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Town of Salem Custom Role Info, Suggestion, and Feedback Thread


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This thread is for custom made roles that might appear in future games of Town of Salem. Currently these roles will NOT be seen in game, and any future game that might include them will be noted upfront. If you have suggestions for a new role or feedback on any of the roles listed here, please post here! Balance is an imperfect science, so these roles may change and develop over time.

 

Note: The Town Leader roles will only appear in the Town Leader slot (which also includes Jailor and Mayor).

 

Town Roles

The Post Office

During the day phase, a player may send one message to another player in the game. This message is sent over night and received at the start of the next day phase. If a player has a First Class Stamp, their message will instead be received at the start of the night phase. Post Office workers (Postmasters, Couriers, and Carriers) will see where all non-First Class letters are sent during the night phase. Blackmailers will be able to read all unsecured, non-First Class messages at the start of the day phase.

 

Town Leader

Knight - Guard one person at night, forcing any visitors to them to visit you instead. You possess Invincible Defense, making you immune from all attacks. However, after being attacked once, you will lose this defense (if multiple people attack you in the same night, you will still negate all of the attacks). The Town will be alerted when the Knight's defense is broken.

 

Spoiler

Attack: None

Defense: Invincible (One Night of Attacks)

Sheriff: Innocent

Invest: Bodyguard, Godfather, Arsonist, Crusader, Knight, Madman, Bouncer, or Machine

Consig: Your target is tough as nails. They must be a Knight.

Unique Role

 

King - Anoint someone at night to be your Baron for the next day. Whoever is selected as Baron will have their vote count as three votes for that day. The Town will be notified that "The King has named xxxxxx as their Baron for the day!" at the start of the day phase. If your selected Baron dies the night you anoint them, your action will fail. You may not anoint yourself as Baron.

 

Spoiler

Attack: None

Defense: None

Sheriff: Innocent

Invest: Investigator, Consigliere, Mayor, Tracker, Plaguebearer, Parasite, or King

Consig: Your target is royalty. They must be a King.

Unique Role

 

Town Protective

Naturopath - Use natural medicines to heal your target, granting them Basic Defense for the night. In addition, your herbal recipe removes lingering effects from your target such as Poison, Dousing, Hexing, and Plague (though if the Naturopath is plagued themselves, it will respread immediately), as well as any deceptive effects. The appliers of these effects will know when they are removed. You may only heal yourself once.

 

Spoiler

Attack: None

Defense: None (grants Basic to target)

Sheriff: Innocent

Invest: Doctor, Disguiser, Serial Killer, Potion Master, Naturopath, or Priest

Consig: Your target dabbles in herbal medicine. They must be a Naturopath.

 

Priest - Bless a target at night, granting them Basic Defense. You may not Bless yourself. Three times during the game, you may instead perform a Miracle, granting your target and everyone who visits them (except for yourself) Powerful Defense for the night. The Priest may perform the miracle at home, granting themselves and all their visitors Powerful Defense.

 

Spoiler

Attack: None

Defense: None (grants Basic or Powerful to target and their visitors)

Sheriff: Innocent

Invest: Doctor, Disguiser, Serial Killer, Potion Master, Naturopath, or Priest

Consig: Your target performs miracles. They must be a Priest.

 

Bouncer - Stand outside of your target's house at night, turning away all visitors. All non-astral actions will fail against your target that night. You are immune to roleblocks and being controlled.

 

Spoiler

Attack: None

Defense: None 

Sheriff: Innocent

Invest: Bodyguard, Godfather, Arsonist, Crusader, Knight, Madman, Bouncer, or Machine

Consig: Your target turns people away. They must be a Bouncer.

Roleblock Immune

Control Immune

 

Mystic - Give someone a Charm at night, granting them Powerful Defense. You have two Charms. The Charm persists until the holder is attacked. If the holder visits someone, they will give them the Charm. If someone who doesn't attack visits someone holding a Charm, they will receive the Charm. Someone may only hold one Charm at a time. The Charm will only change hands once per night, with priority being stopping an attack, giving to someone they visit, then going to someone who visits them. 

 

Spoiler

Attack: None

Defense: None (grants Powerful with Charm)

Sheriff: Innocent

Invest: Postman, Courier, Carrier, Fisherman, Soultaker, Mutator, Gambler, or Mystic

Consig: Your target utilizes magic charms. They must be a Mystic.

 

Town Support

Fisherman - At night you fish for a random item, giving you the ability of another role for one night. Choose whether you want to fish for an Investigative item, a Motion-Detecting item, a Defensive Support item, or an Offensive Support. Each item may only be received once, you cannot fish for the same type of item on consecutive fishing excursions, and you can't use an item on the same night you go fishing. You can receive the following items:

Investigative: Magnifying Glass (Investigator), Crystal Ball (Psychic), Badge (Sheriff),

Motion-Detecting: Binoculars (Lookout), Wire (Spy, bug only), Camouflage (Tracker)

Defensive Support: Bulletproof Vest (Survivor), Healing Potion (Potion Master), Moped (Transporter)

Offensive Support: Rose (Escort), Gun (Vigilante), Trap (Trapper)

 

Spoiler

Attack: None (Basic when using Gun, Powerful when Trap is triggered by an attacking role)

Defense: None (Basic when using Vest, Powerful when using Healing Potion on another)

Sheriff: Innocent

Invest: Postman, Courier, Carrier, Fisherman, Soultaker, Mutator, Gambler, or Mystic

Consig: Your target scours the waters for trash. They must be a Fisherman.

 

Inquisitor - Pick a suspicious target at night. If they receive any votes for lynch the following day, you will automatically add an additional vote to their tally (even if you are not the one to vote for them). This will appear as "The Inquisitor" in vote tallies. If your target is a revealed Mayor, the vote will be cancelled.

