First off, the starting roles (which match up with the number of the player on the playerlist):
1) Vanilla
2) Vanilla
3) Vanilla
4) Mafia Goon
5) Lyncher
6) Vanilla
7) Doctor
8) Mafia Godfather
9) Paranoid Doctor
10) Town JOAT
11) SK/JOAT
12) Cop
13) Vanilla
14) Tracker
15) Scum-Mason
16) Watcher
17) Vanilla
18) Mason
19) Hate-Club Leader
20) Vigilante
21) Vanilla
22) Vanilla
23) Goon
24) Vanilla
25) Vanilla
26) Mason
27) Vanilla
And the role PM's:
Vanilla:
Mafia Goon:You are a vanilla townie. You have no special abilities. You are town, and win when all threats to the town are gone.
Confirm via PM.
Lyncher:You are a Mafia Goon. You can talk with your fellow mafia members in the quicktopic. Every factional ability is explained there.
Mafia - http://www.quicktopic.com/43/H/Tjn2m6hthQCy
You win when only your faction remains.
[A comment on this - I put the Lyncher in to help balance out the cult. The lyncher role here is meant to have whoever the cult leader is as their target. The reason for the "after Day 2" was to make it so that the lyncher had some intention of surviving. If the lyncher had completed his/her win condition, s/he would have been removed from the game with the personal win.]You are absolutely dead-set on killing RedCoyote, but you want to make him suffer. You win if RedCoyote is lynched on Day Two or later. Should he be night killed or lynched on Day One, you will commit suicide upon the beginning of the next Day phase.
Confirm via PM.
Doctor:
Mafia Godfather:You are a local hospital pediatrician. Each night, you can PM me the name of any player, and they'll be protected from being killed. You are town and win if all threats to the town are gone.
Confirm via PM.
Paranoid Doctor:You are the Mafia Godfather. You can talk with your subordinates in the quicktopic. You are investigation-proof: all investigations come up as innocent. All factional abilities are explained in the quicktopic.
Mafia - http://www.quicktopic.com/43/H/Tjn2m6hthQCy
You win when only your faction remains.
Confirm via PM.
[Note: This is a jailkeeper, but I tend to call it a paranoid doctor, as that's how I learned the role.]You are a Paranoid Doctor. Each night, you target one player to protect, but that player will also be roleblocked. You are town, and win when all threats to the town are gone.
Confirm via PM.
Town Jack-of-all-Trades:
Serial Killer/Jack-of-all-Trades:You are the town wizard. Being a Jack of All Trades, you have a few abilities:
-One Rolecop (you get exact role name)
-One self-flavoured kill (you name the flavour)
-One ambush (you target a player, and kill the first person to target the player you targeted. Not used if no kill is made)
You are town, and win when all threats to the town are gone.
Confirm via PM.
Cop:You just hate everyone in this town, want to eat their souls and live alone in peace. To help in your goal, you have some abilities:
-Four self-flavoured kills (limit of 1 per phase)
-One three-day poison
-one roleblock
Self flavoured kills are kills in which you write your own flavour for.
The three-day poison takes three night/day cycles to take effect, and this ability cannot be tracked, watched, or blocked.
If an ability is blocked, it is used up.
You win when you are the only player left.
Confirm via PM.
Tracker:You are a local town policeman. Each night, you can PM me to learn the alignment (Town, Scum, 3rd Party) of any player in the game. You are town, and win if all threats to the town are gone.
Confirm via PM.
Scum Mason:You are a detective, on the trail of whomever you find suspicious. Each night, you can target a player to see who they target. You are town, and win if all threats to the town are gone.
Confirm via PM.
[Note: If a mason asks about whether or not they can trust their mason partners, the response is "there is no reason not to trust them". This was to help make up for the fact that they were the only non-town constant killing faction in the game.]You are a Scum Mason.
The mafia talk in their quicktopic. All factional abilities are explained there.
You and your mason partners can talk in their own quicktopic, as well.
Mafia - http://www.quicktopic.com/43/H/Tjn2m6hthQCy
Masons - http://www.quicktopic.com/43/H/j2tjNLgQXmdE
You are scum and win with your Mafia faction.
Confirm via PM.
Watcher:
Mason:You are a secret agent, with the protection of the citizens of the city in mind. Each night, you can target one player, and learn who targetted that person during that night. You are town, and win if all threats to the town are gone.
Confirm via PM.
Hate-Club Leader:You are a mason. You can talk with your Mason fellows in the quicktopic.
You are town, and win if all threats to the town are gone.
Masons - http://www.quicktopic.com/43/H/j2tjNLgQXmdE
Confirm via PM.
[Note: This group was to act as the second, late starting mafia faction.]You are the Leader of a cult. This cult is called the Hate-Club. Each night, you may recruit one person to join your cult, but you can only recruit vanilla townies. If you try recruiting anyone else, it will simply fail. Alternatively, you can choose not to recruit, but to kill instead. When members are recruited, they will be directed to the quicktopic to talk at night. Only you can recruit, but the rest of the Hate-Club recruits act as Mafia Goons.
Hate-Club - http://www.quicktopic.com/43/H/Gr3D9xpXyXh
You win when only the Hate-Club remains.
Confirm via PM.
Vigilante:
[Note: Easter-Egg Townie is just another name for a townie. The only difference is my silly addition of a small bit of flavour, just for fun. As for the kill limit, there was none - the point was to make the vigilante be a little more cautious about how s/he was going to use his/her ability.]You are Batman, the Vigilante (and Easter Egg Townie). Each night, you may target one player to kill, but beware: there is a limit on how many kills you can make before the guilt gets to you, and you start to lose it. You are town, and win when all threats to the town are gone.
Confirm via PM.
Hate-Club Member:
You have been recruited into the Hate-Club cult. You are now loyal to RedCoyote. You may talk at night in your base:
Hate-Club - http://www.quicktopic.com/43/H/Gr3D9xpXyXh
Your win condition has altered - You now win when only your faction (the Hate-Club) remains. Information is in your base - confirm this via PM.
And the QuickTopics:
Mafia - http://www.quicktopic.com/43/H/Tjn2m6hthQCy
Masons - http://www.quicktopic.com/43/H/j2tjNLgQXmdE
Hate-Club - http://www.quicktopic.com/43/H/Gr3D9xpXyXh
Next, the order of actions, and what actions took place:
This last quicktopic is for what actions took place throughout the course of the game. The first part is what actions were sent to me, and the second is what actually happened.
Actions - http://www.quicktopic.com/43/H/KGAmQnqHwQr
And the order of actions:
1-SK roleblock
2-Roleblocker/doc combo
3-Doc
4-Tracker
5-Watcher
6-Cop
7-JoaT Rolecop
8-Leader Recruit
9-SK Kill
10-Mob Kill
11-Vig Kill
12-HateClub kill
**Ambush happen to the first action, unless a roleblock to the ambusher comes earlier, in which case the ambush is not used**
**Poison happens no matter what, and cannot be tracked, watched, blocked, etc.**
And the endgame priorities, to avoid joint-victiories:
1) SK
2) Mafia
3) Town
4) Hate-Club
That's about it. Thanks for playing, and I'm terribly sorry this game was littered with replacements.
Any questions, feel free to ask.