Pawn's Town of Salem - Role and Rules Forum

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this is completely outdated

edit: PLEASE DON'T TALK AT NIGHT.  If you talk at night, I may implement a whisper system.

 

 

 

Shorthand - Attack/Defense [so 0/0 means 0 attack and 0 defense]

a = number of players at the beginning of the game, will be declared every day

The Village wins when only Village roles remain; the Mafia wins when only Mafia roles remain.

Lynching – the main way the town gets stuff done.  Every day, all members of the village can vote to put someone on the stand to lynch them [there’s no way out of being killed when lynched].  When 51% [ish] of the village have voted on one member, that member is put on the stand.  Once the member is put on the stand, the village has 2hours to vote guilty or innocent or abstain.  If there are more guilty votes than innocent votes, that player is lynched, their role is revealed, and they are dead.  After a lynching, it is nighttime.

The Gathering House acts as a brick wall - all actions against it fail until it is attacked [strength 1], after which all actions can get through.  Every sqrt(a)-(a/5) night, the Gathering House will fall and the Doorman must spend their night rebuilding it.  All actions [killing, healing, etc.] affect sqrt(a)-sqrt(a/10) more people, with the exception of dousing and hexing, which affect everyone in the Gathering-House.

Night and day last 24 hours – no exceptions unless in cases of emergencies [power outage, fire, etc.].  I will try to be strict about this.  Night may be shorter if everyone takes their night actions.   Both night and day can be called by players (say “I call night/day”).  If you do not take a night action for or more consecutive nights, you will die.  I reserve the right to kick people for arguing, off-topic, gamebreaking, vulgarity, etc., but I will try to be rather lenient.

Town Investigators (TI)

 Sheriff 0/0

Each night, the Sheriff may choose one person to check.  At the end of the night, the Sheriff will know whether that player is suspicious.

 Investigator 0/0

Each night, the Investigator may choose one person to check.  At the end of the night, the Investigator will have a list of roles, made up of roles of the same letter [i.e. if they check Sheriff (Town A), they will get Sheriff (TA), Mafioso (MA), Coven Leader (CA), etc. etc.].  

 Lookout 0/0

Each night, the Lookout may stake out one person.  The Lookout will know only who visited that person at the end of the night.

 Tracker 0/0

Each night, the Tracker may stalk one person.  The Tracker will know whom, if anyone, the person visited at the end of the night.

Spy 0/0

Each night, the Spy may bug one person. The Spy learns any notifications the person gets, such as roleblocked, transported, and more. Also learns whom, if anyone, the mafia and coven visit.

Psychic 0/0

On non full moon nights, the Psychic gets a vision of 3 players. At least 1 of these players are evil. On full moon nights, the Psychic gets a vision of 2 players. At least 1 of these players is good. 

Town Protectors (TP)

 Doctor 0/0

Every night, the Doctor may heal one person and give them a defense of   The Doctor may heal themself sqrt(a)-(a/5) times per game.

 Carpenter 0/0   

Every night, the Carpenter may choose to build a brick wall around someone.  If anyone visits the person, their action will fail and they will know that they have encountered a brick wall; however, if the brick wall is attacked, it will fall.

 Bodyguard 0/1

Each night, guard a player. If the player is attacked, the bodyguard receives the damage of the attack and powerful attacks the attacker. Once a game, may put on a bulletproof vest, granting one night of basic defense.

 Trapper 0/0

If no trap exists, the Trapper builds a trap. Once a trap is built, the trapper may place the trap on a player. It will stay there until dismantled or triggered by a visitor. Once placed, you may dismantle the trap, taking the trap back. To trigger the trap, the player with the trap on them must be visited. Once the trap is triggered, the trapped player gains powerful defense, the trapper learns the roles that visited the trapped player, and the trap powerful attacks a random attacker. 

 Crusader 0*/0

Each night, crusade a player. You grant said player powerful defense and basic attack a random one of the player's visitors.

Barista 0/0

Each night, may brew a green tea, a red tea, or use a tea on a player that is not yourself. Green tea removes arsonist douse and heals said player. Red tea grants basic defense for 3 nights or until said player is attacked. 

Town Killers (TK)

 Vigilante 1/0

sqrt(a)-times per game, the Vigilante may choose to shoot someone.  If they shoot a villager, they will die the next night and will not be allowed to shoot anyone that night.