 

Spoiler

Attack: None

Defense: None

Sheriff: Innocent

Invest: Sheriff, Executioner, Werewolf, Poisoner, Interrogator, Inquisitor, Loan-Shark, or Horticulturist

Consig: Your target tries to uphold justice. They must be an Inquisitor.

 

Shaman - Place a ward at your target's house at night. Only one ward may be active at a time. The ward remains in place until your target dies unless you choose to place your ward at another location on a following night. If a member of Town dies while a ward is at their house, their soul is preserved, allowing them to continue to make one vote for lynch during the day phase each following day. This vote may not be changed once cast for the day. If the preserved soul does not vote, the Shaman will force it to vote the same way they do. Multiple souls may be preserved by the Shaman. When the Shaman dies, all preserved souls are lost. The Shaman's own soul continues to linger, allowing them to still place one unchangeable vote each day.

 

Spoiler

Attack: None

Defense: None

Sheriff: Innocent

Invest: Medium, Janitor, Retributionist, Necromancer, Trapper, Shaman, Sandman, or Phantom

Consig: Your target preserves lost souls. They must be a Shaman.

 

Gambler - Each night you will be assigned the powers from another Town role, chosen at random. You will not receive any Town Leader roles. You are effectively that role until the start of the next night or until you die (though you will still appear as Gambler to others). If the role you are assigned has any lingering effects for a following night, they will not occur unless you are assigned that role again.

 

Spoiler

Attack: None (Varies on role given)

Defense: None (Varies on role given)

Sheriff: Innocent

Invest: Postman, Courier, Carrier, Fisherman, Soultaker, Mutator, Gambler, or Mystic

Consig: Your target likes to role the dice. They must be a Gambler.

 

Motivator - During the Day phase, select a target to Motivate at night. That night, your target may perform their night ability twice. Attacking abilities are unaffected by this motivation. Each player may only be motivated once per game.

 

Spoiler

Attack: None

Defense: None 

Sheriff: Innocent

Invest: Lookout, Forger, Juggernaut, Witch/Coven Leader, Motivator, Spectre, or Watcher

Consig: Your target likes to encourage others. They must be a Motivator.

 

Postmaster - See where all non-First Class letters are heading at night. Any letter you write may instead be written during the night phase and sent First Class to be received the next day. As a night action you may either give another player a First Class Stamp, or you may securely deliver any letter that was sent. You will personally deliver the letter, blocking any attempts from any other player to sabotage it.

 

Spoiler

Attack: None

Defense: None

Sheriff: Innocent

Invest: Postman, Courier, Carrier, Fisherman, Soultaker, Mutator, Gambler, or Mystic

Consig: Your target is a well respected postal worker. They must be a Postmaster.

 

Town Investigative

Seer - Use your telepathic powers to see if two people are from the same faction (Town, Mafia, Coven, or Neutral). Your visits are Astral. You cannot select yourself. Godfather and any Coven possessing the Necronomicron will be considered Town, anyone Framed will be considered Mafia, anyone Hexed will be considered Coven, and anyone Doused will be considered Neutral. The Guardian Angel will be aligned with their target while other Neutral Benigns will match everyone's alignment. Neutral Evils will match all Non-Town factions. Disguised players will appear as whatever they are disguised as.

 

Spoiler

Attack: None

Defense: None

Sheriff: Innocent

Invest: Survivor, Vampire Hunter, Amnesiac, Medusa, Psychic, Seer, Intern, or Golem

Consig: Your target is a matchmaker of sorts. They must be a Seer.

Astral Visits

 

Interrogator Check one person at night to see if they are a specific role. Evil roles with Detection Immunity will give a positive result for the first non-unique Town role they are checked as (but can also be correctly identified as their evil role too). Framed targets will give a positive result for any Evil role, Doused targets will give a positive result for Arsonist, and Hexed targets will give a positive result for Hex Master (all three of these will give a negative result for the target's real role if it is not one of those).

 

Spoiler

Attack: None

Defense: None

Sheriff: Innocent

Invest: Sheriff, Executioner, Werewolf, Poisoner, Interrogator, Inquisitor, Loan-Shark, or Horticulturist

Consig: Your target seeks out the truth. They must be an Interrogator.

 

Detective Check one person at night to see if they have killed this game. The kill must have occurred prior to the current night (so you won't find anyone night 1). You won't find anyone who is setting up a kill (i.e. an Arsonist who has only doused, Hex Master who has only hexed, Poisoner who has poisoned but the person hasn't died yet), only people who have finished a kill (i.e. if there are multiple Arsonists, you only see the one who ignites). Necromancer will never be seen as a killer since their ghouls are the ones who do the killing, however other Astral kills will still count (Hex Master with Necronomicon, any Mafia that is being Smuggled, etc.)

 

Spoiler

Attack: None

Defense: None

Sheriff: Innocent

Invest: TBD

Consig: Your target wishes to solve a murder. They must be a Detective.

 

 

Town Killing

 

Bookie At night, place a bet on who will be lynched the next day. You may bet that no one gets lynched. If you are correct, you gain a bullet used to perform a Basic Attack on anyone on a later night.

 

Spoiler

Attack: Basic

Defense: None

Sheriff: Innocent

Invest: Vigilante, Veteran, Mafioso, Pirate, Ambusher, Bookie, Vindicator, or Bounty Hunter

Consig: Your target loves to gamble on the most dangerous game. They must be a Bookie.

 

Vindicator You wish to uphold justice at any cost. When a Townie is lynched, you gain a bullet used to perform a basic attack on a later night. If 5 Townies appear in the graveyard, you gain an extra bullet.

