸš•πŸ”«
Spy - A Spy targets a player at night to track AND watch. A Spy will learn who visited that player, and who that player visited, but not what they did. A Spy is considered incognito.πŸš•
Stump - A Stump has no night actions. Direct kills targeting a Stump will fail, but it can be targeted normally otherwise. A Stump is not recruitable under any condition, and any attempt on recruiting a Stump will fail. A Stump cannot vote and cannot be executed. An attempt to execute the Stump will end in a No Execution.
Tracker - A Tracker targets one player each night to learn who that player visited. A Tracker does not know the nature of the visits.πŸš•
Toxicologist - Every night, a Town Toxicologist may target one player to cure them from their poison. Poisoned targets may be cured the same night they are poisoned, or on the night they would die. A Town Toxicologist may only cure each target once, including themself.πŸš•
Urchin - On odd nights, the Town Urchin will poison anyone who visits them. If they are targeted to be killed, they will be recruited instead, retaining their ability and joining a chatroom with their killer. If they are saved from dying, they join the Doctor’s team and join a chatroom with them.
Vanilla Townie - A Vanilla Townie is not special at all. Poor Vanilla Townie.
Veteran - A Veteran may choose to stay on alert during the night. Any night a Veteran is on alert, it will kill anyone that visits it. The visiting player is killed instantly and its action fails, not affecting the Veteran, no matter what action it is or if the player is cloaked. A Veteran can stay on alert three nights during the game and cannot be on alert on N0. On the nights it is not on alert, it can be targeted normally.πŸ”«
Vigilante - A Vigilante may choose one player to kill at night. The number of times a Vigilante can kill will be determined by the host.πŸš•πŸ”«
Voyeur - A Voyeur chooses a target, and learns what was done to them that night, but not who did it. A Voyeur can target itself.πŸš•
Watcher - A Watcher watches one player each night to learn who visited that player. A Watcher does not know the nature of the visits. A Watcher is allowed to watch itself.πŸš•
Watchful Detective - A Watchful Detective may either Detective or Watch a target.πŸš•πŸ”«
Zealot - A Zealot visits a player each night, attempting to witness a murder by visiting either the killer or the victim. If they do, they join the killer in a chat, with their alignment. If the killer dies, they continue their legacy and carry on in their role. If they never witness a murder and the game ends, they win with Town. Detective actions fail on the Zealot.πŸš•

