Role Creation Guide
When designing a role, always define two things first:
Action → What the role does each day/night.
Impact → How that action changes the flow of the game.
Then check for balance (does it fit without overpowering?) and theme (does the ability reflect lore and region?).
-
Action: Eliminate players (core night elimination). Some variants twist how/when this kill happens.
Impact:
Establish the central threat.
Drive the Citizens’ primary win condition: banish the Ravager.
Design Notes: All Ravager variants must tie back to core function: eliminate + survive.
-
Action:
Manipulate, deceive, or disrupt to protect the Ravager. They typically never perform the kill.
Impact:
Shield the Ravager’s identity.
Waste Citizen resources/votes.
Sow mistrust, create false leads, bend rules even after banishment or elimination.
Design Notes:
The Shadow Council Member’s purpose is obfuscation and misdirection.
-
Action:
Gather pieces of hidden information (e.g., alignment, targeting, or behavioral clues) to help piece together the truth.
Impact:
Provide clues that Citizens can assemble over time.
Narrow suspicion without guaranteeing certainty.
Anchor group discussion in evidence instead of pure accusation.
Design Notes:
Information should come in fragments (partial, delayed, or interpretable).
Influence grows with time, making them prime Ravager targets.
Serve as the compass of the Citizen team—they steer, but don’t solve everything.
-
Action:
Preserve life by shielding others, intercepting kills, or absorbing damage.
Impact:
Extend the survival of other players, giving Citizens more time to act.
May unintentionally protect Ravagers or Chaotic Influencers since they cannot confirm alignment.
Design Notes:
Their value is in buying time for deduction and strategy.
Protection is always a gamble, creating tactical dilemmas.
-
Action:
Influence the state of the game with unique, non-defensive effects.
Examples: altering votes, granting temporary powers, applying status effects, creating conditions that tilt outcomes.
Impact:
Shape strategy by altering how players interact, vote, or act.
Complicate Ravager plans indirectly, without guaranteeing benefit to Citizens.
Design Notes:
Specialists do not extend survival (that’s Protectors’ role).
They are about tactical interference and creative shifts, not certainty or safety.
-
Action:
Force unpredictable or risky conditions that always carry potential harm to Citizens.
Impact:
Provide balance to the game by preventing Citizens from becoming too efficient or certain.
Complicate Citizen teamwork.
Indirectly aid Ravagers by spreading chaos.
Design Notes:
Must never give Citizens a direct advantage.
Add tension and uncertainty without outright deciding the game.
-
Action:
Publicly known roles with hidden Architect-assigned alignment. Often for players who enter late, need to leave early, or exist for a limited time in the game.
Typically introduced in larger games (15+ players).
Impact:
Provide flexibility by allowing players to join late or leave early while still meaningfully participating.
Help balance larger games, where additional influence is needed to maintain tension.
Introduce high-impact moments that can quickly shift the direction of the game.
Add unpredictability since their alignment is not known to other players.
Design Notes:
Wanderers are designed for larger player counts and should not be standard in smaller games.
Their abilities should be powerful and noticeable, capable of influencing the game in a short time.
They are typically not perpetual—their presence is temporary by design.
Even though they their role and abilities are public, they should still create strategic tension and ripple effects.
-
Action:
Begin neutral; alignment determined by choices, chance, or conditions.
Impact:
Add a layer of complexity to the game by introducing a third faction dynamic.
Force players to account for multiple win conditions and shifting priorities.
Can influence the outcome by siding with a faction or pursuing their own victory.
Design Notes:
Must have clear, well-defined conditions for alignment shifts or victory.
Their presence should create strategic tension, not confusion.
Even if the role is layered, the rules and timing of abilities must be easy to understand and execute.