Here are the current rules:
Here is the (current) list of possible roles:
- Townie
Visible Role: No Role
Race: Human
Goal: Survive
Rules: Normal citizen. No powers, just your wits and a desire to live
Victory: Town Wins
- Doppelganger
Visible Role: No Role
Race: Doppelganger
Goal: Kill
Flavor: Doppelgangers kill using their teeth and claws. They generally feast upon the flesh of their victims, and often leave nothing but a pool of blood as evidence
Rules: Body-snatching, man-eating monster. You want to feast on human flesh and avoid being caught
Victory: Doppelgangers Win
- Doppelganger leader
Visible Role: No Role
Race: Doppelganger
Visible Race: Human
Goal: Kill
Flavor: Doppelgangers kill using their teeth and claws. They generally feast upon the flesh of their victims, and often leave nothing but a pool of blood as evidence
Rules: More powerful and adept then the others, the leader is immune to detection by Agent or Detective short of death. The Telepath will still receive a 'kill' goal from the Dopp Leader, however.
Victory: Doppelgangers Win
- Advanced Doppelganger
Visible Role: No Role
Race: Doppelganger
Goal: Kill
Flavor: Doppelgangers kill using their teeth and claws. They generally feast upon the flesh of their victims, and often leave nothing but a pool of blood as evidence
Rules: An experimental advanced version of the doppelganger. Once per game the advanced doppelganger can Consume and Replace the target for that night. In game terms, the player who was the doppelganger is now out of the game (although he still wins with the dopps), and the player targeted by the advanced dopp becomes a doppelganger. This new form of doppelganger is unstable, however, and cannot have any other abilities. Any abilities possessed by the Consumed character are lost, including Mind Shield. The advanced doppelganger shows up as a normal doppelganger would to all investigative roles. Aliens cannot be Consumed, but the once-per-game limit on the ability is not used up if the Adv. Dopp tries to consume them.
Victory: Doppelgangers Win
- Tough Doppelganger
Visible Role: No Role
Race: Doppelganger
Goal: Kill
Flavor: Doppelgangers kill using their teeth and claws. They generally feast upon the flesh of their victims, and often leave nothing but a pool of blood as evidence
Rules: Similar to a normal doppelganger, but much tougher. The Tough doppelganger is immune to a regular Night Kill. Certain tech kills, like the Plasma Bomb, are still effective.
Victory: Doppelgangers Win
- War Vet
Race: Human/Doppelganger
Goal: Kill (If active)
Flavor: The War vet uses guns, explosives, or booby traps to kill anyone that visits them.
Rules: Is trigger happy and will kill anyone visiting them at night, although they still die if the night target was deadly. Can choose to turn off this ability for a night (leaving themselves vulnerable). A Role-Blocked War Vet loses their kill ability for the night.
Victory: Town/Doppelgangers win
- Vigilante
Race: Human/Doppelganger
Goal: Kill
Flavor: The Vigilante uses guns to kill his target, regardless of Race
Rules: This character is similar to the war vet, story wise. However, while the War Vet stays at home and shoots anything that moves, the Vigilante goes out hunting himself. He gets one kill each night. If he is a dopp, he may either perform the group night-kill or his own kill.
Victory: Town/Doppelgangers win
- Agent
Race: Human/Doppelganger
Goal: Find
Rules: An FBI agent investigating the situation. Can investigate one person per night to determine their Race. Roles with a 'Visible Race' tag will show that Race instead of their true race.
Victory: Town/Doppelgangers win
- Detective
Race: Human/Doppelganger
Goal: Find
Rules: During the night, the Detective can investigate a character to determine what role, if any, the character possesses. Roles with the 'Visible Role' tag will show that role instead of thier actual Role..
Victory: Town/Doppelgangers win
- Telepath
[Psychic]
Race: Human/Doppelganger
Goal: Find
Rules: The Telepath has limited psychic powers. Once per night, the Telepath can investigate a player and use their powers to determine the goal that character had that night based on their Role and Actions taken. The Telepath need not leave his house to use his powers. Players who performed 'No Action' return their racial default (Kill for Dopps, Survive for Human) unless their role dictates otherwise. Aliens depend on the Alien type and what Tech they have.
