Zombie Leader - 3p - Wins if zombies have majority in town.
+Starts with choice of:
-Ravenous
-Kills visitors on even nights
-Nauseous
Infects visitors on even nights
-Stealthy
-Avoid visitors on even nights
+Each night gathers with other zombies to decide on target (Leader has ultimate decision, becomes vote-based if leader dies).
-Target becomes infected or killed based on current amount of zombies/players (Killed if X+ Zombies, where x=4 if 20+ players, X=3 if 11-19 players, X=2 if 5-10 players and x=1 if 4- players)
-If infected, player will be notified of becoming a zombie the beginning of the following night.
-ALL zombies visit the target (If any vanilla zombies, all VANILLA zombies die instead of leader when visiting suspicious samurai. Leader dies if only visitor, but infects samurai)
-Mafia members cannot be infected, only die
- MUST block leader in order to stop zombie kill (Or all living zombies must be blocked at once if no elader)
Zombie Hunter - Town
+Can track a player each night. Recieves a tracker report by the end of the night. (who they visited)
-Can then decide to tab, hunt down the player, or target new player for next night.
-Tabbing will confirm/deny if they are a zombie PLUS keep a tab on that player for one night, letting them know if they become a zombie within that time period, hunting will kill the player.
-Avoids zombies on odd nights
-(Can NOT be infected, only killed by zombies.).
Lonely Survivor/Vengeful Spirit - 3p
-Starts off as basic survivor.
-If killed during the night, does not 'die' but instead becomes a 'Vengeful Spirit'
-Becoming infected and THEN dieing will NOT cause them to become Vengeful Spirit
-As Vengeful Spirit, must kill every night until killer is dead.
-New win condition is to kill their killer before they die again.
-If lynched, the 'Vengeful Spirit' instead chooses one person to 'possess'.
-Spirit does not 'exist' as a player in game anymore. (Has night/day chat with possessed)
-Possessed player is now SK that kills a target each night as dictated by the Spirit.
-Possessed/Spirit both have win condition of killing off everyone.
-If possessed is killed/infected, Spirit is dead for good
Suspicious Samurai - Town
-Each night, chooses if they are feeling suspicious or not.
-If no, all visitors use their actions on them as normal.
-If yes, kills any visitors that night.
-If visitor is a killer samurai does NOT die
-Starts off with "Ancestral Sword" (Can be stolen)
Party Host - Town
-Can host a party once per game.
-Party lets everyone continue talking during the night phase (no inn chat)
-If Drunk is living, can Roleblock one person (Exception: Recieves two 'drinks' if drunk is dead)
Drunk - Town
-Chooses one person to have a drink with each night -> Player is roleblocked.
-If Party Host throws party, can block two additional people that night (Exception: Party Host)
-If Party Host dies without throwing party, drunk can host party and choose three additional players to block that night
Voodoo Lady - Third Party - Wins if living at end of game
-Can choose one person each night to try and "gather" their hair (Adds 50% per night, looses progress if switching players)
-Can spend one night to make a Voodoo doll of someone whom's hair they have gathered.
-Once a Voodoo doll is made, player is informed of "strings pulling on their soul"
-Voodoo Lady can send commands on whom the player should vote for or they can "stab" them at any point
-Player does not have to follow commands, but will be notified that they can be stabbed at any time if they refuse
-If stabbed, player will die at the end of the next day/night (If stabbed during day, dies end of that night and vice versa)
-If visited by "Possessed Player" Or "Vengeful Spirit", Voodoo Lady can 'Banish' or 'Commune'
-Commune -> Joins chat with possed player/spirit, all three now working together
-Banish -> Spirit dies for good, Possessed Player regains former role
Detective - Town
-Chooses person to Interrogate each night
-Roleblock them during the NEXT day and can question them anonymously
-Recieves 'deduction' about that person's role at the end of day.
