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Sheriff Head Looking for Classic Game Modes?
For more information on Classic game mode setups and strategies, visit Game Modes.

Gamemodes coven

The Coven "Normal" Game Modes.

These are the game modes exclusive to the Coven expansion. A total of 10.00 USD (including the account itself) is required to play these game modes, which adds 15 new roles that change how Town of Salem plays.

Coven Classic

Coven Classic is the first game mode in the Town of Salem - The Coven (DLC). It is the introductory game mode to the Coven similar to Classic Mode.

Role Name

Role Alignment/Category

Role Description

Sheriff Town Investigative Check one person each night for suspicious activity.
Lookout Town Investigative Watch one person each night to see who visits them.
Psychic Town Investigative Receive a vision every night.
Jailor Town Killing Choose one player during the day to jail for the night.
1 Town Protective Can be Doctor, Bodyguard, Crusader or Trapper.
Coven Leader Coven Evil Control one player each night.
Potion Master Coven Evil Use a potion on a player each night.
Executioner Neutral Evil Trick the Town into lynching your target.
1 Random Coven May be Hex Master, Necromancer or Poisoner.
Medusa Coven Evil Choose to Stone Gaze all visitors at night.
1 Random Town May be any Town role, as long as Unique roles do not occur more than once.
Plaguebearer Neutral Chaos Choose to infect one player with the Plague each night.
1 Random Town May be any Town role, as long as Unique roles do not occur more than once.
Pirate Neutral Chaos Choose a player to plunder each night.
1 Random Town May be any Town role, as long as Unique roles do not occur more than once.

Coven Ranked

Coven Ranked is the equivalent of Classic Ranked in the Coven expansion.

Role Name Role Alignment/Category Role Description
Jailor Town Killing Choose one player during the day to jail for the night.
2 Town Investigative May be Investigator, Psychic, Sheriff, Spy, Lookout, or Tracker,
1 Town Support May be Escort, Mayor, Medium, Retributionist, or Transporter
1 Town Protective May be Bodyguard, Crusader, Doctor or Trapper
1 Town Killing May be Veteran or Vigilante
3 Random Town May be any Town role minus any Unique Roles not already chosen.
Coven Leader Coven Evil Control one person each night.
Medusa Coven Evil Choose to Stone Gaze all visitors at night.
2 Random Coven May be Hex Master, Necromancer, Potion Master or Poisoner.
1 Neutral Killing May be Arsonist, Serial Killer, Werewolf or Juggernaut
1 Neutral Evil May be Executioner or Jester

Coven Ranked Practice

Coven Ranked Practice is the equivalent of Classic Ranked Practice in the Coven expansion. 

Role Name Role Alignment/Category Role Description
Jailor Town Killing Choose one player during the day to jail for the night.
2 Town Investigative May be Investigator, Psychic, Sheriff, Spy, Lookout, or Tracker
1 Town Support May be Escort, Mayor, Medium, Retributionist, or Transporter
1 Town Protective May be Bodyguard, Crusader, Doctor or Trapper
1 Town Killing May be Veteran or Vigilante
3 Random Town May be any Town role minus any Unique Roles not already chosen.
Coven Leader Coven Evil Control one person each night.
Medusa Coven Evil Choose to Stone Gaze all visitors at night.
2 Random Coven May be Hex Master, Necromancer, Potion Master or Poisoner.
1 Neutral Killing May be Arsonist, Serial Killer, Werewolf or Juggernaut
1 Neutral Evil May be Executioner or Jester

Mafia Returns

Mafia Returns is a Coven exclusive game mode that has a classic Town vs Mafia vs Neutral setup, including the new Coven expansion exclusive roles.

Role Name

Role Alignment/Category

Role Description

Sheriff Town Investigative Check one person each night for suspicious activity.
Lookout Town Investigative Watch one person each night to see who visits them.
Psychic Town Investigative Receive a vision every night.
Jailor Town Killing Choose one player during the day to jail for the night.
1 Town Protective Can be Doctor, Bodyguard, Crusader or Trapper.
Godfather Mafia Killing Choose one person to attack each night.
Ambusher Mafia Killing Choose one person each night to lie in wait outside their house.
1 Random Mafia May be any Mafia except Godfather or Ambusher.
Hypnotist Mafia Deception Choose one player each night to plant a false memory.
Executioner Neutral Evil Trick the Town into lynching your target.
Plaguebearer Neutral Chaos Choose to infect one player with the Plague each night.
Pirate Neutral Chaos Choose a player to plunder each night.
3 Random Town May be any Town role, as long as Unique roles do not occur more than once.