Victory: Town/Doppelgangers win
- Medium
[Psychic]
Race: Human/Doppelganger
Goal: Find (Always)
Rules: The medium can freely communicate with Dead characters via PM/Ghost Chat. This ability works during both the Day and Night phases.
Victory: Town/Doppelgangers win
- Reporter
Race: Human/Doppelganger
Goal: Find
Rules: Years of following celebrities around has given this person the ability to track anyone anywhere and keep out of sight in the process. Each night the Reporter can choose to either follow someone to see where they go or watch to see if anyone visits them that night. The Reporter does NOT get any more information about what happens, only the location visited or the people at the location. Attempting to follow a War Vet is still fatal, of course.
Victory: Town/Doppelgangers win
- Sneak
Race: Human/Doppelganger
Goal: Find
Flavor: A curious and somewhat timid individual who sneaks into another player's house at night. They both see if they are home and stay there for the night in case someone hunts them down at their house.
Rules: The Sneak may target another player during the night phase. If they do so, they learn whether or not that player leaves their house at night. They also remain at that location through the night, and are untargetable themselves except by psychic powers. However, anyone who targets their target will get them as well.
Victory: Town/Doppelgangers win
- Bodyguard
Race: Human/Doppelganger
Goal: Protect
Flavor: When killed while performing a Protection the Bodyguard's remains will be found somewhere outside of their room/house.
Rules: The Bodyguard is randomly given one of four abilities at the start of the game. The bodyguard uses these abilities to protect another player during the night.
- Heroic Guard: The bodyguard will protect the other player with their life. This variant will sacrifice themself to prevent all night-kills targeting the other player from effecting them. The Bodyguard dies at the end of the night.
- Observant Guard: The bodyguard will protect the other player with their life. This variant protects against the first night-kill against their target, and will determine the identity of the attacker and pass on this information to their guarded target. The Bodyguard dies at the end of the night.
- Vengeful Guard: The bodyguard will protect the other player with their life. This variant protects against the first night-kill against their target and kills the attacker in the process. The Bodyguard dies at the end of the night.
- Guardian: This powerful bodyguard will prevent one kill attempt on the target that night. The Guardian is not killed by doing so.
Victory: Town/Doppelgangers win
- Psychic Warden
[Psychic]
Race: Human/Doppelganger
Goal: Protect
Flavor: The Psychic Warden uses invisible psychic chains to bind his target. The target will feel a binding sensation trapping thier limbs as well as rapid exhaustion that puts them to sleep. The Psychic Warden will always have a candle and metal chain in their room.
Rules: The psychic warden can use his abilities to foil other characters. Each night he can pick a character. That character cannot take any role-related actions for that night and following day. The Psychic Warden does not need to leave his house to use this power. All targets, regardless of role, will be aware that they have been tampered with.
Victory: Town/Doppelgangers win
- Mad Scientist
Race: Human/Doppelganger
Goal: Based on Tech or Actions
Flavor: The Flavor of a Mad Scientist will generally depend on the tech chosen.
Rules: The Mad Scientist has been secretly working on his amazing project in the town. He was going to sell it to the government, but due to the current disaster, he's going to have to give it an early field test. At the beginning of the game the Mad Scientist picks one of three technologies to start the game with, depending on which Variant they are. All Mad Scientists have access to the Mind Shield and Anti-Tech field.
Variants:
- Military Scientist
- Assassin bot: Once per game the MS can use the assassin bot to perform a Morning Kill on another player. This attack cannot be traced back to the Mad Scientist.
- Sentry Guns: Functions like the War Vet, attacking and killing anyone who comes snooping around the Mad Scientist's house. However, it has limited ammo (it is just a prototype version), and only works for one night once triggered. Should the Mad Scientist be attacked, it is the Sentry Gun that is destroyed not the Scientist. Once destroyed, the Sentry gun cannot protect against any further attacks that night. The Sentry Guns can be programmed with face recognition to allow safe passage to people that the Mad Scientist deems trustworthy. This can be changed on a night-per-night basis.
- EMP Pulse Bomb: This device is a one-shot item used at night. All Tech devices are shorted out that night. Any actions relying on a tech device are blocked. Tech devices can be fixed the following night, but this uses up any Night Actions of that player.
