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This is a decently-organized list of all the role ideas I wanted to show everyone. All of these roles have been posted in the Roles page comments section, but are lost in time. This page resurrects them all for everyone to see!

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Role: Witch Doctor

Alignment: Neutral (Evil)

Summary: You are a malicious psychic who curses words of the forbidden.

Abilities:

Click on the sun icon at night to make a small text box appear. Enter a word. Your word must not be longer than 8 letters.

Special Attributes:

The first person to say the word you type in will execute an effect based on the number of letters in the word you typed.

3: Your target will be blackmailed for the rest of the day.

4-5: Your target will be blackmailed for the rest of the day and die the following night.

6-7: Your target will be blackmailed for the rest of the day, die the following night, and be cleaned.

8: Your target will be blackmailed, will die the following night, be cleaned, and for the duration of the day, all chat and votes will become anonymous, and your vote counts for 3 votes for the rest of the day. The entire town will be alerted when this occurs. There will not be a trial for anyone voted up the rest of the day after this effect is executed. Instead, they will be lynched immediately.

Only the first player who types the word is affected. Any other players who type the word after the effect has already been executed will yield no effect on them.

The word must be three or more letters long or it will yield no effect.

You will still be blackmailed and killed if you type the word, regardless of the number of spaces between the words. (e.g "he is bl ac km ai le d" will register as "heisblackmailed", so if the word is "blackmailed", the person who said it will execute the effect.)

The message typed to execute the Witch Doctor's effect will not display in the chat box.

You are immune to your own effect (e.g you won't do anything if you say the word).

Investigation Results:

Sheriff: Your target is not suspicious.

Investigator: Your target works with secret information. They could be a Spy, Blackmailer, or Witch Doctor.

Consigilere: Your target binds curses to words! They must be a Witch Doctor.

Goal: Survive and see the Town lose the game.

You must kill the Town.

You win with the Mafia, Serial Killers, Arsonists, Witches, Vampires, and the Werewolf.

You may spare anyone else.

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Role: Judge

Alignment: Neutral (Evil)

Summary: You are a corrupt court minister who uses the town's greatest weapon against them.

Abilities:

Click the sun icon to open a small bar in the UI. Declare a number between 1 and 5 within. This number is never revealed to the Town. After declaring this number, you call court. This lasts the duration of the day.

Special Attributes:

After calling court, all players will be forced to type in a word inside the chat box that is 1 to 5 letters long. All players who do not type, type multiple words, or type a word with 6 or more letters will be lynched.

There is a 30 second window for posting words during court.

All players who typed a word with the same number of letters as the number you declared will be lynched. There is no limit to the number of lynches that can happen until court ends..

During court, chat is anonymous.

During court, there are no trials.

You may only call court once.

The day ends immediately after court.

Only one Judge may exist per game.

During court, voting is disabled.

The entire town is alerted that you have called court. Chat is disabled for 3 seconds before the 30 second typing window.

Investigation Results:

Sheriff: Your target is not suspicious.

Investigator: Your target is a court minister! They must be the Judge.

Consigilere: Your target is a court minister! They must be the Judge.

Goal: Survive and see the Town lose the game.

You must kill the Town.

You win with the Mafia, Serial Killers, Arsonists, Witches, Vampires, and the Werewolf.

You may spare anyone else.

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Role: Possessed

Alignment: Neutral(Benign)

Summary: You are a tortured soul possessed by a demonic force.

Abilities:

Switch your role with someone else's.

Special Attributes

You cannot swap your role with a Mafia member or a Vampire.

You cannot be killed at night.

You cannot swap your role with someone commiting suicide.

Investigation Results

Sheriff: Your target is not suspicious.

Investigator: Your target works with secret information. They could be a Spy, Blackmailer, or Possessed.

Consigilere: Your target is cursed! They must be a Possessed.

Goal: A Possessed cannot win while they are still Possessed.

You do not care who will win.

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Role: Attourney

Alignment: Town (Protective)

Summary: You are a lawyer, working to stop malicious daily violence.

Abilities:

Target someone during the night to defend.

Special Attributes:

If your target is put on trial the next day, all Guilty voters have their votes cut in half at the end of the vote sequence.

