Game Details, Part 3: The DruidsCaptain Finglass:
You have no care for werewolves. If everything goes to plan, you will soon have ascended to a higher plane of existence, and the fate of Xkcdia will be utterly irrelevant to you.
You are the Dawn Druid, working in partnership with DaBigCheez, the Dusk Druid. To achieve true immortality, you must both be killed. However, it cannot be any death: the spell is very clear about that. You must either both die during a day phase (e.g. by being lynched) or both die during a night phase (e.g. by being killed by the werewolves).
While you live, you have the power to affect how people see the world as the sun rises in the morning. You have the power to influence the flavour I write at the beginning of each day phase: to do this, you should PM me instructions during the previous night phase. For example, you can PM me asking to make a certain player appear suspicious in the flavour, or for me to imply that town are on the brink of losing. Note that you cannot use this power to influence the flavour at the start of D1. While you are both alive, you also free to chat with each other during the night phases. CC me in all messages.
Yours is a third-party win condition. To win, you must both die during the same type of phase. You lose if you die during different types of phase, or if you are not both dead by the end of the game. Good luck!
DaBigCheez:
You have no care for werewolves. If everything goes to plan, you will soon have ascended to a higher plane of existence, and the fate of Xkcdia will be utterly irrelevant to you.
You are the Dusk Druid, working in partnership with CaptainFinglass, the Dawn Druid. To achieve true immortality, you must both be killed. However, it cannot be any death: the spell is very clear about that. You must either both die during a day phase (e.g. by being lynched) or both die during a night phase (e.g. by being killed by the werewolves).
While you live, you have the power to affect how people see the world as the sun sets in the evening. You have the power to influence the flavour I write at the end of each day phase: to do this, you should PM me instructions during the day phase before the lynch or deadline occurs. For example, you can PM me asking to make a certain player appear suspicious in the flavour, or for me to imply that town are on the brink of losing. While you are both alive, you also free to chat with each other during the night phases. CC me in all messages.
Yours is a third-party win condition. To win, you must both die during the same type of phase. You lose if you die during different types of phase, or if you are not both dead by the end of the game. Good luck!
I based the Druid faction off of the Mimes faction that a few games on the Mafiascum wiki use. However, instead of requiring both to be lynched, I simply said that they should just both die the same way. I also added in flavour-influencing because, you know, it's fun.

I reckon the Druids probably ended up hurting town a lot more than they hurt the anti-town factions, so maybe there were some balance issues with including them here. I like the overall model though.
Flavour Influencing:
D1 End - Imply that a Hooded Trio were pleased with the lynch.
D2 Start - Imply a Vampire Kill
D3 Start - Imply that the Vampire watched T1mm
D4 Start - Imply that the Trio are still about
D5 Start - Imply another Vampire Kill
Game Details, Part 4: The TownDooms/mostlynormal:
Let’s face it: in times of crisis, people turn to drink. It may not be the healthiest habit, but who are you to deny them what they want?
You are the Innkeeper. Every evening, the townsfolk flock to your tavern to chat amongst themselves while drinking away your sorrows – and sometimes, when you’re feeling particularly mischievous, you’ll let them drink far more than they can handle. Each night phase, you may PM me the name of another player who you want to get drunk that night. A drunken player has a 50% chance of failing any actions they carry out that night. Additionally, as the Inn is the centre of Xkcdia’s social life, you may occasionally overhear gossip about other players: this will be sent to you in the form of a PM at the end of a night phase. You will not necessarily overhear gossip every night.
You are Town, and win when the anti-town faction(s) is(are) eliminated. Good luck!
This was a role that seemed like a great idea in my head. The way that the gossip feature worked was that whenever somebody in night chat speculated about the role of a player who wasn't in the conversation (eg. I wonder if John Doe is the Vampire?"), that speculation would be recorded as gossip. The gossip would then be sent to the Innkeeper at the start of the next day. It was a listening ability that could still be useful, but would avoid being overpowered. However, almost as soon as N1 started, I realised that this role involved a massive amount of work for me as a mod, with me having to scan every single night chat message for such comments. As horrible as it is to say, it was a relief when mostlynormal was chosen as a kill target.