- Cutting Edge Scientist
- Body Double: A perfect body double. It could be organic, robotic, even a hologram. Regardless, it takes his place in dangerous situations while he stays safe. It's a one-use item, though, so he's vulnerable after it's been destroyed.(No longer prevents lynches, but stops all other forms of death/capture)
- Mind Control Ray: Once per game the MS can use the Mind Control Ray to choose another player's target for the night. If the player does not have a night action (and is not the dopp chosen for the night kill), or if the player has a limited-use night ability and chose not to use it, then no action occurs. The Ray also allows the Scientist to control that player's vote during the next day and may change it as often as he wishes. Its effect is fairly obvious, however.
- Psychic Pulser: This device is a one-shot item used at night. All Psychic players (excluding Mind Shields) are blocked for that night and cannot use any Psychic Abilities until the following Night. Mediums can read dead chat but cannot post in it until the following night.
- Intelligence Scientist
- Surveillance System: A highly advanced security system watches over the Mad Scientist's house. He knows the identity of anyone who visits his house during the night a well as thier general purpose (Find, Protect, Kill). Of course, if it's to kill him he finds that out the hard way.
- Snooper bot: This little bug-bot can trail another player at night and see where they go (if anywhere).
- Advanced Tracking Devices: These devices are planted on players during the day. Once planted they show where the tracked individual is. If the player being tracked is killed, the device is lost. The Scientist starts with 2 devices and can create more devices by spending two nights working to build one.
- All types of Mad Scientist can build the following
- Mind Shield: The Mind Shield gives the user a Mind Shield. Should the user already possess a Natural Mind Shield, it will be upgraded to an Advanced Mind Shield. An advanced mind shield provides the same protection as a normal mind shield, but has the added benefit of always appearing to work to the one using psychic powers against the user. Telepaths will always receive a 'Survive' result, Psychic Wardens will not know their power is blocked, and so on.
- Anti-Tech Field: The Anti-Tech Field gives the user a Anti-Tech Field. Should the user already possess a Natural Anti-Tech Field, it will be upgraded to an Advanced Anti-Tech Field. An Advanced Anti-Tech Field provides the same protection as a normal Anti-Tech Field, but has the added benefit of always appearing to work to the one using tech items against the user (Except for killing techs). Tracking devices will show the player at home, Scanners will show Vanilla Townie, etc. Single-target One Shot items ARE used up when used against an Advanced Anti-Tech field.
Due to their mechanical nature, the Inventions cannot be stopped by a Psychic Warden
Victory: Town/Doppelgangers win
- Enchanter
[Psychic]
Race: Human/Doppelganger
Goal: Survive
Rules: The Enchanter uses his Psychic abilities to make people weight his vote more than others. His votes count double. If at any point there are more Mind Shields then regular players, this power will not work.
Victory: Town/Doppelgangers win
- Rogue Doppelganger
Race: Doppelganger
Goal: Kill
Rules: A lone Doppelganger from a previous infiltration, either seeking to protect it's new hunting area or to rejoin others of its kind. Acts as a third party with either Town Ally or Dopp Ally win condition (set at the start of the game), but does not know who the dopp team are in either case. Once during the game the Rogue Doppelganger may Night Kill another player.
Victory: Town/Doppelgangers win
- Xenozoologist
Race: Alien
Goal: Find
Tech: 1 Medium Tech Slot
Rules: The Alien Scientist is on earth to capture one example of each species for study (1 human, 1 psychic human, 1 doppelganger, 1 alien). Each night he may choose to Abduct a player. If that player is of a race he does not have, they are removed from the game and kept for study. If he already has one, they are returned to play the following morning. The Scientist and all of his captives may freely PM one another. Once he has 1 of each, he wins and he and all abducted players are removed from the game. If he is killed, all abducted players are returned to the game. If the game ends and he does not have one of each, he loses. He only obstructs the win condition of the Exterminator.
Victory: Captures 1 normal human, 1 psychic human, 1 doppelganger, and 1 alien
- Survivor
Visible Role: No Role
Race: Alien
Goal: Survive
Rules: The Alien is there for some other purpose, and is simply hiding as a human. Their only goal is to survive until the end of the game. They win as long as they are alive, regardless of which side wins.
