@Joan
@Lost-and-Bewildered
@LuckycoolHawk9
@Kimberlyn
@Luster
@Pf.D
@Kiilgore
@Dipper
@An Otaku
Currently we have nine people interested, and I'm guessing that at least two more will be showing interest before the game begins. So I have created a rough role list for an 11-player vampire mafia game. I'm especially open to feedback because this time everyone has an ability role and vampires are involved, which could cause things to be unbalanced. If there are any rule clarifications you believe need to be added to the descriptions, please let me know! Note that many of the roles are the same as common mafia roles, but have simply been renamed to fit the Halloween theme: for example, the fairy is basically the same as the doctor.
Role List Presuming 11 Players:
2 Vampires - A neutral role whose goal it is to kill or convert all town members. Vampires have the ability to convert a town player into a vampire at night. If a conversion is successful then the vampires may not attempt to convert someone the following night; if a conversion fails then the vampires may attempt to convert someone the following night. Only town-aligned players may be converted, neutral players will not be converted. Healing a player targeted to be converted will not stop the conversion. Roleblocking the youngest vampire (the one most recently converted) will cause the the conversion to fail- note that if nobody has been converted yet, all living vampires count as the youngest.
1 Angel - A neutral role whose goal it is to protect a randomly assigned town player. The angel will win so long as their assigned player survives: thus the angel can win even if the angel themselves die or if the assigned player is converted into a vampire. The angel may protect their assigned player at night a maximum of two times: if the protected player is attacked, then the angel shall die in their place. The angel may also send their assigned player a message at night one time only: I will be the one to send the message via PM, so the angel may choose whether or not their identity is revealed.
1 Werewolf - A neutral role whose goal it is to kill everyone but themselves. They may target a player to kill every other night, starting on the second night. If the werewolf is roleblocked, then the player who roleblocks them shall be killed in place of the originally targeted player.
Edit: May need buffing.
1 Ghost - A town role who likes to haunt people. The ghost may target a player to "haunt" every night, which results in the targeted player being roleblocked if successful. A ghost may roleblock another ghost's roleblock. A ghost's roleblock is unsuccessful if they die that night.
1 Lich - A town role who raises the dead. The lich may target a dead player to revive at night, and if their revival is successful then the dead player will be become alive again the following day as their original role. A revival is unsuccessful if the lich is roleblocked or killed. If the lich successfully revives someone then they may not revive anymore players.
1 Fairy - A town role who heals others with their magic. The fairy may target one player to heal every night, which will prevent the player's death if they are attacked. The fairy's heal will not be successful if they are roleblocked or killed. The fairy may heal themselves a maximum of two times.
I am considering giving the fairy some sort of other minor ability too, what do you think?
1 Bat - A town role who is part of a spying duo. The bat can target a player to watch at night, and will be informed of anyone who that player visits when the night ends. The bat's ability fails if they are roleblocked.
1 Cat - A town role who is part of a spying duo. The cat can target a player to watch at night, and will be informed of anyone who visits that player when the night ends. The cat's ability fails if they are roleblocked.
If you guys think you'll confuse the bat and cat then I can rename one of them. I'm also considering allowing the bat and cat to have a night chat, so they may communicate with one another at night- what do you think?
1 Reaper - A town role who may capture souls for the night. The reaper chooses someone to "trap" any time during the day phrase. The targeted player will become "trapped" at night, meaning they are unable to use their ability or communicate in any other chats they may typically be able to. Instead the trapped player is only able to talk with the reaper for the duration of the night. The reaper may choose the execute the trapped player if they believe they are a scum role. However, if the reaper traps the werewolf or vampire and fails to execute them before the night is through, then the reaper shall die. The reaper may be healed by the fairy to prevent their death from failing to execute a vampire or the werewolf, but an executed player cannot have their death prevented by the fairy's heal. The reaper's abilities are unaffected by roleblocks.
1 Witch - A town role who communicates with the dead. The medium may talk to all dead players during the night phase. The medium's ability is unaffected by roleblocks.
Note - Considering replacing with a town killing role such as the vigilante.
Edit: I forgot to write this before, but the town's aim in this game is to kill the werewolf and all vampires.
The same voting method as before shall be used. In case you've forgotten, in the voting phase you vote directly against players to get them lynched. If a player receives enough votes before the voting phase ends they shall be lynched. The number of votes needed to lynch someone is ((Total Living Players/2)+1), rounding down when necessary. Also returning from the last game is the dead player chat, since it was a great way to give dead players something to do.
Something I might change is how the phases work. I have a couple of questions I'd like you guys to answer in regards to the phases:
1 - Should I be stricter on how long the phases are? So far I've extended phases whenever requested, since I don't want people to feel they can't contribute just because they are too busy in real life to get a post up in time. However indefinitely extending the day phases gives the town a certain advantage, because they can take as long as they like to consider things.
2 - Should the phases be longer to begin with? If I'm stricter with when the phases end, then it might be a good idea to make them longer in order to give everyone a fair chance to come online and give their contribution. However having longer phases could cause the game to drag on, especially if little is happening during the phase.
3 - Should I continue to give extensions whenever requested, but only up to a specific extension limit? For example, the discussion phase could be 3 days long to begin with, and be extended to a maximum of 5 extra days. This way the phases can end within a few days if little is going on, but can be longer if necessary. It also means that town can't just extend a phase indefinitely if they are too indecisive to come to a consensus on an issue, so there is more pressure on the town to use their day time wisely.