
Experimenter
You might die at any time, but when you die from your own ability, something good happens.
“JUST ONE MORE FINISHING TOUCH! My magnum opus will change the world!”
The Experimenter dies for the betterment of town, but must avoid being killed by other methods.
The Experimenter should die before final 3, but not too early in the game. They can die at night or during the day, but should die in a way that it could be covered by evil roles.
Anything positive for town can happen when the Experimenter explodes. For example, they might make evil drunk for a night, or gain powerful information. In most cases, this should be something that they can see happening.
Examples
Adrian the Experimenter dies at night. Unbeknownst to him, two poisoned players gain sober information tonight.
Adrian the Experimenter dies when he nominates to simulate a Witch curse. That night, Hazel learns that an Empath would learn a 1 in her spot.
The Experimenter is a townsfolk alternative to the Tinker. Unlike the Tinker, they don't want to claim until they die and hope to stick around, so it can make for an interesting evil bluff. Consider adding roles that could add extra deaths at night or during the day, to add uncertainty.
Townsfolk