Tech: 1 Small Tech Slot
Victory: Is alive and unabducted at the end of the game
- Exterminator
Race: Alien
Goal: Kill
Flavor: The Exterminator kills using high-tech energy weapons or rather brutal bladed weapons.
Rules: The doppelganger infestation is a danger to the Alien's people, and it and all traces of it must be wiped from the Earth. The Alien kills one person a night. The Alien wins when all non-ext aligned players are dead. The Exterminator does not need to be alive to win. The Exterminator always has a natural Mind Shield or Anti-Tech Field (Player's choice).
Tech: 1 Medium and 1 Large Tech Slot
Victory: All non-Exterminator aligned players are dead
- Exterminator Operative
Visible Role: Operative
Race: Alien
Goal: Based on Action
Rules: The Operative is sent along with the Exterminator to aid them in their task. The Operative and the Exterminator may freely exchange Tech between them.
Tech: 1 Medium and 2 Small Slots
Victory: All non-Exterminator aligned players are dead
- Agent Operative
Visible Role: Operative
Race: Alien
Goal: Based on Action
Rules: This Operative is working with the government and has been sent along to assist an Agent in aiding the town. The Operative is not told who the Agent is until the First Night, however. In addition, the government has no way of knowing if the Agent is still human. The Operative should use caution when contacting the agent.
Tech: 1 Medium and 2 Small Slots
Victory: Town wins
- Spore Spreader
Race: Alien
Goal: Kill
Rules: This alien organism has been engineered to spread by spores and take over hosts. For one reason or another, this Bioweapon has been set loose. There are two types of Spore Spreaders.
Infester: The Infester must manually go to targets as a Night Action, infesting the target with Spores. The goal of the Infester is to have ALL surviving players at the end of the game infected with spores. The Infester need not be alive to win, and in fact when Lynched (but not killed otherwise), the Infester releases a spore cloud that randomly infects one of the non-infected players. The spores of this Alien are biological/nanomachine hybrids, and are therefore blocked by a Tech Shield. Guards may protect the target, and will be effected as normal for the guard type by the infection.
Bloom: This Spore Spreader has a special ability that allows it to Seed the area with Alien plants at night once during the game. All players will be made aware of the plants the following morning. That day, the players MUST perform a lynch. If the SS is lynched that day, it will send forth a cloud of chemicals that will activate the plants. The plants then release spores that convert all other players into Spore Spreaders, and winning the game for the SS. If the SS is not lynched, then it will die the following night and lose.
Tech: 0 Slots
Victory: All players at game end Infected/The Spore Spreader must be lynched the day following the Seeding.
- Hivemind
Race: Alien
Goal: Kill/Protect
Rules: The Hivemind is an Alien on the run. Using either Technology or advanced Psychic Powers (Player's choice at start) the Hivemind dominates the humans in the town in order to ensure its survival. Once per night the Hivemind Alien chooses a player to convert. If the player is human, and does not have the appropriate blocking ability, they join the Hivemind's faction. Converted players keep their current role, but switch teams and win condition. If the Hivemind dies, all converted players die with them.
Psychic Hivemind: Mentally dominates a human using Psychic powers. Blocked by Mind Shield. Advanced Mind Shield shows as 'Non Human' regardless of race. Can by role-blocked by Psychic Wardens. As a Psychic Being, the Hivemind cannot take a Mind Shield as tech.
Tech Hivemind: Uses advanced technology to dominate a human. Blocked by Anti-Tech Field. Advanced Anti-Tech Field shows as 'Non Human' regardless of race. Cannot be role-blocked, but the target can be Guarded. A sacrificial Guard will be converted instead of the intended target. A Guardian will be able to protect the target and not get converted themselves.
Tech: 1 Medium Slot
Victory: The Hivemind wins when all opposing groups are dead and the town has no way of stopping them (Vig, War Vet, etc)
- Harvester
Race: Alien
Goal: Kill/Find
Rules: The Harvester is collecting things for its own purposes. There are two different types of Harvesters. A Harvester may choose to Abduct another player during the Night Phase.
Organ Harvester - The Abducted player is killed. The Harvester acts as a Doom Speaker, and is building an Abomination. After some # of nights (based on player count) the Abomination is released and performs a Night Kill attempt on every player.
