Here is the new and improved version. I think I addressed all of the problems so far.
First of the Sun MR:
You are a group of adventurers on Patji who have traitors in your midst. The Traitorous Trappers need to equal the number of Trappers to win. The Trappers need to eliminate all of the Traitorous Trappers to win.
Healer: Your Aviar gives you the knowledge to heal all but the most deadly of wounds. (each night you can protect one person from death. You cannot protect yourself two nights in a row. If someone is attacked by a Nightmaw, then your protection fails.)
Spy: Your Aviar gifts you with stealthiness letting you spy on the other Trappers. (Each night, you can check one person's alignment. Has 30% chance of giving wrong alignment)[Activates Traps]
Good-looking: Your Aviar looks amazing and gives you the gift to look good as well.(If you are spied on, then you will appear as a Trapper. If your Aviar is spied on, then they appear as a Hidden Aviar)
Hidden: Your Aviar hides your mind from predators. (If the Nightmaw attacks you, you don’t die)
Messenger Your Aviar allows you to speak in somebody's mind for a short period of time. (During the night you can set up one PM with one other player. Must include GM(s). After night ends, you are not allowed to talk in the PM anymore)[Activates Traps]
Aviar Killer You know that without their Aviar, the traitors will be greatly weakened. Your Aviar gives you the ability to trap Aviar(Each night you can choose to kill one players Aviar)[Activates Traps]
Aviar Spy Your Aviar gives you the power to know other Aviar’s gifts. (Each night you can choose one person and you learn their Aviar's power)[Activates Traps]
Supreme - 5%
Master - 9%
Apprentice - 13%
Amatuer - 17%
Nightmaw attacks(Once per game, the Traitorous Trappers can unleash a Nightmaw instead of their night kill. The Nightmaw attack cannot be protected by the healer).
Traps(If a person uses an Aviar power that Activates Traps then the percent of their experience is used. Whatever the percent is, whenever you encounter a trap you have that percent chance of dying. Mafia attack does not activate traps.) Healers can protect you from traps. Each time that you encounter a trap and survive, you become more experienced and your experience percent decreases by 1(to a minimum of 1).
Order of actions:
Aviar Spy & spy
Maf kill & aviar kill & nightmaw attack
A tie lynch vote is randomly chosen
No PM's allowed except with the messenger
Players submit their role actions through their GM PM.
Traps are something that are there at the beginning of the game. You don't place them. Whenever you use an action that encounters a trap, or a maf attacks, then you have your experience percent chance of dying.
Scrapped the kill role.
Changed traps slightly
Made Spy and Healer not alignment specific.