Crew of the Presence:
Able Seaman
The standard Townie of Pirate Ship Mafia. Able Seamen have no special powers but may form groups of 4 and 3 to kill or protect a target, respectively. Their goals are to rid of the
Presence of its many threats and get enough treasure to have a rousing good time back on land. Some Able Seamen may be susceptible to offers of Letters of Marque or promises of even greater treasure from the
Maven. Players will not know how susceptible they are to either.
Steward
A position of moderate power on the ship, in this game the Steward is responsible for the crew’s well-being. A Steward acts as your standard Doctor, being able to protect people on certain nights. They will be able to thwart normal villain two-person kill teams and town four-person teams, but should either group attack with more than the minimum amount of people required, the Steward’s chance of success diminishes and may even die in a protection attempt. The exact percentages will be given out in the role PM.
Watchstander
As evidenced by the title, the Watchstander’s job is to stand watch every night. The Watchstander may investigate two persons every night and get a general idea of their activity at night. A second investigation will reveal susceptibility to treasure and/or Letters of Marque, and a third will reveal the person’s true affiliation and a list of all of their activities up to that point.
Elected/Appointed Roles:
Neither the Captain nor his Officers can switch sides for as long as they hold their offices.
Captain
The Captain is elected by the crew on Day 1 and will remain Captain unless he is removed by a mutiny. This is a position of extreme power in that the Captain gets a set salary of treasure every turn he is Captain without having to actively do anything. Most importantly, the Captain gets to appoint his two Officers, the First Mate and Quartermaster, who, if loyal, can represent the greatest threat to the enemies of the
Presence. The Captain cannot be killed at night but may take part in nighttime activities. The Captain has no vote unless there is a tie (see above), however, activity treasure is still given to him for posting in the day phase.
First Mate
The Captain names his First Mate to me privately before the Day 1 voting phase is over when it appears that he has a legitimate chance of becoming Captain. The First Mate can be replaced at will at anytime either by PM (preferred) or posting in the thread. Changes in officer position will take effect at the end of the phase, day or night. The First Mate is the Captain’s right-hand man on the ship and may individually kill one person or investigate two persons per night. Attempts on his life at night have a 50% chance of failure, regardless of numbers used against him. The First Mate also collects a salary for his efforts.
Quartermaster
The Captain names his Quartermaster to me privately before the Day 1 voting phase is over when it appears that he has a legitimate chance of becoming Captain. The Quartermaster can be replaced at will at anytime either by PM (preferred) or posting in the thread. Changes in officer position will take effect at the end of the phase, day or night. The Quartermaster is in charge of discipline on the ship and may individually protect or block one person from committing an action per night. Attempts on his life at night have a 50% chance of failure, regardless of numbers used against him. The Quartermaster also collects a salary for his efforts.
British agents:
British Special Officer (1)
The Godfather of sorts for the British agents. The British Special Officer is the only one out of the three starting agents that can determine susceptibility to Letters of Marque among the crew of the
Presence. He may investigate two persons per night to find out how susceptible they are in addition to sharing the same powers as the British Lieutenants, described below. The British Special Officer is extremely important to the British cause, as without him, the British agents take a huge risk whenever they offer Letters of Marque to uninvestigated targets.
British Lieutenant (2)
The British Lieutenant, working in pairs, may kill any one target at night. In addition, a Lieutenant acting alone may offer a Letter of Marque to any one target at night. Should that person be susceptible to Letters of Marque, he immediately joins the crew as a British Convert (below). Should he
not be susceptible, the British agent who offered the Letter of Marque has a chance of being discovered (percentages vary from player to player, power roles have a better chance of discovering who offered Letters of Marque to them). If only one British Lieutenant remains and there are no British Converts, the British Lieutenant may kill on his own. Treasure is not a motivational factor to any of the British.
British Convert
Individuals who have accepted offers of Letters of Marque become British Converts, who immediately obtain the same powers as British Lieutenants. However, at least one original British Lieutenant or the British Special Officer is required to survive the game – should all three original agents be killed, all British Converts will immediately commit suicide out of shame for abandoning their original comrades.
Maven saboteurs:
All
Maven saboteurs, whether original or converted, may at any time privately vote to leave the ship with the treasure they have collected and, essentially, end the game for all involved. However, they must leave with a sufficient amount of treasure or otherwise they will be punished by their Captain in the final writeup. Further mechanics of this will be discussed upon request from
Maven saboteurs.
Maven Crewman (3)
Unlike the British, the
Maven crewmen have no distinction between each other and all three original crewmen share the same powers. Every night, one of the three (and only one, though this may alternate) may investigate one individual to find out how susceptible to treasure. The other two may team up and kill one person per night. The
Maven crewmen cannot begin converting people over to their side until one of them is the active leader in treasure accumulated (will be made clear in a PM).
If one of them is the active leader in treasure accumulated, at night, any amount of members of the team may go around at night offering
Presence sailors the opportunity to switch. If the sailor is question is susceptible to treasure, he will immediately switch and become a
Maven Convert (below). Should he
not be susceptible, the crewman who offered the opportunity to switch has a chance of being discovered (percentages vary from player to player, power roles have a better chance of discovering who offered the opportunity to switch to them). If only one original
Maven crewman remains and there are no
Maven Converts, the
Maven Crewman may kill on his own.
No treasure will be subtracted from the
Maven’s stash upon successful conversion – it is the promise of further treasure that lures the
Presence’s crewman in.
Maven Convert
Individuals who have accepted offers to switch crews become
Maven Converts, who immediately obtain the same powers as
Maven Crewmen. However, at least one original
Maven Crewman is required to survive the game – should all three original saboteurs be killed, all
Maven Converts will immediately commit suicide out of shame for abandoning their original comrades.
Secret role(s):
Naturally, any and all details about secret role(s) will remain secret.

I will say that there will be at least one.