Serial Killer Round 70: Soviet Submarine Slaughter!

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gritch

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Feb 21, 2011
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@Hippo: From my understanding, which mind you is rather limited, Detroit was a nice bustling city in the 50s and 60s. The economy began to decline and people began moving away from the city into the surrounding areas. This was all quickened along by several very nasty riots [https://en.wikipedia.org/wiki/1967_Detroit_riot]. Eventually the city just sort of became a shell if its founder self. The population went from 1.8 million in 1950 to 700 000 in 2010. That large loss of population causes issues. It's got one of the highest crime rates in the country and the city itself, struggling to support its now over inflated infrastructure, even had to file for bankruptcy in 2013. If you're really interested here's a link [https://en.wikipedia.org/wiki/Decline_of_Detroit].

So even by the 80s Detroit had a history of... unpleasantries. But from what I've seen the surrounding areas of Michigan are rather nice. At least Ann Arbor isn't so bad.
 

gritch

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Feb 21, 2011
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@FrappeComrade: Is true. I have spent time among the American swine - but I would like to remind that I do so for the glory of mother Russia! We're all comrades here? I think I can share with you - my friends. I was sent to the land of the obese many a years ago to learn their ways and report to the homeland. Many a secret have I stolen from them and given to my comrades. They eat themselves to extremes. I met this one person - I kid you not - he weigh 78kilos! 78kilos! Where he keep that all? Stuff his ushanka full of bread? Ha!

But it is hard sometimes. Often I long for the homeland. To be among my comrades once again. This submarine is a wonderful place! I am happy to spend time away from those freedom lovers and with all you you my true comrades! Ha! But if it so for the glory of mother Russia I will continue to live among these pigs! For Russia!
[sub]*sigh* Why do sand baths take so long to get to the right temperature. I want to go home already.[/sub]
 

kingofkumquats

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@gritch: I don't think I believe you. You use to many articles. Too many "the"s and "a"s. You are suspicious comrade. I keep eye on you.

I'm glad we're on a break while I'm moving into college. Makes things much simpler.
 

Fat Hippo

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@Caramel Frappe: But is not you who is true suspect here? No true communist would indulge in decadence like drinking frappe of taste caramel while world revolution has not succeded. Frappe is most bourgeouis of all drinks in world. You reek of capitalism, kulak swine. I get chekisty and they will solve this.
 

FPLOON

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Caramel Frappe said:
Totally not posting to make a bookmark for this post, since i've been busy posting in other threads. No sir ...
If this was, it wasn't needed... You were already on the "next page", anyway... :p
 

FPLOON

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@Top 3: "Top 3"? Why not just do what Chris Rock did and have a "Top 5" instead... <url=http://i1198.photobucket.com/albums/aa449/Razpach0/gifs/zoo-cops-4.gif>#ProblemSolved
 

Fat Hippo

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@Frappe: I am fat because only this allows me to survive the cold siberian winters. *Brrr* Such is my dedication to the cause that I would leave the warm nile for the glorious motherland, even though it is dangerous for hippos like myself. So you see, I stuff myself only for selfless reasons, and derive no pleasure from it. A frappe however, is purely frivolous, and a crime against communism itself!

On the topic of "recent posts": Have y'all never heard of bookmarking threads? That way, it will always be at the top of forum games, so all you need to do is enter that part of the forum, and directly click on the last page of this thread. Easy peesy lemon squeezy. No need for all this posting just to get to the thread more quickly.
 

gritch

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Feb 21, 2011
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@kumquatComrade: Is bad habit learned from American swine. Forgive. Is bad. Will try to refrain from doing so.
[sub]Although all the Russians I've ever met have used articles just fine. Granted most of those were PhDs.[/sub]

@FrappeComrade: Pounds? You convert glorious metric to imperial system? Only American swine do such things. Forgive but is very suspicious.
 

FPLOON

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@Caramel Frappe: The answer or the hashtag? No wait! I answered my own question...
 