The entire town will be alerted that all guilty votes are halved as soon as the voting sequence starts.

Investigation Results:

Sheriff: Your target is not suspicious.

Investigator: Your target works with secret information. They could be a Spy, Blackmailer, or Attourney.

Consigilere: Your target is skilled in the court of law. They must be an Attourney.

Goal: Lynch every criminal and evildoer.

You win with the Town and Survivors.

You must kill the Mafia, Serial Killers, Arsonists, Vampires, Witches, and the Werewolf.

You may spare anyone else.

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Role: Informant

Alignment: Mafia (Support)

Summary: You are an agent working for organized crime.

Abilities:

Send anonymous whispers to players during the day.

Special Attributes:

You are able to hear all whispers during the day.

You may switch from normal whispers to anonymous whispers by using the sun icon.

Investigation Results:

Sheriff: Your target is a member of the Mafia!

Investigator: Your target works with secret information. They could be a Spy, Blackmailer, or Informant.

Consigilere: Your target secretly listens in on secret conversations for the Mafia. They must be an Informant.

Goal:

Kill anyone who will not submit to the mafia.

You win with the Mafia and Survivors.

You must kill the Town, Serial Killers, Arsonists, Vampires, and the Werewolf.

You may spare anyone else.

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Role: Hero

Alignment: Neutral (Benign)

Summary: You are a righteous being who learns knowledge from the dead.

Abilities:

Learn from a dead person at night.

Special Attributes:

Learning from a dead person gives you the first two special attributes from the role the dead person has.

Once you have learned all the attributes the role has, you master the role, you may use that role's ability indefinitely. Click the sun icon to cycle through roles you have mastered. You may do this at any time.

You may not learn from Unique Roles, Amnesiacs, or other Heroes.

Investigation Results:

Sheriff: Your target is not suspicious.

Investigator: Your target is on a quest! They must be a Hero.

Consigilere: Your target is on a quest! They must be a Hero.

Goal: Survive to the end of the game. (This goal may change. Please leave suggestions.)

You do not care who will win.

Story:


A distant man walks through the woods, hoping to find shelter. Long ago, his village had been infested by Mafia Members, and he had been forced to leave. He could have stopped them, he thought; he was a Hero! He had trained in Necromancy to talk to dead, for he wanted to be a Medium. As he looked over the hill, he saw a town. He was thrilled. He wouldn't die out here alone! However, he soon realized that this town had Mafia in it as well. People were dropping like flies, and he wished he could do something. That night, he decided to talk to the deceased Sheriff. Using his Medium like powers, he opened a portal to the dead, but he wasn't very good. He hadn't trained full, and could only talk to one person. The Sheriff was surprised, as this man was not the revealed Medium. The Hero explained who he was, and the Sheriff was thrilled. The Sheriff taught him everything he knew about interrogating people, and soon the Hero was a master. A few days later, he caught the last Mafia. The Mafia tried to say that this man could not be a Sheriff, but the Hero explained what he had done. The town believed him, and lynched the last Mafia Member. The Hero sighed. It was finally over.

(story by DrivingPrune1)

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Role: Vaccinator

Alignment: Town (Protective)

Summary: You are a benevolent witch who protects people from specific kinds of death.

Abilities:

At any time, click the sun icon to pull up a menu with resistance types.

At night, protect someone with the selected resistance type.

Special Attributes:

There are three resistance types you may choose: Bullets (Vigilante, Veteran, Mafioso, Godfather), Bleeding (Serial Killer, Werewolf, (Vampire?)) and Fire (Arsonist).

Protecting someone with a resistance type protects them for 2 nights from the selected resistance type. During this time they cannot die from the selected resistance type no matter how many times they are attacked by said resistance type.

Goal: Lynch every criminal and evildoer.

You must kill the Mafia, Serial Killers, Arsonists, Vampires, Witches, and the Werewolf.

You may spare anyone else.

Story:

She checks over her student's brew, slapping her hand if she put some thing wrong in. Her student (The Witch) was very normal with her brews. However her teacher (the Vaccinator) didn't seem to like her brews...