Mind Stealer - Takes the Role from the Abducted player and adds it to their stockpile. The abducted player reverts to a vanilla role for the rest of the game (Aliens will all become survivors). The Mind Stealer begins the game with 2 Roles available (1 Investigative, 1 Random). The Mind Stealer may choose to take on any Role in its stockpile for the next Day/Night phase and use that role instead of Abducting. If the MS chooses a Robot instead of Tech slots they may give the Robot a Role each day from their stockpile. The Robot can use that role in addition to any actions the MS takes, and the MS also begins with a Bodyguard Role of their choice in addition to the other two. The Mind Stealer needs to steal X 'points' worth of Roles to win. Points per role will be revealed to the MS during the role PM.
Tech: OH - 0 Slots MS - 1 Robot or 2 Small Tech slots
Victory: Organ Harvester wins when all other players are dead. The OH must be alive at the end of the game. The Mind Stealer wins if it has stolen enough points worth of Roles.
All aliens get to pick from the following set of equipment to start the game with, based on the number of Tech slots listed under their role. An alien can only have 1 of any given item unless otherwise noted.
Item list:
- Small Tech
- Personal Shield: Works once as though guarded by the Guardian. Will also protect against Morningkills.
- Mind Shield: The Mind Shield gives the user a Mind Shield. Should the user already possess a Natural Mind Shield, it will be upgraded to an Advanced Mind Shield. An advanced mind shield provides the same protection as a normal mind shield, but has the added benefit of always appearing to work to the one using psychic powers against the user. Telepaths will always receive a 'Survive' result, Psychic Wardens will not know their power is blocked, and so on. Stacks with a natural or tech-based Anti-Tech Field.
- Anti-Tech Field: The Anti-Tech Field gives the user a Anti-Tech Field. Should the user already possess a Natural Anti-Tech Field, it will be upgraded to an Advanced Anti-Tech Field. An Advanced Anti-Tech Field provides the same protection as a normal Anti-Tech Field, but has the added benefit of always appearing to work to the one using tech items against the user (Except for killing techs). Tracking devices will show the player at home, Scanners will show Vanilla Townie, etc. Single-target One Shot items ARE used up when used against an Advanced Anti-Tech field. Stacks with a natural or tech-based Mind Shield.
- Holoform Modulator: Works once when investigated, allowing the alien to choose a role and race to show as. Once activated it lasts the entire night but is used up after that.
- Scanner: Works once as a combination of the Agent and Detective, showing both Race and Role as well as any gadgets or tech possessed by the player. The scanner bypasses all role effects on investigation (such as the Kook or Dopp Leader). The scanner does not use up the Alien's action, nor does it trigger any responses by the target (such as PWV or Reporter watching a location). Can be taken as a two-use item for a Medium tech slot.
- Hold-out Blaster: If the Alien is lynched, he pulls out the blaster and gets to shoot a single target before dying. If he is night-killed, he gets a shot off on his attacker (although he still suffers the effect of the attack). This is a one-shot item.
- Stun Orb: Allows the Alien to stun another player, preventing them from taking any actions that night or using any active abilities the following day (Role-block another player). 1 Use, does use up the alien's action. Does not trigger War Vet/Turret response. Can be taken as a two-use item for a Medium tech slot.
- Medium Tech
- Advanced Holoform Modulator: Works as the Holoform Modulator, but also allows the Alien to project an active hologram. This hologram can be shown to go to any location (or stay at home). Anyone following the Alien will watch the Hologram instead of the Alien. In addition, the Advanced Holoform Modulator will screen against Psychic and Tech detection as well. It will not, however, protect the alien from a War Vet or Sentry Guns at the location they actually visit. Once activated it lasts the entire night but is used up after that.
- Permanent Holoform Modulator: Works as the Holoform Modulator, but is not used up when inspected.
- Assassin bot: Once per game the Alien can use the assassin bot to Morning-kill another player. This attack cannot be traced back to the Alien. In addition, it is triggered remotely and can be used even while abducted.
- Mind Control Ray: Once per game the Alien can use the Mind Control Ray to choose another player's target for the night as well as their vote for the next day. If the player does not have a night action (and is not the dopp/cultist chosen for the night kill), or if the player has a limited-use night ability and chose not to use it, then no action occurs. The alien still controls the vote on the next day.