Secondhand Revenant

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Caramel Frappe said:
@Demagogue: .. He's been absent for awhile, so I figured he was already there. Still, apologies .. didn't know.
Well he won't see your question until he returns from Detroit since he left his laptop anyways XD
 

Twintix

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Woah, hey now, I thought I'd miss this game since I'd be gone for 10 days...

Or maybe no more players are accepted this round... I asked the kitty commander, so we'll see...
 

Fat Hippo

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@Twintix: We've only got 19 players so far according to the OP, so there's really no reason you shouldn't be able to join, as long as you remember to sneak some catnip to the kitty.
 

Twintix

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@Frappe: Noice. Truly, the grandest drink of all.

On a completely irrelevant note, Yanjing beer is nasty. Don't drink it. Ever.

EDIT: Oh yeah, since it's the Soviet:

It should be illegal for a song to be this catchy.
 

gritch

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@GMKittyComrade: I know you're busy at the moment so I decided to compile the two suggestions for new roles proposed by DemaComrade and myself that are buried beneath a few pages of group chat. If you'd like to use either role in this round of SK I've included a "Roles of the Game" section for both you can copy and paste into the OP to save some time.

I also wrote in a slight modification to the Priest's role. I added in the sentence, " Those that have been executed are ineligible for revival by the Priest." after the second sentence in the description. I proposed the modification when I proposed the Sleeper Agent role to discourage the survivors from executing their Spy and I think it'd to good to add for both roles.

If any other comrades have any concerns about the roles as written I can modify them. I'm not very good at making icons either so if anyone has any other designs I can change them. Especially the Sleeper Agent one...

[HEADING=3]The Doppelganger[/HEADING]
The role of the dopelganger is to misdirect and confuse the Spy from locating the Killer. The Doppelganger is aligned with the Killer but unlike the Lawyer they are assigned by the GM like other roles. As long as the Doppelganger is alive the GM replies to any answered Spy questions as if the Doppelganger was also the Killer.

Example:

If the Spy asked the question "Is the Killer an American?" and the Killer was American and the Doppelganger was British the GM would provide a list of both Americans and non-Americans. If the same question was asked and both the Killer and Doppelganger were Americans, the GM would provide a list of only Americans.
[HEADING=3]The Sleeper Agent[/HEADING]
The Sleeper Agent role is meant to confuse and misdirect the survivors. The Sleeper Agent is chosen by the Killer in the same way as the Lawyer however whoever receives the Sleeper Agent role is not made aware of their role until their death. The Killer and/or Lawyer may approach the Sleeper Agent to side with them but the Sleeper Agent is under no obligation to join them.

If the player is murdered by the Killer at any point, the Killer may include with his killing PM a role they would like the Sleeper Agent to mimic. While informing the player of their death, the GM also tells them they were the Sleeper Agent and the role which they are to mimic. The player's death post must reveal them as the chosen role and all GM announcements will indicate they were the chosen role. Their true role as a Sleeper Agent will only be revealed at the end of the entire round.

If the Sleeper Agent is killed in any other way (either by execution or the Arbiter ability) the GM reveals to the player they were a Sleeper Agent. The player's death post and GM announcements indicate the player was the Sleeper Agent.

If the Sleeper Agent is ever revived and killed again (either by execution or being murdered) the role revealed upon their first death is maintained upon their second death.
There are nine roles in this round of Serial Killer: the Killer
, the Medic
, the Spy
, the Arbiter
, the Priest
, the Lawyer
, the Entwined
,the Trickster
, and the Doppelganger


[HEADING=3]The Killer[/HEADING]
This is the primary focus of the game. The Killer PMs the GM who they wish to kill at the beginning of each cycle. He or she is still allowed to vote in executions and they can also be 'saved' by the Medic. Eliminating the Killer by execution or the use of the Arbiter ends the round.
[HEADING=3]The Medic[/HEADING]
The Medic has the power to save players from the Killer and gets a certain number of saves depending on the number of players in total.

>24 players = Five saves
20-24 players = Four saves
15-19 players = Three saves
10-14 players = Two saves
<10 players = One save

The Medic chooses who they wish to save by PMing a list of the appropriate usernames to the GM. They cannot save the same person twice in a row, other than that it's fair game.

