Patriots
Hidden Patriot
Hidden Patriot
Hidden Patriot
Hidden Patriot
Citizen
Citizen
Citizen
Citizen
Citizen
Citizen
Loyalists
Hidden Loyalist
Hidden Loyalist
Hidden Loyalist
Role Cards
Citizen
[Alignment: Patriot/Loyalist]
[Ability: None]
Armoursmith
[Alignment: Patriot]
[Ability: Craft a one-use bulletproof vest at night, and gift it to a player of your choice.]
[Special: You cannot target yourself.]
Gunsmith
[Alignment: Patriot]
[Ability: Craft a one-use gun at night, and gift it to a player of your choice.]
[Special: You CAN target yourself.]
Blacksmith
[Alignment: Loyalist]
[Ability: Craft a one-use gun or bulletproof vest at night, gifting it to a player of your choice.]
[Special: You CAN target yourself.]
Escort
[Alignment: Patriot/Loyalist]
[Ability: Roleblock a player at night.]
[Special: Your target will be informed they were role blocked.]
[Pertinent Rulings: You cannot be role blocked.]
Chemist
[Alignment: Patriot/Loyalist]
[Ability: Poison a player, causing them to die at the end of the ensuing day.]
Electromaniac
[Alignment: Patriot/Loyalist]
[Ability: Charge a player at night. If one charged player ever visits another charged player, both will die.]
[Special: On NP1, you may charge two players.]
[Pertinent Rulings: Your targets will be informed they were charged.]
Physician
[Alignment: Patriot/Loyalist]
[Ability: Heal a player at night, protecting them against one attack.]
[Special: You are told if your target is attacked or not, and they will also receive feedback.]
Stagecoach Driver
[Alignment: Patriot/Loyalist]
[Ability: Swap two players at night, redirecting actions that target one to instead hit the other. ]
[Special: You CAN target yourself.]
[Pertinent Rulings: You appear to visit your first target to Trackers.]
Snitch
[Alignment: Patriot]
[Ability: Target a player at night. If you die, their role (but not alignment) will be revealed.]
[Special: Your choice of targets cannot be manipulated, and you are immune to role block.]
Spoiler: Tracker
[Alignment: Patriot/Loyalist]
[Ability: Target a player at night to learn who they visited.]
Spoiler: Scout
[Alignment: Patriot/Loyalist]
[Ability: Target a player at night to learn who visited them.]
Spoiler: Investigator
[Alignment: Patriot/Loyalist]
[Ability: Target a player at night to learn their exact role.]
Spoiler: Janitor
[Alignment: Patriot/Loyalist]
[Ability: Clean a target's role. If they die that night or during the ensuing day, their role will not be revealed.]
Spoiler: Bartender
[Alignment: Patriot/Loyalist]
[Ability: Intoxicate a player at night, giving them fake feedback of your choice.]
Spoiler: Coward
[Alignment: Patriot/Loyalist]
[Ability: Hide behind a player, redirecting all actions targeting you to them.]
[Special: You can only hide twice.]
Spoiler: Tailor
[Alignment: Patriot/Loyalist]
[Ability: Suit a player, causing them to flip a role of your choice. You may also edit their last will.]
[Special: You have one charge.]
Spoiler: Operator
[Alignment: Patriot/Loyalist]
[Ability: Swap two players' targets at night, causing actions taken by one to instead hit the other's target.]
[Special: You cannot target yourself.]
[Pertinent Rulings: You appear to visit your first target to Trackers.]
Order of Operations
0. Using a vest happens
immediately
.
1. Electromaniac visits
2. Snitch witnesses
-- the following night actions will cycle until resolved --
3. Operator switches targets’ actions
4. Bus Driver busses
5. Coward hides
6. Escort role blocks
-- end cycle --
7. Blacksmith smiths an item
8. Gunsmith/Armorsmith smith an item
9. Tailor suits up
10. Doctor heals
11. Investigator checks
12. Janitor sanitises
13. Bartender gives fake feedback
14. Chemist poisons
15. Tracker and Watcher shadow a player
16. Electromaniac kill happens
16. Loyalist Factional Kill
17. Guns are used
Potential Feedback
Items
You received an item last night:
[no][ARMOR/GUN][/no]
You used your bulletproof vest last night; you were not attacked.
You used your bulletproof vest, and you were attacked last night!
You attacked X using your one-use gun.
Escort
An attractive individual approached you last night and spent the night with you. You were role blocked!
An attractive individual approached you last night, but you brushed them off. Role block averted!
You role blocked [INTENDED TARGET] last night.
Chemist
You were poisoned last night. You will die at the end of the day.
You poisoned [INTENDED TARGET] last night. They will die at the end of the day.
Electromaniac
You were charged last night.
You charged [INTENDED TARGET1] and [INTENDED TARGET2] last night. They did not visit one another.
You charged [INTENDED TARGET1] and [INTENDED TARGET2] last night, and they visited one another!
Physician
You were attacked and left for dead, but a mysterious stranger nursed you back to health.
Stagecoach Driver
You bussed X and Y last night.
You were bussed!
Tracker
You shadowed [INTENDED TARGET] last night. They visited X/nobody.
Scout
You shadowed [INTENDED TARGET] last night. They were visited by X, Y, Z/nobody.
Investigator
You investigated [INTENDED TARGET] last night. Their role is:
Coward
You hid behind X last night.
Tailor
You suited [INTENDED TARGET] last night, causing them to appear as " " if they flip.
Operator
You switched X and Y last night, swapping their targets. X will now target Y's target, and vice versa.
You feel a dominating spell controlling your actions. You were visited by an Operator!
Mechanics
Days last 72 hours, nights last 24.
Plurality with majority - the player with the most votes by EoD will be lynched. Hammering is enabled and requires more than 50% of total votes.
Ties are resolved by RNG.
The day may be skipped with no lynch by voting for “skip day”.
Last wills allowed. A last will is a message that is displayed upon death if you don’t get sanitised by a Janitor. Used for reads, PR night actions, etc.
Suicide not allowed.
The Scum are allowed to use both their factional kill as well as their role's ability.
Win Conditions
Eliminate the opposite team.