Alphabetical list of base roles
[passive base role/modifier]-(is-)er
This base role targets a player each night. That night, the targetted player gains the passive base role or modifier from the name of this base role, in addition to whichever composed role the target may already have. The target loses that base role/modifier at the end of the night, reverting to their original role. The target is not notified of any changes.
Examples:
- a Godfatherer makes another player appear town-aligned for a single night.
- a Ninjaiser makes their target's action undetectable for that night.
Clarifications:
- in rare circumstances, the added role may be in direct conflict to a role the player already has, for example a Lightning Rod targetted by a Nexusiser. In such cases, the added role is always resolved last. In the example, first the Lightning Rod power would redirect actions onto themselves, and then the Nexus base role would redirect all these actions onto other players.
Absorber
Mode: Passive | Category: Miscellaneous
Every time an Absorber is targetted by another player's base role power, that base role is added to the role of the Absorber and can be used on future nights.
Clarifications:
- An Absorber cannot gain factional abilities.
- An Absorber only gains the base role power, thus if the targetting player has a modifier attached to that power, the Absorber does not get it.
Arsonist
Mode: Active, Targeting | Category: Killing
An Arsonist may do one of two things each night: Either they may target another player, or they may ignite. If they ignite, all previously successfully targeted players will die.
Clarifications:
- Igniting does not target any player.
- If this role is modified by an [n]-shot modifier, that usually means that they may ignite n times, but may target players every night.
Ascetic
Mode: Passive | Category: Manipulative (Blocking)
Any non-killing action that targets an Ascetic will be blocked.
Babysitter
Mode: Targeting | Category: Protective, Killing
This base role may target a player each Night. One killing action that targets that player in the same night will have no effect. However, if the Babysitter is targeted by a killing action the same night, the player targeted by the Babysitter will die.
Clarifications:
- No matter which of the Babysitter's abilities kicks in, the action they take falls into both categories, and can be stopped by Doctors as well as Strongman kills.
- In the paradoxical case of a Babysitter's action being redirected onto themselves, they will not die, but the protection will also not kick in.
Beloved
Mode: Passive | Category: Miscellaneous
If a Beloved dies, the following Day phase will be skipped (i.e. there will be two night phases in a row).
Bodyguard
Mode: Targeting | Category: Protective
This base role may target a player each Night. If their target is targeted by a killing action, the target will not die. Instead, the Bodyguard will die.
Clarifications:
- A Bodyguard does not redirect the killing action.
- A Bodyguard can prevent any number of killing actions from taking their intended effect in a single night.
Bomb
Mode: Passive | Category: Killing
If a Bomb is successfully targeted by a killing action, the player that performed the killing action will die at the end of the night.
Clarifications:
- The killer dies the same night even if the killing action he performed does not kill the Bomb that night.
- If the killing action fails for some reason, the Bomb's ability will not kick in.
Bulletproof
Mode: Passive | Category: Protective
Any killing action targeting a Bulletproof will fail.
Bus Driver
Mode: Targeting | Category: Manipulative (Redirecting)
A Bus Driver may target 2 players A and B each night. Any other action targetting A that night will instead target B, and vice versa.
Clarifications:
- The Bus Driver's own action is not redirected, and they will count as targetting both A and B for all purposes.
Cop
Mode: Targeting | Category: Investigative
This base role may target a player each Night. At the end of the night, they will get to know whether their target was Town-aligned or not.
Variants:
- An Alignment Cop gets to know the alignment of their target. An [Alignment] Cop gets to know whether the target is of [alignment] or not.
Clarifications:
- The Cop will not be informed if he was redirected to another target. Results have the form Result: [Town/Non-Town].
- If the Cop's action failed or was blocked, they will receive a notification with No Result.
Coroner
Mode: Active | Category: Investigative
A Coroner can pick any dead player, and will learn their full role. This role usually appears in games where flips may not provide all this information.
Clarifications:
- Even though the Coroner chooses a player, the role does not count as targeting that player.
Deflector
Mode: Targeting | Category: Manipulative (Redirecting)
A Deflector targets two players A and B at night. All other actions targeting A will instead target B.
Doctor
Mode: Targeting | Category: Protective
This base role may target a player each Night. One killing action that targets that player in the same night will have no effect.
Clarifications:
- If a Doctor targets player A, and A is targetted by 2 Vigilantes the same night, A will die.
- If 2 Doctors and 2 Vigilantes target player A, A will not die.
