So at the moment it’s more a concept than anything else, but I have some ideas.
Basically as in normal Smalltown, everyone will know everyone else’s roles but not their alignments. But people are randomly given both a DnD class and a DnD race.
Classes are active abilities, races are passive ones. So essentially everyone gets two abilities.
Here’s what I have (Flavour to follow at some point)
Classes:
Barbarian – 2x Occupy all visitors to a player
Bard – Makes one player’s actions take priority over everyone else’s
Cleric – Heals a player from attacks/poison
Druid – Jailkeep a player (roleblock & protect)
Fighter – 1x Kill a player (cannot be rolled with Human)
Monk – Watch a player to see who they visit
Paladin – Compare player’s alignment to the last checked (cannot be rolled with Aasimar)
Ranger – 1x Poison a player, killing them the next night
Rogue – 1x hide from all effects
Sorcerer – Choose a player at day to talk to at night
Warlock – Use dead player’s class ability, 1x per player
Wizard – 2x Swap positions of two players
Races:
Aasimar – Knows the alignment of each dead player (cannot be rolled with Paladin)
Human – 2 votes instead of 1 (cannot be rolled with Fighter)
Elf – Will receive information if following abilities were used, and who on: Barb, Bard, Druid, Fighter, Wizard
Gnome – Visits are hidden
Dwarf – Poison takes 2 nights to kill
Dragonborn – In a neighbourhood with Kobold
Kobold – In a neighbourhood with Dragonborn
Tiefling – Appears as evil to alignment checks
Half-Orc – Your target will be informed that you used your main ability on them
Tabaxi – Passively know who visited them
Kenku – Requires +1 votes to be lynched
Changeling – Becomes the race of the 1st player that dies
Order of Operations
(Blame Thank Firekitten for this)
Commute
Strongwilled Person
Roleblock
Swaps
Heals
Bard
Investigative
Any Other Action
Kills
9-2+1 (lost wolf) ratio was my thought but it could change - the player count absolutely has to be 12 though, to accommodate all base classes.