RED FORMAN, THE ANGRY DAD/VENGEFUL TOWNIE. Anyone who crosses you is likely to find your foot in his or her ass. If you are lynched, you may take revenge on a single player on your wagon. That player will die.
ERIC FORMAN, THE HOST/NEIGHBORIZER. What Eric lacks in actual skills, he makes up for with his basement. Every night, Eric can invite another player to come join him in 'The circle.' Once successfully invited, a player can post in the basement quicktopic on subsequent nights, so long as Eric remains alive. The targeted player will receive a pm telling them that they have been recruited.
STEVEN HYDE, THE BADASS/INVISIBLE TOWNIE. You're a mysterious man, and something of a loner. You don't want people's prying eyes, and you don't need their help. Any night actions other than kills targetted at you will fail. This ability carries on after death, so Randy cannot take your role attributes.
DONNA PINCIOTTI, THE SMART ONE/EARLY-GAME DOUBLEVOTER. Since it often seems that you're the only sane person in Point Place, people give additional weight to your opinions. For the first two days of the game, your vote will count double.
KITTY FORMAN, THE NURSE/ KILL DELAYER. Your nursing skills allow you to prolong the life of someone who's been attacked. Each night, you may choose a target. If that player is the victim of a nightkill, they will not perish until the end of the following day phase. Neither you nor the target will be informed of a successful protection.
JACKIE BURKHART, THE NARCISSIST/SELF-WATCHER. You're so beautiful! How could anyone not want to look at those lovely features all night long? In fact, you spend so much time looking in the mirror, you're bound to see anyone who tries to approach you at night. This IS considered a night action (you automatically target yourself) so will be nullified by Hyde/Kelso's role abilities, and cannot be performed along with a kill if you are mafia.
FEZ, THE DEVIANT/TRACKER. You've shown yourself adept at sneaking around at night, to avoid the suspicions of your Bible-thumping host parents. Normally, you'd be creeping out in search of girls, beer or candy, but at the moment your biggest priority is information. You may follow another player each evening to find out what they get up to. If Caroline is tracked, only her 'normal' action will be visible to you- her kill is invisible.
MICHAEL KELSO, THE OFFICER/JAILKEEPER. As a member of Point Place Police Department, you can arrest someone. Obviously, you're too stupid to write up a charge sheet that would actually result in anyone going down long term, but a night in the cells might do them some good- sure, they won't be able to DO anything, but they're not going to find themselves in harm's way either.
LEO CHINGKWAKE, THE STONER/LIMITED COP. You saw something very important that will confirm someone's innocence earlier, but unfortunately, you've consumed a large amount of, er, 'Oregano' since then, and are having trouble remembering things. If you are still alive on the morning of day three, you will be given the name of one player who is confirmed to be town.
BOB PINCIOTTI, THE SALESMAN/INVENTOR. You've got an attic full of stuff left over from Bargain Bob's, and who knows, some of it might come in useful. Three items stand out; you have one of each, and you may give a single item to another player at night. You may not use these items yourself.
1) A pair of rollerskates. This will allow the recipient to move faster, and thus perform an additional night action on that night only.
2) A set of military surplus binoculars. Whoever receives these will be able to perform a single watch action (and see who else targets a player of their choice) in addition to any other actions they may be able to perform, on the night that they are given the item.
3) A crate of strange pink foreign beer. This will cause a hangover of the kind that can scarcely be imagined. The recipient will lose their vote (or if used on Donna night one, one vote) for the following day.
LAURIE FORMAN, THE SLUT/COPYCAT. You have a history of, uh, 'inviting yourself' into other people's homes at night. Any action targeting your host will affect you in the same manner. Better choose caref... oh, never mind.
MIDGE PINCIOTTI, THE HOT MOM/ LIMITED BULLETPROOF. You're Point Place's number one attractive older lady, and as such, the boys are loathe to eliminate your sweet rack. Male characters (with the exception of Red, who surprisingly enough finds you irritating rather than attractive) will fail in any attempt to kill you. Note that Caroline is female, regardless of which disguise she is wearing.
RANDY PEARSON, THE NEW GUY/UNIVERSAL BACKUP. You're a replacement character, and as such YOU SUCK. However, coming late to the party has its advantages- you are able to fit into the void left by a departed role. Exactly once, at night, you may target a single dead player. If your action is successful, you will take over the dead player's role abilities from the beginning of the next day, for the rest of the game. If Randy takes over Eric's ability, those already networked will be able to resume discussion as before. You may take the role of the NPC killed N0- however, if you wanted that role, you might as well have chosen it to begin with!
In addition to the above, eight players will receive:
... and you are a protown player with the best interests of Point Place at heart. You win when all threats to Point Place are eliminated.
Three players will receive:
...and you are part of the MAFIA along with XXXX and YYYY. You can communicate with them at night in a quicktopic (the link will be sent separately), and each night you may select a single member of your party to perform a kill. That player cannot also perform their role action if they have one. You win when only members of your group survive, or nothing can prevent the same.
One player will receive:
You are CAROLINE, Fez' psycho ex-girlfriend (
SK
), and you are out for revenge on everyone in Point Place. You have killed, and disguised yourself as...
You are able to perform both your kill, and any night action pertaining to the individual whose identity you've stolen, simultaneously. You win when only yourself and a single other player are left alive, or nothing can prevent the same.