 

Spoiler

Attack: Basic

Defense: None

Sheriff: Innocent

Invest: Vigilante, Veteran, Mafioso, Pirate, Ambusher, Bookie, Vindicator, or Bounty Hunter

Consig: Your target seeks to right a wrong. They must be a Vindicator

 

 

Mafia Roles

Tactical Mafia Killing Rules

Mafioso no longer exists as a stand-alone role. Instead, the Godfather may select one other member of the Mafia to become Mafioso for the night, forgoing their normal ability to perform a basic attack at the target the Godfather selects. The Godfather may also choose to perform the kill themselves in lieu of choosing a Mafioso. If a Mafioso is chosen and is roleblocked, the Godfather will perform the kill themselves. If there is no Godfather, any member of the Mafia may volunteer to become Mafioso for the night (if multiple volunteer, the one who volunteers first will be chosen).

 

Mafia Support

Smuggler - Sneak your target to their location at night, turning their visit into an Astral visit. 3 uses.

 

Spoiler

Attack: None

Defense: None

Sheriff: Suspicious

Invest: Spy, Blackmailer, Jailor, Guardian Angel, Assassin, Prowler, or Smuggler

Consig: Your target knows their way around the back alleys. They must be a Smuggler.

 

Sandman - Lull your target to sleep at night, preventing them from receiving any messages they would normally receive at the end of the night phase. Their action will still go through as normal, and they will be notified that they "slept through the night". The "You have died!" message will not be blocked, and any items received will still be known.

 

Spoiler

Attack: None

Defense: None

Sheriff: Suspicious

Invest: Medium, Janitor, Retributionist, Necromancer, Trapper, Shaman, Sandman, or Phantom

Consig: Your target puts people to sleep. They must be a Sandman.

 

Watcher - Watch all movement around your target. You will see everyone who visits your target and you will know who your target visited.

 

Spoiler

Attack: None

Defense: None

Sheriff: Suspicious

Invest: Lookout, Forger, Juggernaut, Witch/Coven Leader, Motivator, Spectre, or Watcher

Consig: Your target watches from the shadows. They must be a Watcher.

 

Mafia Deception

Loan-Shark - Bribe a target at night. If they are an investigative role, they will receive incorrect results. Sheriff, Seer, and Interrogator will receive the opposite results than they normally would, Tracker would see their target visit the Tracker, Lookout would see no one visit their target, Psychic will see all good in an evil vision or all evil in a good vision (if possible), Spy would see all Mafia visits go to their kill target, and Investigator (or any other role that sees an exact role) will receive Framer results.

 

Spoiler

Attack: None

Defense: None

Sheriff: Suspicious

Invest: Sheriff, Executioner, Werewolf, Poisoner, Interrogator, Inquisitor, Loan-Shark, or Horticulturist

Consig: Your target bribes people to lie. They must be a Loan-Shark.

 

Courier - See where all non-First Class letters are heading at night. Any letter you write may instead be written during the night phase and sent First Class to be received the next day. As a night action you may either give another player a First Class Stamp, or you may alter another letter, changing the intended message to one written by yourself. Neither the sender nor the receiver will be notified of the change, and you will personally deliver the letter to the recipient. This alteration fails if the Postmaster decides to securely deliver the letter. The original message will be lost.

 

Spoiler

Attack: None

Defense: None

Sheriff: Suspicious

Invest: Postman, Courier, Carrier, Fisherman, Soultaker, Mutator, Gambler, or Mystic

Consig: Your target is a disgruntled postal worker. They must be a Courier.

 

 

Mafia Killing

Poppet - At night, choose a player to tether your soul to. If another member of the Mafia is lynched and that player voted for them, the Poppet will deal a Basic Attack to them that night. If the Poppet is lynched, that player will have their soul ripped from their body, immediately also getting lynched.

 

Spoiler

Attack: Basic

Defense: None

Sheriff: Suspicious

Invest: Framer, Vampire, Jester, Hex Master, Turncoat, Poppet, or Televangelist

Consig: Your target is a crazed puppet master. They must be the Poppet.

Unique Role

 

Prowler - Stalk a target at night. If no one else visits the target, deal a basic attack to them. If there are any other visitors, you will not attack.

 

Spoiler

Attack: Basic

Defense: None

Sheriff: Suspicious

Invest: Spy, Blackmailer, Jailor, Guardian Angel, Assassin, Prowler, or Smuggler

Consig: Your waits for you to be alone. They must be the Prowler.

Unique Role

 

Neutral Roles

Neutral Benign

Intern - Study a role category at night (Town Protective/Investigative/Supportive/Killing, Mafia Deceptive/Supportive/Killing, Neutral Benign/Evil/Chaos/Killing, or Coven). If someone of that category dies that night or is lynched the following day, you become that role. This is NOT announced to Town, and you will become the role even if it is cleaned, stoned, or forged. Each night, you may select an additional category should you choose (i.e. night 1 you pick one, night 2 you can pick two, etc.). Priority will be given to your first choice. You may choose to stop studying during the day phase if you do not wish to become the lynched role.

 

Spoiler

Attack: None

Defense: None

Sheriff: Innocent

Invest: Survivor, Vampire Hunter, Amnesiac, Medusa, Psychic, Seer, Intern, or Golem

Consig: Your target is learning on the job. They must be an Intern.

Goal: Become another role and win with their win condition.

 

Neutral Evil

Turncoat - A former member of the Town who now wants to see their demise. They do NOT have Detection Immunity. Knows the identity of the Mafia or Coven and is secretly working for them, but they don't know it! They do not have access to Mafia or Coven chat, and they cannot whisper them or send them letters via the post office. The have a one time basic defense against an attack from the faction they are secretly working for, sending the message "you hesitated to attack a potential ally". The Turncoat wins if they are alive at the end of the game and all Town are dead.