Mafia Absorber - A Mafia Absorber copies all active abilities that target them. A Mafia Absorber can then use the "absorbed" abilities on subsequent nights (but only one ability per night). Absorbers cannot copy their own team's factional abilities (like the Mafia kill), but can absorb any kills sent their way by other teams and can be targeted by their teammates. Each ability learned by an Absorber will be a one-shot action (and a failed attempt does not count against this limit). An Absorber is affected normally by the actions that target it.πŸ”«πŸ”
Mafia Amnesiac - A Mafia Amnesiac can take over the role of any dead Mafia team member. This ability can only be used once. This is not a visiting role, unless the Amnesiac performs the factional kill. Detective investigations fail on a Mafia Amnesiac.πŸ”«πŸ”
Mafia Apprentice - A Mafia Apprentice learns the ability of each player they kill. A Mafia Apprentice then can use its learned ability on subsequent nights, but only one ability per night. When using the ability, an Apprentice will NOT learn a new one. An Apprentice can only learn active abilities and the learned ability will be a one-shot action (where a failed attempt does not count against this limit). If an Apprentice targets a player that has more than one action, such as a JoAT, it will only learn the action that player is actively using that night. Targeting a player that uses multiple actions will only learn one of the actions, chosen by the host. Recruiting actions cannot be learned. A Mafia Apprentice cannot learn kill actions from their teammates, but can target them otherwise.πŸš•πŸ”«πŸ”
Mafia Binder - A Mafia Binder picks two players and connects them with a String. If one of the targets dies during a subsequent night, their spell-bound peer will also die. The Mafia Binder receives a total of three strings to use throughout the game.πŸš•πŸ”«πŸ”
Mafia Bomber - Each night, a Mafia Bomber can choose to plant a bomb on a player or detonate. Detonating kills all players who have had bombs planted on them. A Mafia Bomber cannot be doctored two nights in a row.πŸš•πŸ”«πŸ”
  • Mafia Switch Bomber - The Mafia Switch Bomber has a deadman switch that activates upon death, which means any players that have a bomb planted on them will die simultaneously when the Bomber gets killed at night. However, the deadman switch will not go off if the Mafia Bomber is executed.πŸš•πŸ”«πŸ”
Mafia Bus Driver - A Mafia Bus Driver selects two targets at night to drive around. Actions directed at one of the targets will go to the other instead and vice versa. Targets will know they were transported, but not who they were swapped with.πŸ”«πŸ”
Mafia Chemist - Every night, a Mafia Chemist may target a player to poison them. Poisoned targets will be notified that they were poisoned, and will die the following night. Poisoned targets can be healed by a Town Toxicologist. The number of times a Chemist can poison will be determined by the host.πŸš•πŸ”«πŸ”
Mafia Cloak - A Mafia Cloak chooses one player at night to cloak. Anybody they cloak is unblockable and invisible to tracking/watching/following/voyeuring (i.e. those actions simply do not detect the cloaked player and its actions).πŸ”«πŸ”
Mafia Cop - A Mafia Cop investigates a player each night to determine if they are guilty or innocent.πŸš•πŸ”«πŸ”
Mafia Corrupt Postal Worker - A Mafia Corrupt Postal Worker can send two messages per night. This is done by sending the host the target's names and the messages. The host will then send the messages on to the targets. These messages can be responded to.πŸ”«πŸ”
Mafia Dentist - A Mafia Dentist chooses one player at night to silence. The silenced player cannot post in the thread for one game day. A Mafia Dentist cannot target the same player twice in a row.πŸš•πŸ”«πŸ”
Mafia Detective - A Mafia Detective Investigates one player each night to determine their role.πŸš•πŸ”«πŸ”
Mafia Doctor - A Mafia Doctor chooses one player at night to save.πŸš•πŸ”«πŸ”
  • Mafia Doctor (Combat) - A Mafia Doctor (Combat) can choose to use a self-heal once.πŸš•πŸ”«πŸ”
Mafia Dog - A Mafia Dog sniffs out dangerous players. A Dog can target a player to attempt to kill them. If they are armed or guilty, the Dog will succeed. If they are not, they will succeed in visiting, but will instead become tired and have to wait an extra night before using their action again. If the dog fails otherwise, they will not become tired.πŸš•πŸ”«πŸ”
Mafia Fibber - Every night, a Mafia Fibber may target a player to deceive them. A Fibber may imitate and send false notifications normally received from other actions and roles, such as notifying a player they have been poisoned, or that they have received a Vest, without making any effect on them. They may not imitate mail, silence, role changes or recruitment. The target will receive the rest of their results along with their false statement. A Fibber may use this ability three times.πŸš•πŸ”«πŸ”
Mafia Godfather - A Godfather is the head of the Mafia. Detective investigations on a Godfather will fail.
  • Mafia Recruiting Godfather - A Mafia Recruiting Godfather may choose to recruit a player once. The night the Recruiting Godfather is recruiting someone, their team cannot perform the factional kill. The Recruiting Godfather will die after the recruitment and cannot be saved. The recruited player will be randomly assigned a new role and will join the chat room. If the Recruiting Godfather tries to recruit a player from another team (scum team, Cult or Mason, 3P for example), the recruitment will fail and the Recruiting Godfather will not die.πŸš•
Mafia Goon - A Mafia Goon is nothing more than cannon fodder.πŸš•πŸ”«πŸ”
Mafia Gunman - A Mafia Gunman can kill one player on odd nights, but only 3 times. Failure does not count against this limit.πŸš•πŸ”«πŸ”
Mafia Gunsmith - A Mafia Gunsmith investigates one player each night to determine if they are armed.πŸš•πŸ”«πŸ”
Mafia Intimidator - A Mafia Intimidator may choose a player to intimidate each night. Intimidated players’ actions fail and they are silenced for one day and cannot post in thread during that period. An Intimidator cannot target the same player two nights in a row.πŸš•πŸ”«πŸ”
Mafia Jack of All Trades - A Mafia Jack of All Trades (JoAT) has the ability to perform one of these actions each night: detective, sane cop, roleblock, watch, track, gunsmith, cloak and jail. A JoAT can only use each action once (but a failed attempt doesn't count against this limit).πŸš•πŸ”«πŸ”
Mafia Janitor - A Mafia Janitor can choose a target at night. If that target dies that night, the role and alignment of that target is concealed from the rest of the players upon death, but the Janitor will learn the player's role and alignment. A Janitor can use its ability 3 times. A failed attempt does not count against this limit.πŸš•πŸ”«πŸ”
Mafia Lawyer - A Mafia Lawyer can visit one player each night. If they are Mafia, they appear innocent, unarmed, and Detective investigations fail. If the target is not Mafia, they appear guilty and armed. They cannot target themselves.πŸš•πŸ”«πŸ”
Mafia Magician - Once per game, a Mafia Magician can perform an act of grandeur. A Mafia Magician picks one target and assigns them a fake role. The target will then be silenced and falsely announced dead in the following day post along with their fake role. At the end of the day, the trick will be revealed by the host.πŸš•πŸ”«πŸ”
Mafia Mailman - A Mafia Mailman can send one anonymous message to another player of their choice at night. This is done by sending the host the target's name and the message. The host will then send the message on to the target. The recipient can send a message in reply.πŸ”«πŸ”
Mafia Private Eye - Each night, a Mafia Private Eye may track up to two players. A Mafia Private Eye learns who those players visit that night.πŸš•πŸ”«πŸ”
Mafia Roleblocker - A Mafia Roleblocker chooses one player to block each night. A Roleblocker cannot block the same player 3 nights in a row.πŸš•πŸ”«πŸ”
Mafia Safety Expert - A Mafia Safety Expert may either gunsmith or roleblock a single target each night. A Safety Expert starts the game with one Vest item.πŸš•πŸ”«πŸ”
Mafia Tailor - The Mafia Tailor can give a suit to a player each night, regardless of alignment. If that target dies or is investigated, that player will appear as the role of the suit. The player who receives the suit will get a message the next day informing them that they have received a suit, but it will not tell them the role of the suit. The suit lasts the entire game, and can be replaced by another suit. A Tailor only influences the Detective’s, Cop’s, and Gunsmith's results.πŸš•πŸ”«πŸ”
Mafia Mole - A Mafia Mole learns the identity of each Cop/Detective that investigates another Mafia member, but only receives this information two nights after the investigation (For Example, Learning of a Night 0 investigations on Night 2). A Mole does not know if they are investigated.πŸ”«πŸ”
Mafia Thief - A Mafia Thief targets one player each night to steal an item from them. If the target has no items, the Thief will be told they don't have any. Players will be notified that their item was stolen. Stealing an item that a Thief already has will not stack, but the targeted player will still lose their item.πŸš•πŸ”«πŸ”
Mafia Torturer - A Mafia Torturer learns the night actions and results of everyone they kill.πŸ”«πŸ”
Mafia Traitor - A Mafia Traitor is aligned with the Mafia but is not part of the team chat. The Mafia team will know if a Traitor exists in the game, and if they target the Traitor with their factional Kill, the Traitor will join the team chat instead of dying. A Traitor knows who is on the Mafia team, but the rest of the team does not know who the Traitor is. A Traitor will show as guilty to Cops, but does not carry a gun until he is brought into chat communication with the rest of his team. If this role is combined with another role, the other role will be what is revealed to Detectives. If all the other Mafia team members die, the unrecruited Traitor can inherit the factional Kill.πŸ”«πŸ”
Mafia Watchful Detective - Each night, a Mafia Watchful Detective may either Detective or Watch a target.πŸš•πŸ”«πŸ”

