Roles and Traits!
Disclaimer: Only the Citizen and Drug Trafficker roles are guaranteed to be present in the game. Some roles and traits may appear more than once.
Roles
Citizen (Villager): Just an ordinary citizen of Albuquerque. Wins by imprisoning the drug traffickers.
Drug Trafficker / Cartel member (Werewolf): Organized into rival cartels. Wins by reaching parity (equal numbers) with the citizens and eliminating all rival cartels. The order in which the cartels hunt will be revealed to them with their role, may choose to hunt up to 1 player nightly.
Meth Cook (Cultist): Works with the drug cartels. May or may not start attached to a cartel. May attach to the other cartel if the starting cartel is wiped out. If unattached, may attach to a cartel if both the cartel and the Meth Cook agree. A cartel may sacrifice a hunt to convert the meth cook into a cartel member if the meth cook agrees. Only counts towards parity if attached.
Local DEA ASAC (Seer): Works with the citizens. May investigate up to 1 player nightly by indicating the name of the player they'd like to investigate in the role conversation. Will learn if the player is a Drug Trafficker. All other roles (including meth cook!) will return the result 'Citizen'
Private Investigator (Priest): May investigate the home of 1 player nightly by indicating the name of the player they'd like to investigate in the role conversation. Will learn if the player is a Meth Cook or Sleazy Lawyer. All other roles (Including Drug Trafficker!) will return the result 'Citizen'
Sleazy Lawyer (Sorcerer): Works with the drug cartels. May research 1 player nightly by indicating the name of the person they'd like to investigate in the role conversation. Will learn if a player is a Meth Cook, DEA agent, or Private Investigator. All other roles (including Drug Trafficker!) will return the result 'Citizen'
Albuquerque PD (Guardian Angel): Works with the citizens. May chose 1 player to protect nightly by indicating the name of the player they'd like to protect in the role conversation. If this player is attacked by a cartel during the night, the protected player will survive. May not protect his/herself. May not protect the same player twice in a row.
Traits
Vigilante (Padre): May chose 1 player to watch during the night by indicating the name of the player they'd like to protect in the role conversation. If the watched player is attacked by a cartel, the vigilante will learn the name of one of the perpetrators! May not target the same player twice in a row.
Gun Enthusiast (Hunter): May at 1 point in the course of the game shoot another player dead in broad daylight. The Gun Enthusiast and his/her target will be made public in the daily update. Cannot be distilled (this is a daily activity!) or angel-guarded, but the target could be saved by the Doctor (50%)
Security Consultant (Assassin): May at 1 point in the course of the game shoot another player dead. Due to years of experience, the security consultant's name will NOT be made public. Can be distilled. Cannot be angel-guarded. Invisible to the Padre due to stealth. Target can be saved by a doctor, but no name will be disclosed if the patient survives due to stealth.
Intrepid Bullshitter (Pathological Liar): Will have the opportunity every day to claim a trait publicly in the thread. The player will quote this public claim in a message in the role conversation. The Intrepid Bullshitter will then gain the power they have claimed for that day/night cycle. The player may only claim any trait once per game. Hidden traits may not be claimed. Cannot hunt if Werewolf is claimed, will scan as a villager even if evil if villager is claimed, seer/seerish scan, priest/priestly scan, GA/Angelic powers, Padre/Padre powers, Spy/Spying powers and other intuitively obvious pairs of roles/traits can only be claimed once.
Doctor: Goodie only. May choose 1 player to protect by indicating the name of the player they'd like to protect in the role conversation. If this player is attacked by the wolves, a brutalization, a hunter, or an assassin, you will attempt life saving surgery on them. You will have a 50% chance of saving their life. If you save their life, they will be recovering at your place the next day and be unable to participate. If you die during the next night they will also die. Otherwise they will wake up and remember the name of an attacker. You cannot protect the same person twice in a row, nor can you protect yourself. Only the Doctor's nightly protection (against wolves/assassins) can be distilled.
Sociopath (Brutal, baddie only): This player may specify a target in the role conversation. In the event the Sociopath is lynched or brutalized, he/she will avenge him/herself by taking down the pre-specified target player with him/her. May not be guarded against or distilled, but the target player may still be saved by a doctor (50%)
Party Animal (Distiller): May target 1 player nightly. You will invite this player out to party wildly, prohibiting the targeted player from taking any nightly activities. The targeted player will not be informed of the Party Animal's name as the previous night will be a total blur.
Insomniac (Spiritually Attuned): This player will learn if he/she has been targeted by any nightly activity and the kind of nightly activity in question. If successful, has a 50% chance to learn the precise role that targeted them. Will not learn the name of the player that targeted them.
DEA Agent (Van Helsing Scan): May at 1 point in the game investigate 1 player by posting the name of the player they'd like to investigate in the role conversation. All of the targeted player's roles and traits, including hidden traits, will be privately revealed.
Kleptomaniac Acquaintance (Sorcerous/Priestly scan): Compulsively steals things from her acquaintances. Maybe she'll turn up something incriminating! May on a finite number of occasions in the game (specified in the role conversation) investigate 1 player as if this player had the Sorcerer role (scans for cultists/priests/seers) or Priest role (scans for sorcs/cultists). Can detect apprentices and determine whether they are claimed, but not claim them.