- Stun Bomb: Allows the Alien to stun the entire town, preventing any player from using an Action for that night or using any active abilities the following day. The Alien who uses it is unaffected. Does not use up the Alien's action for that night.
- Combat Camouflage: A combination of weapons and accessories that allows the Exterminator to mask his kills as if they came from any source (Vig, Dopp, or Abduction). Also works on kills made by Assassin Bots.
- EMP Pulse Emitter: Can be used to Target a single player each night. Any Tech devices used by that player that night are shorted out and must be fixed the following night. If the player's action relied on the Tech item, they are roleblocked. Does not use up the Alien's action for that night.
- Psychic Pulse Emitter: Can be used to Target a single player each night. Prevents the player from using any Psychic Abilities (except for a Mind Shield) for that night and the next day phase. Does not use up the Alien's action for that night.
- Large Tech
- Intel You begin the game with Intel on the survivors in the town. This gives you a list of all Roles in the game, but not who has them. You may choose any other techs you get after receiving the information from Intel. Large tech slot.
- Plasma Bomb: One use per game, can be chosen in lieu of a nightkill, which will kill the target, and anyone interacting with the target, and anyone interacting with them, and so on. Cannot be protected against. It is triggered remotely, so the Alien is smart enough to stay out of the Blast Radius, and is therefore unaffected (assuming he's not targeting himself for some reason). Can also be used while abducted. Only effects people physically at that location (so Psychics are fine). Large tech slot.
- Replicator: Large Tech Slot. The Replicator Can create a single Medium Tech item or two Small tech items before it runs out of energy and materials. Allows the Alien more flexibility to respond to changing situations in exchange for the more powerful items that would need to be brought at the outset.
- Advanced Targeting System: Large Tech slot. Using this advanced weapon allows an Exterminator to bypass all forms of protection on a target. A Night Kill from an alien with this system cannot be prevented.
- Advanced Assassin bot: Once per game the Alien can use the assassin bot to Day-kill another player. This attack cannot be traced back to the Alien. In addition, it is triggered remotely and can be used even while abducted. Activation of this device must be done via PM to the mod. Once activated it will kill the player before the day ends.
Alien Tech can be passed between players as long as both players agree to the trade. This must be done via PM at Night. Tech can be used the night it is passed, but can only be used by one person per night (if it is a multi-use item).
Attributes- Mind Shield
[Psychic]
Race: Any
Rules: This character is completely immune to all Psychic effects and abilities (Telepath and Psychic Warden). The Mind Shield is not a role in itself, but an ability granted to a non-psychic character that may or may not already have a role. Psychic characters will be aware of a Mind Shield blocking their abilities. The character with a Mind Shield will know that they were targeted but not the specific effect.
- Anti-Tech Field
[Psychic]
Race: Any
Rules: This character is completely immune to all Tech effects and abilities (Mad Scientist and Alien tech). The Anti-Tech Field is not a role in itself, but an ability granted to a non-psychic character that may or may not already have a role. Tech characters will be aware that their item was blocked. Single Target one-shot items are not used up, but the action is wasted. The character with an anti-tech field will know that they were targeted but not the specific effect.
- Kook
Race: Human
Visible Race: Doppelganger
Rules: The guy who's always seemed a bit "off" to everyone. Now his behavior has gotten even more erratic. It's really due to stress from the killings and whatnot, but it makes the Agent confuse him for a Doppelganger.
- Spirit-bond
[Psychic]
Race: Human/Doppelganger
Rules: When this player dies they may choose another living player to bond with. That night they visit that player as a ghost and offers them their power. If that player accepts, they lose any abilities they may have had and gain the ghost's abilities instead.
Definitions:
Doppelganger: These foul creatures kill and eat humans, taking on all of their memories and abilities. Once they have a form, most doppelgangers cannot change again. They are a flawed species, and possess and uncontrollable blood lust forcing them to kill and eat humans each night. Their goal is to destroy all of the humans in the town and make their way out into the larger world.
Night Kill: Any kill that happens during the Night Phase. The Doppelgangers each get 1 Night Kill as a group, in addition to any allowed by Roles.
