All badges should be awarded at the END of the game, or after leaving to avoid revealing information.
Good Team Badges:
Survivor:
Adept: Vote for an evil team member in over 50% of the games votes.
Why ME?: Be attacked, but healed.
Detective:
Early Gambit: Have the murderer voted out round 4 or earlier after they appeared in your clues at least once.
Spy:
wow: See 3 or more people use an ability on your target.
Gotcha: See someone use an ability on a player the same night that player died.
Psychic:
All Seeing: Find 3 seperate players evil in one game.
GET OUT!: Get an evil player voted the day after reading them.
Savior:
Good call: Revive a good player with an active ability.
Not yet: Revive a good player with 4 or less players alive.
Medic:
Omnipresent: Heal 3 players in a match.
Sacrificial: Save a player from an attack… While they have ambusher on them.
+PARRY: Heal yourself as an ambusher watches you.
Twin:
This will never happen: Live to the end of the game with both of you alive.
Blood is thicker than water: Be attacked but healed.
Muffin Man:
Job done: Have every living player hold a muffin.
Evil Team Badges:
General:
Nothing of value was lost!: Win with all evil team members alive.
Comeback: Win as evil in a game where 6 or more good team members were voted while good was the majority.(Called Comeback, as this is very unlikely to happen if evil isn’t shredded early game)
Murderer:
Not even close: Win after being found by psychic or spy.
Manipulator: Vote for the elimination of 3 good players in one game.(They must actually get voted out, and you have to be one of their voters.)
Assassin:
Sell Sword: Win with murderer alive.
Turnabout: Kill someone in final 3.
Shredder: Kill someone who was protected by medic.
Dark Psychic:
Shepard: Vote for the elimination of a good player the day after reading them
Loathsome Copy: Vote for the elimination of a good team psychic, then live to the end of the round.
Scout:
Boss!: See the murderer kill someone.
Liquidator: Have a good player die/be voted out, after seeing them use an ability.
Witch:
Spell Sword: Win with murderer alive.
Shutdown: Prevent a good team role from using their ability for 3 rounds.
Ambusher:
Empty List: Kill every role you can in one game.(Psy/Spy,Medic,Muffin Man)
Where do ya think you’re going?: Kill a psychic visiting an evil team member
Same Hat?: Visit the same player as another evil team member
Neutral(Not a team) Badges:
Clown:
Later is greater: Win round 6 or later.
It’s even funnier the second time!: Get voted out after being revived by savior(or just make clown unrevivable like it should be.)
I will say “Not Even close” might incentivize throwing. Especially if someone is trying to quickly collect these.
“It’s even funnier the second time!” Is just gamethrowing. I get the joke you are tryin to make, but it shouldn’t have been here in the first place.
Also a few of these maybe too easy. Which really isn’t imo the best type of badge to unlock. Although that’s not really an issue with the suggestion just personal preference.
Yeah I wanted to avoid anything directly advocating for throwing, my reasoning for not even close, is that you will sometimes just get unlucky and get found, but I do see how someone might try to get it on purpose. I hate saviors who revive clown, and don’t want to encourage it, and ya know really do think they should just make clown unrevivable, I am unsure why I put that there.
Some of them are meant to encourage players to play the roles in their intended way, like scout finding power roles, even though its very easy to get.
I would agree, “Not even Close” isnt bad as a badge idea, the issue is we need to remember players are going to try to get these quikly by any means. Which means there are bound to be people breaking the rules to get it, which might be normalized if a lot of people do it at once for a badge.

Please post your suggestions for badges as a comment on #1242 instead of in a separate post. Also, badge objectives should not encourage rulebreaking or game throwing behavior
