Each match deals 33 roles across the Common Good, Neutral, and Evil factions. These are the systems that decide how a cycle actually plays out.
Five universal reactions
Whatever your role, five universal reactions answer hostile moves, and four of them ride on the stance you pick each cycle: Lay Low braces you against a lethal strike, Hunt readies Return Fire with a usable weapon, Blend in lets you resist a detention or arrest, and Hustle keeps an alibi against a frame. From custody you can File an Appeal against an execution. Each one is a bounded edge in the existing dice contest, never immunity, and the game never picks one for you. With stances turned off, the Defense menu offers the four directly.
Courtroom recourse
A citizen petition can force the Trial Gate open without naming anyone. Any juror can challenge a publicly announced Double Vote once per trial. An offered plea turns a guilty verdict into detention unless a two-thirds supermajority convicts anyway.
The court speaks first
Before any juror talks, Narration reads the cycle's public reports into the trial: an exposé, a filed profile, a scene sighting, a sustained objection. Each report is marked neutral, minor or major for the prosecution or the defense, and one an ability already counted is never counted twice. Then the Jury Clerk calls the seats given the floor, every cycle.
Questions in open court
A question asked of a named seat in public trial chat is an obligation. The seat can answer it, refuse on the record, or let it expire, and the room is told once. A player who has not spoken since the question is never treated as evasive.
The city grows deadlier
Escalation pressures every faction at once. Untreated wounds can turn infectious, stray rounds can hit bystanders, curfew districts close parts of the city later in the match, an open bounty board pays for custody as well as for kills, and posthumous forensics report a death's weapon class two cycles later.
The fence remembers
The Black Market is sealed-bid, and the winner pays one over the next best offer. Everyday protection is priced for the seats with the least cash, and a network can back an ally's bid. You can pawn a market good, pay the fence to hone or reinforce one, or pay to see the back room, where the premium lot waits. Every lot collects at a public drop cell unless you hire a courier, and a gun bought there carries a lot number: when it kills, ballistics can name the night it sold. Above it all, the Common Good, Neutral, and Evil fight for the city's books: every role has one existing ability that moves them, and whoever holds the edge earns more, pays less at the fence, and finds the crowd on its side. A Neutral lead lifts every side a little and Neutral most.
Crowds cut both ways
The crime map has 22 location types, and every cell carries one of 5 street conditions, from deserted to seething. A crowd is a witness and a disguise at once: a busy square is likelier to notice you and less able to pin you down, and the tile readout says both before you commit.
Stances, hideouts, and contracts
Eight stances shape each cycle, from Lay Low and Hunt to Prepare for Work, which turns your job into a contribution to the city's economy, fear, confidence, or district influence. Every role also has one stance that reshapes its own signature ability, and no two roles share that trick: a Sheriff on the Hunt rides down a Spotted target, a Cleaner who relocates can keep a charge after a Critical clean. The proposing ally network votes in private on a hideout, and an approved base serves that network alone, not every network on its side. Hitman, Body Guard, Bounty Hunter, Jailer, and Informant work from contracts held in escrow until Payout.
AI that reads what you type
Computer seats read plain-language chat through the same public text a human sees, reply in ordinary sentences, and never see hidden roles. When a faction is cornered, its AI seats take bigger risks instead of fading out, but only among moves that were already legal.
Readable on every screen
The Outcome Feed tells a resolved cycle one beat at a time, with a readable window for every message, and a street fight plays out on a small city card where anyone you have not identified stays a silhouette. Every role, ability, item, and location has its own pixel icon, Colorblind Mode adds ring patterns to identified alignments, and the layout adapts to phone, tablet, and desktop, with keyboard shortcuts on desktop.