Unofficial rules summary. (
Blaster Master, please feel free to edit and use this (or not!) as you see fit. It was useful enough to me just to work through it.)
Believers (pro-town)Believer (a.k.a. "citizen") - no special role
Priest - blesses one person (possibly self) each night, protecting them from night kill and conversion; can perform special "protect all citizens" action once during the game but will be powerless the subsequent night; cannot be converted
Disciple - knows who the priest is; can bless a player to give 50% night kill protection and 100% conversion protection; if priest dies without having used special "protect all citizens" power, disciple gains a one-time-use power to protect two people in the night but will be powerless the subsequent night; cannot be converted
Oracle - learns role of one player each night, with exceptions (see individual roles); in particular, prophet appears as "believer"; power lost if converted
Apprentice - knows who the oracle is; learns role of one player each night with 50% accuracy; incorrect results are drawn uniformly from the list [believer, priest, disciple, oracle, apprentice, monk, non-believer, psychopath]; if targetted by the oracle, accuracy improves by 10% that night and subsequent nights up to 80% as long as the oracle is alive; if oracle dies (regardless of previous rule's activation), accuracy improves 20% and false readings become blank readings; power lost if converted
Monk - knows who other monks are; cannot be converted
Non-believers (pro-town)[these roles appear as "non-believer" to oracle/apprentice (if accurate)]
Alchemist - prevents night action of one player each night; prevention fails 25% of the time; if a cultist is targetted, the cult's sarifice is stopped with probability 1/n, n=number of cultists
Non-Believer - no special power
CultistsCultist - knows who other cultists are; communicates with them at night; votes for the cult's night kill ("sacrifice"); appears as "non-believer" to oracle/apprentice
Prophet - special cultist; has tie breaking vote among cultists; appears as "believer" to oracle/apprentice; can spend one night converting a non-cultist but the cult's sacrifice will be skipped that night; converted player appears to oracle/apprentice as they did before conversion
Avatar - special cultist; unaware of being the "avatar"; if day-killed, a random person who voted for you will die in the night; appear as "avatar" to oracle/apprentice; "avatar" is never given as a false reading to apprentice
OtherPsychopath - a simple non-believer until targetted in the night by the cultists or the crusader; if so targetted, gains a night kill ability and a new win condition (see below); appears as "non-believer" or (if activated) "psychopath"
Crusader - pro-town; believer; gets a night kill with a 50% success rate unless (s)he opted not to kill the previous night, in which case the success rate is 100%; cannot opt out of killing twice in a row; special win condition (see below); power and win condition lost if converted
End conditionsThe Town wins if there are no cultists remaining. All pro-town roles win.
The Cultists win if they equal or exceed 50% of the town population. All non-Cultists lose.
The Crusader wins if no cultists remain and no non-believers remain and the crusader killed at least one non-believer. All believers also win.
The Non-Believers win if there are no cultists remaining and the believers equal or exceed 50% of the believer population. Believers and cultists lose.
The Psychopath wins with the Non-Believers if he is not activated. If he is activated, he wins if he survives until another condition is met. All Believers and Cultists lose.