Proposed new roles: Not going in this time, but may show up in later games
New Doppelganger rolesNew Human RolesMindknife: This player can kill through one of two methods each night. Creating Heart-Stopping Nightmares will kill any player who is not taking an action that they PMed to Meph that night. Inducing Mind-Rending Hallucinations will kill any player who is taking an action that they PMed to Meph. Amnesia victims are weak to Nightmares. This player may be Townie or Dopp, but to get the kill must guess correctly whether their target is going to be active that night.
New Alien/3rd party Roles- Vampire
Race: Vampire
Visible Role: No Role
Goal: Kill when hunting (even though it's not really a kill per se, it's still bloodthirsty and violent)
Rules: This character is a Vampire, preying on the Townsfolk to fuel their undead life. The Vampire must hunt each night, feeding on human blood to sustain themselves. This feeding will role-block the victim, and the Vampire will use his hypnotic powers to erase all memory of the attack from the victim. If the victim has a Mind Shield, they will still be role-blocked but will know what happened (but not who). If the target is a Doppelganger, Cultist, or Alien they are still role-blocked and hypnotized but the feeding is considered a failure. Two failures in a row and the vampire will go into a comatose state, effectively removed from the game.
If a human is fed upon twice in the game by the same vampire, they will become a vampire themselves. If a human is fed upon by more then one vampire in the same night, they die of blood loss.
The Vampire wins when all non-vampire players are dead or gone.
- Werewolf
Race: Werewolf
Visible Role: No Role
Goal: Kill when hunting
Rules: This character is cursed with lycanthropy. A normal looking person during the day, they shift into a mad killing machine at night. During the night phase the Werewolf chooses another player to Night-kill. The Werewolf is immune to all normal Night and Morning kills, and can usually only be killed during the day.
The Werewolf wins when all other players are dead or gone.
Exceptions: A Werewolf can be killed by a Monster Hunter or by a Plasma Bomb.
- Monster Hunter
Race: Human
Goal: Kill or Find
Rules: This character is a monster hunter who has dedicated his life to eradicating Vampires and Werewolves from the world. Each night the Monster Hunter may choose to Inspect a player and learn if they are a Vampire or Werewolf (they get Other for Humans/Dopps/Aliens/etc). They may also choose to Attack someone at night. However, the Monster Hunter loses if he kills an innocent townsperson.
The Monster Hunter wins when all Vampires and Werewolves are dead or gone.
New Cult RolesCharismatic Cultist: A persuasive sort who really knows how to talk people into thinking the way he does, the Charismatic Cultist can
convert a player over to the cult once per game. That player's win condition is changed to 'Cult Wins', and any other win conditions that they may have are discarded.
Possessed Cultist: No longer truly human, the possessed cultist's mind has been taken over by a cosmic horror. It pretends to be human, but the warped energies surrounding it will drive any Psychic character insane for a day should they attempt to use their power on the Possessed Cultist. That character will be
Stunned, and cannot post in the thread or PM anyone for the next day and night phase. To all appearances they will have been abducted. They return to normal the following day.
Multi-race rolesPsi-hunter: This player will learn on the first night how many Psychic characters the game contains. He shows up as Human or Alien/Kill/Psychic Slayer, for Race/Goal/Role. His win condition is the death of every psychic character. He can choose two players every night and will be told if at least one of them is psychic. He can execute a standard, non-psionic nightkill, and is only able to nightkill once for every psychic player who exists at the start of the game (meaning he has to trick a lynch of a psychic if he messes up a nightkill). Once he has killed all psychic roles, he impedes no win condition other than the Alien Exterminator's. Can be Human or Alien.
Child: One of the remaining people in the town is a just a child. People find lynching a child very difficult to do, even if they know the child is a doppelganger. Therefore, the Child takes 1 extra vote to Lynch, and is not lynched on a tie (even including the extra vote requirement). However, the Child's Role is known to everyone at the start of the game. There can only be one Child per game. [human][dopp]
As an example, if the Child has 3 votes and someone else has 2, the Child is not lynched (the tally counts as 2 v 2 instead). Since that would be a tie, the Child is not lynched and the other person is instead.
Illusionist: The Illusionist is a trickster Psychic who uses his abilities to confuse people. Each night he may choose to create an
Illusion at a player's house. He can use this illusion to show any given player performing an action at that location. That player whose house is chosen and any players interacting with that location will experience some amount of the illusion, as if it were an actual event. The illusion cannot actually effect the real world, so it will not cause or prevent night kills/abductions or similar events. [human][dopp]
Spook: Due to his frightening appearance or presence, players attempting non-kill actions will be scared off and have their actions fail. Killers, however, are strong-willed enough to go through with the kill. [human][dopp][cult]