Alien - An Alien visits one human each night to probe and roleblock. The probed human will be notified of an eerie but still hazy memory of what happened to them the following night (i. e. if they are probed N1, they will be notified N2). An Alien wins if all living humans have been probed and an Alien is also still alive. If there is more than one Alien, they will be given a chat room to plot their world domination. Aliens are considered Incognito. An Alien's Probe will always succeed, but the roleblocking part may fail, returning mixed results to the Alien.πŸš•
Amnesiac - An Amnesiac can take over the role of any dead player, joining their team and any chatroom they were in. An Amnesiac can only use this action once. Detective investigations fail on an Amnesiac.
Anarchist - An Anarchist has the ability to perform one of these actions each night: detective or kill. An Anarchist wins if it kills the Governor and the Godfather. If successful, the Anarchist will win at the end of the game, regardless of the outcome. A vote to execute players with those roles also counts for this win condition (if the execution is successful). Detective investigations fail on an Anarchist.πŸš•
Barman - A Barman may choose one player each night to serve drinks to. The player’s night action will fail and they will have to use a Drunk Translator to translate any post they make during the following day. A Barman cannot target the same player three nights in a row. If a Barman is targeted for a kill, they will join their killer’s Team instead and will be able to communicate with the Team/killer through a provided chat room. After they are recruited, they will keep their abilities and can be killed normally. If recruited by a scum team, will appear guilty to sane Cops and will have a gun from that point on. Detective investigations fail on a Barman before they are recruited.πŸš•
  • Poisonous Barman - A Poisonous Barman may choose one player each night to serve drinks to. The player’s night action will fail, they will have to use a Drunk Translator to translate any post they make during the following day and they will be poisoned. Poisoned players don’t know they are poisoned and will die at the end of the following night unless saved by a Toxicologist (as other types of protection are ineffective against the poison). This Barman is also recruitable. Detective investigations fail on a Poisonous Barman.πŸš•
Black Widow - A Black Widow covertly bites players, injecting targets with her venom. Each night, a Black Widow may choose to bite a target, or lay a web on a target. If she bites a target, they will be injected with a deadly venom that will kill them the following night. If she lays a web, any player that visits that target on successive nights will be bit that night, along with any other victims a Black Widow will visit. Black Widows are immune to poison, and are considered incognito.πŸš•
Bloody Mary - A Bloody Mary has no night actions until she is summoned during the day in the game thread. When a player mentions Bloody Mary’s player’s name three or more times in the thread, she will visit that player the next night and that player will die. If more than one player summons her, she will appear to all of them. The only way to prevent the killings is by roleblocking Bloody Mary - no type of protection works against her, including jailing, snuggling by a Cat, or being locked in by an Engineer. Voting for Bloody Mary or quoting her or other players’ quotes naming her do not count as part of the summoning, but misspellings or alterations of her name do count. Detective investigations on Bloody Mary fail.
Bomber - Each night, a Bomber can choose to plant a bomb on a player or detonate. Detonating kills all players who have had bombs planted on them, unless they are doctored. A Bomber wins when all other players have been reduced to chunky salsa. Detective investigations fail on a Bomber.πŸš•
  • Switch Bomber - A Switch Bomber has a deadman switch that activates upon death. Any players that have a bomb planted on them will die simultaneously when the Bomber is executed during the day or when the Bomber gets killed at night (unless they are doctored). Detective investigations fail on a Switch Bomber.πŸš•
Cat - A Cat snuggles with one player each night. That player's night action fails, and every action directed at that player will each be randomly redirected to someone else. Players that had their action redirected will be notified about it, but won’t know their new target. If a scum team successfully "kills" a Cat, it will instead become the scum team’s Cat and is able to join that team's chat room. If a Townie/3rd party killer successfully "kills" a Cat, it instead becomes the Townie's/killer's pet and is able to talk with the Townie/killer who targeted them (through a provided chat room). Once recruited, a Cat will keep its abilities and, if recruited by a scum faction, will appear guilty to sane cops and will be considered armed from that point on. A Cat cannot snuggle with the same player 3 nights in a row. Detective investigations fail on a Cat before they are recruited.πŸš•
Courier - Each night, a Courier may send up to 3 anonymous messages to other players, which can be replied to. After 5 players have died, or on night 3, a Courier must choose to join a player's team for the rest of the game, and wins when its chosen faction does. They will be told they have joined either Town, Mafia, or a Third Party. A Courier does not gain access to the team's chat if it commits to their faction. A Courier will keep its abilities after committing to a team. Detective investigations fail on a Courier before they are recruited.
Cult Amnesiac - A Cult Amnesiac is the first player recruited to join the Cult. A Cult Amnesiac can become the Cult Leader if the Cult Leader dies by using their action after their death. Detective investigations fail on a Cult Amnesiac.
Cult Leader - Each night, a Cult Leader selects one player to recruit to join the Cult. Attempting to recruit a member of a scum faction or other faction that offers communication kills the Cult Leader, so it must recruit carefully! The Cult Leader wins when the majority of living players are part of the Cult. Detective investigations fail on a Cult Leader.πŸš•
  • Fallen Angel - A Fallen Angel has the ability to perform one of these actions each night: recruit OR kill OR investigate and roleblock (a single target). Detective investigations on a Fallen Angel will fail. Attempting to recruit a scum team member fails, and attempting to recruit a Constantine kills a Fallen Angel. Recruited players lose their previous abilities. A Fallen Angel wins when the majority of living players are part of the Cult or if it is the last player alive.πŸš•
Cult Member - A Cult Member is any player recruited to the Cult after the Cult Amnesiac has already been recruited. Cult Members have no night actions.
Devil - A Devil is the Jack of All Trades from Hell. Each night, a Devil may use one of the following abilities: Gluttony (eat a player and become undetectable during that night), Wrath (target a player and kill them as well as all players who visit them), Pride (make an anonymous post in the following day post), Lust (convert one player to become their minion, unless they are already on a team), Sloth (become untargetable from all actions during that night), Envy (target a player and learn all of their night actions and results), and Greed (kill a player and gain a one-time use action based on their role). A Devil wins when everyone else is dead. This is a visiting role, unless using Sloth. Detective investigations fail on a Devil.πŸš•
  • Minion - A Minion is a poor soul recruited for the Devil’s bidding. They lose their previous role’s abilities and share a chat room with the Devil. Detective investigations on a Minion will fail.
Death - Death is the last player a victim will see on the night they die. Death takes no actions, but receives a list of every player that visited those who died the night before, although it will not be revealed who the targets visited. First-time visitors on Death’s list will be notified that Death witnessed them, without revealing Death’s identity. Death's list will contain any visitor; those considered incognito, cloaked, or otherwise stealthed are not safe from his gaze. Death wins when they are alive at the end of the game and Town loses.
Dr. Frankenstein - Dr. Frankenstein is the creator of the Monsters, and will be told their identities at the beginning of the game. They can choose a player every night to Roleblock. Dr. Frankenstein wins when they are the last remaining player, or if there are any remaining Monsters. Detective investigations on Dr. Frankenstein fail.πŸš•
  • Monster - A Monster targets one player every other night to kill (one kills on even nights, the other on odd). If one Monster dies, the other Monster will kill every night. Monsters are considered Compulsive and Tough. Monsters will not be told who Dr. Frankenstein is, or the other Monster. If a Monster targets Dr. Frankenstein, they will receive a failure. If a Monster targets another Monster, they will be notified that they targeted a Monster. Monsters can be revealed by Detective investigation. A Monster will win if the only remaining players are Monsters or Dr. Frankenstein.πŸš•
Guardian Angel - A Guardian Angel targets someone during the night to save them. They win once they have saved 4 individuals regardless of teams. They will be notified of each successful save, and saved individuals will be notified that they were saved by an angel in their sleep. Once they have reached their goal, they can either choose to stay in the game and continue saving, or ascend into heaven and peacefully exit the game. Either way, they will still receive a 3P victory. Detective investigations on an Angel fail.πŸš•
Insane Amnesiac - An Insane Amnesiac takes over anyone's role... on the same night that it murders them! After that, it can revert back to Insane Amnesiac 3 times, a process which takes one night. If an Insane Amnesiac takes over a role that is part of a team, it does not join that team’s chat room and it does not receive the names of the team members, just the faction’s name. Detective investigations fail on an Insane Amnesiac.πŸš•
Jester - If a Jester reaches the end of day having made at least one post, and without voting for someone, they receive an applause from the host (who does not reveal their identity), which is announced in the night post. Once reaching three rounds of applause, garnering the approval of the host, they win the game. Simultaneously, they explode, killing three random players (two chosen from a list of Town, one chosen from a list of Mafia members). The game then continues. A Jester cannot receive a round of applause on Day 1.
Jigsaw - On Odd nights, Jigsaw targets two players to kidnap. The players will be notified that they have been kidnapped, and the following night, they will have to make a decision between playing Jigsaw’s game, or refusing out of principle. If one target plays the game and the other does not, the player will live and the refuser will die. If they both play the game, they both die. If they both refuse, they both lose the ability to use night actions (excluding factional kill). Jigsaw wins if they are alive at the end of the game and Town loses. Detective investigations on Jigsaw fail.πŸš•
Lover - A Lover visits one player on either N0 or N1 (if by N2 you haven't picked your target yet, the host will randomly assign one for you). The target falls madly in love with this player and they will get a bedroom chat room to talk to each other. If a lover mentions their partner's name during the day, their partner will be motivated (see Motivator) that night. If one dies, so does the other. A Lover wins if they are alive when the game ends. Detective investigations fail on a Lover.πŸš•
Patient Zero - Patient Zero targets one player each night. The target is roleblocked and infected with a disease. This disease is highly contagious and anyone they visit over the next 2 nights will be infected as well. The target will know they are sick the night after the infection, when they will be notified by the host. If not cured, the target dies during the 3rd night after the infection. A regular doctor can cure the infected player. Patient Zero wins when all players are infected or when it is the last player alive. Detective investigations on Patient Zero fail.πŸš•
Piper - A Piper targets one player each night to charm. Charmed players will lose the ability to use night actions on following nights, although after a Piper dies, charmed players will regain their ability to use actions. A Piper wins when all other living players are charmed. Detective investigations fail on a Piper.
Pyscho - A Psycho will be told they are a town visiting role. A Psycho may soon start to notice, however, that everyone it visits winds up dead. A Psycho will get fake results, made up by the host. When investigated, a Psycho will deliver the results of the town role it has been told it is. If visited by a Town Psychiatrist, a Psycho will be cured and join Town as the role it was originally told it was. If there are no Psychiatrists, it just goes on killing until everyone dies.πŸš•
Rambo - Rambo gets one kill each night. Rambo also can track OR watch one player each night. Rambo begins the game with one Vest item. At the start of the game (N0), Rambo chooses an "identity," which is what is revealed to Detectives.πŸš•
Serial Killer - A Serial Killer can kill one player each night. Detective investigations fail on a Serial Killer.πŸš•
Sidekick - If targeted for a night kill, a Sidekick does not die. Instead, the Sidekick joins the team of the player who tried to kill them and can speak with them in a chat room. After recruitment, a Sidekick can be killed like anyone else. If recruited by another 3rd party, a Sidekick gains Detective abilities. Detective investigations fail on a Sidekick before they are recruited.πŸš•
Sneaky Pete - A Sneaky Pete chooses one player to kill each night. A Sneaky Pete cannot be blocked and is also considered Incognito.πŸš•
Spree Killer - Instead of killing right away, a Spree Killer targets a player each night to go onto its kill list. When there are at least 3 living players on this list, it goes on a killing spree and kills all the living players on the list in one night. The last name is added the same night of the killings. (Ex: N0: Add Player X; N1: Add Player Y; N2: Add Player Z and kill all players on the list - X, Y, Z). On the night of the kills, the Spree Killer appears guilty to Cops and as Spree Killer to detectives. On the other nights, the Spree Killer appears innocent to Cops and Detectives will see a town role that was randomly assigned by the host at the start of the game. The Spree Killer will know their randomly assigned role. While writing down a player, this is not a visiting role.πŸš•πŸ”
The Imposter - The Imposter targets one player a night to "steal" the ability from for the following night. It will only steal abilities that are being actively used that night and factional abilities such as the Mafia kill cannot be stolen. On the next night, The Imposter can then use that ability while the previous night’s target will not be able to. The night after that, the target gets their ability back and The Imposter picks another player. They cannot target the same player twice (unless everyone alive has been picked already). The Imposter wins if they are alive at the end of the game AND Town loses. Detective investigations fail on a The Imposter.πŸš•
Unabomber - A Unabomber sends mail just like a Mailman (and those mails can be replied to), and can choose to detonate the mail while alive on any night. A Unabomber will show as Mailman to Detectives. Any player that has received mail from a Unabomber will be killed unless protected/jailed/etc. A new mail can be sent out on the same night as the detonation, but that detonation will not kill the player who is sent mail on that night. A Unabomber will appear as a Mailman if executed, but as Unabomber if it is killed at night. If a Unabomber is killed before detonating, no mail detonates.
Ventriloquist - A Ventriloquist is a master of puppetry. Each night, they may target a player to kill them and transform them into a puppet for the following day. Rather than be revealed as dead, that player will appear alive. The Ventriloquist can then post through their account for the remainder of the day. During the following night post, their body will be discovered with having been tampered, and Town will know they were a puppet.πŸš•
Werewolf - A Werewolf can choose to go on a rampage at a player’s house on odd nights. The Werewolf will kill the player and everyone that visits the player during that night (non-visiting roles will not be affected). The Werewolf can also choose to stay home on odd nights and, similarly, will kill anyone that visits it that night. The Werewolf cannot be blocked when going on a rampage, but its kill can be prevented normally by protective actions. Detective investigations fail on a Werewolf.πŸš•
Witch - A Witch targets one player each night to control, forcefully redirecting their action to a target of their choice. The action of the target becomes Compulsory (see Compulsive). A Witch can only control active abilities. Controlling a target with multiple actions causes all actions to redirect to the single target. The target will know that they were controlled by a Witch, but they will not learn who they targeted. A Witch wins if they are alive at the end of the game AND Town loses. Detective investigations on a Witch fail.