Coven Custom

Coven Custom Mode gives the Host more freedom to choose what they want to put into their game. All players will earn the same number of Merit Points, which is dependent on the duration of the match.

The Host

  • The host is the first person who joins the lobby. If there are at least 7 players in the lobby, players are able to type /repick to pick a new host which will be one of the players in the lobby. You need to be in the lobby for at least 10 seconds before voting to repick the host.
  • The host can create the role list from 15 choices of any specific or random role. Random roles may be of a certain alignment (e.g. Neutral Killing), a certain team (e.g. Random Town) or Any.
  • The host has a few restrictions while picking roles:
    • There cannot be more than one of a Unique role.
    • There cannot be more than four members of the Mafia, Coven, or Vampires.
    • There cannot be more than four Any roles.
    • There cannot be more than six of a particular role or alignment.
  • If the host leaves, a random player in the lobby will become the new host.
  • The host may select an option to allow Anonymous Voting. This means players will not specifically know who has voted against another player or their judgement when on trial.
  • When hosting, be sure to choose what roles you AND the other players want into the game, so everyone can come on an agreement easily.

For common setups to host, view Custom Setups.

Coven VIP

Coven VIP is a game mode that rotates weekly and is the counterpart to Coven Lovers. It has various Town and Coven Roles, including some Neutrals. One random Townie will be selected to be the VIP, and all other Townies will know who this VIP is. If the VIP dies, the Town automatically loses and the Coven wins even if all members of the Coven are dead. The point of the game is to make sure that the VIP dies or stays alive depending on what faction you belong to. You cannot whisper in Coven VIP.

Role Name

Role Alignment/Category

Role Description

Sheriff Town Investigative Check one person each night for suspicious activity.
Crusader Town Protective Choose to protect one person each night.
Psychic Town Investigative Receive a vision every night.
Vigilante Town Killing Choose to shoot one player each night.
Trapper Town Protective Choose to set up a trap at another player's house.
Coven Leader Coven Evil Control one person each night.
Potion Master Coven Evil Use a potion on a player every night.
Guardian Angel Neutral Benign Keep your target alive.
May be Hex Master, Necromancer or Poisoner.
Medusa Coven Evil Choose to Stone Gaze all visitors at night.
Tracker Town Investigative Choose one player each night to see who they visit.
1 Town Protective May be Doctor, Bodyguard, Crusader or Trapper.
1 Town Support May be Escort, Mayor, Medium, Retributionist or Transporter.
Pirate Neutral Chaos Choose a player to plunder each night.
1 Town Protective May be Doctor, Bodyguard, Crusader or Trapper.