Drink Actions:
N1 - Get Fearless drunk (successful)
Chickenfish/Fearless:
Ello ello ello! What’s all this about werewolves then?
You are the Police Constable and, while you may be very good at catching wrong-doers, you don’t have at tackling the supernatural. Each night, you may PM me the name of a player to investigate, and I will let you know whether they are innocent or guilty. However, as an ordinary policeman, your investigation might not prove very useful at catching werewolves. Alternatively, instead of investigating a player, you can PM me with the name of a player to arrest instead. An arrested player will be thrown in prison for that night, and then let out at the start of next day phase. A player in prison will be unable to carry out any actions that night, but will also be immune from any actions targeted against them.
You are Town, and win when the anti-town faction(s) is(are) eliminated. Good luck!
This was a combined Mafia-investigating cop and jailkeeper role. I threw it in so that at least one townie would have an idea that there's probably some non-supernatural anti-town roles out there. In the end, fearless never used the arrest power, and instead investigated every night.
Investigations:
N1 - T1mm (blocked)
N2 - CaptainFinglass (not criminal)
N3 - JesseScottOwen (criminal)
N4 - BoomFrog (not criminal)
N5 - ahammel (n/a)
Wam:
To delve beyond reality and see what others cannot… it is a rare gift, and one that equips you against the forces of evil.
You are the Seer. In your visions, you can see a person’s true form and identify any supernatural foes. Each night phase, you may PM me the name of another player. At the end of the night, I will inform you whether or not they are evil.
You are Town, and win when the anti-town faction(s) is(are) eliminated. Good luck!
Standard seer role. I wanted to include some standard roles, so that if a massclaim occured there'd be suspicions raised about the relative normalcy of some claims compared with others.
Investigations:
N1 - Fearless (not evil)
N2 - JesseScottOwen (not evil)
N3 - T1mm (not evil)
N4 - Captain Finglass (n/a)
Zace/ForAllOfThis:
You are the… Pirate-Ninja??? Wait, that can’t be right, let me check again… no, bizarrely that is actually your role…
You are the Pirate Ninja. What you are doing in Xkcdia is a mystery, but you have decided to help out the townsfolk. Each night phase, you may PM me the name of a player to ‘plunder treasure’ from. At the end of the night, you will be told what item(s) you stole, giving you clues as to that player’s role. Additionally, because you are a ninja, you are completely undetectable at night. As such, your night actions will not show up to watcher or tracker-like roles.
You are Town, and win when the anti-town faction(s) is(are) eliminated. Good luck!
Yay, out-of-theme role! I think it's normally a good idea to throw one of these roles into a themed closed setup, just as a useful check against massclaiming. In terms of the role itself, this was essentially a flavour cop who wouldn't be caught investigating people.
Investigations:
N1 - Webby (finds bandages and medicines)
N2 - Adam H (finds documents relating to the 'family' and 'investigations')
N3 - JesseScottOwen (blocked)
N4 - BoomFrog (n/a)
Matt96:
A wolf is a wolf. They can be hunted down and shot, just like any other creature.
You are the Hunter. For years you’ve made a living in these woods, and you’ve taken down a fair few supernatural beasts in your time. Each night phase, you may do one of two actions. You can either PM me the name of a player to track (in which case I will inform you of who they targeted that night, if anyone) or you can PM me the name of a player to kill, in which case they will die. You cannot carry both actions in the same night.
You are Town, and win when the anti-town faction(s) is(are) eliminated. Good luck!
This was essentially a mirror image of the werewolf huntmaster role, with the exception that as a town role the kill power wasn't factional. Matt96 chose only to use his kill powers late in the game, which may have been a mistake (that said, it's hard to say how things would've worked out otherwise).
Actions:
N1 - Track Lataro (targeted Krong)
N2 - Track Fearless (targeted CaptainFinglass)
N3 - Track T1mm (targeted BoomFrog)
N4 - Track CaptainFinglass (targeted nobody)
N5 - Kill Ahammel
tastelikecoke:
Evil is stalking Xkcdia. Now more than ever, you are convinced of the need to spread the word of God.
