Farseer (Cult - Support??)
Description: You are an evil psychic, using your telepathic powers to lead the town astray.
Night Ability: Target a player at night, learning what feedback they received that night.
Option a) Receives a copy of target's feedback (Default: On)
Option b) 2 uses (Default: Off)
Option c) 3 uses (Default: On)
Option d) 4 uses (Default: Off)
If Option a is turned off, the Farseer will merely be told what sort of action their target performed that night (e.g., investigating, attacking, protecting etc).
Possible Crimes: Conspiracy
The idea behind this role is that it would help Cult identify new targets for conversion. It would also make cult a more interesting faction, as right now they are little more than evil citizens with a night chat.
Lawyer (Neutral Evil)
Night Ability: Read a player's last will.
You may modify their last will. You can only do this X times.
Wincon: Survive and see the Town lose the game.
Possible Crimes: Corruption and Trespassing.
Electromaniac (Neutral Evil/Killing)
Night Ability: Charge two players at night. If they visit each other, they will both die.
Option a) Ignores night immunity (Default: On)
Option b) Invulnerable at night (Default: On)
Option c) Immune to detection (Default:??)
Option d) Victims know they are charged (Default: On)