When someone is saved by the Medic, an announcement should be made that this has happened and the user that could have died should be messaged that they were targeted.

If the Medic saves the Killer's target, then they live to vote another day. The Killer, however, is free to pick a new victim, regardless of whether they are on the Medic's list for the current cycle. However, the Medic cannot save themselves...

This ability must be used every cycle.
[HEADING=3]The Spy[/HEADING]
The Spy is allowed to PM the GM up to three "yes or no" questions about the Killer's profile throughout the course of the game to attempt to determine their identity.

Example: "Does the Killer have a letter 'a' in their username?"
IF YES: The GM replies with a list of everyone who does have a letter 'a' in their username.
IF NO: The GM replies with a list of everyone who does not have a letter 'a' in their username.

This is to give a suspect list that the Spy can easily work on.

The Spy is free to distribute the information however they wish; be it in full view of the public, in private, or otherwise until they are murdered or executed.

A question is answered only when the Killer and the Medic have activated their roles. It will not be answered if the Spy is the Killer's target and is not saved by the Medic.

Upon the GM messaging the Spy that they have been murdered or executed they can no longer inform any players of the questions asked, and their answers or who they have narrowed the possible suspects down to. This is extended to revealing the gathered information in the Spy's death post. If the Spy divulges any information in death, either true, untrue, or to confirm will result in the Killer getting two free kills, and each time there after will have as escalated punishment.

This ability can only be used every other cycle.
[HEADING=3]

The Arbiter
[/HEADING]
This role has the power to instantly execute one other player without the need of a vote, or intervention on any other player's behalf, or that of the GM. Should the Arbiter do so both them and their target are killed to maintain the balance of the game, and thus allow the Killer to continue should they not be executed. No player is immune to this role's ability, even if chosen by the Medic to be saved.

They should, however, notify the GM when they execute someone; if this doesn't happen then the GM, and by extension the other players, is out of the loop in regards to the Arbiter's execution. In order to maintain fairness to the Killer, this role has restrictions on the use of their power. They can use their power until the point where the Spy has asked their third question to the GM, then the Arbiter will have until the end of the second cycle after that to decide their kill.

An arbiter who uses their ability and whoever is killed by it do not have to write a death post.

This ability can be used at any point in the game once it has reached cycle 2.
[HEADING=3]The Priest[/HEADING]
The Priest's role is an interesting one. They have the power to sacrifice themselves to resurrect someone who was murdered in a previous cycle. Those that have been executed are ineligible for revival by the Priest.When someone is resurrected everyone in the round becomes aware of any role that the resurrected player may have.

A resurrected Arbiter cannot use their ability if they have already used it; in short, it dies with them. If they have not used their power, however, and the conditions for its use are still acceptable (i.e. the second cycle after the Spy has asked all three of their questions has not been passed) then they are free to execute a target.

A revived player is immune to being murdered by the Killer as well as the Arbiter. This immunity ends after the next execution happens and the next cycle starts.

A Priest who uses their ability does not have to write a death post. Whoever is revived by it does not have to write a second one also.

This ability can be used at any point in the game once it has reached cycle 2.
[HEADING=3]The Lawyer[/HEADING]
The Lawyer is the only other player who wants the Killer to succeed. Essentially they work for the Killer as an anti-role role. Although any player, even if they have another role, can side with the Killer, even if they are not aware of it.

The Lawyer may ask the GM whether or not any individual has a role (yes or no question, without specifics). The question can be asked every cycle (5 times total), and if the Lawyer is killed then any information gained from the GM cannot be shared publicly, or privately if it hasn't been shared already. Sharing information in the death post is not allowed. Breaking of this rule will result in another role getting two free picks at an execution without the need of a vote. As with the Spy further breaking of this rule will result in escalated punishment.

This ability does not have to be used every cycle and entirely controlled by the Lawyer, not Killer.

The Lawyer is chosen by the Killer before all the other roles. Only if the player accepts the Killer's offer will the identity of the Killer be revealed to them. If the offer is refused, the Killer must choose another player.
[HEADING=3]The Entwined[/HEADING]
This role is given to two players and is only in play when there is an odd number of total players in the round.

