The Werekin (First Wolves):
Win Condition:
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Reduce the numbers of Usurpers to match the number of Werekin and Turned. Kill or enslave all Turned.
Roles:
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The Familiar: Before the game begins, you may pick which players are on your team, and their roles. After the game starts, you may choose once a night between killing, scrying, or turning one person.
The Deft: Once a day/night, you may choose to set a trap on one person, which will void the next person to use a power on them, and reveal the effect of one of the powers of the person voided, or for someone, which has the same effect, but voids the person it was used on when next they use a power.
The Vengeful (Beast): If you die by lynching, you kill two people who voted for you. If you die from a night kill, you either kill two people who voted for you, or the person who targeted you and one random player, depending on whether it was from a team vote or a power.
The Diviner: Skilled at reading the future in entrails, each night that the Familiar kills someone, you learn the target of a power in the next phase that one is used.
The Turned (Second Wolves):
Win Condition:
Spoiler
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Reduce the numbers of Usurpers to match the number of Werekin and Turned. Kill or enslave all Werekin.
Roles:
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(Further roles will be made as necessary.)
Duilliath, Keeper of Dun Gol: The first time the Keeper of the March is turned, they gain power over the dead and dying; once every three phases they may convert a ghost to their team.
Every other phase, they may make all ghost votes count for purposes of the lynch/give them a team-kill, or prevent one of the players who would die that phase from doing so (for which purpose they will receive a list of those who, after the effects of all powers have been determined, will die without intervention).
The Virulent: The first Usurper to be turned, you were made in such a way that you can spread your curse; each night, you may bite one player, adding them to the Turned, with all effects attendant upon such a conversion.
The Mirror: If the Guardian is turned, they gain the following powers: Once every other day they may choose to redirect a lynch onto the first person to vote for someone, or once every other night they can choose to redirect any night actions other than scries and banes against one player back onto the person who performed them (For team votes, this works the same way as it would with any other vote; the first person to vote for someone becomes the target).
The Thief: If the Deft is turned, they may attempt to remove a collar from one player each day, and choose to steal one player's powers during the night phase.
The Usurpers (First Town):
Win Condition:
Spoiler
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Kill or enslave all Werekin or Turned.
Roles:
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The Forger: Once a night you can choose to create an iron sword, which grants the wielder a night kill, a suit of armor, which protects against any night kills, or an iron collar, which allows the owner to attempt to enslave a player once per night until successful.
Slayer(s): You start with an iron sword, which allows you to kill one player each night.
Tracker (Seer): Once each night, you may choose to scry one player.
Guardian (Baner): You may choose to protect one player each day/night from night kill or lynch.
The Keeper of the March (Killer/Day-baner: Once a night you may choose to kill one player, or protect them from lynching the next day by keeping them in your home. However, any player so protected is forbidden from voting the next day, or the protection is rendered void.
Enchanter (Vortexer): Once a day or night you can choose one person and redirect their vote or action to the target of your choice. This includes night kills. However, you cannot use this again until the next phase has passed. So, for example, if you choose to redirect a vote, you couldn't use your ability again until the next night passed.
Unaffiliated (Either):
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The Midday Moon/Midnight Sun: So long as your counterpart is alive, you cannot be killed save by lynching, though you will gain any additional abilities you might have from doing so, including team votes. However, if your counterpart dies, so do you. If your counterpart is on another team, neither of you need to die, be enslaved, or be turned, for purposes of either team's win condition. You and your counterpart start knowing each other.