Role Abilities in a Mafia Game
A role in a Mafia Game can have abilities to influence the flow of the game. These types of roles are called "Power Roles".
The abilities in a Mafia Game are of three types:-
- Passive Ability: A Passive ability is an ability which will work automatically without any input from the player. This means that the effects from any passive ability will automatically take place when valid.
- Active Ability: An Active ability is an ability which requires player input to work. In other words, an active ability requires the player to opt to use the ability for its effects to take place.
- Activated Ability: An Ability that is normally passive can be made into an Activated ability; this gives the player a choice as to whether they wish to use their passive effect or not. If the player chooses not to use it, it will be as though the role did not exist for that night. As such, an Activated Ability can be seen as an active version of a normally passive ability.
Abilities that are used in mafia games are given below, but a list of further abilities can be found in the
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Passive Abilities
Actor
Type: Preventative/Passive
Ability: A vote made by the user of this ability does not count, unless the vote immediately results in a lynch (only usable during games featuring a majority lynch).
Aegis
Type: Protective/Destructive/Passive
Ability: A player other than the user of this ability (predefined) is immune to destructive effects as long as the user of this ability is alive. If a user attempts to use a destructive effect on the player this ability affects (i.e. the one immune to destructive effects), that user will be killed by the user of this ability instead (this is treated as a destructive effect).
Alternating
Type: Preventative/Passive
Ability: The ability that this applies to can only be used during either Odd or Even-numbered phases.
Ascetic
Type: Protective/Passive
Ability: The user is immune to all types of effects, except destructive and protective.
Backup
Type: Preventative/Passive
Ability: The ability that this affects will automatically fail if a user with the same ability and is of the same alignment uses their ability during the same phase.
Notes: There are 4 Uncommon Roles that serve as "backup" variants to certain abilities, and those are preferred to "Backup". They are "Deputy", "Nurse", "Sidekick" and "Wingman".
Bonded
Type: Creative/Passive
Ability: If the user of this ability dies, any other player with the Bonded passive also dies.
Notes: To distinguish this role from "Lover", Bonded usually applies to at least 2 players in the game.
Princess
Type: Preventative/Passive
Ability: If the user of this ability is removed from the game, excluding by modkill, the following Day Phase is skipped.
Jezebel
Type: Preventative/Passive
Ability: If the user of this ability is removed from the game, excluding by modkill, the following Night Phase is skipped.
Buckler
Type: Manipulative/Passive
Ability: While the user of this ability is alive, when another player (predefined) is targeted by a destructive effect, should the destructive effect be otherwise unprevented, the destructive effect will affect this user instead.
Burst
Type: Preventative/Passive
Ability: The ability that this affects, after use, cannot be used again for one full cycle (one day phase and one night phase).
Cursed
Type: Creative/Passive
Ability: If the user attempts to use an ability affected by this, the user will be inflicted with a penalty of some kind. The penalty varies by game/player.
Day
Type: Creative/Passive
Ability: The ability affected by this can be used in the Day Phase. This applies to roles that are traditionally used in the Night Phase.
Deaf
Type: Manipulative/Passive
Ability: The user with this ability cannot unvote.
Death Miller
Type: Manipulative/Passive
Ability: If the user of this ability dies, their role information is falsely revealed to some extent. The full extent of this varies game by game.
Faith
Type: Preventative/Passive
Ability: The ability that this affects has a 50% of successfully working.
Pessimistic
Type: Preventative/Passive
Ability: The ability that this affects has a 25% of successfully working.
Optimistic
Type: Preventative/Passive
Ability: The ability that this affects has a 75% of successfully working.
Unstable
Type: Manipulative/Passive
Ability: When using an ability that this applies to, the user is able to choose the target, but not which ability has been used.
Notes: Must apply to two or more abilities in a role.
Mental
Type: Manipulative/Passive
Ability: When using an ability that this applies to, the user is able to choose the ability used, but not the target.
Notes: Must apply to two or more abilities in a role.