- In case of two distinct killing actions targeting the Doctor's target, the one that would cause the target to die first will be nullified. If this both would cause the target to die at the same time, the one rendered effectless will be determined randomly.
Enabler
Mode: Passive | Category: Miscellaneous
An Enabler is linked to one or more composed expressions with the Enabled modifier. As long as the Enabler is in the game, the Enabled expression works normally. As soon as the Enabler is eliminated from the game, the Enabled expression can no longer be used. Usually the Enabler knows which composed expression they enable.
Clarifications:
- If the player with the Enabler base role loses that base role temporarily or permanently, the Enabled role will stop working.
- it is possible that there are multiple Enablers and multiple Enabled roles. In this case, each Enabler is assigned to a set of enabled roles and as soon as one Enabler is eliminated, the corresponding Enabled role stops working.
Firefighter
Mode: Targeting | Category: Protective
The Firefighter may target a player each night. If an Arsonist targets the same player, the Arsonist's action will fail.
Clarifications:
- If multiple Arsonists target the Firefighter's target, all their actions will fail.
Follower
Mode: Targeting | Category: Investigative
A Follower targets a player each night and learns what category of active actions that player takes that night.
Clarifications:
- a Follower receives results as a list of categories. They do not get to know how many actions were performed.
Forensic Investigator
Mode: Active (Targeting) | Category: Investigative
A Forensic Investigator may pick any dead player at night, and will receive a list of all players that targeted that player over the course of the game.
Variants:
- a Forensic Investigator may also be a Targeting role. In that case, they target a living player, and if that player is dead by the end of the night, they receive a list of all players that targeted that player.
Framer
Mode: Targeting | Category: Manipulative
A Framer targets one player each night. That night, the target is considered to be of the same alignment as the Framer for all other roles.
Clarifications:
- this does not only extend to investigative roles; for example, modifiers like Loyal are also affected.
Gladiator
Mode:Targeting | Category: Manipulative
A Gladiator can target one player each day. As soon as the player is targeted, the vote count will be reset. From then until the end of the Day, all votes for players other than the Gladiator and their target will be ignored.
Clarifications:
- it is still possible for player to vote "no lynch" after the Gladiator uses their power.
Godfather
Mode: Passive | Category: Manipulative
A Godfather is a player that is treated as town-aligned by all other roles.
Clarifications:
- this does not only extend to investigative roles; for example, modifiers like Loyal are also affected.
Gunsmith
Mode: Targeting | Category: Investigative
A Gunsmith target a player each night. They learn whether their target possesses a gun. There are a number of base roles that possess guns: Cops (and Cop variants), Vigilantes, Gunsmiths. If any faction has one of those base roles as factional power, by default all member of the faction count as possessing a gun. This may be handled differently, and if it is, the Gunsmith is notified of the change.
Hated
Mode: Passive | Category: Killing
A player that is Hated takes one vote less to lynch than they normally would. Usually, if Hated would cause a player to take zero votes to lynch, that player will die, but not count as being lynched.
Hider
Mode: Targeting | Category: Manipulative
A Hider may target a player each night. Every other action targeting that player will also target the Hider. Every action targeting the Hider will be blocked.
Clarifications:
- unlike the definition on mafiascum, the Hider does not automatically die if they hide behind mafia. This is only the case if the role also has the Weak modifier.
Innocent Child
Mode: Passive | Category: Investigative
The alignment of an Innocent Child is posted by the mod in the game thread at the start of the game. For this reason, Innocent Children are usually town-aligned.
Examples:
- An Innocent Child with the Active modifier may choose when their alignment is revealed. Usually the choice is made at night, and the alignment posted when the night ends. This counts as a night action.
Janitor
Mode: Targeting | Category: Manipulative
A Janitor may target a player each night. if that player dies that night, their role will not be revealed.
Lightning Rod
Mode: Active | Category: Manipulative (Redirecting)
A Lightning Rod may use their power each night. If they do, all non-killing actions are redirected onto the Lightning Rod that night.
Loved
Mode: Passive | Category: Protective
A player who is loved takes one more vote to lynch.
Variants:
- sometimes, the ability may be adjusted to not work in certain situations in order not to render the player virtually Lynchproof.
Lover
Mode: Passive | Category: Killing
A Lover gets the name of another player at the start of the game. If that player dies, the Lover dies as well. The other player is not informed about this.
