POSSIBLE TOWN ROLES - ROLE PMs
0-1 JUDGE - You are the JUDGE! During the day you make an accusation against someone; the candidate who reaches a plurality will be IMPRISONED at the end of the day.
Once per game, you may take ONE of the following actions. Once you have used one, you may not use the other:
1: Close Proceedings: During the day, at any point when a MAJORITY of players have a vote in place (thus not counting UNVOTES), you may END the day phase. The END will be processed as soon as the GM receives your order. The imprisonment vote will be processed based on the votes in place at the time you activate this power. (No player will be punished for failing to vote by this point as it ends the day early). This power *may* be used to cause the vote to end in a tie.
2: Casting Vote: If the day vote is tied, you may use a CASTING VOTE to select any of the tied imprisonment candidates. Your selected candidate will be IMPRISONED. This may be a different candidate than the one you voted for during that day. You may use this power in one of two ways: (a) by sending a PM to the GMs, at any time *before* EoD, stating that in the event of a tie, you will use your casting vote on <CANDIDATE>. Or (b) within 15 minutes of EoD, where there is a tied IMPRISONMENT vote, by PMing the GMs to break the tie. If you intend to use (b) it is your own responsibility to remember to be online at EoD. The 15 minute time window for this action will be strictly applied.
0-1 REPORTER - You are the REPORTER! During the day you make an accusation against someone; the candidate who reaches a plurality will be IMPRISONED at the end of the day.
At night, you may choose someone to visit. You will be informed if they went out that night, or stayed at home. You will not be informed if anyone else visited them - only whether your target went out or not. If your target did go out, this will be revealed to everyone, in the newspaper headlines at the beginning of the day.
ONCE per game, you may use EACH of the following powers:
1. Hide! One night, instead of using your investigative ability, you may HIDE in the newsroom. That night only, whilst you are hiding, any night actions targeted on you will fail.
2. Extra, Extra! Once per game, during the DAY, you may publish a message of up to 10 words. The GM will announce this message in the thread.
0-1 COP - You are the COP! During the day you make an accusation against someone; the candidate who reaches a plurality will be IMPRISONED at the end of the day.
At night, you may choose someone to investigate. You will learn their alignment the following day.
0-1 VANILLA COP - You are the VANILLA COP! During the day you make an accusation against someone; the candidate who reaches a plurality will be IMPRISONED at the end of the day.
At night, you may choose someone to investigate. You will learn whether or not they are a vanilla role, the following day.
0-1 ITEM COP - You are the ITEM COP! During the day you make an accusation against someone; the candidate who reaches a plurality will be IMPRISONED at the end of the day.
At night, you may choose someone to investigate. If that person is in possession of an item, you will find out what it is the following day.
Once per game, if you find a player in possession of an item, you may CONFISCATE that item at any point during the following day phase. The item will be removed from them and put under lock and key (you do not get to use the item yourself).
**COP SANITY - It is *possible* (determined randomly) that one of the cops is insane. An insane cop receives a report which is the OPPOSITE of the truth. If the item cop is insane, their report on visiting a player WITHOUT an item will 'reveal' a random item, taken from items which could be in play. If an insane cop is KILLED or IMPRISONED, their insanity will be revealed in their flip.
0-1 DESPERADO - You are the DESPERADO! During the day you make an accusation against someone; the candidate who reaches a plurality will be IMPRISONED at the end of the day.
You are armed with a GUN which has two shots. Twice per game, at NIGHT, you may choose a player to shoot. However, if you choose a fellow TOWN player, you will die instead of them. If you successfully kill a member of the MAFIA team, you will be immune from gunshots for the following day phase.
0-1 CORONER - You are the CORONER! During the day you make an accusation against someone; the candidate who reaches a plurality will be IMPRISONED at the end of the day. Once per game, you may use EACH of the following abilities:
1. Once per game you may conduct a POST MORTEM on a player who has been KILLED. You will discover the ROLE of the player who killed them. You must carry out the post mortem within one phase of their death, or the corpse will be too decomposed to yield any clues. The corpse is brought to you for examination, so this does not count as "going out".
2. You are also in possession of a MEDICAL BAG which contains enough medicine to be used twice. Twice per game, at night, you may visit a player. That player will be protected from any night actions that would otherwise kill them. If they are saved, they will be informed of this - they will not learn your identity. If no-one attempts to kill them that night, they will not be informed of your visit - but one use of your MEDICAL BAG is still expended.
0-1 WATCHER - You are the WATCHER! During the day you make an accusation against someone; the candidate who reaches a plurality will be IMPRISONED at the end of the day.
At night, you may choose a player to watch. You will learn the identity of anyone who visits them that night, with the exception of the NINJA. You will not learn what actions (if any) are performed on the target.
0-1 INVENTOR - You are the INVENTOR! During the day you make an accusation against someone; the candidate who reaches a plurality will be IMPRISONED at the end of the day.
Each night, you may create a (potentially) useful gadget, and visit a player of your choice to deliver the item to them. Each item can be created only once. The six gadgets you can invent, all of which are single-use, are as follows:
- Night Vision Goggles - Allow the user to see in the dark.
- Hand Grenade - A deadly weapon, but risky in the hands of an inexperienced user.
- Improvised Armour - Metal plates of personal protection.
- Hot Air Balloon - A fun flight to whisk the passenger away from the stresses of the day.
- First Aid Kit - A life-saving box of tricks.
- Police Radio – A cop communication aid.
(NOTE: The Inventor does not know the full in-game powers of the items they invent - as per the more traditional version of this role).