Strategy

  • The VIP themselves has to factor in the pros and cons of how they use their role:
    • Psychic, Medium, and Retributionist are simple -- they can't visit; thus, they are the hardest for Coven to deduce.
    • Mayor is also difficult to deduce, but due to Doctor being unable to visit them after they reveal, the Mayor needs to be careful about revealing.
    • Transporter is an interesting case -- they can keep the Crusader safe, and the Crusader can protect them from anything. However, they can unintentionally swap themselves with a Medusa or the target of another Crusader, ending up dead.
    • Escort's greatest threat is the Coven Leader, who can send their Crusader anywhere. Once the Coven Leader is dead, it is generally safe for the VIP Escort to target risky individuals.
    • Sheriff and Tracker have the greatest catch 22 -- produce no results, and it's obvious you're the VIP. Go out, and you may walk into a witched Crusader or Medusa. If you must go out with the Coven Leader still alive, try to visit suspicious people who aren't attracting much attention.
    • A Doctor VIP will either heal a Crusader N1 or walk into a Medusa. Claiming D1 is probably not a good idea, as Coven may use the "peel the layers" strategy and kill you N2.
    • A Crusader VIP is the most likely to fail, as the odds of another Crusader claim being Medusa is high, their status as such is obvious if no one claims, and yet claiming at all may result from a quick kill by the Potion Master. To further exacerbate this, traps tend to often fail on a Crusader -- particularly against the Coven Leader.
    • If you're in a good position, consider voting innocent on a known Coven member. This could bait the Coven to accuse you, and subsequently out themselves. The downside is that this can also bait a Pirate who claims to be working for Town.
  • Town Strategies revolve around keeping the VIP alive, but also finding the right balance between openness and subtlety:
    • The VIP is always a Town user, and cannot be a Vigilante or Bodyguard.
    • Do not name the VIP in your Last Will. Replace their name with 'VIP' or a similar contraction. Writing the VIP's name in your will is considered to be gamethrowing.
      • There is an exception if you're Psychic. Instead of writing down 'VIP' in your visions, write their actual name. Writing 'VIP' will make it easier for Coven to deduce the VIP, considering their name never shows up.
    • If both Potion Master and Poisoner are dead and a user is on trial and they claim a Town role, ask them who the VIP is. If they answer incorrectly (or don't answer whatsoever), they are most likely evil. Do not do this otherwise, as a clever Coven member could swiftly assassinate the VIP, as depicted below.
    • Psychic, Trapper, and Sheriff are all crucial roles. Psychic is a top priority for the Coven as they somewhat reliably find the evil roles, while overall persuading the Town to talk and figure out who their allies are.
    • If the Potion Master kills on the first night, it may be wise for a Trapper to not lay their trap until the third night. This will ensure that your trap isn't wasted on a night the Coven Leader can't be killed by it, as well as give you more time to find at-risk targets, or to protect an exposed VIP.
    • Beware of making common mistakes that help pinpoint the VIP. Explained in the Coven section.
    • If at least 3 players claim Town Protective on the first day, one is liable to be a Medusa.
    • Multiple people claiming to be Town Protective on the first day can also give Coven a blueprint for wiping out the VIP's protection in 1-2 nights. If someone has claimed Crusader before you, it may be wise to refrain from immediately claiming yourself.
    • Not claiming Crusader can make it difficult for the Coven Leader to mess with you, but if two Crusaders are silent on the first day, they will kill each other, dealing a huge blow to Town. Try to coordinate who is on the VIP, e.g. if you are a Crusader and somebody else claims to be Crusader D1 and will be on the VIP, do not go on the VIP in case you kill each other. Instead, be on them.
    • Exposing the Vigilante can deal a devastating blow to Town, as a controlled Vigilante can easily result in the net loss of two Town members. You can mitigate this risk somewhat by favoring the Tracker or Sheriff's results to the Psychic's.
      • If a Vigilante is exposed on the second day, and you're a second Crusader, consider protecting the Vigilante that night. They can be forced to shoot, but you are likely to kill the Coven Leader, which is more than a fair trade.
  • Coven Strategies are far more complex -- to have any chance at winning, Coven needs to know what they're doing, while also being on the lookout for means to find and kill the VIP:
    • A key strategy to remember, if the VIP is discovered early on, the Coven can safely attempt a quick kill by witching the Crusader onto the Coven Leader, and having a Potion Master or Poisoner attack the VIP. The Coven Leader will be protected from any second Crusader or Bodyguard by the bewitched Crusader, and the controlled Crusader can also kill any Sheriffs or Trackers visiting the Coven Leader.
    • The Coven Leader can send random undeclared Town members to an alert Medusa to open up claim space, but there is a chance they may target a Pirate, non-visiting role, or the VIP. The Potion Master can heal them to help manage risk.
    • Coven's VIP is the Coven Leader. Their arsenal of tricks is so vast that to lose the Coven Leader early is to all but forfeit the match:
    • The Medusa is also a key player, as it can wipe out a number of players early on, sometimes score N1 kills, and overall is best as a suicide lead:
      • Claiming to be a Crusader on the VIP as Medusa can leave the VIP exposed and cause actual Town Protectives to be killed. You'll likely be found out within a couple of nights, but you can do a lot of damage. Since Medusa isn't part of the quick kill strategy, it's often worth the risk.
      • Alternatively, claiming to be "on the Crusader", and having the Coven Leader send the Crusader to you, is a decent way to lure other Town Protectives, potentially including the Tracker and/or Sheriff towards you. You'll score a lot of kills, but you'll likely be lynched the next day.
      • Given that the Medusa can only make risky contact kills with the Necronomicon, it is the second-weakest end-game role to Poisoner. It is best used early and then expended to protect the other Coven members from being lynched.
    • The Potion Master is critical to quick kill strategies, but also has a few other tricks:
      • Keeping the Coven Leader alive is your top priority. If they're doing something risky, like messing with Town Protectives on the first night, consider healing them. If the Coven Leader sends a Town Protective to themselves, though, do not heal them -- you may be killed by a Crusader.
      • Consider holding your attack for a night or two, and try figuring out who the VIP is. This may also cast suspicion on those who are role blocked.
      • On the second day, consider using your investigation potion on a high-priority target, regardless of whether or not you know their role. This will dismantle any trap that has been put up.
    • The general play-style varies based on which Random Coven role you end up with:
    • Finally, be on the lookout for tells that help narrow down who is and isn't the VIP:
      • Pay attention to any Pirate or Guardian Angel claims, putting them on your "not VIP" list.
      • If a Psychic excludes the VIP from results, keep a list of everyone who IS named. Include fellow living Coven if it's in your will, so as to misdirect the Town.
      • Also, pay attention for anyone explicitly not grilled when named by the Psychic -- they may be the VIP, but they may also be someone who claimed before.
      • If a Sheriff or Tracker has no results for days, or a Town Protective claim is oddly absent or accomplishing nothing, they may be the VIP, staying home.
      • Similarly, you may wish to add active Sheriffs and Trackers to your "not VIP" list, as their VIP counterparts often stay home.
  • Neutrals are wildcards, but they have their own considerations:
    • Guardian Angel may wish to refrain from declaring or voting until they know what side they're on. Declaring D1 will prevent you from being able to lie to save your target, and may make you the target of Pirates who don't wish to antagonize Town.
    • A Guardian Angel may wish to write up a couple of fake wills for their target, but keep it in a separate text file so as not to reveal them upon death. If the Psychic, Tracker, or Sheriff implicates them, try to defend your target with a false Tracker or Sheriff will that makes them look innocent. In the event of a Sheriff, you may need to simply counterclaim Sheriff. You merely need to keep them from being lynched that day.
    • Pirates can be cowed to help the Town, but it is overall risky to keep them around. If Coven is near voting majority, it's generally best to let them live.