 

Spoiler

Attack: None

Defense: None (One time Basic Defense against Mafia or Coven, depending on who you are working for)

Sheriff: Suspicious

Invest: Framer, Vampire, Jester, Hex Master, Turncoat, Poppet, or Televangelist

Consig: Your target is supportive of your cause. They must be a Turncoat.

Goal: Survive to see Town lose.

 

Neutral Killing

Mutator - Gain the powers of the person you kill. You start with Basic Attack and Defense, but you gain mutators that enhance your abilities as you kill others. Town Killing, Mafia Killing, Coven, Neutral Killing, and Neutral Chaos roles give you an attack mutator; Town Protective, Town Support, Neutral Benign, and Neutral Evil give you a support mutator. Each mutator will increase your power as follows: Attack (Basic, Powerful, Rampage, Unstoppable, Astral Visits) & Support (Basic Defense, Detection Immunity, Roleblock Immunity, Control Immunity, Powerful Defense, Invincible Defense). Instead of power mutators, some roles will give you their night ability as an enhancement to your nightly attack. These include Town Investigative, Escort, Mafia Deceptive, Mafia Support, Witch, Coven Leader, and Medusa. The Mutator wins when all other factions are eliminated.

 

Spoiler

Attack: Basic (increases over time)

Defense: Basic (increases over time)

Sheriff: Suspicious (initially)

Invest: Postman, Courier, Carrier, Fisherman, Soultaker, Mutator, Gambler, or Mystic

Consig: Your target is constantly evolving. They must be the Mutator.

Unique Role

Goal: Eliminate all other factions.

 

Madman - A crazy person who only wants to see death. It doesn't matter who's on what side, they just want to see blood. You have no defense but start with Detection Immunity. Each night you choose someone to incite into a maddening bloodlust. This person will have rage consume them, roleblocking their normal action to instead perform a Basic Attack on whoever they targeted that night. If the person normally has a stronger than basic attack, they will use that instead. On or after the 4th night of the game, the Madman can use their night action on themselves to go Insane. When they go Insane, everyone who was previously incited will have a mental breakdown, roleblocking them for the night. Once Insane, the Madman loses Detection Immunity but can now choose to directly attack their target with a Powerful Attack. They can only go Insane once. The Madman wins when all other factions are eliminated.

 

Spoiler

Attack: None (Powerful after Breakdown; forces target to have Basic)

Defense: None

Sheriff: Innocent (Suspicious after Breakdown)

Invest: Bodyguard, Godfather, Arsonist, Crusader, Knight, Madman, Bouncer, or Machine

Consig: Your target is out for blood. They must be a Madman.

Goal: Eliminate all other factions.

 

Parasite - A leech that wants to torment those he latches on to. Choose one target at night. You will deal a Powerful Attack to the first person that they visit that night. You will not attack yourself. You will be seen visiting your chosen target, but your attack upon their target is considered Astral. You will also swap Investigative results with the person until you target another player. Starting night 4, the Parasite becomes restless. If their target does not visit anyone, they will be attacked instead.

 

Spoiler

Attack: Powerful

Defense: Basic

Sheriff: Suspicious

Invest: Investigator, Consigliere, Mayor, Tracker, Plaguebearer, Parasite, or King

Consig: Your target latches onto others to kill their prey. They must be a Parasite!

Goal: Eliminate all other factions.

 

Golem - You are a dormant entity whose power grows over time. You start with Basic attack and defense, but you cannot visit at night. Each time someone visits you, your power grows. 1 visit allows you to attack on Full Moon nights. 2 visits allows you to attack every night. 3 visits increases your attack to Powerful. 4 visits let's you Rampage. 5 visits increases your attack to Unstoppable. If you are not visited on a Full Moon night, your power will grow as if one person visited you. When fully powered, the Town will receive the message "A stone bastion has emerged from the shadows, prepared to consume the town!" If you are role blocked while having Rampage ability, you will Rampage at home. If you are controlled on a night that you may not attack, you will stay home and not attack.

 

Spoiler

Attack: Basic (increases over time)

Defense: Basic

Sheriff: Innocent

Invest: Survivor, Vampire Hunter, Amnesiac, Medusa, Psychic, Seer, Intern, or Golem

Consig: Your target is a stone bastion. They must be the Golem.

Unique Role

Goal: Eliminate all other factions.

 

Horticulturist - A master of the garden who is tired of having their flowers trampled upon each night. At night grow poison ivy outside someone's house. Any one who visits someone with ivy will be poisoned if they don't have Defense and will die the following night if they are not healed. The ivy will last through the following night. On Full Moon nights you may fertilize the ivy from the previous night, causing it to constrict and strangle the person inside, dealing a Powerful attack.

 

Spoiler

Attack: Basic (Poison), Powerful (Strangle)

Defense: Basic

Sheriff: Innocent

Invest: Sheriff, Executioner, Werewolf, Poisoner, Interrogator, Inquisitor, Loan-Shark, or Horticulturist

Consig: Your target is a world renowned gardener. They must be a Horticulturist!

Goal: Eliminate all other factions.

 

Machine - You are man made creation of metal, the only objective you have been sent out to do is to contain, protect, and exterminate. As a machine you have an extremely solid surface, providing Basic Defense. Your attack starts off as Basic, but through the feature of "Upgrading" you have the opportunity to build into great attacks with different effects. At night you may choose to attack or upgrade. Upgrade will grant you a random bonus that may be used when attacking later in the game. These effects include Roleblocking, Cleaning, Dousing, Hexing, Framing, Sleeping, Blackmailing, Hypnotizing, and Forging. You do not have to use your bonus when attacking, and if you unlock multiples, you may only opt to use one. If you upgrade twice, you're attacks become Powerful. If you upgrade three times, your attacks also Rampage. If you upgrade four times, your attacks become Unstoppable. If you upgrade five times, your attacks become Astral.