Mentally Unstable
Type: Manipulative/Passive
Ability: When using an ability that this applies to, the user is able to choose either which ability is used or the target of the ability, and the other is randomized.
Notes: Must apply to two or more abilities in a role.
Completely Unstable
Type: Manipulative/Passive
Ability: When using an ability that this applies to, the user submits both the ability they wish to use and their target, but one of these choices is discarded randomly, and then randomized.
Full
Type: Creative/Passive
Ability: Instead of being One-Shot, the user's abilities of the affected ability are unlimited in usage.
Notes: Applies only to "Jack of X Trades" roles.
X-Shot
Type: Preventative/Passive
Ability: The user may use the ability a certain number of times, after which they lose the ability. The X should be exchanged for the number of times they are able to use this ability, and is determined on a game-by-game basis.
Loved
Type: Manipulative/Passive
Ability: The user of this ability requires one extra vote to be lynched.
Notes: Only usable in games featuring solely a Majority Lynch system.
Hated
Type: Manipulative/Passive
Ability: The user of this ability requires one less vote to be lynched.
Notes: Only usable in games featuring solely a Majority Lynch system.
Hero
Type: Protective/Destructive/Passive
Ability: If the user were to be lynched, the Lynch will fail. The King initiating the Lynch will then be killed (this is treated as a destructive effect).
Notes: This role can only be used in games featuring a Monarchy Lynch system (i.e. Kingmaker).
Invisible
Type: Protective/Passive
Ability: The user is immune to investigative abilities.
Iron
Type: Protective/Passive
Ability: This ability makes the user immune to destructive effects. This is sometimes referred to as "Bulletproof".
King
Type: Manipulative/Passive
Ability: Instead of the normal lynch system, the King can declare a player in the thread, and that player will be lynched.
Notes: This role can only be used in games featuring a Monarchy Lynch system (i.e. Kingmaker).
Kingmaker
Type: Creative/Passive
Ability: The user may select a player, that player will then gain King for the next Day Phase. The user cannot target themselves.
Notes: This role can only be used in games featuring a Monarchy Lynch system (i.e. Kingmaker).
Lich
Type: Conversive/Passive
Ability: The user with this ability will return to the game after a set cooldown period if they are lynched or killed or otherwise die (unless they are modkilled), as long as a player with the Phylactery role linked to the Lich is still alive. The cooldown period varies game-by-game. In games where there was never any Phylactery, the Lich will return indefinitely. When the Lich dies, they are still treated as dead for the purposes of achieving win conditions, regardless of whether they are to return or not.
Phylactery
Type: Conversive/Passive
Ability: As long as the user of this ability is alive when the Lich that is linked to this ability dies, the Lich will return to the game.
Lover
Type: Creative/Passive
Ability: If a specific player (predefined) dies in some way (through lynch or otherwise), the user of this ability will also die. This is not treated as a destructive effect.
Masonic
Type: Conversive/Passive
Ability: The user can communicate with any player with Masonic linked to them (and the user) outside of the game thread.
Long Lost
Type: Conversive/Passive
Ability: The user believes themselves to be Town-Aligned, but they are actually Anti-Town -aligned.
Notes: The user is not made aware that they have this ability.
Lynchpin
Type: Creative/Passive
Ability: If the user dies, all players who share an alignment with the user will also die. This is not treated as a destructive effect.
Notes: This role is typically used for Assassins in the Palace Game Setups.
Overeager
Type: Manipulative/Passive
Ability: if the user does not use the ability this is tied to, their target will be randomized.
Miller/Ghost
Type: Manipulative/Passive
Ability: This ability causes the user to investigate the opposite of what their alignment typically investigates as. The Town-aligned variant is known as "Miller", while the Anti-Town/Independent-aligned variant is known as "Ghost".
Nexus
Type: Manipulative/Passive
Ability: Any ability targeting the user is randomly redirected to another player.
Neighbourhood
Type: Preventative/Passive
Ability: The ability tied to this has a 50% chance of failing, unless the target of the ability is the same as that of another ability with Neighborhood tied to.