Low-Ranking DEA Agent (Seerish Scan): May on a finite number occasions in the game (specified in the role conversation) investigate 1 player as if this player had the Seer role (scans for werewolves). Can detect apprentices and determine whether they are claimed, but not claim them.
Neighborhood Watch Member (Angelic Powers): May at a finite number of occasions in the game (specified in the role conversation) protect another player as if this player had the Albuquerque PD role.
Sleepy Vigilante (Padre Powers): Wants to help catch cartel members, but keeps falling asleep on the job. Has a limited number of Adderall tablets to help stay up all night. May at a finite number of occasions in the game (specified in the role conversation) watch another player as if this player had the Vigilante role.
Crime Statistician (Intuitive): May on a limited number of occasions in the game (indicated in the role conversation) inquire as to how many instances of any given role/trait/or alignment remain in the game. Only questions with numerical answers are valid. "How many baddies remain" "How many cultists remain" "How many spiritually attuned baddies remain" "How many seers remain" are all valid inquiries. May not be used to clear or implicate a specific player. "How many baddies named Arkasas exist?" (forcing me to answer '1' or '0') is invalid.
Vacuum Man (Cloak of invisibility): This player has an uncanny ability to temporarily escape from danger. This player may once during the cause of the game become invisible, i.e. scans of him that night will return "nobody at home", wolf attacks will fail as if the player was GA protected, hunter/assassin attacks will miss and the player will even dodge the lynch mob making the runner up lynched instead of him etc. However wearing the cloak will also block any other actions of the wearer for that day/night cycle such as voting, scans, attacks and even counting for parity etc.
Amateur Investigator (Spy): Can select a player to surveil for the night each night, getting hints about the player's role, targets, or nightly activities. Hints may be (relatively) clear or vague. A spy can't claim an apprentice. Spying is not detectable by a Spiritually attuned (since it's not a scan). Relatively unlikely to yield alignment, though targeting the same player multiple times will yield increasingly detailed results.
Snoopy Acquaintance (Spying powers): Can select a player to surveil for the night on a limited number of occasions (indicated in the role conversation).
Nurse (Healing Powers): Has a 1 time functioning Doctor save.
Respected (Alderman): The opinions of this member of the community are highly regarded. This player's votes count twice for the lynch once activated. May activate on any day.
Plotter: May choose to vote in the player's role conversation, in which case the plotter's vote will not be revealed until the final vote count.
Hydrofluoric Acid Expert (Warg): Baddie only, may dissolve away any trace of the victim of a hunt. After a cartel member disposes of a body in such a manner, the village will not have any clues with which to ascertain the victim's trait and alignment. Has a limited number of uses.
Robot (Zombie): An AI member of the community, developed by a local eccentric inventor as part of his attempt to simulate human emotion and controlled by me for balance purposes. No more than 1/11th of players may be Robots. Will select vote targets via RNG... ...but the targets will be (heavily!) weighted to give the Robot a personality (i.e. a packmate might get a weight of 0.2, the possibility of TIE creation might give someone a weight of 200) May change votes under pre-scripted conditions but will not change votes within 15 minutes of deadline. Will attempt to 'rationalize' their votes (based on their parameters, or by quoting other players who voted the same way) and can beg for mercy if in danger. Will only use traits under direction from a confidant, a JL/IJL request, or a packmate.
Hidden Traits
Off the Grid: Scans on this player will return the result 'Unclear'
Evasive (Blessed): Will survive a hit from the cartels. After 1 hit, the trait is used up.
Compromised (Cursed): The cartels have footage of this player engaging in activities this player will do anything to keep quiet. Upon being targeted by a cartel, this player will join whichever cartel targeted him.
Paranoid (One-Eye-Open) Upon being targeted by the Cartels, this player has a 1/2 chance of taking down his Cartel assailant.
Law Student (Apprentice): Under the tutelage of the local DA, someone in private practice, or a sleazy lawyer, this player will take over their tutor's role if his/her tutor is killed. A scanner can have more than one Apprentice but in case of the scanner's death only the first Apprentice will become active. Apprentices works just like their former master. If an Apprentice is in the game, the first scanner who finds him (and survives the night) will make him his Apprentice. An unclaimed Apprentice will not be told that he is one until he is scanned. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role.1 time scans can detect law students, but not claim them.
Order of Resolution for Activities
1. Liar
2. Plotter/Alderman
3. Cloak of Invisibility
4. Lynch
5. Doctor (if the doctor is killed during the night anyone saved will die at night too)
6. Brutal
7. Hunter
1-Distiller
2-Spy
3-Sorcerer Scan
4-Seer Scan
5-Priest Scan
6-van Helsing
7-Doctor
8-Assassin
9-Guardian Angel
10-Werewolf
11-Padre
12-Warg
13. Crime Statistician
The role version of scanning traits will be resolved before the trait version. (If a seer and someone with a seerish scan both scan the same apprentice, the apprentice will scan as having been claimed)
This list is subject to constant change until the start of the game. If there is a role/trait that you would like to see changed or removed, I'd be more than happy to read your argument!