 

Spoiler

Attack: Basic (increases with upgrades)

Defense: Basic

Sheriff: Innocent

Invest: Bodyguard, Godfather, Arsonist, Crusader, Knight, Madman, Bouncer, or Machine

Consig: Your target is made of metal. They must be the Machine.

Unique Role

Goal: Eliminate all other factions.

 

 

Neutral Chaos

Assassin - During the day phase choose one player to be your "Master" for the night. A different player must be chosen each night. The "Master" will not know your identity but must choose a target for the Assassin to attack that night. If they do not choose, the Assassin kills the "Master". If the "Master" chooses the Assassin, the Assassin will kill themselves. After a successful assassination, you must wait a day before choosing your next "Master". The Assassin wins after 3 successful kills, after which no more "Masters" can be chosen. The Assassin has a Powerful Attack, and Basic defense. If the Assassin attacks but fails to kill their target, the target will learn the Assassin's name. If your identity is revealed to anyone (either through a failed attack, being discovered by an Investigative role, or admitting your identity publicly), you will no longer be able to choose your "Masters" and one will be randomly assigned.

 

Spoiler

Attack: Powerful

Defense: Basic

Sheriff: Innocent

Invest: Spy, Blackmailer, Jailor, Guardian Angel, Assassin, Prowler, or Smuggler

Consig: Your target is a specialized killer. They must be an Assassin.

Unique Role

Goal: Assassinate 3 targets.

 

Anarchist Choose two people to transport at night, excluding yourself. You are not able to transport the same person twice in a row. You cannot transport anyone in jail, be role-blocked by an Escort or a Consort, or controlled by a Witch. Transporting a target swaps all visitors to them; visitors will instead visit the other swapped target. Your goal is to get three people killed via your transports.

 

Spoiler

Attack: None

Defense: None

Sheriff: Innocent

Invest: Escort, Transporter, Consort, Hypnotist, Anarchist, Diverter, or Shifter

Consig: Your target likes to sow chaos. They must be an Anarchist.

Unique Role

Roleblock Immune

Control Immune

Goal: Transport 3 people to their deaths.

 

Spectre - On night 1, choose a target to possess. While possessing a target, your body will have Invincible Defense, and you may take control of your host, choosing where their action is sent (they will receive a message that they were Witched). You may only control 3 times per game. You may spend your night action to leave your host, allowing you to choose a new host the following night. If your host is killed, you will be ejected back to your own body and stunned the following night. You are immune to control and roleblocks (including Pirate and Jailor). Your goal is for the game to end while you are in possessing another player. 

 

Spoiler

Attack: None

Defense: None (Invincible while possessing)

Sheriff: Innocent

Invest: Lookout, Forger, Juggernaut, Witch/Coven Leader, Motivator, Spectre, or Watcher

Consig: Your target possesses others. They must be a Spectre.

Unique Role

Roleblock Immune

Control Immune

Goal: Have someone possessed when the game ends.

 

Televangelist - You are a evangelical preacher dead set on spreading the grand word of your religion around town. At night you visit someone to convert them into a Salemist. Converted people will know they have become a Salemist, but will not know who the other Salemists or the Televangelist is. Salemists retain their original abilities but appear under the Televangelist's invest results. The goal is to convert all living players into Salemists. If the Televangelist dies, all Salemists return to normal. The Televangelist only vists on odd numbered nights at the start of the game, then can visit every night after night 5.

 

Spoiler

Attack: None

Defense: None

Sheriff: Suspicious

Invest: Framer, Vampire, Jester, Hex Master, Turncoat, Poppet, or Televangelist

Consig: Your target is a Salemist. They must be a Televangelist

Unique Role

Goal: Turn all living players into Salemists.

 

Bounty Hunter - You are eager to claim the bounties for three players within the game. The players will know they are targets, however you will NOT know who they are. Your targets cannot be any Town Leader role (Jailor, Mayor, Knight, King), the Godfather, the Coven Leader, or any Neutral role. You have a one time Basic defense against attacks. At night you may either check another player to see if they are one of your bounties, or you may perform a basic attack on someone you think is your bounty. You may only attack three times per game. You will be notified when one of your bounties die in any manner, and you win if you are alive while all three of your bounties are dead. If you use all three of your attacks and one of your bounties is still alive, you will die as a failure and lose. If you are controlled, you will be forced into checking for bounties.

 

Spoiler

Attack: Basic

Defense: Basic (One Time)

Sheriff: Innocent

Invest: Vigilante, Veteran, Mafioso, Pirate, Ambusher, Bookie, Vindicator, or Bounty Hunter

Consig: Your target is hunting for bounties. They must be a Bounty Hunter

Unique Role

Goal: Live to see your 3 bounties die.

 

Shifter - At night you may switch roles with another player. You will become their role and they will become the Shifter. They will not know who shifted with them but they will know they were shifted. If you attempt to switch roles with a member of the Mafia, Coven, or Vampire, you will die. The Shifter cannot win on its own, they must assume another's role and win with that role instead. If someone is switched into the Shifter on the last night of the game and they do not have a chance to shift into a new role, the living is enough to win (this does not apply if the role is acquired via remembering as an Amnesiac or studying as an Intern). The Shifter has basic defense.

 

Spoiler

Attack: None

Defense: Basic

Sheriff: Innocent

Invest: Escort, Transporter, Consort, Hypnotist, Anarchist, Diverter, or Shifter

Consig: Your target is constantly changing. They must be the Shifter.

Unique Role

Goal: Shift into another role and win as that role.