Ninja
Type: Manipulative/Passive
Ability: This ability does not appear on investigation results related to the usage of an ability (i.e. Watcher, Tracker etc).
Noble
Type: Creative/Passive
Ability: The ability grants the user a voting power of 2, instead of the default 1. This is sometimes referred to as "Doublevoter".
Peasant
Type: Preventative/Passive
Ability: The users vote has a weighting of 0.
Petty
Type: Preventative/Passive
Ability: The user's vote does not count, unless the player the user is voting for is currently voting them.
Priest
Type: Preventative/Passive
Ability: The user's vote does not count if it would result in a lynch occuring immediately.
Notes: Only usable in Majority Lynch games.
Pitfall
Type: Preventative/Creative/Passive
Ability: Any action targeting the user has a 50% chance of failing. The player then making the action dies (not treated as a destructive effect).
Reckless
Type: Creative/Passive
Ability: If the user uses an active ability, they have a 50% chance of dying.
Shield
Type: Protective/Passive
Ability: A specific player (predefined) is immune to destructive effects as long as the user is in the game.
Shy
Type: Preventative/Passive
Ability: If the user is targeted with an active ability, the user's active abilities automatically fail during that phase.
Strange
Type: Manipulative/Passive
Ability: A sixth Sanity for investigative roles. The user receives the correct results, but other, predefined terms are used to represent them.
Suicidal
Type: Creative/Passive
Ability: If the user receives half the number of votes required to be lynched, the user dies. This is not treated as a destructive effect, nor is it treated as a lynch.
Territorial
Type: Destructive/Passive
Ability: Any time a player affects the user with an ability, that player is killed by the user.
Bomb
Type: Destructive/Passive
Ability: If the user is killed by a destructive effect, the player that used said destructive effect is killed by the user as well.
Kamikaze
Type: Destructive/Passive
Ability: If the user is lynched, a player that voted for the user will be killed by the user. Whether this player is the first voter, the last voter, a random voter or a choice of the user varies game-by-game.
Cthulhu
Type: Creative/Passive
Ability: Any player that targets the user with an ability that is not prevented is given the "Drunk" passive for the rest of the game (until they are recruited by a Cult). Cult-aligned players are not affected by this ability.
Drunk
Type: Manipulative/Passive
Ability: The user is not allowed to make sense in the game thread. What exactly this constitutes as is dependent on the game host, and varies game-by-game.
Unlynchable
Type: Protective/Passive
Ability: The user is immune to lynches. Whether this ends the Day Phase with "No Lynch", or simply fails, varies by the game.
Unstoppable
Type: Protective/Passive
Ability: The active abilities this is tied to cannot fail. Unstoppable Kills are sometimes referred to as "Super-kills".
Untouchable
Type: Protective/Passive
Ability: The user is immune to all active and passive abilities.
Useless
Type: Preventative/Passive
Ability: The ability tied to this automatically fails upon use if it is an Active ability, or is not applied during any phase if it is a Passive ability.
Notes: Generally, the user should not be aware that they are "Useless".
Vanilla
Type: Creative/Passive
Ability: The user has no other active or passive abilities.
Vengeful
Type: Destructive/Passive
Ability: If the user is removed from the game, they may select one player. That player will be killed by the user.
Weak
Type: Creative/Passive
Ability: If the user uses an active ability that this is tied to on a player that does not share an alignment with the user, the user will die. This is not treated as a destructive effect.
Active Abilities
Abductor
Type: Preventative/Protective/Conversive/Active
Ability: The user's target's active abilities will automatically fail for the phase they are targeted in. The target is also immune to all other abilities during the phase they are targeted. At the end of the Night Phase, they are listed as Missing, and are removed from the game, but no role information is revealed and roles that target dead players have no effect. At the end of the following Day Phase, the target is returned to the game.
Addict
Type: Creative/Active
Ability: The user gives themselves a predefined item. The item can grant them any active or passive ability, but attaches Reckless to them. The items and the number of them depend on the game.
Assimilator
Type: Destructive/Creative/Active
Ability: The user's target is killed. The user then gains One-Shot versions of each of the target's abilities, as long as that ability isn't already X-Shot.