Veteran 0/0

Instead of attacking every night, the Veteran may choose to spree [sqrt(a)-(a/5) times per game].  If they spree, everyone who visits the Veteran will be attacked with strength and the Veteran will gain defense. Immune to roleblocks and controls.

Jailor 3/0

Each day, you may pick a jailee. They are roleblocked, which bypasses any immunity. Any non unstoppable attack action against the jailee will fail. The jailee is informed of any notifications that they would've got had they not been jailed (RBed, attacked in jail, transported). They can talk to jailor through a special jailor chat. sqrt(a)-1 times per game, the jailor may execute their target, unstoppable attacking them. Can't execute after executing a town member. 

Vampire Hunter 1/0*

If there are no Vampires in the game, the VH becomes a vigilante who only can shoot once.  If the VH is bitten by the Vampire, the VH is not affected and the VH deals attack to that vampire.  Every night, the VH may check one person to check whether they are a vampire.  If they are a vampire, the VH attacks them with a strength of 2

Judge 3*/0

Each turn, may try someone.  If they can kill or control, the Judge unstoppable attacks them with a chainsaw.  If they kill a townie, they are immediately unstoppable attacked. 

Town Special (TS)

Transporter 0/0

Every night, the Transporter may “swap” one person for another.  The person being swapped has all their actions be transferred to the other player, and vice versa.  At the end of the night, the players transported will be informed that they have been transported. Immune to roleblocks and controls.

Mayor 0/0

The Mayor does not have any special abilities; however, they can claim to be Mayor, and then their vote counts for votes.

Escort 0/0

Every night, the Escort may choose to visit someone.  That person cannot perform their role that turn. Immune to roleblocks.

Doorman 0/1

If the Gathering House has been destroyed or does not exist, the Doorman may elect to use their night action to Build the Gathering House. After that, the Doorman must let in one person each night from the list of people who requested to enter the Gathering House; if no one requests, the Doorman will let in a random person. The Doorman counts as living in the Gathering House.

Wiper 0/0

Sqrt(a) times per game, during night, the Wiper may wipe one person of their role.  They are BMed the next day and lose all abilities beginning the night afterwards.

Retributionist 0/0

Like the Necromancer, but works for town and can only control town members. 

Agricola */*

Mafia Killing (MK)

Godfather 1/1

Every night, the Godfather may order a hit. Mafioso attacks the player. If there is no Mafioso or Mafioso is roleblocked, the Godfather attacks the target. If the Godfather dies, the current Mafioso becomes the Godfather. 

Mafioso 1/0

Every night, the Mafioso may attack someone.  If the Mafioso dies, the next highest ranked on this list becomes Mafioso.

Strafer 1/0

The Strafer has 4 gas.  They may expend the gas on defense or a bombing run, expending 1 gas per neighbor bombed [bypasses BG] from the original bombee.  They can expend 1 gas also on defending one person, attacking to all attackers.  A message will be displayed in the moderator day call saying The Strafer has bombed [] or The Strafer has protected [].

Mafia Deception (MD)

Framer 0/0

Every night, the Framer may Frame one person.  That person, when checked, looks like the Framer for the rest of the game.

Disguiser 0/0

Every night, the Disguiser may choose one (living) person.  The Disguiser will appear to be that person when killed that night or the next.

Janitor 0/0

Every night, the Janitor may choose to “clean” one person.  When the person is cleaned, their role only shows up as “cleaned” in the dead list the next day.

Mafia Support (MS)

Consigliere 0/0

Every night, the Consigliere may choose one player.  The Consigliere is informed of that player’s exact role at the end of the night.

Consort 0/0

Every night, the Consort may choose one person.  That person cannot perform their action that turn. Immune to roleblocks.

Blackmailer 0/0

Every night, may blackmail someone.  That person is muted the next day.

Hypnotist 0/0

TOS Hypnotist

Coven

Necronomicon – spawns after the sqrt(a)-(a/5) night, given to the highest ranking [alive] member on this list.

Coven Leader 0 (1) /0

Every night, the Coven Leader may choose one player to use their action on another player [the player being controlled must use their action].  The Coven Leader will be informed of the role of the controlled player.  The Coven Leader may control one player to target themself. Immune to roleblocks.

Necronomicon – The Coven Leader now attacks the controlled player with an attack of 1.

Necromancer 0/0

The Necromancer essentially acts as the Coven Leader, except that the Necromancer must control only dead players.  The Necromancer can only control the same player once.