Coven Lovers

Coven Lovers is a game mode that rotates weekly and the counterpart of Coven VIP. It has a normal role list, yet 8/15 players are tied to another as lovers (this means the 7 other players are left single). There are a number of special rules governing lovers:

  • If one member of a pair of lovers dies, the other is dealt the equivalent of an Unstoppable Attack. Pestilence's absolute immunity to being killed at night will protect him from this.
    • If the Plaguebearer has become Pestilence and they have a lover, then when their lover dies, they won't die. Instead, they will receive the message "You care not for a lover, for a horseman feels no love, no pain, no happiness".
  • If one person suicides (leaves the game), their lover will not die.
  • Lovers are able to secretly whisper to each other without the whisper notification showing up in the chat box to others.
  • Lovers can win with each other's factions. For example, if the Plaguebearer has a living Town lover, then they will be able to win with the Town, and will not block a Town victory.
  • If all players who do not have lovers die, all lovers still alive will win even if they are in opposition (for example, if the only living players are a pair of Town lovers and a pair consisting of Serial Killer and Werewolf, all four will win).
  • Bodyguards cannot be (nor have) lovers under any circumstances because the Bodyguard will die in the process of saving another target, thereby killing their lover.
  • Aside from that, any pair of roles can be lovers.

Role Name

Role Alignment/Category

Role Description

Sheriff Town Investigative Check one person each night for suspicious activity.
Doctor Town Protective A surgeon skilled in trauma care who secretly heals people.
Psychic Town Investigative A powerful seer with a gift for finding one's secrets.
Tracker Town Investigative You are a skilled Tracker who will follow their prey to any destination.
2 Town Protectives May be Doctor, Bodyguard, Crusader or Trapper.
2 Town Supports May be Escort, Mayor, Medium, Retributionist or Transporter
Pirate Neutral Chaos You are a swashbuckler with an obsession of gold.
Arsonist Neutral Killing A pyromaniac that wants to burn everyone.
Werewolf Neutral Killing A beast that hides under the skin of a man.
Serial Killer Neutral Killing A psychotic criminal who wants everyone to die.
Godfather Mafia Killing The leader of organized crime.
Medusa Coven Evil A snake-haired monster gifted with a gaze that turns people to stone leaving no trace of who they were.
Plaguebearer Neutral Chaos You are an acolyte of Pestilence who spreads disease among the Town.