Assassin
Type: Destructive/Active
Ability: This is the Day-variant of Vigilante/Hitman/Killer.
Assistant
Type: Manipulative/Active
Ability: The vote of the user's target will increase by one in weighting the following Day Phase, and the user's vote weighting will decrease by one.
Bartender
Type:Investigative/Creative/Active
Ability: See "Cop", except the Bartender's target gains "Reckless" for the Night Phase too.
Body Changer
Type: Creative/Active
Ability: The user and the target swap all of their active and passive abilities, except the "Body Changer" of the user. Both the user and the target are now Death Millers, and will flip as one another's character and alignment. Investigative abilities treat characters, abilities (bar Body Changer) and occasionally alignments as swapped. Alignment itself isn't actually affected.
Bodyguard
Type: Protective/Destructive/Active
Ability: The user's target is immune to destructive effects for the phase they are targeted. Any player using an otherwise unprevented destructive effect on the user's target will be killed by the user.
Brain Surgeon
Type: Manipulative/Active
Ability: The Sanity of the target's investigative abilities, if any, are reversed for the Phase.
Buck Passer
Type: Manipulative/Active
Ability: All actions targeting the user affect the user's target instead for the Phase. Any actions that are redirected onto an invalid target through this method simply fail instead.
Bus Driver
Type: Manipulative/Active
Ability: This ability allows you to essentially swap two players around for the phase you use it in. For example, if you swap Player X and Player Y with each other, all actions for that phase targeting Player X will affect Player Y, and all actions targeting Player Y will affect Player X.
Cab Driver
Type: Manipulative/Active
Ability: The first target of the user affects the second target of the user's target, and the second target of the user affects the first target of the user's target.
Commuter
Type: Protective/Preventative/Active
Ability: The Commuter is immune to all abilities during the Phase this is activated in. The Commuter is unable to use any other abilities.
Notes: If a day Commuter is used, the Day Commuter would be unable to vote. If using a majority lynch system, Majority must be updated to reflect this. The Day Commuter would also be unable to post after they have commuted.
Convertor/Recruiter
Type: Conversive/Active
Ability: The user's target is recruited, and will share the same alignment as the user. The user and the target will also be able to discuss outside of the thread. The Serial-aligned variant of Convertor is "Recruiter".
Cop
Type: Investigative/Active
Ability: This ability allows you to target a player, and you will receive results indicating their alignment. Generally, investigating a Town-aligned player will yield the result "Innocent", while investigating any player not aligned with the Town will return "Guilty", though there are exceptions to both.
Notes: There are various sanities of Cop which can impact the results you receive. Players should generally not be informed of their sanity. A Sane Cop receives the normal results, and is the most common implementation of a Cop. An Insane Cop receives reversed results, a Paranoid Cop will always receive "Guilty" and a Naive Cop will always receive "Innocent". There is a fifth, final Sanity, known as "Random", which randomly alternates between the other sanities on a per-use basis, but use of this sanity is discouraged.
Corruptor
Type: Conversive/Active
Ability: See Convertor/Recruitor, except the target is given the choice to accept if they wish to be recruited. This role cannot be Serial-aligned.
Delegator
Type: Creative/Active
Ability: The user may target a player who is currently alive, and the ability of a player who is dead. The targeted player will gain a One-Shot version of said ability. The Delegator cannot self-target.
Dentist
Type: Protective/Creative/Active
Ability: See Doctor, except the target will also gain Reckless for the Night Phase they are targeted.
Deputy
Type: Investigative/Active
Ability: See Cop, except if a Cop sharing the same alignment as the Deputy successfully uses their night action, the Deputy's ability will automatically fail.
Detective
Type: Investigative/Active
Ability: The Detective may target one player. For the ability, see Tracker and Watcher. The Detective will continue to receive these results every Night Phase without needing to take further action, until either the Detective selects a new target or the target dies. The Detective will not receive Secondary Targets.