Necronomicon – The Necromancer can now attack a player with attack instead of reanimating.

Potion Master 1*/0

The Potion Master has three potions: attack, reveal, and heal.  Every night, the Potion Master may visit a player with one of their potions.  The attack potion attacks the visited with a strength of 1, the reveal potion reveals their role, and the heal potion heals them for a defense of   However, the potions can only be used once before they have to regenerate for nights when they cannot be used.

Necronomicon – The Potion Master now does not have to wait for potions to regenerate.

Poisoner 1*/0

Every night, the Poisoner may poison one player.  That player will be informed that they are poisoned, and unless that player is healed, they will be attacked with strength from the poison the next night.

Necronomicon – Healing no longer affects poison.

Hex Master 0/0

Every night, the Hex Master may Hex one player.  When all non-Coven players are Hexed, they are dealt damage with attack

Necronomicon – Hexes deal damage with attack and are now astral.

Oublier 0/0

Sqrt(a) times per game, during night, may hypnotize someone.  That person loses all abilities and becomes a Hex Master starting the next night.

Necronomicon – Target turns into a Hex Master and hexes someone that same night.

Neutral Benign (NB)

Unless otherwise mentioned, the object of Neutrals is to survive until the end of the game.

Amnesiac */*

At night, the Amnesiac may remember the role of a dead player.  The Amnesiac becomes that role, and in the daytime, there will be a message saying “The Amne has remembered that they are the []”.

Guardian Angel 0/0

The Guardian Angel wants to have their target survive until the game ends.  sqrt(a)-(a/4) times per game even when the GA is dead, the Angel can Purge their target, meaning that the target will have an Arsonist’s douse be removed, be healed, and not be voted on at all the next day.  In the daytime, there will be a message saying that “The GA has watched over []”.  If the GA’s target dies, the GA becomes a Neutral with no night actions.

Cult Leader 0/0

The Cult Leader wins if everyone is inducted into the cult.  Each night, the Cult Leader can induct one member into the Cult.  The Cult Leader is immune to Vampires.

Survivor 0/0

Has to survive to the end of the game.  Has sqrt(a)-vests that give basic defense when put on.  No attack/defense otherwise.

Beggar/Vengeful God 0*/0

Requests a home from a person each night and gets private chat.  If accepted, gives basic defense to both but RBs the person and figures out their role.  If denied 3x, becomes Vengeful God with a powerful attack rampage on anyone who denied them.  Hell-bent on destroying deniers and their teammates.

Armorer 0/0

Chooses a faction at the beginning of the game, may visit a person.  Their attacks are buffed by and become rampage [if rampage, becomes simple attack]

Victim 0/0

Sqrt(a)-2 times per night, may alert.  When alerted, gets powerful defense and a list of visitors is published in the moderator’s day call.  Objective: lynch attacker.  Dies if lynches a helpful role [i.e. doc]

 

Neutral Evil (NE)

Executioner 0/1

The Executioner has one goal: lynch their target.  They lose if their target dies anyway else or survives.  The target of the Executioner is always a Village member and while the Executioner knows who the target is, the target does not know that the Executioner is after them.

Jester 0*/0

The Jester has one goal: be lynched.  They lose if they die any other way or survive.  If the Jester is lynched, that night, the Jester can kill one person who voted guilty or abstained.

Vampire 1*/0

The Vampire[s] wants only other Vampires and Bats to survive at the end of the game.  Every night, the Vampire [team] decides on one player to bite, and the newest Vampire bites that person for an attack of   If the person would die and they do not belong to the Mafia or Coven, they are converted to the Vampires.  If they are Mafia or Coven, they are just simply attacked for a strength of

Bat 0/0

The Bat is like the Jester, but when the Bat dies, they bite [see above] two people.

Kryx, Creator of Chaos

On even numbered nights only, Kryx may fabricate sqrt(n), rounding down [where n is # nights] a dead in the dead list.  That person is blackmailed for the day and can only vote guilty, abstain, or innocent.  On odd numbered nights, Kryx may fabricate one random message to a person of their choosing.  [This cannot interfere with TI results, etc.]

Brewer 0/0 

Every night, may choose to brew or give a beer.  Level intoxication [requires beer] is a roleblock of the target.  Level intoxication [requires beers] means that the target’s action will fail and instead be used on their neighbor.  Level intoxication [requires beers] means that the target will use their action on their neighbor, they are BMed, and deal a basic attack to a random person as well as themselves.  In day, the target will be informed that they were intoxicated the previous night.