The Witch heard from her friends that this teacher taught a whole different type of witch craft. She wasn't as in to worshipping the devil as the other 'elder' witches. She was odd. Then again, all witches are odd to un-magical humans. But she was odd for the WITCHES themselves. Instead, when she's not teaching witchcraft to her students she perfers to go shopping around the town, and talks with other ladies about the divorced cute Investigator.

She... was a townie, that's for sure. Perhaps this was because of her witch mother and normal father. The mother had left her as a child, but still held her magic within her, and got her nice looks from her father. But, she still wanted to continue her mother's magic. So here she is now, teaching other witches and having a nice life as a townie. Then she had her... crappy student. The Witch always gave her teacher trouble. Wheter if it were the Frog Kiss spell, or the Timper Daper, and the trouble maker's favorite... the control spell.

One day, the Vaccinator had enough! She used the same spells on the Witch, her student, many times. After she was done her student was even more ugly and had a bald head. She then sent the trouble maker home to her parents, and told them to not bring that student back to her teachings! The Witch was outraged! So, In her rage, she broke the most important rule for witches residing in Salem; Dont use magic on anyone... or at least in public.

So, that night she used her favorite spell. Control. She controlled the the Veteran to go on alert. Now, The Town and the Mafia had a peace treaty at that time, and without the Mafia's support, the Serial Killer, Werewolf, and the Arsonist were too afraid to attack. So the town was very nice at that time. But...When the trouble maker set the Veteran off, his girlfriend visted none other than the Consort. The next day was absolute chaos. Everyone knew that the next day would hold death. The Vaccinator knew too. And she knew if this town was destroyed, she would have to live like the other witches. And she loved her life. So...She broke the biggest rule for witches in Salem, after taking a solemn vow and oath to never using magic on people, but not to control; she would help the good people of Salem!

She took out her greatest spell books, Most of them were made by herself. And she got ready for what was sure to come next. The next day two lay dead. The Jester, and the only Doctor. The town had no defense! A man, although, had good news! He told he was the Sheriff and that the Framer was the man with the nice coat and brown jeans. When the Sheriff was right after the lynching, The Vaccinator knew the Sheriff had no one to heal him. She knew she would only have enough time to cast a spell for one thing. She noticed a man saying the Serial Killer was stupid, and such. So she knew the Sheriff would be only attacked by Mafia, the ones with the guns.

So, that night she went through many books to find out how to do this spell, the spell that blocks bullets. After some mana and Rat Glover potions she was ready for her spell. She casted it on the sheriff as he sleeps. As she heads back home, she hears gun shots. But she smiles when she hears the voice of the Sheriff yelling at the mobsters. The next day still 2 people lay dead. One killed by the Serial Killer, And one from the Werewolf. After talking a while everyone hears of a woman being doused. Bleeding and fire...That night she studys her many books again. Again she saves another. The Mafia attacked the Sheriff again, however the spell had yet to have weared off him. After many nights lots of killers thought of some townies being immunized to their attacks, And they ignore those that they think cant be killed.

The town looked in great shape now. The last two killers stand trial. The Werewolf and Godfather. She smiles as everyone finds out she is the reason she's alive. But, the Mayor hated witches and banished her! She walked off. She brought all her spell books with her. She knew that more killers would return to Salem, And she would be back when the time was right...

(Story by Chromesgt03)

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Role: Deathbringer

Alignment: Neutral (Evil)

Summary: You are a reckless summoner who gives breath to all for one night only.

Abilties:

During the day, click on the sun icon to perform a summoning ritual.

Special Attributes:

The night after the summoning ritual, all dead players may use their night abilities on the remaining living players for that night only.

If a dead player does not have any charges remaining after they die, they will not be able to use their night ability on the summoning night.

Dead Veterans will act as Vigilantes for the summoning night. Their number of left alerts is converted to bullets. (e.g if they have no alerts left they cannot shoot. Veterans-turned-Vigilantes will convert back to Veterans after the night ends.)

After using your night ability, you will become a Witch, but you will be unable to use your night ability for the rest of the game.

Retributionists cannot revive on the summoning night.

Only one Deathbringer may exist per game.

You may only do the summoning ritual once.

You may speak to the dead during the night as a Medium if you have not performed the summoning ritual yet.

