
Most standard rules apply. The theme works like this:
Everyone is a diplomat attending the Paris peace conference, but on the eve of signing the treaty, shadowy agents infiltrate the masquerade ball. Their objective is to kill everyone who is involved in the peace process. Through the use of extra-terrestrial magic, they have been able to seal everyone's costumes and masks to their bodies. They will know their pack identity, however they will (most likely) be operating in cells. Helping them will be war-mongerers from across the globe (cultists and sorcerers). Roles are mostly the same.
Roles
Villager: Regular Diplomat
Werewolf: Werewolf in a masquerade ball costume
Seer:Grand Society Matron/Hag
Priest: Idealistic Diplomat
Sorcerer: Marquis de Sade
Cultist: Cultist (very much in vogue at the time to be affiliated with the occult, n'est-ce pas?)
Cultists will know the name of one person in a pack. They will also know the name of a sorceror. The Marquis de Sade does not know the names of anyone in the pack, though he does know what his cultists are. The Marquis de Sade is able to scan for the seer, while the cultists can try to scan for the priest. Each scan by a cultist has a 20% of revealing a trait. Marquis de Sade has 33% of revealing a trait. Both can choose to lower their scan chance to 50% in order to block a scan going through on one target of their choosing (they choose the scan sender, not the scan receiver)
The Grand Society Matron can ascertain whether or not someone is a villager or werewolf. They will have a 100% success rate on scans. Can choose to lower their scan chance to 50% in order to block a scan going through on one target of their choosing (they choose the scan sender, not the scan receiver)
The Idealist Diplomat can discover the Matron, Marquis and Cultists identity through scans. They have a 100% success rate. Will not be able to determine traits. Can choose to lower their scan chance to 50% in order to block a scan going through on one target of their choosing (they choose the scan sender, not the scan receiver)
Traits
Diplomatic attache (apprentice): If scanned, will be claimed by first to scan as their apprentice. Will be informed if they become claimed. If a second scanner scans them, the apprentice learns he has been scanned and 25% he learns the identity of the scanner. No chance to learn the role of the second scanner. Same applies for all subsequent scanners. Not aware of trait until scanned.
Anarchist: Carries a bomb in his/her costume, will detonate and kill one person at random that voted for them if they are lynched. They will be aware of this trait. Can be good or evil
Dabbles in Tarot cards: Has a 100%, one use scan that will automatically reveal any traits and roles of one person at the ball.
Cub: Standard cub rules. If lynched, their pack gets to use a double hunt once on any night they hunt after the cub is lynched, on anyone who voted for the cub to be lunched. If the cub is hunted, the cub's pack will learn of one name in the opposing pack. They will not get a retaliatory hunt. The revenge attack (only the second target) cannot be blocked.
Woodrow Wilson: If he is lynched, no hunts will take place that night, and one player of his choosing will receive a super scan. Results of this scan will be sent to three people of Wilson's choosing, though their names will not be public. Wilson can abstain if he so chooses.
Hercule Poirot/Ms. Marple: Marple and Poirot are terrible rivals, and will stop at nothing to see the other gone. Both get a one time scan on a dead body to try to reveal some clues, which I will send to them. Will not be concrete evidence, or it might be. Who knows? In order for Marple to win Poirot has to be dead at the end of the game, and vice versa.
Anachronistic - Mata Hari: Spends the night with one person of their choosing. If hunted, will survive. If the person they choose to be with is hunted, both will die. The person of their choosing will be informed that someone is staying the night. The ability can only be used 3 times.
Anachronistic -Florence Nightingale : Able to choose one person to protect for a night. Have a 50% chance of saving that person. The person they save will be aware of the doctor's identity. Florence has a 25% chance of being discovered by the pack that attacked her patient, and they will receive her name