 

Phantom - This role does not appear at the start of the game but can be acquired via the Phantom Modifier (if modifiers are not used, then it may randomly be assigned to a member of Town). The Phantom will not know they are the Phantom until they are dead. Once they are dead, they can spend their night action to haunt a living player. The Phantom wins when all living players are haunted (and the game has not yet ended via other means). Once someone is haunted, everyone is alerted that the Phantom exists. At that point, living players can both target dead players and vote to lynch dead players until the Phantom is killed. The Jailor and Pirate may NOT target dead people with their day actions.

 

Spoiler

Attack: None

Defense: None

Sheriff: Suspicious

Invest: Medium, Janitor, Retributionist, Necromancer, Trapper, Shaman, Sandman, or Phantom

Consig: Your target is secretly undead. They must be a Phantom.

Unique Role

Roleblock Immune

Control Immune

Jailor/Pirate Immune

Goal: Haunt all living players before the game ends in another manner.

 

Coven Roles

Coven Evil

Soultaker - The Soultaker steals the souls of those around him. At night choose one target whose soul you want to take. They will become Tainted the next day and night phase, appearing as the Soultaker when investigated. The Soultaker will learn the role of the Tainted person, appear as them the next day, and be able to use their night ability that night. When holding the Necronomicon, the Soultaker's gains Detection Immunity and deals a Basic Attack when taking another's soul.

 

Spoiler

Attack: None (Basic with Necronomicon)

Defense: None

Sheriff: Suspicious (Innocent with Necronomicon)

Invest: Postman, Courier, Carrier, Fisherman, Soultaker, Mutator, Gambler, or Mystic

Consig: Your target steals the souls of others. They must be a Soultaker.

Unique Role

 

Diverter Choose two non-Coven targets. Anyone who attempts to visit the first target will instead visit the second target. You are only seen visiting the first target (i.e. by Tracker or Spy). You are immune to roleblocks and being controlled. With the Necronomicon, your visits are Astral and you can deal a basic attack by selecting just one target.

 

Spoiler

Attack: None (Basic with Necronomicon)

Defense: None

Sheriff: Suspicious (Innocent with Necronomicon)

Invest: Escort, Transporter, Consort, Hypnotist, Anarchist, Diverter, or Shifter

Consig: Your target likes to sow chaos. They must be a Diverter.

Unique Role

Roleblock Immune

Control Immune

 

Carrier - See where all non-First Class letters are heading at night. Any letter you write may instead be written during the night phase and sent First Class to be received the next day. As a night action you may either give another player a First Class Stamp, or you may switch two letters, sending them to the wrong destinations. You will personally deliver both these letters, but the action will fail if one is secured by the Postmaster. With the Necronomicon, you may instead use your night action to write an anonymous letter that poisons the receiver. This poison counts as a basic attack upon infliction but is not curable by any means. Since this poison is sent through the mail, it is effectively considered astral.

 

Spoiler

Attack: None (Basic with Necronomicon)

Defense: None

Sheriff: Suspicious (Innocent with Necronomicon)

Invest: Postman, Courier, Carrier, Fisherman, Soultaker, Mutator, Gambler, or Mystic

Consig: Your target is a chaotic postal worker. They must be a Carrier.

 

 

Investigative Results

  • Vigilante, Veteran, Mafioso, Pirate, Ambusher, Bookie, Vindicator, or Bounty Hunter
  • Medium, Janitor, Retributionist, Necromancer, Trapper, Shaman, Sandman, or Phantom
  • Survivor, Vampire Hunter, Amnesiac, Medusa, Psychic, Seer, Intern, or Golem
  • Spy, Blackmailer, Jailor, Guardian Angel, Assassin, Prowler, or Smuggler
  • Sheriff, Executioner, Werewolf, Poisoner, Interrogator, Inquisitor, Loan-Shark, or Horticulturist
  • Framer, Vampire, Jester, Hex Master, Turncoat, Poppet, or Televangelist
  • Lookout, Forger, Juggernaut, Witch/Coven Leader, Motivator, Spectre, or Watcher
  • Escort, Transporter, Consort, Hypnotist, Anarchist, Diverter, or Shifter
  • Doctor, Disguiser, Serial Killer, Potion Master, Naturopath, or Priest
  • Investigator, Consigliere, Mayor, Tracker, Plaguebearer, Parasite, or King
  • Bodyguard, Godfather, Arsonist, Crusader, Knight, Madman, Bouncer, or Machine
  • Postman, Courier, Carrier, Fisherman, Soultaker, Mutator, Gambler, or Mystic

 

Note: A disguised player will show as the person they disguised as. If someone is Framed or Hexed, they will appear under the Framer or Hex Master's results. If someone is Doused, they will appear under the Arsonist's results. The Parasite and their target (when not killing directly) will have their results swapped.

 

Modifiers

 

Modifiers are small bonuses that may be randomly added to your role. Most modifiers are possible for any role (though exceptions apply). Modifiers may be beneficial or a hinderance. Each modifier may only appear once per game (aside from Lovers which will apply to two people), but they are not guaranteed to appear, and not everyone will receive one.

 

Security System: See everyone who visits you at night. Available to any role.
Armored: You possess a one-time Basic Defense. Available to any role that does not have innate defense.
Diseased: If you are killed, the killer is roleblocked the next night. Available to any role.
Drunk: 50% chance of targeting someone else. Available to any role.
Vibrant: Everyone who visits the same target as you sees you are there. Available to any role.
Turbo: Can perform a double action once per game. Available to any role that does not have an attack.
Spooky: Can perform an Astral visit once per game. Available to any role.

Lovers: Can speak privately with each other. They share win conditions, and if one dies the other dies as well. Available to any role.

Telegram: Can secretly send a message as a day action once per game. The message is received at the beginning of the night phase. This message is not seen by any Post Office roles. Available to any role.

