ROLE/SIDE not revealed on death for this game! This will be a very information-lite game, the only information will be given when a role's ability is used or when someone dies.
You may only vote twice each day-cycle! Make your vote count. If you change your vote, your changed vote will stand no matter what.
Day/night cycle- Days will be at minimum 24 hours, the preliminary day end time will be announced at the start of the day. If the lynch vote is still highly contested at 1 hour prior to lynch time, the day will be extended.
Possible roles:
GOOD
ghost talker- each night can ask one yes or no question of a dead player. The question and answer will be revealed to all at the start of the next day. example: were you on the good side? If the ghost talker dies, the player can continue playing as a ghost, but can only speak twice a day, and may not vote.. The ghost talker can still talk to other dead players once a day after becoming a ghost, but the question and answer will be private and it's up to the ghost talker player to reveal the information they choose to reveal.
high magistrate- each night may choose a player to accuse. the next day, that player must defend himself, and unless the majority vote to acquit that player is lynched, player can not vote acquit for himself. This vote to acquit is separate from the limit of 2 lynch votes per day. However if the player does end up lynched, that counts as the lynch for the day and night begins. For acquittal purposes, majority is half of the eligible voters- so the accused player and the savant are not counted.
the good witch- may return a dead player to life once per game. must be done the day after the night the death occurs. if the witch is killed at night before she uses this power, her killer is struck dead instead. nothing special happens if she is lynched, however. knows the bad witch, can not vote to lynch the bad witch.
spirit reader- at night picks a player. that player randomly learns the role of another player that night
the highlander- isn't killed by lynching, but is revealed as the highlander good player
the herbalist- Is protected from werewolf killing by his wolfsbane herbs. Can choose to protect other players, limit of one player per night and only one night for any given player, but upon doing so he loses hes personal protection for the rest of the game.
the elder mason- knows the younger mason. each morning, knows the number of good and evil players (the fool is neither good nor evil)
the younger mason- knows the elder mason. can sneak out at night and follow another player and see what night action that player does, if any.
EVIL
werewolf alpha- every night, kills any one player, knows the submissive & baby werewolf
submissive werewolf- can not vote to lynch the alpha, becomes the alpha if alpha is killed, knows the werewolf alpha & baby werewolf
baby werewolf- if the baby werewolf is killed while a current alpha werewolf lives, the alpha goes into a rage and kills two villagers the following night instead of one. knows the werewolf alpha & submissive werewolf
the bad witch- at night picks a player, that player recieves two lynch vote the next day from a "mysterious villager", this occurs at the very end of the day when the lynch votes are being tallied when it is too late for other players to change votes. knows the good witch, can't vote to lynch the good witch or use her power on the good witch, does not know the werewolves or anyone else on team evil, wants team evil to win.
savant- knows the identity of the spirit reader, fool, herbalist, the good witch, & the bad witch. wants team evil to win. can't vote to lynch (can vote as a deception, but it isn't counted in the tally).
OTHER
fool- if lynched, the fool wins and everyone else loses (fool can vote for himself but it won't count in the tally)