Number of players ~16.
3 Bad
~13 Good.
4 Good classes - Fighter, Mage, Scout, Metalist
3 Evil classes - ?, ?, ?.
All players gain 1 experience point for having a vote placed during a lynch. (Does not have to be on the lynchee)
Each class has skills that can be performed if player has enough exp points saved up.
Certain players will have 5x multipliers for exp gain in their class. (Classes are assigned)
Fighter
2 exp - Minor Skill ??
5 Exp - Protect Player
10 Exp - Day Kill
Mage
2 exp - Minor Skill ??
5 Exp Scan Player
10 Exp Major Skill ??
Scout
3 exp Minor Snare - Allows Scout to know if any activity occured at the player's home, or by the player.
5 exp - Snare - Ceases activity of selected player for 1 night.
7 exp - Trap - Kills anyone visiting a player's home on that night.
Mentalists x 2 (think masons) Auto-drain 1 exp/night for Brother's Commune
Mentalists may choose to forego Brother's Commune for a night and 1 player may gain the exp of the other in order to use skill, contact Outlander.
1 exp - Brother's commune - Can communicate with the other mentalist.
2 exp - Contact Outlander - Can communicate with another player who is not a mentalist.
All players can save for certain skills so a common villager type might be able to protect after 5 Days where he has voted. This needs much thought and balance and is obviously not near complete. (Don't even have evil classes yet

I'll post more as I think of it.