Investigation Results:

Sheriff: Your target is not suspicious.

Investigator: Your target works with dead bodies. They could be a Medium, Janitor, or Deathbringer.

Consigilere: Your target recklessly summons the dead! They must be a Deathbringer.

Goal: Survive and see the Town lose the game.

You must kill the Town.

You win with the Mafia, Serial Killers, Arsonists, Vampires, and the Werewolf.

You may spare anyone else.

Story:

A man walks alone through the graveyard. It was filled with the faces of dead townsfolk. The Transporter, shot by a Vigilante. The Escort, stabbed by the Serial Killer. Or, the one he was most interested in: the Godfather. This man, the Deathbringer, knew it was time for action. Summoning all of his power, he cast a spell on the graveyard. Many faces rose: Townie, Neutral, and his favorite, Mafia. The Blackmailer and Godfather, two deceased Mafia, rose. "I'm back." Said the Godfather with a smile. The next day, many townies lay dead on the floor. The Vigilante, dead from guilt by killing the transporter, had shot another Townie, the Bodyguard. The Godfather killed along side with the other Godfather, a promoted Mafioso. The Blackmailer blackmailed the Jailor, who hadn't revealed. When he was put on stand for not stating his role, no one believed he was blackmailed, as the blackmailer was dead. He was lynched. As it turned out, a poor Mayor, was killed. The Mafia looked at the last man not in the Mafia. This man had helped them, and they knew it. The Janitor had seen him cast his spell. With the town dead, the Mafia ruled the town; and they had the Deathbringer to thank.

(story by DrivingPrune1)

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Role: Vanguard

Alignment: Neutral (Benign)

Summary: You are an indifferent seeker of victory with a distaste for alignment.

Abilities:

Kill someone at night.

OR

Kill yourself to bring back someone from the dead (at night).

OR

Click the sun icon to reveal yourself during the day. Your vote will count for 2 permanently.

Special Attributes:

You will change your alignment every morning in a cycle. You will start off as Town, then Mafia, then Neutral Killing (if you are Neutral Killing, you win with any Neutral Killing role). The cycle will repeat until the end of the game.

If you choose to revive, you must revive someone of your alignment.

If you die, the cycle will stop.

If you reveal, you will no longer be able to kill at night.

You cannot be healed by Doctors or protected by Bodyguards.

Investigation Results:

Sheriff: Your target is not suspicious.

Investigator: Your target is indifferent from everyone else. They could be an Amnesiac or Vanguard.

Consigilere: Your target cannot decide who to side with. They must be a Vanguard!

Goal: Win with the alignment your cycle has you on.

You may spare anyone else.

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Role: Anarchist

Alignment: Town (Support)

Summary: You are the leader of an anarchist cult, seeking to bring back rights to the town.

Abilities:

Recruit one person at night to your cult.

Special Attributes:

All players recruited will retain their original roles, alignments and abilities, but they will know the identities of  everyone else is in the cult. (You will not learn their roles, though.

Players within the cult cannot target other players within the cult.

The Anarchist is anonymous to the players within the cult, and doesn't count as being in the cult (Anarchist can be targeted by players within the cult.)

You may only recruit 4 players.

If the Anarchist dies, the cult will still exist, and all players will still be bound to it.

If members of the cult are the only players remaining in the game, the Town automatically wins.

If the only members of the Cult are evil, the Town doesn't automatically win. The game will still continue until a winner is resolved.

(To clarify, there is no cult chat.)

Investigation Results:

Sheriff: Your target is not suspicious.

Investigator: Your target is a leader among men. They could be a Mayor, Godfather, or Anarchist.

Consigilere: Your target is a believer in the non-agression principle! They must be an Anarchist.

Goal: Lynch every criminal and evildoer.

You win with the Town and Survivors.

You must kill the Mafia, Serial Killers, Arsonists, Witches, Vampires, and the Werewolf.

You may spare anyone else.

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Role: Ghost

Alignment: Town (Support)

Summary: You are a spectre who punishes the living for their sins.

Abilities:

Select a person each night. Activate the following effects based on their crime record:

Trespassing: Learn the identity of the player they visited this night.

Murder: Your target cannot visit this night.