The two Entwined are linked by a special invisible bond... and the strength of their connection is only known when one of the two dies. When one of the Entwined dies, the other automatically shares the same fate.

Once the first Entwined posts their death the second is PMed that they have also died. It is not required for the second to write a proper death post but still needs to announce that they have died.

Even when killed by the Arbiter, both Entwined die. They are both able to be revived by the Priest at once, but their bond still applies after resurrection. If only one is chosen to be saved by the Medic, the other is still vulnerable. If the unsaved Entwined individual is murdered the saved one still dies.

[HEADING=3]The Trickster[/HEADING]
The Trickster's role is that of discord and mayhem, they can be the spanner in the works for any side. Or they can choose to help out whoever they want to succeed. For the Trickster can manipulate events to their favour.

Whenever there is a vote, the Trickster can choose to activate their special ability. When they do, they vote in a special way - they transfer a vote by removing a vote from one player and then adding two votes to a different player.

The Trickster cannot target themselves with this power and they can only choose two targets and always at -1/+2 votes for each.

Such meddling is not quite subtle, however - if any of the two players dies for whatever reason by the next voting time, everybody would be notified of the Trickster messing with fate. The Trickster would NOT be identified by name, but both targets and the exact effect applied to them will be revealed.

Example:

The votes are

Alice - 4
Bob - 3

The Trickster activates the ability removing one vote from Alice and adding two to Bob swinging the vote around to

Alice - 3
Bob - 5

However, if either Bob or Alice die by the next vote - either by execution or even by the Killer or Arbiter's hand, then the death announcement would say exactly what the Trickster did to both Alice and Bob.

Furthermore, the Trickster's power cannot be used on the same targets twice in a row.

Finally, the Trickster is not granted any more insight into the voting than any other player. On the occasion that the Trickster chooses to subtract a vote from a player that doesn't have any, the power will still work...in a way: vote transfer does not happen - the Trickster will only add one vote to the receiving target. However, all the drawbacks of the power still apply.
[HEADING=3]The Doppelganger[/HEADING]
The role of the dopelganger is to misdirect and confuse the Spy from locating the Killer. The Doppelganger is aligned with the Killer but unlike the Lawyer they are assigned by the GM like other roles. As long as the Doppelganger is alive the GM replies to any answered Spy questions as if the Doppelganger was also the Killer.

Example:

If the Spy asked the question "Is the Killer an American?" and the Killer was American and the Doppelganger was British the GM would provide a list of both Americans and non-Americans. If the same question was asked and both the Killer and Doppelganger were Americans, the GM would provide a list of only Americans.


There are nine roles in this round of Serial Killer: the Killer
, the Medic
, the Spy
, the Arbiter
, the Priest
, the Lawyer
, the Entwined
,the Trickster
, and the Sleeper Agent


[HEADING=3]The Killer[/HEADING]
This is the primary focus of the game. The Killer PMs the GM who they wish to kill at the beginning of each cycle. He or she is still allowed to vote in executions and they can also be 'saved' by the Medic. Eliminating the Killer by execution or the use of the Arbiter ends the round.
[HEADING=3]The Medic[/HEADING]
The Medic has the power to save players from the Killer and gets a certain number of saves depending on the number of players in total.

>24 players = Five saves
20-24 players = Four saves
15-19 players = Three saves
10-14 players = Two saves
<10 players = One save

The Medic chooses who they wish to save by PMing a list of the appropriate usernames to the GM. They cannot save the same person twice in a row, other than that it's fair game.

When someone is saved by the Medic, an announcement should be made that this has happened and the user that could have died should be messaged that they were targeted.

If the Medic saves the Killer's target, then they live to vote another day. The Killer, however, is free to pick a new victim, regardless of whether they are on the Medic's list for the current cycle. However, the Medic cannot save themselves...

This ability must be used every cycle.
[HEADING=3]The Spy[/HEADING]
The Spy is allowed to PM the GM up to three "yes or no" questions about the Killer's profile throughout the course of the game to attempt to determine their identity.