Doberman
Type: Protective/Destructive/Creative
Ability: See Bodyguard, except the target will also gain Reckless for the Night Phase they are targeted.
Doctor
Type: Protective/Active
Ability: This ability allows you to protect one player. Protecting a player means that, should they be targeted by a destructive effect the phase you protect them, the destructive effect will fail.
Dominator
Type: Manipulative/Conversive/Investigative/Active
Ability: The Dominator may select a player. That player will be informed that they have been dominated, and that another player will control their action for the phase. The Dominator then receives a list of the target's abilities (this overrides immunity to investigative abilities). The Dominator can then use one of them during the Night Phase. The target will be told which ability is used and on whom it was used on.
Eraser
Type: Creative/Active
Ability: The user's target will all of their active and passive abilities, and will gain Vanilla. This ability is sometimes referred to as "Vanillaiser" or "Role Crusher".
Executioner
Type: Destructive/Active
Ability: This role cannot be used in a Monarchy Lynch system. In a Majority Lynch system, to target a player, that target must have half of the required votes needed for majority. In a Plurality Lynch system, the target must have the most votes. The Executioner will kill the target. This will be treated as a Lynch and will end the Day Phase.
Executive
Type: Manipulative/Active
Ability: See Assistant, instead the target loses a vote instead of gaining one, and the user gains a vote instead of losing one.
Flavor Cop
Type: Investigative/Active
Ability: The user can investigate a player, and will receive some amount of flavor relating to the characters role, alignment or character. The Flavor Cop should not explicitly receive names of characters.
Forensic Investigator
Type: Investigative/Active
Ability: The user may target a dead player, and will receive results indicating everyone who targeted the dead player, and everyone whom the dead player targeted. This will not include Secondary Targets.
Framer
Type: Manipulative/Active
Ability: The Sanity of any investigation made by the user's target is reversed for the Night Phase.
Freeloader
Type: Protective/Manipulative/Active
Ability: The user may target a player. They will be immune to all other actions targeting them during the phase, except those originating from the user's target. The user will also be affected by all abilities targeting their target.
Governor
Type: Protective/Active
Ability: Can only be used during Twilight Phase or once Majority has been reached. The Lynch against the target will fail, ending the Day in No Lynch. The Governor must declare their action in the game thread.
Grave Robber
Type: Creative/Active
Ability: The user may target a dead player. They will then lose all active and passive abilities, except for Grave Robber, and will gain all the active and passive abilities of the dead player.
Guardian
Type: Protective/Active
Ability: Any otherwise-unprevented Destructive ability affecting the user's target will affect the user instead.
Hider
Type: Protective/Manipulative
Ability: See Freeloader, except this only applies for Destructive abilities.
Hostage Taker
Type: Conversive/Preventative/Manipulative/Active
Ability: The user's target will be told that they have been taken hostage and will be unable to take any actions during the phase (any active abilities will automatically fail), but will not be told who took them hostage. A destructive ability targeting the user will affect the user's target instead, but will also have a 50% chance of affecting the user. Any player targeting the user with a destructive ability will be told that the ability will affect the user's target with only a 50% chance of affecting the user. They will be given the opinion to confirm the action or to cancel it, but they will not be able to change their action otherwise.
Interrogator
Type: Preventative/Investigative/Active
Ability: See Jailer, but instead of protecting a player from destructive effects, it will investigate the player's alignment instead (see Cop).
Inventor
Type: Creative/Active
Ability: The user may give the target a predefined item. This item is used to grant active or passive abilities. All information relating to the abilities, and the predefined items themselves, varies game by game.
Isolator
Type: Protective/Preventative/Creative
Ability: See Jailer, except all actions will fail against the target, not just destructive effects.
Jailer
Type: Protective/Preventative/Active
Ability: The user's target is immune to destructive effects for the Night Phase, but all of their active abilities for the Night Phase automatically fail.
Jack of All Trades
Type: Creative/Active
Ability: This ability contains 4 One-Shot abilities: One-Shot Cop, One-Shot Vigilante/Hitman/Killer, One-Shot Roleblocker/Prostitute and One-Shot Doctor.