Evil Doorman 0/0

Like the Doorman, but wants to see townies die.

Pirate 2/0

At day, pick a player to plunder. They are roleblocked, and must sidestep, chainmail, or backpedal. The Pirate uses their Schmitar, Rapier, or Pistol. Schimitar beats sidestep, rapier beats chainmail, and pistol beats backpedal. If the Pirate wins, the player is powerful attacked. Successfully plunder 2 players to win.  

Neutral Killers (NK)

Serial Killer 1/1

Every night, the SK may attack one person.

Juggernaut 2*/1

Each full moon night, the Juggernaut may powerful attack one person. For each kill, the Juggernaut gains a new ability. The first ability lets the Juggernaut attack every night. The second makes the Juggernaut's attacks rampages. The third makes Juggernaut's attack unstoppable. 

Plaguebearer 0/1

Every night, the Plaguebearer may choose to infect someone with the Plague.  Anyone who encounters an infected person [visits the infected, is visited by the infected] becomes infected.  When everyone is infected, the Plaguebearer becomes Pestilence, Horseman of the Apocalypse.

Pestilence, Horseman of the Apocalypse 2/3

Every night, Pestilence may choose to visit someone or stay at home.  If Pestilence is roleblocked, it counts as them staying at home.  At home, they deal attack to everyone who visits them; at someone else’s home, they deal attack to everyone in the home, including the person in the home. Roleblock and control immune.

Monster 2*/3*

On even-numbered nights, the town may choose to sacrifice one person to the Monster by voting or choose to let the Monster take its course.  If the Monster takes its course, then it rampages at someone’s house like Pestilence.  On odd-numbered nights, the Monster must designate sqrt(a)-sqrt(a/3) “safe” people – if the Monster kills a safe person, ever, the Monster immediately dies and loses. 

Ice Team

White Witch */1

Every night, the White Witch may choose to prepare or do one of her actions; however, each of her actions needs a certain amount of points and consume those points [they are one-time use only].  Preparing gives the White Witch points equal to the number of frozen players divided by sqrt(a), rounded down.

Winterization [points]: The entirety of the town that does not have basic defense is turned frozen and level roleblocked for the night.

Attack [points]: Same mechanics as Ice Magician’s attacks.  The White Witch and Ice Magician count as total frozen players.

Turkish Delights [5X points]: The White Witch may visit any player and feed them Turkish Delights; that player is hypnotized and does what the White Witch tells them for X nights.  The player will not know who any members of the Ice Team are.

Ice Magician */1

Every night, the Ice Magician may freeze one player and attack another.  Attacking is given as the amount of frozen players divided by three, rounding down.  The Ice Magician counts as two frozen players only for attacking.

Ice Minion 0/0

Every night, the Ice Minion may visit one  player.  The Ice Minion freezes that player and their neighbors.  The player whom the Ice Minion visits is informed that the Ice Minion has visited them.

Fire Team

Red Witch */1

Every night, the Red Witch may choose to prepare or do one of her actions; however, each of her actions needs a certain amount of points and consume those points [they are one-time use only].  Preparing gives the Red Witch points equal to the number of doused players divided by sqrt(a), rounded down.

Rain of Oil [points]: The entirety of the town that does not have basic defense is level doused and level roleblocked for the night.

Ignite [points]: Deals damage equal to the levels of dousing that people have been applied [level dousing - damage, level - damage, etc.]

Fire Hypnosis [5X points, round up]: Turns a player that is visited into a Fire Minion for X nights

Arsonist 0/1

The Arsonist, any night, can choose to clean gasoline off themselves, ignite, or level douse another player.  When the Arsonist ignites, they may only ignite level doused players.

Fire Minion 0/0

The Fire Minion can level douse one player and both their neighbors; those people will be informed that they have been visited by the Fire Minion.

Avatar of Typewriter44

what's the role descrip for the gathering house guy?

Avatar of PawnPusher1536

(Q) Doorman

Avatar of Typewriter44

It's not on the list....

Avatar of HorribleTomato
Typewriter44 wrote:

It's not on the list....

Yeah. I think Pawn copy pasted this list before he added Doorman into the official R&R.

Avatar of Typewriter44

Mhm.

Avatar of PawnPusher1536

Doorman fixed

Avatar of Typewriter44

Did you just add Kryx? How does it win?

