Jester effects
Seer scan: 25% priest scan, 25% sorcerer scan, 25% inflitrator scan, 25% GA protection
Priest scan: 25% seer scan, 25% sorcerer scan, 25% inflitrator scan, 25% Doc protection
Inflitrator scan: 33% seer scan, 33% sorcerer scan, 33% spy report
Spy report: 25% seer scan, 25% sorcerer scan, 25% priest scan, 25% infiltrator scan
Sorcerer scan: 33% van Helsing scan scan, 33% infiltrator scan, 33% spy report
van Helsing scan: 50% seer scan, 50% priest scan
GA protection: 33% doc protection, 33% padre visit, 33% seer scan
Doc protection: 33% GA protection, 33% padre visit, 33% priest scan
Padre visit: 33% GA protection, 33% doc protection, 33% sorcerer scan
Blessed: 50% Cursed, 50% Spiritually Attuned
Cursed: 50% Blessed, 50% Spiritually Attuned
Spiritually Attuned: 33% Blessed, 33% One Eye Open, 33% still SA but 100% get scanners name and 0% get scanner type
Cloak of Invisibility (night part): 50% One Eye Open, 50% Spiritually Attuned
One Eye Open: 50% Blessed, 50% Spiritually Attuned
Hunter: 100% Robber
Assassin: 100% Robber
Zombie hunter: 100% Robber
Wolf attack: 1 in pack size chance of Robber
Robber: 50% Hunter, 50% Wolf attack (and if a goodie or free baddie Robber temporarily turned wolf by a Jester hits a Cursed then that Cursed, the poor soul, will start a new wolf pack)
Distiller: 100% Jester
Jester: 10% Distiller, 10% Seer scan, 10% Priest scan, 10% Infiltrator scan, 10% Sorcerer scan, 10% GA protection, 10% Padre visit, 10% Wolf attack, 10% Spiritually Attuned, 10% Blessed
Ghost whisperer: 20% priest scan, 20% sorcerer scan, 20% inflitrator scan, 20% seer scan, 20% van Helsing scan scan. All scans on a random player.
Guild member: 1 in guild size chance to affect the guild's nightly action. If affected the whole guild will get to know the effect but not exactly who in the guild that got targeted by the jester.
Alderman, plotter and villager votes or brutal attacks are not affected since they are day time actions.
A distorted seer/priest/sorcerer scan will reveal an unclaimed apprentice but can't claim the apprentice. That way a jester distorting the seer's scan to be a sorcerer scan won't give the seer a sorcerer's apprentice with the chaos that would cause.
ROLE ASSIGNMENT
All players will get a basic alignment (goodie, pack specific baddie, unaligned baddie) and a number of "pick points" at preliminary role assignment. The player then has almost 24 hours to decide how to spend those pick points from the list of roles and traits.
Goodie pick point table, with roles in bolded italics
11: Seer
10: van Helsing, Guardian Angel
9: Priest, Pathological Liar
8: Doctor, Spy
7: Padre, Hunter, Infiltrator
6: Assassin
5: Robber, One Eye Open, Cloak of Invisibility
4: Jester, Seerish powers
3: Priestly powers, Sorcerous powers, Infiltrating powers
2: Healing powers, Angelic powers, Spiritually Attuned, Alderman, Guild member, Brutal, Spying powers, Distiller
1: Plotter, Ghost Whisperer, Damsel in Distress, Zombie hunter
0: Villager
For baddies a similar table will be provided. All pack specific baddies will have the same pick point table. The table for unaligned baddies might look differently.
A player not satisfied with his choices can always appeal to Lady Luck and will then get some randomized trait(s), might be better, might be worse and can even be "nothing". Any hidden traits a Lady Luck appealer has will be redristributed among the Lady Luckers.
A player that doesn't select anything using his pick points will get something the GM would have picked if he was in the player's shoes.
There will be at most one Seer, one Priest and one Sorcerer at game start. Should more than one player pick the same scanning role all but one will start as apprentices to one of them.
You must claim exactly ONE role.
You can not claim more than ONE instance of the following traits: Brutal, Guild member, Plotter, Alderman, Damsel in Distress, Zombie hunter.