Any role can be modified with one or more of the following modifiers: Bequeathing - A Bequeathing player starts the game with a Will.
Bleeding - If stabbed or shot, a Bleeding player will not die instantly, but at the beginning of the next night. The player will know they are dying, but not who killed them.
Boastful - A Boastful player may announce something anonymously in the thread every night. This may be done in addition to their regular action. The boast will appear in the following day post and is unblockable and undetectable.
Breakthrough - A player with the Breakthrough modifier cannot be roleblocked.
Bulletproof - A Bulletproof player will start the game with one Vest item.
Compulsive - A Compulsive player must use its action every night. If the player fails to submit an action, the host will randomly choose an action/target for that night.
Consulting - A Consulting player can either use his role OR a Mailman's action every night.
Haunting - A Haunting player may use their action one more time after they die.
Incognito - If an Incognito player is tracked, they will be seen as β€œwent nowhere” even if they used a visiting action. Additionally, an Incognito player will not seen in the result of a Watch action. Detective investigations fail.
Lethal - When performing a Lethal kill action, the kill cannot be prevented. A vest, doctor, bodyguard, or other protective roles will not protect against a Lethal kill action.
Reflective - A Reflective player will start the game with one Ward item.
Shifty - A Shifty player will show up guilty upon investigation.
Tough - A Tough player cannot be killed at night.
Vengeful - After being executed, a player with a Vengeful Modifier can chose someone to kill simultaneously. This is not considered an action and cannot be prevented by any means (Vest, Tough, Stump, etc.).