Soliciting: Gain night immunity the following night.

Arson: Ignite your target.

Destruction of Property: Learn the exact role of your target.

Conspiracy: Kill and clean your target.

Special Attributes:

Players gain crimes based on their actions.

Trespassing - Visit someone.

Murder - Sucessfully kill someone.

Soliciting - Sucessfully roleblock someone.

Arson - Sucessfully burn someone.

Destruction of Property - Successfully kill multiple people in the same night. Stacks with Murder.

Conspiracy - Successfully convert someone to a different role (This includes yourself).

If your target has no crimes, you will commit suicide.

Witches, Sheriffs, the Godfather, Blackmailers, Survivors, Executioners, Jesters, Amnesiacs (unless they remember a role that can get crimes), and the Mayor do not recieve crimes regardless of their actions.

Investigation Results:

Sheriff: Your target is not suspicious.

Investigator: Your target is undead! They could be a Ghost or Spectre.

Consigilere: Your target is a justful spirit! They must be a Ghost.

Goal: Lynch every criminal and evildoer.

You win with the Town and Survivors.

You must kill the Mafia, Serial Killers, Arsonists, Vampires, and the Werewolf.

You may spare anyone else.

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Role: Spectre

Alignment: Neutral (Evil)

Summary: You are a malicious spirit working to destroy the town.

Abilities:

Select a person each night. Activate the following effects based on their crime record:

Trespassing: Learn the identities of everyone who visited your target that night.

Murder: Your target will clean the person they visit this night.

Soliciting: Convert your target to a Survivor.

Arson: Ignite all doused players.

Destruction of Property: Your target gains detection immunity this night.

Conspiracy: Become your target's exact role.

Special Attributes:


Players gain crimes based on their actions.

Trespassing - Visit someone.

Murder - Sucessfully kill someone.

Soliciting - Sucessfully roleblock someone.

Arson - Sucessfully burn someone.

Destruction of Property - Successfully kill multiple people in the same night. Stacks with Murder.

Conspiracy - Successfully convert someone to a different role (This includes yourself).

If your target has no crimes, you will commit suicide.

Witches, Sheriffs, the Godfather, Blackmailers, Survivors, Executioners, Jesters, Amnesiacs (unless they remember a role that can get crimes), and the Mayor do not recieve crimes regardless of their actions.

Investigation Results:

Sheriff: Your target is not suspicious.

Investigator: Your target is undead! They could be a Ghost or Spectre.

Consigilere: You were extremely reluctant to investigate. Your target must be a Spectre!

Goal: Survive long enough to see the Town lose the game.

You must kill the Town.

You win with the Mafia, Serial Killers, Witches, Arsonists, Vampires, and the Werewolf.

You may spare anyone else.

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Role: Preserver

Alignment: Town (Support)

Summary: You are a mystical being who has powers over time itself.

Abilities:

Click the sun icon during the day to extend the day.

Special Attributes:

Your effect resolves when the day 'ends'. After that, the Day will revert back to the Discussion phase. An additional lynching may occur. The day number will not change.

You may only extend the day twice.

You may only extend the day once per natural day.

Investigation Results:

Sheriff: Your target is not suspicious.

Investigator: Your target is a keeper of time. They could be a Preserver or Moderatist.

Consigilere: Your target is a keeper of time working for the Town. They must be a Preserver.

Goal: Lynch every criminal and evildoer.

You win with the Town and Survivors.

You must kill the Mafia, Serial Killers, Arsonists, Witches, Vampires, and the Werewolf.

You may spare anyone else.

Story:

The Godfather had hung for his crimes, but even so, there was still danger. The Mayor stood shaking, looking at his dead Jailor, his last set of protection gone. He turned to face the newly promoted Godfather, who stood smirking at him. The Godfather, with an evil gleam in his eyes, told the Mayor, “You’re next!” The Godfather turned away, laughing, and began heading back to his house, getting ready to finish off the game, or so he thought. A rumble shook the ground. The Godfather turned around, shocked. The other townie, the one who had been extremely quiet these last few days, was rocking back and forth and mumbling. The townie, known as the Preserver, pulled out an ancient clay tablet with nothing on it but a drawing of the sun. As he broke it on the ground, a ball of light erupted from the Preserver. The Godfather watched in horror as the sun rolled back around, changing from sunset to sunrise. The Preserver looked up at the Mayor, both no longer shaking, knowing that with this next lynching, the town would succeed. With a smile beaming like the rising sun, the Preserver spoke. “What a wonderful new day, don’t you think, Mayor?”

