I'm still debating with myself whether to include healers and other things. All depends on how many players we get. Also, I have sorcerers scanning for the traits here. Would it be too imba?
The Roles
Except for Diplomat/Villager and Assassin Priest/Werewolf, all other Roles MAY, not will, be in the game
Diplomat(villager): The simplest role, a diplomat knows nothing for sure, but can use the power of his vote to help lynch others.
Ambassador: May use his influence to scan one player per night, and will discover whether that person is a regular diplomat or a Bad Guy. Any other role will appear as a normal diplomat.
Bodyguard: May choose to protect one person from a Bad Guy attack every night, but cannot choose to protect the same person two nights in a row, and can never protect themselves.
Assassin Priests (werewolf): Rebellious priests, seeking terrible retribution for their loss in the war. They will try and oppose the shutting down of Sartanist temples, and sow discord at the diplomatic convention. They will be organized into one or more packs and cannot change their allegiance. They win if they eliminate all other packs and achieve parity with the remaining diplomats. Each night, one pack will choose a victim to hunt, the order will be relayed in private.
Sorcerer: Works with the Priests and wins if they win. May scan one person each night to check their traits.
Traits:
Many traits may not be revealed until 'activated'
Doublevoter: This player has two votes. One done publicly like everyone else, and the other send via a PM to the Game Moderator. May vote twice for the same player, or for different players, or may elect to not use the second vote.
Brutal: A Bad Guy with this trait will take a player of his choosing down with him, if lynched.
Witness: This player may try to see the nightly Bad Guy attack. Beginning with a 0% chance, and increasing by 15% each night after, the player may send a PM to the Moderator saying that they are trying to Witness. If successful, the player will learn the identity of one of the Bad Guys. Either way, the chance resets to 0% on the subsequent night, and builds up again as normal.
Hunter: Has a single-use hunt that he may use at night to kill one other player. May only be used once per game. The hunter’s identity will be revealed.
Fighter: If this player is attacked by Bad Guys at night, he will kill one of his assailants. The player with Fighter will still die, unless otherwise saved by a bodyguard.
Blessed: The blessed person will survive a Bad Guy attack, but only once (the next attack will be fatal as usual). Will be revealed as “no kill during the night” or similar. The Blessed person will not be aware of a failed attack against them.
Rival: The player has a rival. The player only wins if said rival is dead at the end of the game, regardless of result. May be a pair, or just solitary.
Staunch Ally: The player has a best friend. The player only wins if said Best Friend is alive at the end of the game, regardless of result. May be a pair or just solitary.
Unhuntable: This player cannot be killed by a hunt at night, but may be lynched as normal.
Lucky: This player has a chance to avoid being hunted at night, usually a 33 or 50% chance. If a pack hunts them and the player gets lucky, no hunt happens that night, and the player is not informed that they were missed.
Seerish powers: Has a one time Seer scan that will show if the target is a Werewolf. All others will show up as villagers.