Jack of Anarchic Trades
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Busdriver, Framer, Magnet and Redirector.
Jack of Day Trades
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Assassin, Journalist, Mayor and Politician.
Jack of Deadly Trades
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Assimilator, Executioner, Poisoner and Vigilante/Hitman/Killer.
Jack of Deductive Trades
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Cop, Thief, Tracker and Watcher.
Jack of Epic Trades
Type: Creative/Active
Ability: The user has 7 One-Shot abilities: Busdriver, Cop, Doctor, Messenger, Roleblocker/Prostitute, Vigilante/Hitman/Killer and Reviver. The user may use up to two of their abilities each phase. The reviver ability will count for both action slots.
Jack of Impeding Trades
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Abductor, Isolator, Roleblocker/Prostitute and Vote Drainer.
Jack of Medical Trades
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Bodyguard, Doctor, hider and Vagabond.
Jack of Mixed Trades
Type: Creative/Active
Ability: The user has 3 One-Shot abilities: Jailer, Interrogator and Paramedic.
Jack of Other Trades
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Bartender, Dentist, Rioter and Sadist.
Jack of Passive-Agressive Trades
Type: Creative/Active
Ability: The user has 3 Two-Shot abilities: Mercy Angel, Mind Flayer and Stalker.
Jack of Religious Trades
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Covertor, Corruptor, Mason Recruiter and Necromancer.
Janitor
Type: Conversive/Active
Ability: If the user's target is killed during the phase the user targets them, the target is listed as missing, and is treated as dead, except no role information is revealed, and abilities that target dead players do not work on the target.
Journalist
Type: investigative/Active
Ability: The user must select a question they had asked the previous Day Phase. If every part of the answer to that question is True at the time of being said, the user will receive "True", otherwise, the user will receive "False". The question and answer must be clearly specific.
Kleptomaniac
Type: Creative/Active
Ability: The user will gain a random passive or active ability from the target, while the target will lose that ability.
Leader
Type: Conversive/Creative/Active
Ability: See Converter/Recruiter, except if the Leader dies, the player who has shared an alignment with the Leader the longest will gain Leader. The Leader cannot be Serial-aligned.
Lie Detector
Type: Investigative/Active
Ability: See Journalist, except the line in question must be a statement and not an answer to a question asked by the user.
Notes: A Lie Detector is typically not allowed to claim Lie Detector. Doing so results in the loss of the ability. Similar restrictions may also be placed on the Journalist.
Lightning Rod
Type: Manipulative/Active
Ability: All actions occurring during the Night Phase target the Lightning Rod instead.
Magnet
Type: Manipulative/Active
Ability: The Magnet may each night target someone, resulting in that person's night action, if they have any, to be redirected onto the Magnet.
Masochist
Type: Manipulative/Active
Ability: All actions made by the user's target will affect the user instead.
Mason Recruiter
Type: Conversive/Active
Ability: The target will gain Masonic linked to the user, and all other players with Masonic linked to the user. This does not change alignment.
Master of All Trades
Type: Creative/Active
Ability: The user gains One-Shot actions for each defined ability that can be used at Night, except Jack and Master abilities.
Master of Epic Trades
Type: Creative/Active
Ability: The user gains One-Shot actions for each defined ability, except Jack and Master abilities.
Mayor
Type: Creative/Active
Ability: The user's target gains Unlynchable for the Day.
Mercy Angel
Type: Protective/Destructive/Active
Ability: The user's target is immune to Destructive effects for the phase. If this is the same target as the previous phase, the target is is killed by the user instead.
Messenger
Type: Conversive/Active
Ability: The user's target will gain a message from the user via the Host. Whether the user's identity is revealed or not depends on the game.
Mimic
Type: Creative/Active
Ability: The user gains all active and passive abilities that the target has. The user retains these abilities without needing to take further action until they either die or select a new target.
Mind Flayer
Type: Preventative/Destructive/Active
Ability: See Mercy Angel, except the target's active abilities are blocked instead of the target being immune to destructive effects.