Example: "Does the Killer have a letter 'a' in their username?"
IF YES: The GM replies with a list of everyone who does have a letter 'a' in their username.
IF NO: The GM replies with a list of everyone who does not have a letter 'a' in their username.

This is to give a suspect list that the Spy can easily work on.

The Spy is free to distribute the information however they wish; be it in full view of the public, in private, or otherwise until they are murdered or executed.

A question is answered only when the Killer and the Medic have activated their roles. It will not be answered if the Spy is the Killer's target and is not saved by the Medic.

Upon the GM messaging the Spy that they have been murdered or executed they can no longer inform any players of the questions asked, and their answers or who they have narrowed the possible suspects down to. This is extended to revealing the gathered information in the Spy's death post. If the Spy divulges any information in death, either true, untrue, or to confirm will result in the Killer getting two free kills, and each time there after will have as escalated punishment.

This ability can only be used every other cycle.
[HEADING=3]

The Arbiter
[/HEADING]
This role has the power to instantly execute one other player without the need of a vote, or intervention on any other player's behalf, or that of the GM. Should the Arbiter do so both them and their target are killed to maintain the balance of the game, and thus allow the Killer to continue should they not be executed. No player is immune to this role's ability, even if chosen by the Medic to be saved.

They should, however, notify the GM when they execute someone; if this doesn't happen then the GM, and by extension the other players, is out of the loop in regards to the Arbiter's execution. In order to maintain fairness to the Killer, this role has restrictions on the use of their power. They can use their power until the point where the Spy has asked their third question to the GM, then the Arbiter will have until the end of the second cycle after that to decide their kill.

An arbiter who uses their ability and whoever is killed by it do not have to write a death post.

This ability can be used at any point in the game once it has reached cycle 2.
[HEADING=3]The Priest[/HEADING]
The Priest's role is an interesting one. They have the power to sacrifice themselves to resurrect someone who was murdered in a previous cycle. Those that have been executed are ineligible for revival by the Priest.When someone is resurrected everyone in the round becomes aware of any role that the resurrected player may have.

A resurrected Arbiter cannot use their ability if they have already used it; in short, it dies with them. If they have not used their power, however, and the conditions for its use are still acceptable (i.e. the second cycle after the Spy has asked all three of their questions has not been passed) then they are free to execute a target.

A revived player is immune to being murdered by the Killer as well as the Arbiter. This immunity ends after the next execution happens and the next cycle starts.

A Priest who uses their ability does not have to write a death post. Whoever is revived by it does not have to write a second one also.

This ability can be used at any point in the game once it has reached cycle 2.
[HEADING=3]The Lawyer[/HEADING]
The Lawyer is the only other player who wants the Killer to succeed. Essentially they work for the Killer as an anti-role role. Although any player, even if they have another role, can side with the Killer, even if they are not aware of it.

The Lawyer may ask the GM whether or not any individual has a role (yes or no question, without specifics). The question can be asked every cycle (5 times total), and if the Lawyer is killed then any information gained from the GM cannot be shared publicly, or privately if it hasn't been shared already. Sharing information in the death post is not allowed. Breaking of this rule will result in another role getting two free picks at an execution without the need of a vote. As with the Spy further breaking of this rule will result in escalated punishment.

This ability does not have to be used every cycle and entirely controlled by the Lawyer, not Killer.

The Lawyer is chosen by the Killer before all the other roles. Only if the player accepts the Killer's offer will the identity of the Killer be revealed to them. If the offer is refused, the Killer must choose another player.
[HEADING=3]The Entwined[/HEADING]
This role is given to two players and is only in play when there is an odd number of total players in the round.

The two Entwined are linked by a special invisible bond... and the strength of their connection is only known when one of the two dies. When one of the Entwined dies, the other automatically shares the same fate.

Once the first Entwined posts their death the second is PMed that they have also died. It is not required for the second to write a proper death post but still needs to announce that they have died.

Even when killed by the Arbiter, both Entwined die. They are both able to be revived by the Priest at once, but their bond still applies after resurrection. If only one is chosen to be saved by the Medic, the other is still vulnerable. If the unsaved Entwined individual is murdered the saved one still dies.

