Just moving my theme here
In essence, it's a modified Cult vs Town setup with a bunch of neutrals on the side. Some special mechanics are used to spice things up a little and to add something extra to do at night. Since this is a cult setup, it's designed to last slightly longer than your average MFM.
Index:
Post 1:
Roles & Goals
Post 2:
Riddles & Keys
Other Mechanics
Setup
Post 3:
Order of Operations
Feedback Messages
Post 4:
Rules
Q&A
Roles & Goals
The Haunting
Win Conditions: All members of the Exorcists are dead or converted. AND at least 7 unconverted Exorcists MUST die.
Dead members of The Haunting will lose if the Death Knight survives.
Members of the Haunting can communicate at night and participate in the night kill vote. An assassin is required to perform a night kill; noone else can be sent to do it.
The Banshee can override the night kill vote.
An assassination and a conversion from The Haunting cannot occur simultaneously, but an assassination and a maniplulation from The Haunting can.
The Banshee (Lady Trianesh)
Abilities:
At night, The Banshee may manipulate the actions of a targeted player like a witch. Players who are immune to conversion can't be manipulated either.
Alternatively, she can attempt to convert a player to The Haunting.
Special:
Detection immunity (Shadow Hunter/Stalker/Ranger)
Roleblock immunity (Bard/Paladin)
Lynch immunity (if crypt is sealed)
Night kill immunity (if crypt is sealed)
Investigator (The Valet)
May investigate a player each night. Detects exact role.
Assassin
Each night, one Assassin can be sent to assassinate a chosen target (-1).
Shadow (Sheriff)
Check one player each night to see if they are part of the Exorcists.
The Exorcists
Win Condition: All members of the Haunting are dead.
The Paladin (Sir Bastion)
Abilities:
At night, the Paladin may attempt to smite a member of the Haunting (-1). Players who are not part of the Haunting aren't killed, but they will be roleblocked. An unsuccessful smite will always tell the paladin that his target survived his attack, but the target will be informed if they were roleblocked or attacked.
This ability cannot be used for one night after a successful smite (a killing smite).
Alternatively, he can ward a player to avoid their conversion/manipulation each night.
Successful warding (preventing conversion/manipulation) grants that player permanent conversion immunity.
Special:
Conversion immunity
Cleric
Can heal a target each night (+1)
Special:
Conversion immunity
Diviner
Abilities:
May scry a player at night to see if they possess any keys.
Will also see up to 4 submitted riddle answers for each riddle, chosen at random. This ability is passive and automatic. The Diviner will be notified if one of the answers he saw was correct, but he won't be told which one.
Starting at day 4, the diviner can locate a specific key (bronze, silver or gold) to see who owns it. This ability can be used only once per day.
Special:
Conversion immunity
Knight (Bodyguard)
Can protect a player each night (+1) and kills their assailant (-1), but dies in the process. Doesn't pierce night immunity.
Shadow Hunter (Sheriff)
Check one player each night to see if they are a member of The Haunting. The Death knight is shown as a member of The Haunting without actually being a part of it.
Becomes a Shadow if converted by the Banshee.
Bard (Escort)
Can roleblock a player each night. There is no feedback to indicate whether or not a roleblock was successful.
Ranger (Lookout)
May watch a player each night to see their visitors. May also watch dead players.
Stalker (Detective)
May track a player to see their target. The stalker also sees if their target has any keys in his possession, even if they do not visit anyone.
Herald (Journalist)
During the day, may choose a person to interview at night.
The targeted player will be able write an article and send it to the GM in a PM. It will be posted the following day as a news article.
The journalist may choose to submit an article to be posted alongside his interview.
Undertaker (Mortician)
May inspect a dead player to see what actions were performed on them (converted, healed, manipulated, etc). The nights on which these actions occurred are revealed as well. Also discovers death type (Assassin, Death Knight, Paladin).
Coroner
May inspect a dead player to see a list of all their night actions and submitted riddle answers. Also discovers death type (Assassin, Death Knight, Paladin).
Armoursmith
May give armour to a targeted player each night.
Single use vests like those of a survivor (+1) which can be activated alongside other night actions.
Acolyte (Citizen)
Becomes an Assassin if converted by The Banshee.
Neutrals
For all neutrals, their win condition after being converted becomes to win with The Haunting. Except for the Thief who still needs to open the crypt, special conditions no longer apply. But related events will still occur (Jester lynch death, Thief crypt opening death, executioner gaining immunity after lynching his target)
The Death Knight (Sir Purigon)
Win Conditions:
1) Survive to see all (unconverted) Exorcists, the Thief and the Banshee die.
OR
2) Survive long enough to see The Haunting eliminated.
Ability:
Must choose a target to slay each night (-1) except the first night. If no target is submitted, the dice will decide.
Special:
Conversion immunity
Kills Roleblockers
Lynch immunity (if crypt is sealed)
Night kill immunity (if crypt is sealed)
Appears as a member of The Haunting to a Shadow Hunter
Thief
Win Conditions:
Be one of the players who unseals the crypt. Must survive until the end.
If converted to the haunting, he no longer has to survive until the end, but he must still unseal the crypt.
Ability:
May target a player each night to steal one key in their possession. May also loot dead players.
Alternatively, he may plant a key on a player of his choosing. This ability can only be used once.
Has a passive vest that protects him from the first attack made against him. The vest is lost if he is converted to the Haunting.
If the Thief is among those who unseal the crypt, one random player will die that night (Members of The Haunting, The Death Knight and the Thief himself are not included in the roll).
Executioner
See your assigned target lynched and survive until the end. Target is always an Exorcist.
Becomes a jester upon failure. Becomes immune to night kills upon success.
May visit a player at night to bother them.
Amnesiac
May choose a player from the graveyard at night to assume their role. Cannot become The Banshee, The Death Knight or The Paladin.
If the Amnesiac is part of The Haunting, he remains in The Haunting regardless of the role he picked (it's possible to become a Cleric of the Haunting). If he assumes a new role while still neutral, he joins the faction that role normally belongs to.
New role (but not the faction) is revealed at the start of the day.
Loses if no role is chosen by the end of the game.
Jester
Must try to get lynched. Random guilty voter dies when lynched.
If the jester is part of the Haunting, members of the Haunting are excluded from the random suicides.
May visit a player at night to bother them.
Survivor
Must survive until the end. 3 single use vests (+1).