Secondary Abilities can be stolen by the thief. Once stolen they cannot be returned to you. The Thief is allowed to pass the stolen ability to whomever he chooses with the exception of the original owner. The gifted ability lasts two nights and then expires.
This game is played entirely within the day chat. No nighttime chats are going to be available. It will be up to the players to formulate ways to speak with their teammates in broad daylight. For this reason days are 48 hours total and nights are 24 hours total. Night actions are to be submitted 2 hours before night ends. No exceptions.
All Fanatics will know each others identities but not their original roles. Original roles are not allowed to be verbally shared within the Fanatics faction. Masons will not know each other identities nor original roles unless the Mason Leader dies. The Mason Leader is susceptible to Fanatic Conversions. Masons are not susceptible. The Doctor can prevent conversions but cannot revert them. The vests can prevent any and all attempts at conversion or murder the night they are used.
Framers will always frame their targets as Neutrals. The Sheriff will detect exact alignments but not roles. The Sheriff cannot be roleblocked. The Framer cannot be detected. The Consort cannot block Fanatic conversions but can block Mason Leader conversion.
The Arsonist can douse and ignite in the same night phase. Targets of the Arsonist are alerted to being "targeted for death." The Arsonist auto ignites upon being lynched. The Arsonist douses the Consort if targeted by the Consort.
The Serial Killer will kill the Consort if targeted by the Consort. The Serial Killer can alert players to being "targeted for death."
Anyone who is converted to either a Fanatic or a Mason, excluding the Mason Leader, will lose their previously held abilities. They will show up as their previously held role upon being lynched. The Fanatic Conversion target is chosen by popular vote. If there is a tie in votes the chosen action will be no action.
The Blackmailer can remove a players ability to vote for the following day phase. This effect wears off after that day phase has ended. Players are informed of being blackmailed.
Citizens win ties with Mafia.
Masons win ties with Fanatics, unless Mason Leader is alive and converted.
Neutrals win ties with Mafia.
The Mason Leader is not informed of successful conversions. The Mason Leader can only convert Citizens. If the Mason Leader has been converted and the Town achieve their Win Condition the Fanatics will win by default.
Mafia do have the ability to kill outside of their normal abilities.
Last Wills are allowed, Death Notes are not.