[HEADING=3]The Trickster[/HEADING]
The Trickster's role is that of discord and mayhem, they can be the spanner in the works for any side. Or they can choose to help out whoever they want to succeed. For the Trickster can manipulate events to their favour.

Whenever there is a vote, the Trickster can choose to activate their special ability. When they do, they vote in a special way - they transfer a vote by removing a vote from one player and then adding two votes to a different player.

The Trickster cannot target themselves with this power and they can only choose two targets and always at -1/+2 votes for each.

Such meddling is not quite subtle, however - if any of the two players dies for whatever reason by the next voting time, everybody would be notified of the Trickster messing with fate. The Trickster would NOT be identified by name, but both targets and the exact effect applied to them will be revealed.

Example:

The votes are

Alice - 4
Bob - 3

The Trickster activates the ability removing one vote from Alice and adding two to Bob swinging the vote around to

Alice - 3
Bob - 5

However, if either Bob or Alice die by the next vote - either by execution or even by the Killer or Arbiter's hand, then the death announcement would say exactly what the Trickster did to both Alice and Bob.

Furthermore, the Trickster's power cannot be used on the same targets twice in a row.

Finally, the Trickster is not granted any more insight into the voting than any other player. On the occasion that the Trickster chooses to subtract a vote from a player that doesn't have any, the power will still work...in a way: vote transfer does not happen - the Trickster will only add one vote to the receiving target. However, all the drawbacks of the power still apply.
[HEADING=3]The Sleeper Agent[/HEADING]
The Sleeper Agent role is meant to confuse and misdirect the survivors. The Sleeper Agent is chosen by the Killer in the same way as the Lawyer however whoever receives the Sleeper Agent role is not made aware of their role until their death. The Killer and/or Lawyer may approach the Sleeper Agent to side with them but the Sleeper Agent is under no obligation to join them.

If the player is murdered by the Killer at any point, the Killer may include with his killing PM a role they would like the Sleeper Agent to mimic. While informing the player of their death, the GM also tells them they were the Sleeper Agent and the role which they are to mimic. The player's death post must reveal them as the chosen role and all GM announcements will indicate they were the chosen role. Their true role as a Sleeper Agent will only be revealed at the end of the entire round.

If the Sleeper Agent is killed in any other way (either by execution or the Arbiter ability) the GM reveals to the player they were a Sleeper Agent. The player's death post and GM announcements indicate the player was the Sleeper Agent.

If the Sleeper Agent is ever revived and killed again (either by execution or being murdered) the role revealed upon their first death is maintained upon their second death.
 

FPLOON

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The more roles that become implemented into the SK canon, the more harder it is to stay indifferent to it all...
 

Crysan

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@Comrade Frappe: Is good thing I get to work early. Anyone else in building would hear the laughter and get me in trouble.

This Russian game is taxing my need to use emoticons. Russians need to be more expressive!

:( :) ;) :D

Ahhhhhhhhhhhhhhhh.
 

Fractral

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@FPLOON: On the one hand, I'm against role bloat for the sake of keeping the game simple but on the other hand roles have come and gone in the past. Who here remembers the celebrity or ghost roles?
I'm being drawn more to the idea of a system whereby GM's can choose from a selection of roles which ones they want to play with. So a GM who doesn't like the new roles can choose to leave them out.
 

Dying_Jester

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Fractral said:
I'm being drawn more to the idea of a system whereby GM's can choose from a selection of roles which ones they want to play with. So a GM who doesn't like the new roles can choose to leave them out.
I'm with Fractral on this.

Though more along the lines of having a category of any or all optional roles from here on that are well thought out that the GM can throw into the mix. None of which anyone is aware of until that player with the optional role dies or the game is over. Keeps things interesting, and adds more variety if, say, one round has the Sleeper Agent and the next has the Doppleganger.


I hereby claim the top of this page in the name of The Butcher.

I'd say that's also an easy way to keep everyone happy.
 

Fat Hippo

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If we're interested in reducing the number of roles to keep the bloat under control, I would nominate the medic. Hardly ever does anything, and not especially interesting. That's the first thing I would get rid of if I was selecting particular roles as the GM anyway.