Reversal: Once per game, you may select a target. If they target someone else that night, they will instead target themselves with their action. You will know if your reversal fails (either by them not targeting anyone or targeting themselves already). Available to any role.

Mirror: Once per game, cause everyone who visits you at night to visit themselves instead. Available to any role.

Commuter: Once per game, you may commute at night. You will not be home that night, causing actions targeted at you to give a blank result (though any rampaging role will still rampage, and roles that interact with other visitors such as Lookout and Crusader will still perform their actions). Available to any role.

Greasy: You appear as an Arsonist to others, and everyone you visit will become greased, appearing as doused to others. Grease may be removed by effects that would normally remove dousing. Greased targets will not be ignited unless they are also doused. Available to any role except Arsonist.

Haunted: Once per game, after you have died, predict who will die that night. If you are correct, you will possess their body and rejoin the game. Available to any Town role.

Phantom: Upon death, your role changes to the Phantom. Available to any Town role.

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Bring back the OG roles! Assassin, Turncoat, Seer, Fisherman, Knight.

 

Lawyer, Judge, and Mutator also seem like interesting ideas. Just fyi that the Forger or Framer (I forget which) is actually a corrupt lawyer that works for the maf. So probably changing the name from Lawyer to something else would be better.

 

Judge sounds like a cool idea but also a bit iffy. If only town can put a name down, couldn't this be used to figure out the good guys and bad guys? It also seems like a second lynch, kinda weird to have as a TK. Maybe buff the Judge a bit and have either that or Jailor as a confirmed role?

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Roles in Need of Improvement/Scrapped

 

Town Roles

Town Protective


Town Support

 

Town Investigative

 

Town Killing

Judge - During the day phase, you may secretly select one player to be judged. That night all other Town members (excluding the one being judged if it is a Town) will be asked to submit one name for judging. If all submissions match the judged name, the Judge will execute a powerful attack on that player. A Town member can abstain from submitting a name, but if half or more of the voters abstain, the judgment will fail. Each person can only be judged once, and only 3 judgments may be held.

 

Spoiler

Attack: Powerful

Defense: None

Sheriff: Innocent

Invest: Sheriff, Executioner, Werewolf, Poisoner, or Judge

Consig: Your target fights to uphold the law. They must be the Judge.

Unique Role

 

Mafia Roles

Mafia Support

 

 Recruiter - Once per game, you may attempt to convert a member of Town to the Mafia. You are revealed to anyone who also visits your target. If you target has any attack value, they will attack you on the spot. A Sheriff, Spy, and Psychic will see through your words and refuse your offer. Neutral and Coven roles will ignore your offer as well. Town Investigative roles will become Consigliere, Escort will become Consort, and any other converted Town will become Mafia-aligned Turncoats.

 

Spoiler

Attack: None

Defense: None

Sheriff: Suspicious

Invest: Fisherman, Recruiter, Soultaker, Mutator, Gambler, Sandman, or Loan-Shark

Consig: Your target carries tons of pro-Mafia pamphlets. They must be the Recruiter.

Unique Role

 

Mafia Deception

 

Barrister - Choose a target to advocate each night. On that night, your target will show up as Innocent to the Sheriff, and to an Investigator as a role of the Barrister's choice if their target is Mafia or Witch and as Sheriff, Executioner, Werewolf, Poisoner, or Barrister if their target is not Mafia or Witch.

 

Spoiler

Attack: None

Defense: None

Sheriff: Suspicious

Invest: Sheriff, Executioner, Werewolf, Poisoner, or Barrister

Consig: Your target is a well known defense lawyer. They must be a Barrister.

 

 

Mafia Killing

 

Neutral Roles

Neutral Benign

Mimic - During the day phase, the Mimic can ONLY say the same thing another player has said during the day. That night the Mimic can copy the ability of anyone they mimed that day, though they will not know what the action was. A player can only be mimed once at night, though you may repeat their words in the day phase as much as you like. The Mimic wins by successfully miming 5 people and living to the end of the game.

 

Spoiler

Attack: None (Dependent on mimicked player)

Defense: None

Sheriff: Innocent

Invest: Fisherman, Sleepwalker, Mimic, Recruiter, Hive Mind, or Soultaker

Consig: Your target is a copy cat. They must be a Mimic.

 

Sleepwalker - You're a deep sleeper who is quite active at night. Each night you will randomly be assigned a new role in secret and be asked to submit an appropriate number of targets to perform this unknown action. Some roles will never be assigned. If targets are not selected, your dream becomes a Nightmare. If you experience two Nightmares throughout the game, you will commit suicide. The Sleepwalker wins by living to the end of the game.

 

Spoiler

Attack: None (Dependent on dreamed action)

Defense: None

Sheriff: Innocent

Invest: Fisherman, Sleepwalker, Mimic, Recruiter, Hive Mind, or Soultaker

Consig: Your target appears to be asleep. They must be a Sleepwalker.

 

Neutral Evil

Addict - Visit a different person each night, asking them to feed your addiction. You cannot visit the same person twice. If you visit the Jailor, Sheriff, or Judge, they will arrest you, effectively roleblocking you the following night. Any other member of Town will remember that you visited them. If you visit a member of the Mafia or the Coven, you will get one hit and gain basic defense until the end of the following night. Once you receive three hits, you will win the game, dying of an overdose. All members of Town who remember you will be roleblocked with despair the following night.

 

Spoiler

Attack: None

Defense: None (Basic after visiting Mafia/Coven)

Sheriff: Innocent

Invest: Escort, Transporter, Consort, Hypnotist, or Addict

Consig: Your target is losing to their inner demons. They must be an Addict.