Strategy

  • It's important to understand victory conditions.
    • The town is split into the following "teams". And, same as with swinging roles in other modes, just because you can win with someone, you should not automatically consider them your allies.
      • Single Town - Their only victory chance is with Town victory. Their primary lynching targets are duos of killers. This is also a "fallback" side for all the Town players. Once you've found yourself in the graveyard you are essentially a single town. Taking steps to ensure their victory is generally a good call for all town players.
      • Town-only pairs - Will win with Town, will win with lovers. Their primary lynching targets are single killers.
      • Town/Killer pairs - Will win with Town, will win with lovers. Their primary lynching targets are single killers. However, they can turn on Town singles (and either lynch them or kill them at night) at any moment if they consider lovers victory to be closer than Town victory.
      • Killer-only pairs - Will win with lovers. Their primary targets are single players. Single Town poses a threat as a voting force, single killers pose a threat as killers (if their attack tier is higher than your defense tier).
      • Single killers - Only win alone. Their primary targets should be pairs with Town in them, then pairs of killers,  then single Town, and other single killers. This cattegory is the hardest one to win with as you have no allies and are usually among the first lynched.
    • Beyond the basics there's one easy to miss fact - your goal is to WIN in any way possible. This can be by killing off evils as a Townie or surviving the game as an evil in any way possible.
      • Town can win from the graveyard as long as it's a Town victory and not a lovers or killer victory.
      • Pirate can win as long as he gets his plunders.
      • Pestilence can outlive their partner and win solo.
      • That said, your lover is still an asset that allows you to win with lovers victory.
    • Your lover is an asset for more than just victory condition requirement.
    • Lover is also a vulnerability of cause.
      • In general keep in mind that when ONE of you has revealed you can keep the other under the radar and ask for Town Protective on yourself. But when BOTH of you are known one Town Protective is no longer enough to keep both of you from death. Killers generally have some defense of their own, but generally, they are NOT invulnerable at night.
      • Discuss in your hidden whispers which one of you will reveal and which will try to stay hidden.
        • Few outcomes are worse than both of you outing yourselves on the same day.
        • Don't fall for the "who is your lover?" or the "lover vouch for him" trap.
          • All you (and they, if it's a genuine Town-side question) need is proof that your partner is a Townie.
          • And them only saying that they are Town isn't going to cut it either – they will still be asked for the same information that you'd post in chat in their stead, and either trusted or mistrusted based on the info, not on them claiming it themselves; Don't consider outing for the sake of just backing up your partners words with the same exact words they could have said (unless the Town is obviously naive and/or stubborn, bringing them to the stand).
          • YOUR claim and will posted on their behalf is just as viable and just as easy to counterclaim as their own (someone just has to say "I'm Retributionist and I'm not with him" for example, or "I'm Trapper and that will has fake visits").
          • Tracker is probably going to be pissed about it, but it's not his place to decide when you should reveal your partner.
            • However, that same Tracker is your last resort if the Town is being stubborn. Reveal, and ask to be tracked. Keep in mind that not every role is provable like this. For example, Tracker can't really say on his own whether you are a Sheriff or an Arsonist, and almost anyone can fake being Medium in the eye of a Tracker by not going anywhere next night. And even Town Protective roles are fake-able to some extent by Arsonist and Plaguebearer.
        • Revealed Town NEEDS protection in order to stay alive. Killing roles with defense are generally fine to not protect since their only threats would be the Werewolf or Medusa. The Arsonist would only be a threat late-game.
        • In reverse, revealed Town is known as a target likely to be protected, and unrevealed killers have a better chance of surviving being randomly targeted at night (it depends on who is killing though).
    • Keep in mind all your winning and losing options.
      • Lovers with a Townie can win with Town OR lovers. Lovers with no Town can only win with lovers. Sometimes it's easier for a Town/evil pair to kill singles and "join" the evil pairs than to keep pushing for a Town win. Keep that in mind as any single/paired player.
      • A pair with a Town Protective in it can win with Town. Keeping important Town members alive can greatly accelerate that process. Caring only for your lover, however, still puts both of you at risk (unless both are Town Protective) giving active killers more time to kill you. And if the game ends with a lovers victory, neither of you will win.
  • Even within a pair, "discord" is possible. Pirate doesn't care if both of you live once he has won. And Pestilence doesn't need you alive in the end. That said, both of those cases WANT you alive as winning a lover victory is always an easier option. But perhaps the most treacherous would be the Town itself. Throwing the safety of themselves and their partner under the bus in order to ensure Town victory is a viable move on their part.