(story by FireBreathingCat)

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Role: Moderatist

Alignment: Neutral (Evil)

Summary: You are a malicious time wizard working against the Town.

Abilities: Select yourself during the night to extend the night.

Special Attributes:

Your effect resolves after the night 'ends'. After that, the Night will have all its effects take place, then the night restarts. Everyone may preform their night ability again if they wish (except the Jailor).

You may only extend the night twice.

You may only extend the night once per natural night.

Investigation Results:

Sheriff: Your target is not suspicious.

Investigator: Your target is a keeper of time. They could be a Preserver or Moderatist.

Consigilere: Your target is a keeper of time working against the Town. They must be a Moderatist.

Goal: Live long enough to see the Town lose the game.

You win with the Mafia, Serial Killers, Arsonists, Vampires, and the Werewolf.

You must kill the Town.

You may spare anyone else.

Story:

The moon shone, an owl hooted. The night had begun. As people toiled away, doing their dirty business to achieve their needs, the Moderatist crouched, building a strange sculpture. As the Moderatist worked, he thought of the town members, and how they laughed about his obsession with time. Even the Medium and the Retributionist, with their glimpses into magic no one could understand, thought working with time a foolish undertaking. Oh, how they laughed. But they would not be laughing soon…

All too soon, the sun was rising, the day coming nearer and nearer. Quickly, the Moderatist put his final touches on his altar. Knowing he’d get no more chances, he activated it. A black fog emitted from the altar, and quickly rose up to the sky. It had worked. As the moon quickly moved across the sky, the Moderatist watched his plans come to fruition, and smiled…                                       

The moon shone, an owl hooted.

The night had begun.

(story by FireBreathingCat)

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Role: Archon

Alignment: Neutral (Benign)

Summary: You are are a master of psionic energy, seeking to live through times of hardship.

Abilities:

Choose a living person at night. You will absorb their soul during that night.

OR

Discard your current soul.

Special Attributes:

Upon a succesful soul absorbtion, you gain all of your target's passive abilities. (e.g Night Immunity, Roleblock Immunity, the ability to talk to the dead, the ability to un-douse yourself,  etc.)

You will gain the goal of the soul you have while you still have it. (e.g Jester soul; get lynched during day, Serial Killer soul; be the last player left alive, Executioner soul; get the Executioner's target lynched, etc.)

You are not aware of your passive abilities or your goal while you still have the soul you absorbed.

Your target is not alerted when their soul is absorbed. Your target is unaffected when their soul is absorbed.

You may have your current soul indefinitely until you discard it.

You may only have one soul at a time.

Targeting a Medium allows you to speak to the dead under the name Archon instead of Medium.

Targeting the Mayor WILL NOT grant you 3 votes.

Targeting another Archon will result in copying the soul they currently have. If they have no soul, no action will be taken.

Investigation Results:

Sheriff: Your target is not suspicious.

Investigator: Your target absorbs the soul of other people. They must be an Archon.

Consigilere: Your target absorbs the soul of other people. They must be an Archon.

Goal:

Complete the goal of the soul you currently have. You will lose the game if a winner resolves and you have no soul.

You do not care who will win.

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Role: Pilot

Alignment: Neutral (Benign)

Summary: You are a pilot of a miniature helicopter, who brings immigrants into the town.

Abilities:

Target yourself to immigrate someone into the Town.

Special Attributes:

A dead player from a game may select the "Immigrate" button in the UI to enable immigration.

Only one player may be immigrated per game. Prioritizes those who click the "Immigrate" button first.

When you immigrate someone, you take a dead player from a separate game to join the Town in a 16th slot.

Your immigrant retains their original name and role. Behaviors such as being doused are removed on immigration.

A immigrated player may not press the "Immigrate" button again after they die. They must leave and rejoin the game to immigrate again.

