New Roles:
Feedback on the new roles is appreciated! Right now, these are all just ideas, and may or may not make it into the next round. And, of course, even if they do make it in there is no guarantee that they will all show up.
Medium: The medium can freely communicate with Dead characters via PM. This ability works during both the Day and Night phases. [human]
Ghost: When killed, the Ghost character returns to haunt the town. They can post freely in the thread during the day phase and PM people during the Night Phase. They cannot be killed (again), and do not get a vote during the Day Phase. [human]
Detective: During the night, the Detective can
investigate a character to determine what
role, if any, the character possesses. [human][doppelganger]
Telepath: The Telepath has limited psychic powers. Once per night, the Telepath can
investigate a player and use their powers to determine the
goal of that character. Since right now only Aliens have stated goals, this gets expanded a bit. Basically, everyone gets a 'Goal' that would be returned to the Telepath. 'Survive' for most townsfolk, 'Find' for seekers of either side, 'Kill' For dopps, exterminators, and the War Vet, and 'Protect' for Protector or Bodyguard. [human][doppelganger]
Bodyguard: This character is working to keep other characters safe, and will give their life to keep them safe. The bodyguard chooses one player to protect each night. If that player would die due to a night action, the Bodyguard will die in their place. The bodyguard can (obviously) only prevent one such attack. [human][doppelganger]
Mad Scientist: 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 which of the following inventions he wants to have:
- 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. If the Mad Scientist is killed, the body double takes his place. This also applies to lynches during the day phase. It's a one-use item, though, so he's vulnerable after it's been destroyed.
- Security 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. He does now, however, know their purpose. Unless it's to kill him, and he finds that out the hard way.
- 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 on the first person to come by. Like the War Vet's ability, this can be turned off for a night. This makes the house safe for friendly visitors but leaves the Mad Scientist vulnerable to attack.
- Snooper bot: This little bug-bot can trail another player at night and see where they go (if anywhere). It's got a weak power source, though, and some issues that need to be worked out, so it can only be used every other night.
[human][doppelganger]
Kook: 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. [human]
Disciple of Truth: A psychic character who is on an eternal quest for truth. Once per game the Disciple may perform a ceremony of truth during the Day phase. This ceremony does a role-flip on another character (and, by extention, the Disciple). [human]
Witch/Warlock: The witch is a pro-town character. She is warded by powerful psychic powers, and will curse her killer upon her death. The one so cursed will die at the next dawn. If she is night-killed, her killer will die that night. If she is lynched, the
last player to vote for her will die during the night phase. [human]
Psychic Warden: 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. [human][doppelganger]
Mind Shield: This character is completely immune to all Psychic effects and abilities. 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. [human][doppelganger][alien]
Aggressive War Vet: This character is similar to the war vet, story wise. However, while the Paranoid War Vet stays at home and shoots anything that moves, the Aggressive War vet goes out hunting himself. He is a pro-town character who gets one kill each night. [human]
Reporter: 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 follow someone to see where they go. They do NOT get any more information about what happens, only the location. Attempting to follow a Paranoid War Vet is still fatal, of course. [human][doppelganger]