This is a list of items that may or may not appear in the game. Binoculars - Binoculars allow a player to watch one player to learn who visited that player. A person may use Binoculars on themselves.πŸš•
GPS - A GPS allows a player to target one player to learn who that player visited.πŸš•
Gun - A Gun allows a player to kill one player. A person carrying a Gun is considered armed until they use it.πŸš•πŸ”«
Key - A player with a Key can chose to jail themself. They will be immune from all night actions.
Shield - A player with a Shield can chose to hold their ground, causing all actions targeting them to rebound onto the players targeting them.
Syringe - A Syringe allows a player to save one person. If that player is targeted with a kill action, their death will be prevented.πŸš•
Vest - A Vest allows that player to survive one shot or one stab. The vest does not protect against bombs. Vests show up the following day including how they broker (shot or stabbed).
Ward - A player with a Ward will reflect a kill attempt to another randomly chosen target. It does not protect against bombs.
Warrant - A Warrant allows a player to investigate one player to determine if they are guilty or innocent.πŸš•
Will - On any night, a player holding a will may choose to write their will by sending a message to the host indicating what they'd like it to say. Writing the will may only be done once and does not count as an action (and is therefore not affected by roleblocking or other actions). Upon death, the will is revealed to all in the following day's message.

Future games:
  • JTL Mafia #015 by Audrey Pennington
  • JTL Mafia #016 by Drew Abbott

Want to host your first game?
There is a three step vetting process for hosting games on JTL:
  • Play a game. You must have played at least one game of mafia to gain exposure to how the game works in general, the flow of the game, and to understand the time commitment required to see a game through to the end.
  • Co-host with an existing qualified host. Co-hosting a game will allow you to host your own game with the supervision and guidance of a more experienced host. When co-hosting, you will be running the game and the experienced co-host is there to provide technical support for running a game, advice on setting up and processing game events, and game knowledge/opinions when handling interesting scenarios that may arise during a game. The purpose of this step is for you to run a game on your own and to "learn while doing." The experienced co-host should serve as only a resource to ensure the game can be completed without problems.
  • Host a game. You (should) have successfully co-hosted a game and will be equipped with the tools and advice to run your own game. After you have hosted a game by yourself, you will be qualified to co-host with other players who wish to become hosts themselves. Congratulations!
If you have any desire to host a game, reach out to an existing qualified host and ask about it.
Feel free to discuss rules, roles and mechanics in this thread, as well as make suggestions. However, discussion about the current game is absolutely forbidden.

