Arsonist

"Good luck": a subtle saying used in a way to instill the false sense of innocence in someone. It seemed to be a kind gesture towards the other people in the Town. But to the Arsonist, it was nothing more than a veiled threat, thrown out loudly with a devilish smile. He only said it because he knew the Town would need it.

Once the night came, his fun began. He walked slowly and proudly through the roads of lamp-lit Salem, with a puff in his chest and a spring in his step. He is the one who visits other houses, brandishing a gas can, and douses the gasoline on their houses, whistling nonchalantly. The only thing you hear from him is a satisfied sigh once his can becomes empty.

Three nights later, two people had been hanged to death, the town Sheriff and a Jester, who was likely to take another soul this coming night. The Town was in paranoia, throwing accusations, claiming their neighbors were evil, angrily calling those who did not agree "idiots". And others just mumbled to themselves, "Stupid Town."

But to him, it was fading into the noises of birds chirping, water rushing, and far within his mind, the screams of people burning. The night forced everyone into their homes, but the Arsonist's job wasn't over yet. Lighting a torch and setting it to his doused neighbor's house, his ash-stained lips murmured, "Ignite."

And the screams in his mind, were suddenly very, very real.

Stats
Role Name: Arsonist (Arso/Arson)

Alignment: Neutral Killing

Abilities: Attributes:
 * Douse someone in gasoline or ignite all doused targets.


 * Targets will know that they are doused in gasoline.
 * Death from fire can't be prevented by healing or night immunities.
 * Select yourself to ignite doused people.

Goal: Live to see everyone burn.

Special Attributes: Night Immunity, Ignores Night Immunity, Detection Immunity

Victory Conditions:
 * You win with Arsonists
 * You win with Witches
 * You win with Survivors
 * You must kill the Town
 * You must kill the Mafia
 * You must kill Serial Killers
 * You must kill Werewolves
 * You must kill Vampires
 * You may spare anyone else

Notes:
 * If you do not choose an action at night you will clean yourself. This only matters if there is at least one more Arsonist.
 * You will win a stalemate versus Godfather, Serial Killer and Jailor (if they have no executions left).
 * A jailed target can be saved from being doused or ignited.
 * A Retributionist can revive a target you incinerated, but they will still be doused.
 * Dead players that were doused but not killed by you can still technically be ignited. This can be helpful in obtaining the "Disco Inferno" Achievement (Igniting 5 players in one night) since they don't still have to be alive for you to ignite them.
 * A Veteran will be doused even if on alert. This only matters if there are at least two Arsonists in the game.
 * If a Bodyguard protects your target when you are dousing, you will kill each other. (Unknown: sometimes, the Bodyguard will kill you if they protect you while you ignite.)
 * Every Arsonist can ignite targets that have been doused by other Arsonists. This makes it possible to ignite a target each night including the first night.

Actions
No night action: Clean yourself from any doused gas of other Arsonists. You will not be ignited even if you are doused again this night. Target Self: Ignite all houses doused by you or other Arsonists.
 * Note: If you choose a target (dousing or igniting), then change your mind to do nothing, you will not clean yourself and can be ignited.

Target Other: Douse the target.

Strategies
As an Arsonist, you are the number one target/threat for the Mafia, Town, Serial Killers and Werewolves. This is because you are a strong powerful role which can get away with almost anything. So stay undetected as much as possible.

'''Watch out for any Consorts/Escorts. They can keep you from igniting your targets.'''

If someone that can Roleblock finds you, They can constantly Roleblock you until you get Lynched. Make sure you always kill an Escort or Consort.

Always douse people who you think are low-priority targets for the Mafia and the Serial Killer.

Somebody just revealed himself as the Sheriff? Chances are this player will be dead the following day without you intervening.

Only ignite your targets to deal the game finishing blow. Being the arsonist is like being a doom timer for everyone else. Every turn, you douse someone brings you closer to incinerating everyone and winning the game. The more players are alive the easier it is for you to slip through unnoticed. Be aware that doesn't mean every player (for the exception of yourself) needs to be doused. The Arsonist wins in all one vs one situations except against the Jailor (if they have executions left), Mayor (they can hang you with their voting power) or Veteran. The Werewolf and the Bodyguard (their attacks bypass your Night Immunity) are able to kill you at the same time as they die, which may result in a draw.

Many arsonists panic because they are set back by the mafia/serial killers/werewolves killing their doused targets and attempt to ignite as soon as they have two doused targets still alive. This is a mistake; killing most people doesn't actually help you at all, and can actually hurt you by narrowing down who the Arsonist could be. Do not panic and ignite just because you narrowly escaped a lynch or because you were attacked (and therefore someone knows you're immune.) Igniting doesn't help you in those circumstances.

The only time it ever makes sense to ignite early is if you need to eliminate someone that you believe is a serious and direct threat to you, such as a Jailor, Escort, Werewolf, Investigator or Bodyguard; even then, realize that if you've figured out who they are, other people probably have, too, so you can often just rely on the Mafia or the town to handle them.

People can narrow down who you are by looking at who has been doused. Therefore, it sometimes makes sense to pause in dousing people for a night and claim to be doused instead. In Any All, you don't even need to pause, though letting the Town think there are two Arsonists might make them hunt you more zealously. You can also claim to be doused if you were role-blocked, but this can occasionally attract suspicion. Be warned that if there's an ignite after you've claimed to be doused, it'll be obvious you lied; this can be a particular problem in games with multiple arsonists.

