Rules:
This will be a semi-open role madness game. That means that there will be a lot of roles, some non-standard, but most of the roles will be known. Not all of the roles listed will necessarily be in the game (depends on the number of players). And not everything about the roles will be known. Some mechanics will stay hidden. But there won't be any Jesters this time. Not even accidental ones!
The game will have a standard Day-Night cycle. What kind of chat scum get (Day/Night-only/none) depends on the balance and therefore on the number of players.
Possible roles:
Town:
- FBI-Profiler: Investigator that can identify Serial Killers, Lynchers, other neutral killing roles and their targets. If they find a kill-target, they can take them into protective custody (jail them for one Night).
- Track'er / Watch'er: someone who likes to watch women at Night. Chooses a target. If the target is female, he will Watch her. If the target is male, he will Track him to see whether the target visits some woman.
- CSI DNA-Cop: will take the DNA-traces on each crime scene automatically. Once per Night he can take a DNA-sample from one player and determine, whether it matches that found on any crime scene. He can also take a sample at Day instead of during the next Night to circumvent the Vault problem.
- Bodyguard-variant: Gaudy Bard. (yes, another pun). An Entertainer who is so gaudy that he pulls everyone in the vicinity to him. Chooses a Target, all other Night Actions targeting that Target are redirected to the Gaudy Bard.
- Medic - heals infections
- Mr. Handy: You are a support robot. You can decide to help one person at Night. They get to do two Night Actions instead of one. So an investigator could investigate a second person, a doctor could protect a second person and a scum could perform a second Nightkill. Decide wisely whether to use your support and on whom.
- Coward: hides behind another person. If the Coward is targeted with a NK, the other person dies. Might be compulsive, weak or disloyal.
- Scout: finds a path for others so that they can avoid obstacles. Targets a player at Night. That player becomes unblockable for the Night.
---. Normal role(s) (any role considered 'normal' on
Mafiascumwiki), as many as necessary, depending on the number of players. Will be adapted to the Flavour of the game. For Example:
- Night Gambler: gamblers love spending the nights playing games and they don't take no for an answer. They can randomly choose a target to play a game and that person will lose their actions for that night if they have any. (=Roleblocker)
Any or neutral:
- Neutral killing role
- Shelterer (any alignment): has the key to a Vault. Can transport one person into the Vault each Night. That person is Jailed for the Night. But they will find a communication device in the Vault that will allow them to talk to all other persons that are sheltered in the following Nights.
- Genderbender (any): switches the gender of target. Can be any alignment
- Power Thief (any): steals the first power used on him. Can use a stolen power. Has to have a Power by the time the game ends, to win. Cannot absorb the factional Night Kill. Cannot steal a Power if he is dies the same Night. (i.e. if a Cop targets him and the Thief dies the same Night, the Cop keeps his Power)
-Courier (any): carries a note from one player to another. Any player may send one message intended for one other player to the mod. (in game terms: raise a flag that a Courier service is wanted) and the Courier chooses which message to carry. The Courier does not know the content of the message, but knows the sender and receiver. And can be seen visiting both.
- Crazy Inventor: (JOAT variant): you can build gadgets that do anything. But sometimes they don't work. You can try to perform any normal Night Action using one of your gadgets. But there is a significant chance that the attempt will fail in a hilarious and Loud fashion. Failures at killing attempts will always kill you. Failed investigations and protections will have some non-lethal effect and fail flavour, but in any case each failed attempt to do anything will be noticed by the target.
Scum:
- Infector: infects target at Night with a malady, that makes the target lose all night-actions for the rest of the game or until healed by the Medic.
- Telepath: as long as he is alive, the Mutants have a Day-Chat. But he also can do a limited mind-reading at Night and find out what kind of mindset (role class) a target has: investigative, protective, passive, etc.
- Sniper: can kill without leaving DNA-traces. But the kill will be recognizable as Sniper-Kill.
- Supermutant (=regular Strongman) or Goon(s), depending on Balance.
I may add more roles, depending on the number of players.
Edit (after this being pointed out as misunderstandable):
By the way, the numbers of the roles don't correspond to the player slots. Not all of these roles will be present. Some of the non-numbered roles may be present. Or any other standard roles that I deem necessary or fun. Maybe scum will even get safe claims for this game. I never worked with those before so I have to think about it. But in any case I don't want a mass claim to be able to break the game. So there will be a random element in what roles are present.
So, assume that this role list is extended by all roles that are deemed 'normal' on Mafiascum.