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Post by Gamemaster » Mon Aug 26, 2019 4:24 pm

I have slapped together a vote script that should work for now. To use:
  • Python3 is required, as are the BeautifulSoup4 and requests imports (use a virtualenv)
  • [Β­b]bold[Β­/b] text is only to be used for voting and the bolded text should be a complete and correctly spelled username
  • (for now) the post numbers to count from and to need to be entered into the script near the top as well as the required number of votes
It is hosted (and updated) here: https://github.com/Abbotta4/jtlvote

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Post by Gamemaster » Fri Jan 03, 2020 10:59 pm

January 1, 2020 Game Changes
New Roles/Modifiers:
  • Town Astrologist - An Astrologist is an information role that picks two people every odd night (when the stars align) to see if they have compatible signs. Players will have compatible signs if they are on the same team. Players are considered to be on a team if they have a chat together, are in the same mafia, or if they are both town. This is a visiting role.
  • Town Runner - When the Runner is targeted with a kill action, they go for a jog instead, causing all actions targeting them to fail. They must stay home the next night to catch their breath. This is a non-visitng role.
  • Devil - A Devil is the Jack of All Trades from Hell. Each night, a Devil may use one of the following abilities: Gluttony (kill a player and become undetectable during that night), Wrath (target a player and kill them as well as all players who visit them), Pride (make an anonymous post in the following day post), Lust (convert one player to become they're minion, unless they are already on a team), Sloth (become untargetable from all actions during that night), Envy (target a player and learn all of their night actions and results), and Greed (kill a player and gain a one-time use action based on their role). A Devil wins when everyone else is dead. This is a visiting role, unless using Sloth.
  • Haunting - A Haunting player may use their action one more time after they die.
Roles Removed:
  • Town Fashion Assistant
  • Town Fashion Stylist
  • Town Paranoid Insane Cop
  • Town Parity Cop
  • Mafia Seamstress
  • Mafia Tough Guy
  • Bomber Delayed Deadman Switch
Fallen Angel/Satanic Cult Amnesiac/Satanic Cult Member:
  • Consolidated into a Role Variation
Ward:
  • Now Reflective. A player with the Reflective modifier starts the game with a Ward
Town Schizophrenic:
  • Added "If a Schizophrenic is visited by a Shrink, it is "cured" and will keep one of their personalities (actions) at random for the rest of the game and lose the others."
Town Medium:
  • Removed "A random choice will be made to determine if the Medium will start getting information on N0 or N1."
  • Added "On odd nights, a Medium gets additional information about the night events or the setting."
Town Elite Bodyguard:
  • Now Bodyguard
Mafia Thief:
  • Removed "The Thief is told what they stole, and the item will be related to that player's role."
  • Added "If the target has no items, the Thief will be told they don't have any. Players will be notified that their item was stolen."
Anarchist:
  • Added "If successful, the Anarchist will win at the end of the game, regardless of the outcome."
Bomber:
  • Removed "The Bomber chooses one of the following variants on Night 0: Tough (Takes 2 night kill attempts to die.) or Unsuspecting. (Detective investigations fail)."
Courier:
  • Removed "After 5 players have died, or on night 3, the Courier must choose to commit to either the Town or the Mafia, and wins when its chosen faction does."
  • Added "After 5 players have died, or on night 3, a Courier must choose to join a player's team for the rest of the game, and wins when its chosen faction does."
Lover:
  • Removed "They are not allowed to reveal they are lovers to anyone else or to reveal teammates to each other (if applicable)."
  • Added "If a lover mentions their partner's name during the day, their partner will be motivated (see Motivator) that night."
Other Changes:
  • Added the "item table" to help clarify roles that play around items.
  • "Has a gun" is now referred to as "Armed" to distinguish from the "Gun" item.
  • Various roles and modifiers in the roles/modifiers list have been cleaned up to be more concise and direct.

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Post by Gamemaster » Wed Apr 08, 2020 10:50 pm

April 8, 2020 Game Changes
New Roles/Modifiers/Items:
  • Will - On any night, a player holding a will may choose to write their will by sending a message to the host indicating what they'd like it to say. Writing the will may only be done once and does not count as an action (and is therefore not affected by roleblocking or other actions). Upon death, the will is revealed to all in the following day's message.
  • Town Lawyer - A Town Lawyer may choose to give one player a Will each night. This is a visiting role.
  • Bequeathing - Start the game with a Will
  • Guardian Angel - A Guardian Angel targets someone during the night to save them. They win once they have saved 4 individuals regardless of teams. They will be notified of each successful save, and saved individuals will be notified that they were saved by an angel in their sleep. Once they have reached their goal, they can either choose to stay in the game and continue saving, or ascend into heaven and peacefully exit the game. Either way, they will still receive a 3P victory. Angels are not armed, appear innocent, and detective investigations fail. This is a visiting role.
Roles Removed:
  • Mafia Framer

Boastful:
  • Can be used each night in addition to any other actions. Now unblockable and undetectable
Vest:
  • Clarified that vests are always revealed the following day, including how they broke (stabbed or shot)
Astrologist:
  • Added "Cannot target dead players or oneself"
Engineer:
  • Action now considered "jail"
Fisherman:
  • Added Will to list of fishable items
Mafia Lawyer:
  • Now also has the abilities of the removed Mafia Framer role
Alien:
  • Reworded action description to indicate that its action is treated as multiple effects: Probe and Roleblock. As such, one may succeed and the other may fail (such as visiting a roleblocker)
Fallen Angel:
  • Recruiting Mafia returns failure instead of killing the Fallen Angel.
  • The Fallen Angel dies if attempting to recruit the Constantine.
  • Recruited players lose their previous ability
Witch:
  • Added "controlling a target with multiple actions causes all actions to redirect to the single target."
Other Changes:
  • Clarified win conditions in rules
  • Clarified Modifier attributes
  • Noted in rules that actions with multiple effects may each succeed or fail individually and may receive "mixed" results

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Post by Gamemaster » Wed May 13, 2020 10:05 pm

May 13, 2020 Game Changes
New Roles:
  • Captain - The captain may choose to reveal their captain's badge at any point during the game by PMing the host. The host will reveal who the Captain is and from that point on, their vote will count twice.
Other Changes:
  • Added emojis indicating whether a role is visiting πŸš•, armed πŸ”«, and/or guilty to a sane cop πŸ”
  • Replaced "lynch" with "Execute/Execution" in the rules and role list
Commuter
  • No longer visited by actions targeting them while they are commuting
Alien
  • Now performs two actions each night: Roleblock and Probe. One can fail while the other succeeds, but the player is only considered "probed" if the probe action succeeds on the target
Apprentice/Apprentice
  • If targeting a role with multiple actions, only one action will be learned
  • The "Recruit" action can not be learned
Detective/Detective/Detective Action
  • Changed the action to fail on: Innocent Child, Anarchist, Amnesiac, Town Amnesiac, Mafia Amnesiac, Cult Amnesiac, Barman, Poisonous Barman, Bomber, Deadman Switch Bomber, Cat, Courier, Cult Leader, Devil, Insane Amnesiac, Lover, Piper, Serial Killer, Sidekick, Sneaky Pete, The Imposter
Serial Killer
  • Removed starting vest
Slut
  • Changed to Patient Zero and no longer involves STDs