You can only immigrate during/after Night 3.

When a dead player immigrates from their game, the entire Town is alerted: "(Player) has immigrated to another town!"

When an immigrated player joins the game, their role is kept secret; the Town will be alerted that they are the immigrant.

Only one Pilot may exist per game. An Amnesiac cannot become a Pilot.

Investigation Results:

Sheriff: Your target is not suspicious.

Investigator: Your target smells of gas. They could be an Arsonist, Transporter, or Pilot.

Consigilere: Your target knows how to fly a helicopter! They must be a Pilot.

Goal: Sucessfully immigrate a player and have them win the game.

You do not care who will win.

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Role: Sniper

Alignment: Mafia (Killing)

Summary: You are a tactically trained hitman, working for a mafia family.

Abilities:

Kill someone at night.

Specia Attributes:

Your kill is not seen by Lookouts.

Your kill cannot kill people protected by Bodyguards, but neither you nor the Bodyguard will die if you decide to shoot someone guarded by a Bodyguard.

Your kill can be in conjunction with the Mafioso/Godfather.

If you decide to kill, you must wait a night before killing again. This also applies if your kill fails.

You cannot speak with the Mafia, and you do not know who they are. This also applies the other way around; the Mafia does not know who you are, and you cannot talk with them.

Investigation Results:

Sheriff: Your target is a member of the Mafia!

Investigator: Your target works with weapons. They could be a Vigilante, Veteran, Mafioso, or Sniper.

Consigilere: Your target kills people from long distances! They must be a Sniper.

Goal: Kill anyone who will not submit to the Mafia.

You win with the Mafia and Survivors.

You must kill the Town, Serial Killers, Arsonists, Vampires, and the Werewolf.

You may spare anyone else.

Story: He blends into the crowd, watching them panic as the mangled corpse lay silently, the grass under him stained with dry blood. A man with a hat hiding his face brushes past the man blending in, forcing a small piece of paper into his left hand. He looks behind himself, but the man already had made it out of the crowd. He unfolded the paper and he began to read the small letters written in blue:

If your reading this, you made it! We will pay you when we meet soon. Now, the town's already got the chick...The consort. She was transported...We also know a Investigator is on to the boss. The boss was switched with the girl. So when the Transporter dies, well, the boss is screwed. We heard the Lookout has the Investigator covered. We tried getting him but hes got a 'Doc covering HIM. The papers you sent us of your past seem good for this job. See what you can do.

The man looks over at another man smiling while smoking a pipe. He was talking with some other folk. That was his target. The hitman strokes his goatee and begins to walk into his rented house along with everyone...It was night.

He opens the guitar case revealing a beautiful polished FR-F1 sniper rifle, with 51mm NATO bullets dumped all over the inside of the case. He picks up the rifle having extreme softness with his hands. He begins to load the the rifle and fix the scope. He then nods and turns off the light. He heads upstairs and opens the porch door. He takes the rifle and puts the bottem of the the gun down on the railing. He aims at the Investigator house.

For two hours he waited, then finally the door opened. He tiptoed over to a big rusty metal house. The Investigator was hard to see in the dark, but he was able to see the outline. He kept watching as he gets to the front door of the house. He then took out what seemed to be some sort of lock picks. Before he could touch the door, there was a KREENG! The Investigator now lays on the ground. A dark blood puddle forming.

The door of the metal house opens and out walked a man. The man wore a hat. It was smaller. A light shined in his hand. A cigar. And he was wider then the man this morning that gave him the note. It was too dark to make out his face. But, he could make out his head nodding and staring right at the hitman. The man then steps over the body at his front door and points to a house. Two men run out to a house. The wide man walks back into his house puffing some smoke. He releases his breath and moves back inside. It would take a day to get ready for the mafia's next target. But oh, who ever the mafia wanted the hitman to kill day after tommorow, they'd better have dinner ready for the Sniper. Or at least have his bullet.

(story by Chromesgt03)


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I will add to this later, when I have more role ideas to share. Please be free to audit and criticize, and I will permit creating stories for these roles and creating spinoff versions of these roles. All of this is open source; feel free to re-post it as your own if you really want to. I don't care. I just want everyone to see this and be inspired.

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