Keep track of the people you have doused to avoid messing up at your game-finishing ignite. (A great way of doing this is keeping everything on your will or death note.)

Roles like the Survivor or the Witch can win together with you. Don't waste your time dousing them, as they can be very useful later in the game. also, if you can you should team up with the Jester, promise to hang him if he votes with you so you can get the Mafia and Serial Killer hung faster.

Witches can make or break you as an Arsonist; If a Witch is doused, they will likely stop you from igniting your targets and ruin the game for you. However, if the witch is not doused, they will likely be willing to work with you and help you ultimately win the game.

The Consigliere is a dangerous threat to the Arsonist. They will be notified that you are the Arsonist when they investigate and now you have an entire Mafia aware of your identity. Consorts, Blackmailers, and Framers will make your life Hell after the Consigliere has found you.

The Investigator can really destroy your chances of winning if you are found, as it is very hard to lie and pretend to be a Transporter. When this happens, you might want to claim that you were transported last night and claim another role. This can buy you another day to ignite your targets as long as there is no Consort/Escort there to roleblock you.

Try to be chatty enough not to be suspect of the Town but quiet enough not to be noticed by the Mafia. [It is a very hard balance, but mostly try to participate in conversations, but don't accuse anyone of anything.]

Avoid dousing names that are popular. Famous or controversial names will generally have Bodyguards or Lookouts on them, which will result in your death.

Claiming Survivor. Claiming Survivor early on can be an effective way to explain your night immunity. If you're going to do this, you should do it before you're attacked (ideally D1.) Be warned that Survivors tend to come under suspicion if there's an active arsonist, since this strategy is well-known. You can delay dousing people to avoid attracting attention, but that can backfire if the Mafia or has a majority alive at the end of the game.

'''For this to work, DO NOT douse anyone! Nobody will know that there is an Arsonist in the round if you don't douse anyone and claim Survivor, '''while there are Investigative roles, the Consigliere is the biggest issue, since he can see your exact role.

Claiming Transporter is rarely practical. If an Investigator investigates you, they'll see you as Arsonist or Transporter. Unfortunately, since the Transporter produces two messages for their target Town members every time they act, it's very easy for them to prove their role, and very hard for you to claim it; the Town will demand a will, and you won't be able to provide one without it being immediately called out as false. Therefore, your best bet is generally to claim another role, or to avoid claiming a role entirely and hoping you don't attract the attention of an Investigator. If you do face an Investigator, you can claim to have been transported, but this rarely works; the Town will generally ask the Transporter to come forward, and they won't.

'''If the Role List says "Random Neutral", pretend to be an Executioner. '''This is an excellent way to fool the Town, Serial Killers, and the Mafia all at once! Play like an Executioner until around round 2 (remember to not douse anyone, if you do, then it will throw off the entire trick). Then you can claim to be a Lookout and say that so-and-so visited the person that was killed that night. Chances are that the Town will side with you and lynch that person. If that person happens to be a Mafia, good for you! You eliminated the competition! But this strategy really works when that lynched person is town.

If they happen to be a townie, say something an Executioner would say, like "GG Thanks Town :3" and the Town and the Mafia (and even the Serial Killer) will think you are in fact an Executioner! But that is only the best part! Even if Vigilantes happen to shoot you, you are night immune! This plan works particularly well when there is a transporter, since it will make sense to claim that you have been transported for your night Immunity after you've been revealed as an Executioner, if an Investigator challenges your role. Even Consiglieres cannot directly dispel that notion if they don't want to be revealed, since they will most likely be pretending to be investigators.

So you can wait until around the end of the game and nothing will happen to you. And when you get to that point where this is a crossroads between Town and Mafia, you can freely douse the Mafia (or the Town for that matter) and, since you are Night Immune, you can ignite them at your leisure!

There are, however, a few problems to work out. For one, Investigators and Consiglieres can throw a huge wrench in your plans, owing to the fact that they can tell what your role is (it is kind of hard to convince an Investigator, or a Consigliere posing as Investigator when you already said you were Executioner). Even when you tell the town that you are the Executioner, one of the Investigators/Consiglieres might investigate you just because and find out your true role.

Additionally, you'll be screwed if the role you claimed (in this case, an Executioner) doesn't match the role list, like for example another neutral role dying who is evidently the random neutral from the role list. When that happens, you might as well be having a giant target on you, since even if no one knows there is an arsonist, you lied about your role. Mafia will lynch you either out of fear or simply because they want to disrupt the town and the Town will lynch you because you lied about your role. The worst part in this case is that you don't have doused targets so you can't ignite to kill your accusers and give yourself some breathing room.

Also, you will find that letting the mafia and the neutral killings work the rest of the things out can be quite problematic. If the mafia and the other killing roles die off, you will gather suspicion, since all seemingly bad roles will be dead but the game will not be over. Besides, when there are only a few bad guys left, the town often resorts in role call or lynches the neutrals, just in case. And claiming an executioner doesn't help when the town is preparing to lynch you, since a real executioner that has already won would be very calm over the fact that he is getting killed. If you pretend to be calm, you will probably get lynched out of spite. If you don't, you will gather more suspicion.

Another problem is the Jailor. If the Jailor happens to jail you and they plan to Execute you, you can say to the Jailor something along the lines of "I've already won so don't waste your Executions on me, I can help you lynch the Mafia!" and the Jailor will most likely not Execute you. However Jailors like Executing Neutrals, out of fear for neutral killings like the Serial Killer or Werewolf. Additionally, you have more chances to get lynched if your role as "Executioner" has not been revealed yet.

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