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Post by Gamemaster » Tue Jul 07, 2020 7:40 pm

July 7th, 2020 Game Changes
New Roles/Modifiers:
  • Town Maniac - Every night, the Maniac uses an action at random. Any person visiting the Maniac will be targeted with that action. The action will be one of: save, motivate, cloak, silence, or track. They will be notified which action they took, but will not be notified whether anyone visited. If a Maniac is visited by a Psychiatrist, it is "cured" and will gain one of their actions at random for the rest of the game and lose the others.πŸš•
  • Town Corrupt Cop - Operating as a Sane Cop, a Corrupt Cop will not know they are Corrupt. Upon receiving their first β€œguilty” result, the Corrupt Cop will receive an invitation to join the mafia team they uncovered (if they targeted a non-mafia member, they will be invited by a randomly selected mafia team). The Corrupt Cop can choose to join the mafia and become a Mafia Cop, or they can reject the invitation. If they reject, the mafia will be notified of their rejection (and who rejected them).πŸš•πŸ”«
  • Mafia Cop - A Mafia Cop investigates a player each night to determine if they are guilty or innocent.πŸš•πŸ”«πŸ”
  • Mafia Dog - A Mafia Dog sniffs out dangerous players. A Dog can target a player to attempt to kill them. If they are armed or guilty, the Dog will succeed. If they are not, they will have to wait an extra night before using their action again.πŸš•πŸ”«πŸ”
  • Ventriloquist - A Ventriloquist is a master of puppetry. Each night, they may target a player to kill them and transform them into a puppet for the following day. Rather than be revealed as dead, that player will appear alive. The Ventriloquist can then post through their account for the remainder of the day. During the following night post, their body will be discovered with having been tampered, and Town will know they were a puppet.πŸš•
  • Town Doctor (Combat) - A Combat Doctor may visit a player each night. If another player's actions would cause that target to die that night, it will survive instead. Additionally, they may chose to self-save once during thew game.πŸš•πŸ”«
  • Town Doctor (Family) - A Family Doctor may visit a player each night. If another player's actions would cause that target to die that night, it will survive instead. Additionally, targeted players will receive a message saying they were visited by a Family Doctor, and that message will include the Family Doctor’s name, but the message cannot be responded to. If a Family Doctor prevents a death, both it and the player it saved will know, but neither will know who was responsible for the kill attempt.πŸš•
  • Town Doctor (Psychiatrist) - A Psychiatrist may visit a player each night. If another player's actions would cause that target to die that night, it will survive instead. Visiting a Schizophrenic, Maniac, or a Psycho will also cure them of their disorders.πŸš•
  • Town Doctor (Veterinarian) - A Family Doctor may visit a player each night. If another player's actions would cause that target to die that night, it will survive instead. Visiting a Cat recruits them to Town, visiting a Rabbit causes them to run, and visiting a Dog causes them to fail and rest the following day.πŸš•
  • Vengeful (Modifier) - After being executed, a player with a Vengeful Modifier can chose someone to kill simultaneously. This is not considered an action and cannot be prevented by any means (Vest, Tough, Stump, etc.).

Other Changes:

Town Jesus
  • Jesus no longer gains his ability from being executed, but now from dying in the night.
Piper
  • Charming a player will remove their ability to use night actions on following nights, although after a Piper dies, charmed players will regain their ability to use actions. Charmed players will no longer know the names of people that have been charmed. Piper is no longer a visiting role.
Town Captain
  • Similar to FBI Agent, the Town Captain must now chose to come forward as a night action, and will be revealed at the start of the following day.
Town Runner
  • Renamed to Town RabbitπŸ‡
Town Shrink
  • Removed. See Doctor (Psychiatrist).
Town Friendly Doctor
  • Removed. See Doctor (Family)
Vengeful Townsperson
  • Removed. See Vengeful (Modifier).

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Post by Gamemaster » Wed Oct 21, 2020 12:34 am

October 20th, 2020 Game Changes
New Roles/Modifiers:
  • Town Broker - A Town Broker insures the actions of each player they target. If the targeted player dies at any point of the game, the night action, target, and result that a Broker insured will be publicly announced with their death. Only one action can be insured per player. If a Broker dies, all policies will be dropped, including any that would have applied the same night.πŸš•
  • Town Detective (Columbo) - A Town Columbo targets a player to learn their role. On Night 0, they will receive a random result. All following results will return with the previous night’s results.πŸš•πŸ”«
  • Town Detective (Gumshoe) - A Town Gumshoe targets a player to learn their role.πŸš•πŸ”«
  • Town Detective (Private Investigator) - A Town Private Investigator targets a player to learn their role. They will fail on all armed roles.πŸš•πŸ”«
  • Town Detective (Conspiracist) - A Town Conspiracist targets a player to learn their role. They will receive three roles in their results; the target’s role, a randomly-selected role from the current game, and a randomly-selected role from the master roleslist. They will not know the order of the roles.πŸš•πŸ”«
  • Town Pollster - Every night, a Town Pollster may permanently add a player to their census. On subsequent nights, they may instead choose between one of three single-use actions to affect all members of their list: Rolestop, Roleblock, and Motivate. This is only a visiting role when using one of their actions.πŸš•
  • Town Zealot - A Zealot visits a player each night, attempting to witness a murder. If they do, they join the killer in a chat, with their alignment. If the killer dies, they continue their legacy and carry on in their role. If they never witness a murder and the game ends, they win with Town.πŸš•
  • Mafia Binder - A Mafia Binder picks two players and connects them with a String. If one of the targets dies during a subsequent night, their spell-bound peer will also die. Targets will not know they’ve been bound to another player. The Mafia Binder receives a total of three Strings to use throughout the game.πŸš•πŸ”«πŸ”
  • Dr. Frankenstein - Dr. Frankenstein is the creator of the Monsters, and will be told their identities at the beginning of the game. They can choose a player every night to Roleblock. Dr. Frankenstein wins when they are the last remaining player, or if there are any remaining Monsters. Detective investigations on Dr. Frankenstein fail.πŸš•
    • Monster - A Monster targets one player every other night to kill (one kills on even nights, the other on odd). Monsters are considered Compulsive and Tough. Monsters will not be told who Dr. Frankenstein is, or the other Monster. If a Monster targets Dr. Frankenstein, they will receive a failure. If a Monster targets another Monster, they will be notified that they targeted a Monster. Monsters can be revealed by Detective investigation. A Monster will win if the only remaining players are Monsters or Dr. Frankenstein.πŸš•
  • Pirate - A Pirate terrorizes the seas, plundering players and spending their coin. Plundering is considered a Roleblock, along with stealing their doubloons. The amount of doubloons stolen depends on the role. Each night, they can choose to Plunder a player, buy any items from the Shop, or use any items they have purchased. The Shop, as well as a list of the roles with their doubloon values, can be found here. A Mafia Thief will fail on a Pirate, as Pirates are simply the greatest thieves around. A Pirate wins when it is the last remaining player. Detective investigations on a Pirate fail.πŸš•
  • Jigsaw - On Odd nights, Jigsaw targets two players to kidnap. They will be notified that they have been kidnapped, and the following night they will have to make a decision between playing Jigsaw’s game, or refusing out of principle. If one target plays the game and the other does not, the player will live and the refuser will die. If they both play the game, they both die. If they both refuse, they both lose the ability to use night actions (excluding factional kill). Jigsaw wins if they are alive at the end of the game and Town loses. Detective investigations fail on Jigsaw.
  • Shifty (Modifier) - A Shifty player will show up guilty upon investigation.πŸ”

