Mandatory Roles
The following are roles that villagers will have. One and only one of each will be present in the game.
Psychic: each night PMs the narrator a name, and will be told the alignment and role of the individual. Be wary, anyone could claim to be a psychic, particularly when evil teams can scan.
Werewolf: if this player is lynched, they kill a random villager; this is true if they were killed by votes, regardless of if a politician or scam artist affected them. If this player is killed by a vigilante or penguin or NASA agent then they kill the one that killed them, unless the penguin or NASA agent was prepared.
Wildcard: this villager is dedicated to the purpose of making the villagers lose. They will be content with a stalemate so they may not be the best ally for an evil team towards the endgame, but before that they will be useful for sowing discord. Will not know anyone's identity or role. They possess one more role from the ‘other roles’ section to aid in this deceit. If they are scanned by the psychic or by an evil team, this role is all that will be seen.
Other roles
These roles will be spread among villagers and evil teams. None or more than one of each may be present in the game, unless marked with a star (*) in which case the number present is limited to one or zero.
Empath*: each night, can PM the narrator to learn the role and alignment of a player by attuning themselves. If they person they are attuned to is killed, or they locate a member of NASA/penguin, then they lose their power from the shock. The empath is capable of identifying the wildcard.
Bodyguard: during the day, at the end of each day, they may choose to PM the narrator a name. They then protect this person from any attack by an evil team the following night; they may only save a villager once, and may not guard themselves. Afterwards they are too injured to repeat it. If an evil team member is protected, then if they are attacked by the opposing evil team their identity will not be revealed.
Scam artist: at any point in the day, this player can sneak to the voting box and add two votes in secret by PMing the narrator them. Alternatively they may opt to steal away two already-cast votes. They cannot do both. The rest of the players will be unaware of whether this has happened until the votes are counted. There is a 1/3 chance that they will be caught, after which they will be watched too closely to ever use their power again, but the votes altered will still go through.
Amateur vigilante: at any time day or night, may PM the narrator a name. By doing so they will kill this person; the death will occur at the next dawn or dusk. They have only one shot, so they’d better make it count. Should the person they kill be a villager, there is a 50% chance of being caught and killed in retaliation.
Channeler: if this person is targeted by any scanning power then the target is randomly reassigned. They have no control over this. Scanning this individual will not reveal the truth about them. Always be aware of this.
Politician: the politician may prevent a lynching by identifying themselves as a politician in the thread, and may redirect the villagers to kill someone that has at least one vote for them, cast by someone other than the politician. A politician may count the votes by asking the narrator, to see if a scam artist has acted, and may redirect to the target of secret votes as well.
Hypnotist*: PMs the narrator a name in the day or night, and this person will not be able to use any special abilities of their role over the following night or day respectively. An evil team member will not be able to kill or use their own role, but will be able to scan.
Thief: can steal another player’s role any time, day or night, by PMing the narrator. They do not steal alignment. If they target the wildcard, they steal the wildcard’s cover-role. The roles of werewolf and psychic are inherent and cannot be stolen; the thief will know their target possessed one of their roles, and will not be able to steal again until the next day or night. Their target’s role will be randomly reassigned if they are successful.
Bard: spends the first day composing an inspiring melody. Starting day two they may select one person to follow around playing this song, inspiring their target so much that they get a second use of any special ability. For example a psychic could scan again, or a scam artist cast more votes. Abilities triggered by or ending in the player’s death are unaffected. Abilities previously used up, like vigilante or a caught scam artist, get one extra use. Only roles can be aided, an evil team’s scan or kill may still only happen once. They may select a new person 24 in-game hours (48 real time hours) after their first use of power. That is, they cannot use this on a consecutive day and night, but they may on consecutive days or consecutive nights.
Necromancer: equivalent to a thief, but through a dark ritual they may take the role of a dead player. Limitations of thief also apply. Targeting someone with a used-up power will fail. Their dark power allows them to possess up to two roles, but they will not be able to take a third.
Possessor: when dead, may resurrect a player of their choice for a day and a night with powers intact. This player may be good or evil. When the day and night are up, the player returns to being dead.
Lovers
Two random players will also be lovers, and will be PMed the identity and role of one another. These players could be human, penguin, NASA, or any mix of the above (excluding penguin and NASA). If one lover dies then the other will die at the next sunrise or sunset from a broken heart.