Avatar of Lycan_the_Werewolf

Pawn, do the freezing/dousing effects mess with invest results? And if so, HOW do they mess with invest results?

Also, what does it do to Sheriff checks?

Avatar of Lycan_the_Werewolf

Pawn, why does the White Witch's "Winterization" and the Red Witch's "Rain of Oil" abilities cost different amounts, but do the same thing?

Avatar of PawnPusher1536

Winter can’t directly harm, but RoO can

Avatar of Typewriter44

Farmer - TS - 0/0

Can 'grow' 3 ingredients per day (starting day 2 if there is a jailor making the game start with day). When the farmer grows ingredients, the following night he can make a recipe. 

Ingredients:

Garlic (unique, only one can be grown per day). Garlic can be given to any living player and makes them immune to vampires that night. 

Tomato - non-unique. Can be used in recipes

Chicken - can be used as broth for soups

Milk - can be used for ice cream; see below 

(Need some ideas for other ingredients)

 

Recipes:

Garlic - vamp immunity

Tomato + Chicken - tomato soup - unfreezes eater if frozen by Ice Team

Fruit or Vegetable + Milk - ice cream - undouses eater if doused by fire team

Chicken - Protein Boost - Gives 'fighting roles' such as BG and Crusader +1 attack, and gives (some roles) basic defense if they do not already have it.

Avatar of Typewriter44

not to be confused with framer btw

maybe a diff name would be better 

Avatar of PawnPusher1536

Agricola

 

Looks nice, maybe a bit op

Avatar of Typewriter44

Maybe, could change the ingredient growth to 2 per day (or maybe make it escalate as the game goes on)

Depends on what recipes and ingredients we can come up with

Avatar of PawnPusher1536

Agricola coming R11

Avatar of Typewriter44

yay

Avatar of HorribleTomato

every broken thing in this role list (imo)

Carpenter- Trapper that can place their trap every day, but the trap doesn't fall when visited by a non attacking role. Can be placed on conf townies to make them practically invincible.

Doorman- Easily conf townie that when you nerf it so much it eventually devolves into constantly building the G-H, but when the G-H IS up the Doorman orders everybody to request access to prove they're not a killing role, and still only accepts like 1 person like the Mayor.

Wiper- Town BMer and an infinite Escort that can RB multiple people at a time.

Insane Leader- Easily confirmed, RNG, and also its even night ability exists

Janitor- You are a Cleaned for every single mafia kill, because infinite cleans

Oublier- sqrt(16)=4. Can turn 4 people into Hex Masters in 1 game. In other words- Kill it on n1 or d2 or else it's an instant Coven Win button, ignoring the fact that HM is supposed to be unique. 

Revenge Artist- Seems like it hurts evils more than it helps them. Only town it kills is Vigilante. NE since when?

Victim- Seems like it hurts evils more than it helps them. Only town it kills is Vigilante. NE since when?

Kryx, Creator of Chaos- but what's its win condition?

Brewer- So UP it hurts

Monster- Every even night, town gets an extra lynch. Odd night ability essentially kills itself.

Avatar of Lycan_the_Werewolf
HorribleTomato wrote:

every broken thing in this role list (imo)

Carpenter- Trapper that can place their trap every day, but the trap doesn't fall when visited by a non attacking role. Can be placed on conf townies to make them practically invincible.

Doorman- Easily conf townie that when you nerf it so much it eventually devolves into constantly building the G-H, but when the G-H IS up the Doorman orders everybody to request access to prove they're not a killing role, and still only accepts like 1 person like the Mayor.

Wiper- Town BMer and an infinite Escort that can RB multiple people at a time.

Insane Leader- Easily confirmed, RNG, and also its even night ability exists

Janitor- You are a Cleaned for every single mafia kill, because infinite cleans

Oublier- sqrt(16)=4. Can turn 4 people into Hex Masters in 1 game. In other words- Kill it on n1 or d2 or else it's an instant Coven Win button, ignoring the fact that HM is supposed to be unique. 

Revenge Artist- Seems like it hurts evils more than it helps them. Only town it kills is Vigilante. NE since when?

Victim- Seems like it hurts evils more than it helps them. Only town it kills is Vigilante. NE since when?

Kryx, Creator of Chaos- but what's its win condition?

Brewer- So UP it hurts

Monster- Every even night, town gets an extra lynch. Odd night ability essentially kills itself.

You're not wrong.

Avatar of Typewriter44

=roleinfo agricola