Miracle Worker
Type: Creative/Active
Ability: A predefined change is applied to the user's target's alignment or role. This change varies game by game.
Motivator
Type: Conversive/Active
Ability: The user's target may take an additional action during the phase they are targeted.
Name Cop
Type: Investigative/Active
Ability: The user receives the name of the target's character, if any.
Necromancer
Type: Conversive/Investigative/Manipulative/Active
Ability: The user may target a dead player. That dead player will be revived, gaining the alignment of the user (unless the user is Serial aligned). The target is unable to post except to vote. The target loses all of it's abilities and gains One-Shot versions of each of them, provided they were not already modified by X-Shot. The Necromancer will be told all of the abilities that the target now has (this overrides immunity to investigation). The user will decide what actions the target takes and will have full control of their vote. If the target dies after being revived through this ability, they are marked as Destroyed rather than Dead, and will not be targetable by abilities that target dead players.
News Anchor
Type: Manipulative/Active
Ability: All actions, except for those of the user and the target, will affect the target for the Phase.
Nurse
Type: Protective/Active
Ability: See Doctor, except if a Doctor sharing the alignment of the user successfully uses their action during the Phase, the user's action will automatically fail.
Observer
Type: Investigative/Active
Ability: See Tracker and Watcher.
Oracle
Type: Investigative/Active
Ability: The user receives a list of the target's abilities. These will be represented in their Town-aligned format, where applicable.
Paramedic
Type: Protective/Investigative/Active
Ability: See Doctor and Cop.
Poisoner
Type: Destructive/Active
Ability: The user may poison a player. After a set period of time, that player will die. This is counted as an ongoing destructive effect, so abilities which can make the target immune to destructive effects can nullify this effect at any time between when the target is first poisoned and when they actually die.
Politician
Type: Manipulative/Active
Ability: The user can force one player to vote for another player of the user's choice. The vote will remain on that player, whether or not the first target tries to remove the vote from the secondary target.
Psychiatrist
Type: Conversive/Active
Ability: If the target is Serial-aligned, the target will gain the alignment of the user. Otherwise, the ability has no effect.
Notes; This cannot be Serial-aligned.
Psychic
Type: Investigative/Active
Ability: The user may target any player listed as missing. If the target is alive, they will return to the game at the end of the phase this ability is used in. If dead, their death will be mentioned in the end of phase writeup.
Punisher
Type: Destructive/Active
Ability: See Bodyguard, except the destructive effect targeting the user's target is not prevented.
Quack
Type: Destructive/Protective/Active
Ability: If the target is affected by a destructive effect that would be otherwise-unprevented, the target is immune to destructive effects for the Night. If not, the target is killed by the Quack instead.
Redirector
Type: Manipulative/Active
Ability: The user may force their target to target another player of the user's choice with their abilities.
Reviver
Type: Conversive/Active
Ability: The target is brought back into the game and is considered Alive.
Rioter
Type: Destructive/Creative/Active
Ability: The user kills the target. The target will also gain Pitfall for the Night (the user is immune to this ability).
Roleblocker/Prostitute
Type: Preventative/Active
Ability: This ability allows you to block a player for the phase in which you target them. Blocking a player means that their active abilities, should they have any, will automatically fail. The Mafia-aligned variant in this ability is sometimes referred to as "Prostitute", although this is somewhat uncommon.
Role Cop
Type: Investigative/Active
Ability: The user receives the full role information of the target. Abilities are listed in their Town-aligned varients.
Sadist
Type: Preventative/Creative/Active
Ability: See Roleblocker/Prostitute, except the target will also gain reckless for the Night this is used.
Salesman
Type: Manipulative/Active
Ability: The user's target's vote will not count against a player of the user's choice for the following Day Phase.
Schizophrenic
Type: All but Conversive/Active
Ability: See Jack of All Trades, except the abilities are not One-Shot. Instead, there is a 20% chance the user will use each of the abilities (mutally exclusive to each other) every Night Phase, and a final 20% chance to do nothing (also mutually exclusive).