If one lover decides to be honest with their partner about being on a different team, then there is a choice. A villager may choose to kill themselves to take out a penguin/NASA agent. However if the evil person’s partner is dead, the lover might choose to become evil themselves and take their places. Both will still die if one is killed, but they gain an extra vote and, if necessary, scan.
The transformation will be kept a secret.
This is in addition to the roles determined above. A lover cannot be identified during a scan.
NASA Agents
If there are enough players NASA will send one Elite, trained specially for missions such as this and as such possessing two roles, along with an ordinary one-role agent. If there are not enough players, there will be two ordinary agents.
During the day they function like any normal villager. During the night they have options. They might choose to kill, and take out one person by PMing the narrator; if their target is a penguin then this will fail and their identity will be outed to the one they tried to kill, unless their target was protected by a bodyguard. A normal villager however will be killed. They are capable of killing a werewolf safely if they PM the narrator that they believe their target is a werewolf; however if they are wrong, they take too long preparing and their target escapes and they do not get to kill that night.
Alternatively they might choose to investigate. Instead of killing they may attempt to analyse the alignment of one player, to try and locate their penguin rivals.
NASA agents possess intelligence training. Unique to them, they also learn role as well as alignment when scanning. They are only able to do this by masterful coordination; when one dies, they may only determine alignment.
Penguin
If there are enough players NASA will send one Emperor Penguin, trained specially for missions such as this and as such possessing two roles, along with an ordinary one-role penguin. If there are not enough players, there will be two ordinary penguins.
During the day they function like any normal villager. During the night they have options. They might choose to kill, and take out one other person by PMing the narrator; if their target is a NASA agent then this will fail and their identity will be outed to the one they tried to kill, unless their target was protected by a bodyguard. A normal villager however will be killed. They are capable of killing a werewolf safely if they PM the narrator that they believe their target is a werewolf; however if they are wrong, they take too long preparing and their target escapes and they do not get to kill that night.
Alternatively they might choose to investigate. Instead of killing they may attempt to analyse the alignment of one player, to try and locate their penguin rivals.
Werepenguins are linked by a hive mind, and in their penguin forms blend naturally into the shadows. Because of this they are able to investigate two people per night, for so long as both of them are alive. They only learn alignment. When one dies, this ability is no longer available.
Rules
Same as ever.
During the day, everyone votes for who to lynch. Barring interference from roles, this person is killed at dusk. Players may vote to cancel another player’s vote.
During the night the villagers hunker down, and the evil teams act.
Penguins and NASA agents may only be killed by lynching or by special role. NASA agents are protected from penguin attack by magical amulets, while penguins are ferocious fighters in the night and may guard themselves.
Villagers win when the evil teams are taken out. Penguins win when NASA is dead or outnumbered (ie: one NASA agent alive, two penguins) and the villagers cannot get a voting majority. NASA wins when penguins are dead or outnumbered (ie: one penguin alive, two NASA agents) and the villagers cannot get a voting majority.
If at any point in the game both penguins and NASA live, and the villagers cannot get a voting majority, the villagers may choose to play on and trust in special roles to give them an advantage, or to commit suicide and force a stalemate where NASA and penguins will be stuck fighting each other forever. This is only possible when the number of NASA agents and penguins are equal, both at two or both at one.
Should a stalemate occur, the side whose actions caused a stalemate come in third. The other two however are tied. That is, if the penguins kill a villager and create a minority causing mass-suicide, they lose, while if the villagers lynch incorrectly (even if that lynching is interfered with by a special ability, no matter whose ability) and lose a majority then should they choose to suicide, they still lose. All it achieves is preventing either evil team from claiming victory over each other. Suicide in response to an action by the evil team however means the responsible evil team is third.
Instructions to the narrator to be left in [square brackets].
If a player is killed, they can still post in the night and be PMed any time, but not vote.
If you lynch the narrator, you gain their power. The first person to vote for a sucessful death of the narrator will become the new narrator, and expected to forgo all voting rights and special abilities in order to narrate deaths. Should the evil teams PM them in order to kill, they must put this into effect. They may do what they wish with the knowledge of alignment. For this reason evil teams may not choose to kill.
However, they do not come into possession of the narrator’s knowledge. Special abilities, for good or ill, will become useless. The role of someone who is lynched will go unknown. It will be up to those living to decide if they think they’ve killed all their foes. If they are incorrect, they lose.
A world with a lynched narrator is a lawless, chaotic one. Be very sure it is what you want.
Your narrator is here to answer any questions, but if you kill me I may be less welcoming.