Morningkill: A morning kill happens between the night and day phase, and cannot be prevented by abilities that prevent night kills (Such as the Guardian). A Morning Kill will always look like it recently happened.
Abduction: When a player abducts another player, two things happen. First, the abducted player is role-blocked for the night. Second, that player is removed from play for that night (and possibly the game). While removed, they cannot be the target of any other night action and cannot vote or be lynched during the day. Exceptions: The Paranoid War Vet and Sentry Gun are not role-blocked by an abduction, and will kill the player attempting the abduction. Abducted players are not role-flipped until their abductor leaves the game.
I've written a perl script to pick roles and whatnot randomly. It has some rules that it follows, but it should make for a nice amount of randomness to the set-up. Note that while I'll generally just go with whatever it spits out, I may make modifications to the set-up in order to make a more interesting game or to test out a specific feature. Also note that I will intentionally mess or not mess with stuff just to screw up anyone depending on the Gambler's Fallacy.
Note that the script NO LONGER restricts most roles to only one or two per side. Being able to use meta-game deduction to determine that someone must be town/scum breaks the game, so I've removed the aspects of the game that allow that.
Not all roles are guaranteed. In fact, it's quite possible to have a game with nothing but normal doppelgangers and humans.
General Rules:
Rule on PMs: Private Messages are allowed. However, you may only PM one other player at a time and I must be copied on all PMs. Failure to do so will result in very bad things happening to you. In addition you may NOT quote any PM from me, either your initial Role-PM or any role-related PMs. (Night role results, etc). I'll make an exception for specifically rules-related questions. This is to keep the suspense and uncertainty in the game high. You're not supposed to know if the other person is lying or not, and quoting me gives too much weight to whatever it is you're saying.
The Game will have a set Maximum game-day that it will go to. At that point, any players who have not already achieved their victory conditions will lose. I will give ample warning beforehand if this event is imminent. This is to prevent stalemates from developing and dragging a game out forever.
Nights will last for 24 hours or until I've heard from each player with a night role, whichever comes first.
In the event of night role collision, see the order of precedence below. All actions within the same level are assumed to happen simultaneously.
The Doppelgangers may choose to skip their night kill. They may only do this twice in a row before their bloodlust forces them to kill.
Days will last for 72 hours or until everyone has voted (if there is a long period of inactivity after everyone votes I'll end the day to keep things moving).
In the event of a tie, no lynch will occur.
Extensions: Extensions are no longer possible except by me for extraordinary circumstances.
Shortening: Since shortening can have such a huge effect on the game it requires a Majority of living players voting for it to occur. (Over %50)
Conditional voting is currently unavailable, so you'll either have to vote carefully or make sure you log on before the end of the day if you want to change your vote.
All votes should be colored red to make it easy for me to spot them.
Inactive players who are up for Replacement will have their Vote cleared to prevent an unmovable vote from screwing up the game.
Speaking While Dead: The dead may post once after they have died to comment on their death. They may not provide any information about the game in this post. After this, any posting in the game before it has ended will result in a one game ban from future Paranormal games. Repeated abuse, or posts that have a major impact on the game, can result in a perma-ban from any future Paranormal games (and probably a lot of other Forum games as well as word gets around).
Dead may freely PM a Medium character if that role is present in the game.
Doppelgangers and the Dead will have special chat areas on my Discord server. You will need to be on my Server prior to game start to play. I will grant you access to you at the start of the game or when you die. A Medium will have access to the Dead channel. The Dead channel will start with a statement of whether or not there is a Medium in the game.
Event Order: The order of events is as follows:
Mind Control
Pure Role-blockers
Abductors
Protectors
Investigators
Night Kills/Conversions (The War Vet (or equivalent) is sort of an exception, in that he'll kill anyone who targets them on THEIR turn, rather than his)
All kills will be effectively simultaneous. (I may make some literary liberties with this in the PMs, but there won't be any cases like the Dopps->Exterminator->Townie chain like Game 2 had)
A Pure Role-blocker is a Psychic Warden, Stun Orb, or similar effect that's only purpose is to role-block. Since all role-blocks happen at the same time, a Role-blocker is effectively unblockable.
Feel free to ask for clarification on any rule.