Searcher
Type: Investigative/Conversive/Active
Ability: The user will receive Yes if their target has Long Lost and shares an alignment with the User, and No otherwise. If the user received yes, the target will lose Long Lost, and both the user and the target gain Masonic linked to each other.
Notes: This can only be held by Anti-Town.
Seraph
Type: Protective/Active
Ability: The target is immune to destructive effects. The user does not have to send in further actions while they are alive until they switch to a new target.
Shifter
Type: Protective/Preventative/Conversive/Active
Ability: The user is immune to all other actions during the Phase. The user cannot take any other actions during the Phase. At the end of the Phase, the user is listed as Missing, and will be removed from the game until the end of the next Day Phase.
Sidekick
Type: Destructive/Active
Ability: See Vigilante, except if a Vigilante sharing an alignment with the Sidekick successfully uses their action during the Night Phase, this ability will automatically fail.
Soothsayer
Type: Investigative/Active
Ability: The user can select a player and a second player. They will receive True if the first player targeted the second player, and false otherwise.
Spy
Type: Investigative/Active
Ability: The user will receive true if the target used an active ability during the Night Phase, and false otherwise.
Stalker
Type: Investigative/Destructive/Active
Ability: See Observer, except if the same target was targeted the previous phase, the user will kill the target instead.
Suicide Bomber
Type: Destructive/Creative/Active
Ability: See Vigilante, except the Suicide Bomber dies after use.
Tagger
Type: Creative/Active
Ability: The user will give the target a predefined passive ability.
Talker
Type: Conversive/Active
Ability: The user will be able to communicate with their target outside of the thread the following Day.
Terrorist
Type: Creative/Destructive/Active
Ability: The user may place a bomb on a target of their choice, or they can opt to detonate all bombs placed. The Terrorist can do both, but will die as a result.
Notes: It is not uncommon for Terrorists to have a set amount of bombs.
Therapist
Type: Investigative/Active
Ability: The user will receive a list of their target's abilities, as well as any hidden conditions pertaining specifically to that target.
Thief
Type: Investigative/Active
Ability: The user will receive an item that hints towards the target's character, alignment or abilities.
Turtle
Type: Protective/Preventative/Active
Ability: See Commuter, except the user is only immune to destructive abilities.
Tracker
Type: Investigative/Active
Ability: This ability allows the user to see who their target targeted.
Notes: The 5 sanities apply to Tracker. An Insane Tracker will receive themselves in their results, a Naive Tracker will receive the target of any protection (or "no results" if there are none), a paranoid Tracker receives the target of a kill (or "no results" if there are none), while a random Tracker will receive a player at random.
Vagabond
Type: Protective/Creative/Active
Ability: See Bodyguard, except instead of killing the player targeting the user's target, that player will receive some form of penalty instead. This varies game by game.
Vigilante/Hitman/Killer
Type: Destructive/Active
Ability: This ability allows you to select one player and target them with a destructive effect (i.e. kill them). The Mafia-aligned variant of this ability is called "Hitman", and other variants (Independent, Serial, Cult) are simply known as "Killer".
Vote Drainer
Type: Preventative/Active
Ability: The target's vote counts for one less the following Day Phase.
Vote Locker
Type: Manipulative/Active
Ability: The target is unable to unvote.
Voyeur
Type: Investigative/Active
Ability: The user gains a list of abilities that affected the target during the phase it is used in.
Watcher
Type: Investigative/Active
Ability: This ability allows the user to see every player who targeted their target.
Notes: The 5 sanities apply to Watcher. An Insane Watcher receives everyone but who targeted their target, a Naive Watcher receives "No One", a Paranoid Watcher receives everyone and a random Watcher receives players at random.
Wingman
Type: Preventative/Active
Ability: See Roleblocker/Prostitute, except if a Roleblocker/Prostitute sharing the same alignment as the user successfully uses their ability during the phase this is used, this ability will automatically fail.
Witch Doctor
Type: Conversive/Creative/Active
Ability: The user's target gains the alignment Serial. The target will also lose all other active abilities and gains Killer.