Unique Role

 

Neutral Killing

 

Neutral Chaos

Hive Mind - Basic defense. Each night, select one person to infest into the Hive. That person knows they are part of the Hive. Each night, every person of the Hive receives all night messages from other members of the Hive (i.e. if a Hive member investigates a Pirate, everyone else in the Hive will get the message "The Hive's target could be a Vigilante, Veteran, Mafioso, Pirate, or Ambusher."). Members of the Hive will have their action fail if they target another member of the Hive or the Hive Mind. If the Hive Mind has at least 3 people in the Hive, instead of infesting a new target, they may command their Hive to all use their night actions on a single target. If all living people are infested by the Hive Mind, the Hive Mind drains them all of their energy, winning the game (all other Hive members lose). Pestilence cannot become part of the Hive (Plaguebearer CAN, but the tether will break if they become Pestilence). The Hive Mind has Detection Immunity initially, but loses it while at least 3 people are in the Hive.

 

Spoiler

Attack: None (Unstoppable if everyone is part of the Hive)

Defense: Basic

Sheriff: Innocent (Suspicious when 3+ people are part of the Hive)

Invest: Fisherman, Sleepwalker, Mimic, Recruiter, Hive Mind, or Soultaker

Consig: Your target taps into the minds of others. They must be the Hive Mind.

Unique Role

 

Psychopath - You hold a grudge against anyone that speaks ill of you. If you receive any votes during the day (even if it is retracted), you may deal a basic attack to one person who voted against you. On a successful kill, you will inherit the win condition of the person you killed (i.e., if you kill a Bodyguard, you win if Town wins). You can inherit multiple win conditions, and only one needs to be achieved to win the game.

 

Spoiler

Attack: Basic

Defense: None

Sheriff: Innocent

Invest: Survivor, Vampire Hunter, Amnesiac, Medusa, Psychic, or Psychopath

Consig: Your target holds a deep grudge. They must be a Psychopath.

Unique Role

Goal: Inherit a win condition and win with that condition.

 

 Cultist - Attempt to convert someone to your Cult at night. Converted players will join Cultist chat and have Cultist investigative results, but they will still retain their original role (including unique win conditions if they were certain neutrals). If you are visited by anyone (including another Cultist), you will be roleblocked. Your conversion will fail if your target is Mafia, Coven, has defense of any kind, or was visited by someone else that night. If you die, the Cult will still live on, but be unable to recruit new members.

 

Spoiler

Attack: None

Defense: None

Sheriff: Suspicious

Invest: Framer, Vampire, Jester, Hex Master, Turncoat, Poppet, or Cultist

Consig: Your target is insane. They must be a Cultist.

Goal: Eliminate all other factions.

 

Coven Roles

Coven Evil

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Added the Parasite as a Neutral Killing role (thanks to @KevinDurantsDoc for the suggestion). Altered a couple of Investigative results and changed Fisherman to give a Healing Potion instead of a First-Aid Kit (effectively similar but no longer allows for self-healing since otherwise the Bulletproof Vest would be strictly worse).

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Added a section for roles that are in need of improvement and are currently out of rotation. This list currently includes Judge, Mimic, Sleepwalker, Addict, and Hive Mind.

 

Knight is now unique.

 

Barrister can now decide what their target's Invest results will be.

 

Added a new mechanic to Parasite allowing it to attack directly from night 5 on so that it is not locked into an unwinnable situation.

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Some minor adjustments have been made to various roles due to changes made to existing roles. Barrister was removed from rotation as the new Framer changes cover its niche.

 

Anarchist was added as a Neutral Chaos role.

 

Interrogator was added as a Town Investigative role.

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Knight was moved to a Town Leader role and will not appear in Jailor games.

 

Psychopath was added as a Neutral Chaos role. -felt too janky after review so removed

 

Diverter was added as a Coven Evil role.

 

Inquisitor was added as a Town Support role.

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Gambler was added as a Town Support role (thanks to @Berocka's Town of London roles).

 

Sandman was added as a Mafia Support role (also from Town of London).

 

Bookie was added as a Town Killing role.

 

Motivator was added as a Town Support role.

 

Loan-Shark was added as a Mafia Deception role.

 

Investigative results for these have not yet been finalized and may be subject to change prior to the next game.

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I'm hoping to play next time, and if I've read correctly, there is no like 'jester' role. If possible could you add one? Their goal is to die or get voted off or however it works.

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4 minutes ago, Hank said:

I'm hoping to play next time, and if I've read correctly, there is no like 'jester' role. If possible could you add one? Their goal is to die or get voted off or however it works.

 

Jester is a standard role in the game; this list is for extra roles that are not normally in ToS.

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2 hours ago, omgitshim said:

 

Jester is a standard role in the game; this list is for extra roles that are not normally in ToS.

Great!

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King was added as a Town Leader role.

 

Spectre was added as a Neutral Chaos role.

 

Vindicator was added as a Town Killing role.

 

Cultist was added as a Neutral Chaos role.

 

Bouncer was added as a Town Protective role.

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New rules were added for the Post Office, allowing players to send a message to another player each day! Roles related to the Post Office were also added:

 

Postmaster was added as a Town Support role.

 

Courier was added as a Mafia Deception role.

 

Carrier was added as a Coven Evil role.

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Tuning adjustments:

 

Fisherman: Items broken down into more groups to allow more control over what to fish for.

Interrogator: Checking for a specific role no longer limited to once per game.

Sandman: Messages regarding the target's death and receiving of items (i.e. Stamps, Fisherman items) will no longer be blocked.

Mutator: Now powers up after each mutator instead of every two.

Parasite: Now has Powerful attacks (but won't attack themselves). Starting night 4, if their target doesn't visit, they will attack them directly instead.

Intern: The Intern may opt to continue their studies through the Day phase, allowing them to promote to the lynched target.

 

Added Golem as a Neutral Killing role.

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