Innocent(passive) Always
town.
Detective(passive) Always
town. Everyone knows you are the
Detective.
(passive) The first time you are in the same room with a dead body, a public announcement is made about the dead body's roles.
(2U) You can buy equipment.
Mercenary(passive) Only one player can be a
Mercenary.
- If you are a town member:
(2U) You can buy equipment.
. - If you are a traitor:
(ER) You can switch to any weapon except the Golden Gun during the day. You start the next night with the selected weapon, as if you just found it by exploration.
(passive) When you switch weapons with this ability, you do not discard your previous weapon. It just vanishes.
Phantom- If you are a town member:
(passive) When you die, all players who damaged you this phase take double damage from now on.
. - If you are a traitor:
(passive) When you die, select one player who damaged you this phase. He takes double damage from now on.
Glitch(passive) Only one player can be a
Glitch.
- If you are a town member:
. - If you are a traitor:
Traitor(passive) Always a
traitor.
(2U) You can buy equipment.
Hypnotist(1U) Target a dead player in your current room. Next night, it revives as an NPC with a
Silenced Pistol.
(passive) This ability fails during nights when you take any damage.
(passive) The NPC has 60 HP. It no longer has abilities and cannot move.
(ER) Each phase, the NPC shoots a player in the same room according to the
Hypnotist's preferences.
Vampire(passive) Always a
traitor.
(ER)
Vampire's Fangs: Target a dead player. If his corpse is in the same room as you, you consume it, and it can no longer be identified. Only a skeleton is left behind, which can be seen with Stance 3 (scouting).
(passive) Consumed corpses heal you 20 HP each. This HP gain does not become publicly visible until you go above 75 HP or until others would falsely see you to be below 20 HP.
(passive) Vampire's Fangs fails during nights when you take any damage.
(1U)
Vampire's Cape: Must be activated during the day. Others cannot see where you leave the room until the next day.
(passive) While using Vampire's Cape, during the night, you become untargetable and unwatchable. But players watching you during the day can see you disappear with Stance 2 (suspicion).
Assassin(ER) During the day, declare a player as your target. You do double damage against your target, but 10 less damage against anyone else until your target dies. You cannot cancel this.
(passive) When your target dies, you must declare another player as your target.
Zombie(passive) You start with a Zombie marker on you. Zombie markers are only visible to
Zombies.
(passive) This ability is disabled during Night 0. When a player with a Zombie marker successfully uses Stance 2 (suspicion) on someone, give the watched player a Zombie marker.
(passive) Players in Stance 1 (self-defense) notice if you give them a Zombie marker.
(passive) You always know who have Zombie markers.
(1U) After 3 or more living players have Zombie markers, you can deal 50 damage to all marked players, then remove all markers.
Jester(passive) You do not have a primary role.
(passive) Win condition: You must be alive at the start of a phase with 20 or less HP.
(passive) After you win, your actions will no longer be capable of doing damage.
(passive) A
Jester and a
Swapper cannot be in the same game.
Swapper(passive) You do not start with a primary role.
(passive) You cannot win alive. When you die, your win condition becomes the same as the person (or majority of people) who killed you.
Killer(passive) You do not have a primary role.
(2U) You can buy equipment. (Same list of available items as the
Mercenary.)
(passive) You start the game with
Armor equipped.
(passive) You must kill at least 1
town and 1
traitor to win. Otherwise, you lose.
(passive) When you damage someone during a phase when he dies, you can count it as your kill.
(passive) If you dealt at least 60 damage to a player who dies, you can also count it as your kill, even if you did not finish him off.