Other Changes:
  • Clarified results for Incognito and updated the wording in a few roles to make this clearer.
  • Detective has now been split into several variants akin to Cop and Doctor.
  • Town Miller
    • Removed. (see Shifty above)
  • Mafia Apprentice
    • Rather than targeting a player and learning their action, they will now only learn the actions of targets they kill, akin to
      Mafia Torturer
      .
  • Town Captain
    • Similar to FBI Agent, the Town Captain must now chose to come forward as a night action, and will be revealed at the start of the following day.

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Post by Gamemaster » Wed Feb 17, 2021 8:27 pm

February 12th, 2021 Game Changes
New Roles/Modifiers:
  • Town Chemist - Every night, a Town Chemist may target a player to poison them. Poisoned targets will be notified that they were poisoned, and will die the following night. Poisoned targets can be healed by a Town Toxicologist. The number of times a Chemist can poison will be determined by the host.πŸš•πŸ”«
  • Town Toxicologist - Every night, a Town Toxicologist may target one player to cure them from their poison. Poisoned targets may be cured the same night they are poisoned, or on the night they would die. A Town Toxicologist may only cure each target once, including themself.πŸš•
  • Town Urchin - On odd nights, the Town Urchin will poison anyone who visits them. If they are targeted to be killed, they will be recruited instead, retaining their ability and joining a chatroom with their killer. If they are saved from dying, they join the Doctor’s team and join a chatroom with them.
  • Town Foreman - A Town Foreman leads the pursuit against the Mafia, and thus their vote counts twice during each vote. If the required number to execute a player is one vote away from being reached, and a Town Foreman is on the bandwagon, the vote will pass, without revealing the Foreman’s identity. Foremen are unable to be recruited.
  • Mafia Chemist - Every night, a Mafia Chemist may target a player to poison them. Poisoned targets will be notified that they were poisoned, and will die the following night. Poisoned targets can be healed by a Town Toxicologist. The number of times a Chemist can poison will be determined by the host.πŸš•πŸ”«πŸ”
  • Mafia Fibber - Every night, a Mafia Fibber may target a player to deceive them. A Fibber may imitate and send false notifications normally received from other actions and roles, such as notifying a player they have been poisoned, or that they have received a Vest, without making any effect on them. They may not imitate mail, silence, role changes or recruitment. The target will receive the rest of their results along with their false statement. A Fibber may use this ability three times.πŸš•πŸ”«πŸ”
  • Mafia Magician - Once per game, a Mafia Magician can perform an act of grandeur. A Mafia Magician picks one target and assigns them a fake role. The target will then be silenced and falsely announced dead in the following day post along with their fake role. At the end of the day, the trick will be revealed by the host.πŸš•πŸ”«πŸ”
  • Black Widow - A Black Widow covertly bites players, injecting targets with her venom. Each night, a Black Widow may choose to bite a target, or lay a web on a target. If she bites a target, they will be injected with a deadly venom that will kill them the following night. If she lays a web, any player that visits that target on successive nights will be bit that night, along with any other victims a Black Widow will visit. Black Widows are immune to poison, and are considered incognito.πŸš•
  • Death - Death is the last player a victim will see on the night they die. Death takes no actions, but receives a list of every player that visited those who died the night before, although it will not be revealed who the targets visited. First-time visitors on Death’s list will be notified that Death witnessed them, without revealing Death’s identity. Death's list will contain any visitor; those considered incognito, cloaked, or otherwise stealthed are not safe from his gaze. Death wins when they are alive at the end of the game and Town loses.
  • Jester - If a Jester reaches the end of day having made at least one post, and without voting for someone, they receive an applause from the host (who does not reveal their identity), which is announced in the night post. Once reaching three rounds of applause, garnering the approval of the host, they win the game. Simultaneously, they explode, killing three random players (two chosen from a list of Town, one chosen from a list of Mafia members). The game then continues. A Jester cannot receive a round of applause on Day 1.

Other Changes:
  • Town Schizophrenic
    • Added the ability to Poison.
  • Town Maniac
    • Added the ability to Poison. Maniacs are now told how many people visited them.
  • Town Doctor (Combat)
    • Added the ability to defuse bombs.
  • Town Authenticator
    • Removed.
  • Town Defuser
    • Removed.
  • Mafia Fabricator
    • Removed.
  • Guardian Angel
    • Now recruitable, losing their solo win condition and save action, while gaining a chatroom with their killer. If the recruiter would die, the Guardian Angel dies in their place, unless the Guardian Angel is also going to die that night.
  • Poisonous Barman
    • Now recruitable. No longer cured by Doctor; now cured by Toxicologist.

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Post by Gamemaster » Fri Jul 22, 2022 3:40 pm

Users' post counts are now all zeroed out and should not increment as we post. Hopefully this will be another safeguard for everyone's identity during the games.

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