You are the Minister, head of the Xkcdian Free Church. Each night, you may PM me the name of another player. That player will then become a member of the Church from the next day onwards. All Church members, including you, can communicate with each other during the night phase. CC me in all messages. Additionally, during each night phase each church member, again including you, may PM me with the name of a player they wish to pray for. God shall surely answer the prayers and ensure that no harm comes to them. If you die, the Church will continue as long as it still has members, but no more recruiting can occur.
You are Town, and win when the anti-town faction(s) is(are) eliminated. Good luck!
[mod note: the prayer power does nothing]
This role was essentially a recruiting mason leader. The niave protection ability was perhaps a little on the mean side, but had the faction actualy got going it would presumably have quickly become obvious that it didn't do anything - besides which, if it did do something, it would be ridiculously overpowered.
webby:
Modern medicine has advanced so much in recent years. The old ways of herbalism are gone, and now science reigns supreme!
You are the Doctor. You can treat all sorts of wounds, as long as they’re not too severe. Each night phase, you may PM me with the name of another player. If that player is targeted by a kill action that night, then you will save their life. If they are targeted by multiple kill actions in the same night, however, then they will still die despite your best efforts.
You are Town, and win when the anti-town faction(s) is(are) eliminated. Good luck!
Standard doctor role - it could protect against any form of night kill.
Doctor actions:
N1 - Protect Krong
N2 - Protect Adam H
N3 - Protect ForAllOfThis
T1mm01994:
Evil. In a way, you’ve been fighting it all your life. The only difference now is that the evil has claws and fur.
You are the Priest. After years of hearing people confess their sins to you, you’ve grown somewhat good at telling the truth from the lies. Each night, you may PM me the name of another player. I will then prompt that player to make a ‘confession’ about their activities in this game. When they have made their confession, I will let you know which parts, if any, are lies. Your target is allowed to refuse to confess a thing, but of course that alone might be quite revealing about their role. There is one snag, however: the rite of confession is a sacred one. If you reveal to anyone information that you gained from a confession, or indeed falsely claim to have gained information from a confession, then you will lose your powers permanently.
You are Town, and win when the anti-town faction(s) is(are) eliminated. Good luck!
This role was essentially the lovechild of a torturer and a lie detector. The targeted players are essentially put in a bind, as silence is incriminating: there is no reason, for example, why town would ever not just send a message saying "I am town". The posting restriction at the end was to stop it becoming too overpowered. In the end though, the only time the ability was succesfully used was on a player who already knew what it did (the confession itself wasn't actually made until the start of the next day), so it didn't really reach it's full potential as a role.
Confessions:
N1/D2 - Adam H (blocked)
N2/D3 - Adam H (success, see below - red text = lie)
Adam H wrote:I really want t1mm dead. Really really really want him dead.
I am not a role cop. I lied yesterday.
Lastly, what kind of world is this when innocent townspeople can get waylaid by evil priests! Go to hell. You'll get nothing from me!
N3/D4 - BoomFrog (n/a)
Lataro:
Werewolves? Pfft. The real menace is from the machinery of the state! Although werewolves do sound quite dangerous…
You are the Anarchist. You believe in toppling the state, and using large quantities of explosives to do so! That said, you are willing to put aside your ideology to help your fellow townsfolk defend themselves from the werewolf threat. Each night phase, you may target a player and rig them with explosives. Then, during any day phase, you may post the word ‘Detonate’ (in bold) in the main game thread. When you do this, everybody who you rigged with explosives will explode and die. You only have one detonator however, so you may only do this one during the entire game: after you have detonated, you have no further powers. Should you rig a player, and then decide you don’t want to blow them up after all, then you may un-rig them during a night phase by PMing me. Note that if you un-rig a player, you will not be able to rig another player during the same night phase.
You are Town, and win when the anti-town faction(s) is(are) eliminated. Good luck!
This was another role I really liked, and when I saw that Lataro had got it I though it's be a recipe for devastation. Alas, Lataro fell foul of an early investigation by Adam H and we never got to have a massive explosion.
Actions:
N1 - Rig Krong
N2 - Rig Matt96
And that's it, all of the roles posted! Thanks again for playing!