Town Traitor

Town Traitor is a rotating game mode similar to its Classic version. The most notable difference is that instead of one Townie siding with the Mafia, they now side with the Coven. There are no Neutral roles in the role list. As with Classic Town Traitor, the traitor will know and will be able to speak with the other Coven roles. They cannot be told apart from any other normal Townies and must be killed using scum reading. The traitor will retain all of their normal abilities as a Town role, with some exceptions such as Vigilante and Jailor traitors no longer facing consequences after killing a Townie.

Role Name Role Alignment Role Description
Sheriff Town Investigative Check one person each night for suspicious activity.
Jailor Town Killing You may choose one person during the day to jail for the night.
Crusader Town Protective Choose to protect one person each night.
Tracker Town Investigative Track one person at night to see who they visit.
Town Investigative May be Investigator, Psychic, Sheriff, Spy, Lookout, or Tracker
Town Protective May be Doctor, Bodyguard, Crusader or Trapper
Town Killing May be Vigilante or Veteran
Town Support May be Escort, Mayor, Medium, Retributionist or Transporter
3 Random Town May be any Town role minus any Unique Roles not already chosen.
Coven Leader Coven Evil Control one player each night.
Medusa Coven Evil You may choose to Stone Gaze all visitors at night.
2 Random Coven May be Hex Master, Necromancer, Potion Master or Poisoner

Strategy

  • Vigilante and Jailor traitors receive no consequences after killing a Townie, and can do so multiple times.
  • Once all Coven members have been killed, leaving only the traitor alive, the Town is given a 3-day countdown to find and kill the traitor. If the timer runs out, the Town loses and the Coven wins.
    Traitor Countdown
  • As a Town Traitor, try to use your abilities to help your team while being seen as a helpful Townie.
    • If you are the Jailor, do not reveal, trying claiming a different role, and execute all Townies who might pose a threat to the Coven.
    • If you are the Mayor, do not reveal until it is impossible not to do so as the Town is very willing to lynch a Mayor whether or not they are suspicious.
    • If you are a Medium, consider trying to confirm yourself and a coven member as soon as possible, remember dead cannot see who types only that there is a Medium.
    • If you are a Sheriff, try to cast doubt on other Town Investigative claims.
    • If you are a Vigilante, you have the ability to add extra kills for your team and quickly whittle down the other Townies. However, if you have revealed your role, the Town will surely lynch you if you shoot more than one Townie and don't commit suicide. Keeping yourself away from suspicion or claiming something else, such as Veteran, can allow you to stay alive as long as possible to take out as many Townies as you can with your shots.
      Traitor Ally
      Traitor Coven
    • If you are a member of the Town:
      • Always try to scum read other players to determine who is voting up Townies, especially the Mayor. Remember, a traitor cannot be found by Town Investigative roles.
      • Keeping powerful Town roles at bay may keep good Townies safe, if a Mayor reveals it is advised to get rid of them as they can quickly spell doom for the Town if they are the traitor. If a Jailor is known and starts to execute innocent townies, it is likely they are traitor.

Retired Game Modes

Rivals

Exclusive to the Coven Expansion, Rivals was first introduced in Version 2.0.3.6849 which was released on July 20th of 2017. This game mode was one of three game modes which would rotate weekly. Rivals was the reverse of Lovers Mode in the way that each player had a rival who needed to die in order for the player to win. Players with a rival could not visit their rival directly. Due to its lack of popularity, this game mode was later removed on February 16th of 2018.[1]

Role Name Role Alignment/Role Category Role Description
2 Sheriffs Town Investigative The law-enforcer of the Town, forced into hiding from threat of murder.
2 Lookouts Town Investigative An eagle-eyed observer, stealthily camping outside houses to gain information.
2 Trackers Town Investigative A skilled Tracker who follows their prey to any destination.
2 Town Protectives May be Doctor, Bodyguard, Crusader or Trapper.
1 Town Killing May be Jailor, Vigilante or Veteran.
Medusa Coven Evil A snake-haired monster gifted with a gaze that turns people to stone leaving no trace of who they were.
Werewolf Neutral Killing A beast that hides under the skin of a man.
Serial Killer Neutral Killing A psychotic criminal who wants everyone to die.
Pirate Neutral Chaos You are a swashbuckler with an obsession of gold.
Plaguebearer Neutral Chaos You are an acolyte of Pestilence who spreads disease among the Town.
Amnesiac Neutral Benign A trauma patient that does not remember who he was.

Upcoming Game Modes

No upcoming game modes have been announced yet.

References

  1. http://www.blankmediagames.com/phpbb/viewtopic.php?f=11&t=80743
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