-Deductions take on two forms: Whether or not they can kill OR Who that person visited last night (Random which of two deductions is made)
-Takes over cop role as well if cop dies, but becomes overworked and results will be delayed (Only Cop investigations).
Cop - Town
-Can investigate one person per night
-Results come up as Town, mafia, or third-party
-If investigating Detective or questioned by detective, they gain a nightchat
Doctor - Town
-Can choose someone to save each night
-Protects only from one kill attempt per night
-Can save from zombie kill but NOT infection
-If they visit Mad Scientist when they have the cure they will team up.
-When teamed up, Doctor can save two people per night (until Mad Scientist dies).
-If visiting zombie while they have the cure, zombie dies
-Doctor visits both patients, Mad Scientist visits Doctor every night
-Cured playesr cannot be infected, only killed by zombies
Mad Scientist - Town
-Can add 50% towards making a bomb each night
-once at 100%, can give to another player (not self) and keep researching
-Players are notified when they recieve a bomb
-Bombed players kill last person lynching them or their attacker at night.
WHEN A ZOMBIE ROLE HAS BEEN REVEALED (via dead zombie) OR DAY 4 HAS PASSED
-Researches cure each night (50% each night)
-Once cure is researched, can adminster to one person each night (Is adminstered to self on night research completes)
-Cured people can only die from zombies
-Mad Scientist is immune to infection, can only be killed (once they have the cure)
-Will cure target of infection (if zombie visits same night and would be infected, nothing happens)
-Kills any zombies they visit.
Thief - Mafia
-Can choose one person each night to steal from
-CAN use voodoo dolls
-CAN steal bombs
-If visiting samurai when not suspicious, steals sword (can then choose to steal OR kill each night)
-Does NOT recieve items from vicitim if they decide to kill
-CAN steal cure. Cannot use on others (has 'freeaction' to despose of cure)
-CAN steal crystal ball but cannot use. Oracle finds Crystal if thief dies
Blacksmith - Town
-Can fabricate a gun OR a vest each night
-Hands them out same night, can give one to self ONCE
-Gun reveals shooter
-Vests cannot prevent infection (If zombie visit would be kill, prevents kill, but doesn't infect)
Godfather - Mafia
-Investigative immunity (appears town)
-Decides whom mafia kill
-Makes 'Lackey' do the killing (if lackey dies, any mafia member can carry out kill)
Lackey - Mafia
-Forced to kill Godfather's target
-Does not attend mafia meetings
-Only knows who Godfather is
-If Godfather dies, Lackey no longer carries out kill
Scout - Mafia
-Scouts one person each night to recieve their role
-If role has 'progress' bar, learns their progress level they have at end of night
Hooker - Mafia
-Chooses one person to roleblock each night
Suicide Bomber - Mafia
-Acts as a bomb (Kills killer or last person to lynch them)
-Does not attend mafia meetings
-Visits one person each night to steal bombs
-If visited by Scout they are added to meeting following night (CAN be killed by mafia)
-If apart of mafia meeting and Theif has bombs, bombs are transferred to bomber (Kills one more person when lynched per extra bomb based on the last people to lynch)
Oracle - 3p
-Has a crystal ball (can be stolen, will loose ability if stolen. Becomes sk until crystal is retrieved)
-Can use it at night to predict someone's death (either from that night or next day)
-If successful, can use one of that role's abilities once (can predict same night as using action)
-Goal is to survive till end of game
"Vanilla" Citizens(6)
-One bomb
-One Sleepwalker
-One Miller
-Two Templar
-One Gallis
*note* Upon prizym's request i replaced Gallis with Priest
The Priest
-Visits one person each night
-Confesses whether or not they killed someone the previous night
-Has 'Holy symbol' that prevents being infected and protects from spirit (can be stolen)
-Exorcises Spirit if visited by/visiting possessed/spirit (requires holy symbol)
-If killed, cop or detective find holy symbol as 'clue' (they keep symbol until death)
-Anyone with symbol is protected from infection/spirit regardless of whether they are priest or not.