TOWNIE ROLES
Townie:
a) You have no special abilities. As with all residents of Fatlington, you may vote to lynch a suspect each day following day one. You may vote to elect Vigilance Directors on days 1, 3, 5 etc.
b) Most Townies will appear as “innocent” if investigated by a detective, though 1 in 10 will appear “criminal” despite their innocence. If investigated by a Made, most will appear “innocent” though 2 in 10 will appear “unclear.” This may change based on your actions during the game.
c) Townies may band together to kill one target per night phase, but must do so in groups of 4. If this strategy is chosen, you will appear “guilty/criminal” in subsequent investigations. Townies who have successfully accomplished 2 murders will all change roles to Wise Guy(Gal). Townies may also band together in groups of 3 to provide protection to one Townie (not in their group), functioning as a Doctor. 2 successful protections (attacked, did not die) allow them to select one of their group as a Doctor.
Detective:
a) You may investigate two persons per night phase. The investigation will list the individual as innocent (Townie, Don), criminal (Luca, Made not killing, Wise guy not having killed at all, and some townies), or guilty (Luca or Made on the night of kill, Wise guy or Townie who has killed – you either get the current kill or their whole track record as well). If a "guilty" person is discovered, there is some chance -- not a guarantee -- that the detective will also get information on previous kills and/or interesting data.
b) You will appear as “innocent” if investigated, unless and until your actions change your role.
c) Acts as a townie in most respects, but may not participate in a kill group. Other actions may cause role change.
Doctor:
a) May protect one person from murder each night phase. After 2 successful protections (different nights, attacked, did not die), the Doctor becomes a Surgeon.
b) You will appear as “innocent” if investigated, unless and until your actions change your role.
c) Acts as a townie in all other respects, though this may cause a role change.
Director of the Committee of Vigilance:
On the first day phase, and then on each odd numbered day phase thereafter, the town elects the person who will direct the lynching effort. That person shall be director for the next two lynchings following their selection (e.g. Elected Day 1, Director Day 2, Director Day 3, Elected Day 3, Director Day 4 & 5, etc.).
a) The Director will choose the lynching mode, carry out the lynching, and, in the event of a tie vote, the director will decide who among those tied for the most votes will be executed. The director can execute none, one, more, or all of those tied votees at their discretion. The Director is provided with a special goon squad to aid in the executions, and this squad also makes it impossible to kill the Director while they are in office. While directing the lynchings, the individual in question may not vote.
b) Investigations will function as per the Director’s other Role.
c) Ability to act at night is a function of the Director’s other Role.
FBI Detective:
a) May investigate two persons per night phase. Results, which parallel those of the regular detective, will not be available, however, until the beginning of the next night phase. FBI resources are slower, but will produce better and more informative results than a regular detective.
b) You will appear as “innocent” if investigated, unless and until your actions change your role.
c) Acts as a townie in most respects, but may not participate in a kill group
Surgeon:
a) Functions in all respects as a Doctor, but anyone attacking the Surgeon’s protectee not only fails to kill the target, but has a 3 in 10 chance of dying in the attempt.
b) As Doctor.
c) As Doctor.
PIVOT ROLE
Wise Guy/Gal:
A wise guy/gal belongs to no criminal family…yet. They may be recruited by a family and start doing “wet work” for that family; they may “go straight” functioning as a regular townie and not getting involved in crime, or they may attempt to operate in conjunction with a group of individuals sharing the same wise guy/gal role, creating their own “family.”
a) Your abilities will vary with your level of support.
1) Wise guys can work with a crime family, forming kill groups on a 1 kill attempt per two Mades/Wise gal basis. A Wise guy becomes a “Made gangster” after having participating in 3 killings for a family and having received consent from the family don. They may or may not be made aware of the Don’s identity, at that family’s discretion. They do assume the investigative powers of a Made gangster as well as their investigation status.
2) Wise guys operating as an independent “family” have no Dons, Mades, or Lucas, and can perform only 1 killing for each 3 Wise guys. Following their 3rd successful murder, these 3 wise guys may choose one of their number to become a Made.
b) If investigated by a detective, the Wise guy will appear “criminal” if they have not been involved in a killing and “guilty” if they have…even if that killing was a while back. If investigated by a Made, they will appear either as “criminal” or “unclear.”
c) Alternatively the Wise guy may choose to function as a regular Townie, not participating in any criminal activity. If they assume a Townie role and become one of the Townie roles, they lose Wise guy status and turn to the "light side of the force."
MAFIOSO ROLES
Don(na):
A Don is the leader of her/his crime “family.” Their objective is to eliminate all of the other dons in the game, and to have more members in their crime “family” than the total of innocent townies and opposing criminals, thus gaining control and becoming the “Capo de tutti Capi.” At the outset of the game, only their Luca and the initial Made Gangster of the family know them.
A Don normally cannot kill opponents during a “night” phase, and must work through others. If the Don has lost all the other members of her/his family, they may perform: a) 1 kill per “night” phase. However, subsequent to any such killing they will be identified as “guilty” if investigated by a detective, and “criminal” if investigated by a made. Or b) investigate two people [in the style of a Made Gangster below] to facilitate recruiting. A solo Don, unlike a Made, may not do both. In addition, a Don is normally protected by a Luca, making them very difficult to kill.
b) Normally, however, they appear as “innocent” if investigated by a detective or made, so they can camouflage themselves well. Even the FBI detective is unlikely to spot them (3 in 10 “Criminal”).
c) A Don can function as a regular townie in other respects, but cannot kill during a night phase or join a kill group until they are the sole survivor of their family.
Luca
A Luca is one of the two initial “Made” gangsters in a crime family. The Luca’s objective is to protect their “Don.” This function is always “on” unless the Luca is undertaking other duties. The Luca is automatically aware of the identity of the family don.
Should the family Luca be killed, or should a new-made family with Don not have a Luca, other members of the family can form a protective combo to defend the Don. If this combo successfully defends the Don twice [different nights, kill attempt thwarted] then one of the combination will assume the powers of a Luca. The combination needs to include 2 Mades OR 1 Made and 2 Wise guys.
a) A Luca does not normally kill opponents during a “night” phase, but may function as a Made gangster in this regard (no recruiting investigation), participating in a killing each night. If participating in a killing that “night,” the Luca cannot provide protection for the don. If the Family has lost their Don, the Luca functions as a Made Gangster until the new Don takes over.
b) A Luca appears “criminal” if investigated by a Detective or Made, but “guilty” only on the night of a killing even if they have participated in killings before.
c) A Luca may participate in a townie kill group (though this leaves the Don undefended) but may not participate in a protection group.
Made Gangster
A Made is one of the two initial “Made” gangsters in a crime family. Their objective is to lead up the “wet work” efforts on behalf of their crime family, eventually controlling the town. The initial made gangster of a family is automatically aware of the identity of the family Don. If a family Don has been killed (or never existed), the Made may become a Don provided that: 1) There is at least one other Made in the family, 2) All the other Made Gangsters in your family agree to your becoming the Don, and 3) the Made did not participate directly in the killing of the previous Don.
a) Mades can form a kill group with other Mades or with Wise Gals. One kill may be attempted for each two Mades/Wise Guys. In addition, a Made gangster can conduct one “recruiting” investigation per “night” phase. This investigation will determine if the individual is “criminal,” “innocent,” or “unclear.”
b) If investigated by a Detective or another Made, a Made gangster appears “criminal.” If investigated by a Detective during a “night” phase in which the made gangster is actively involved in a killing, they appear “guilty.”.
c) A Made may function as part of a Townie killing group, but never a protection group.
SECRET ROLE(S)
At least one, and potentially more, will be included. The particulars are…secret.
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