Lynchproof
Mode: Passive | Category: Protective
A player who is lynchproof cannot be lynched during the day. If at any point they would be lynched, there is no lynch instead and the game moves to night.
Variants:
- sometimes, Lynchproof will instead cause all attempts to vote for the Lynchproof to fail.
Macho
Mode: Passive | Category: Manipulative
All protective actions targeting a Macho will fail.
Mailman
Mode: Targeting | Category: Investigative
A Mailman targets a player each night and can give the mod a message containing up to 400 characters. At the end of the night, the target receives the message, but is not informed who sent the message.
Mentor
Mode: Targeting | Category: Miscellaneous
A Mentor can target a player at night. If they do, the Mentor and their target (called the Mentee) join a neighborhood together that as open as long as both of them are alive. If the Mentor dies, so does the Mentee.If the Mentee dies, the Mentor may target another player to become their new Mentee. There cannot be more than one Mentee at a time.
Miller
Mode: Passive | Category: Manipulative
A Miller is treated as mafia-aligned by all other roles.
Variants:
- a Miller can occasionally also appear to have another non-town alignment.
Motion Detector
Mode: Targeting | Category: Investigative
A Motion Detector can target a player each night. At the end of the night, he gets the result "Motion Detected" if one of the following is true: The target was targeted by another action or the target performed a nigh action. Otherwise, the Motion Detector receives "No Motion Detected".
Neighborizer
Mode: Targeting | Category: Miscellaneous
A Neighborizer targets a player each night. For the following night only, the Neighborizer and their target are part of a Neighborhood faction and can talk during that night.
Nexus
Mode: Passive | Category: Manipulative (Redirecting)
All non-killing actions that target a Nexus are instead redirected onto random other players.
Redirector
Mode: Targeting | Category: Manipulative (Redirecting)
This base role may target two players A and B at night and redirects any action that A takes that night onto B.
Restless Spirit
Mode: Passive | Category: Miscellaneous
A Restless Spirit may continue to vote in the game thread after they die. They may not post anything other than posts including a single vote in the standard format if dead. This vote does not count towards the number of total votes, and thus is ignored when determining how many votes are needed to lynch.
Reviver
Mode: Active | Category: Protective
Once during the game, a Reviver may pick a dead player at night. At the end of the night, that player is revived and returns to the game with the role he had when they died.
Roleblocker
Mode: Targeting | Category: Manipulative (Blocking)
A Roleblocker may target a player each night. Any action that player takes that night will be blocked.
Rolecop
Mode: Targeting | Category: Investigative
A Rolecop may target a player each night. At the end of the night, they get a result including all base roles and modifiers that their target has.
Variants:
- a Base Role Cop will only get one base role that their target has as a result. Usually, that wil be the base role coming first in the action resolution chain.
- a [Role] Cop gets to know whether or not their target has a specific role.
- a Vanilla Cop gets the result "Vanilla" if their target has no base roles or modifiers and "Not Vanilla" otherwise.
Rolestopper
Mode. Targeting | Category: Manipulative (Blocking)
A Rolestopper may target a player each night. All other actions targeting that player will be blocked.
Sensor
Mode: Active | Category: Investigative
A Sensor may use his power each night, and if they do, they get informed about how many town-aligned players were on the last successful lynching wagon.
Clarifications:
- this power can only be used if there has been a lynch. It is not possible to use it on a no-lynch wagon.
Sidekick
Mode: Targeting | Category: Manipulative (Redirecting)
This base role may target a player each night. All other non-killing actions targeting that player that night are instead redirected onto the Sidekick.
Tracker
Mode: Targeting | Category: Investigative
A Tracker may target a player each night. At the end of the night, they get to know which, if any, players that player has targeted that night.
Tree Stump
Mode: Passive | Category: Miscellaneous
A Tree Stump is player that is considered dead for the purposes of the game, with one exception: They may still post in the main thread. They cannot place votes, cannot be voted for, cannot perform actions or be targeted by other players.
Universal Backup
Mode: Passive | Category: Miscellaneous
A Universal Backup inherits the first non-Vanilla role of the same alignment that dies. This means that upon the death of the first power role, all base roles, modifiers and faction memberships that that player had are added to the Universal Backup. The Universal Backup base role is lost in the process.
Clarifications:
- should 2 or more power role die simultaneously, the Universal Backup may choose which of the roles to inherit.
Vanillaiser
Mode: Targeting | Category: Manipulative
A Vanillaiser may target a player each night. At the end of the night, the target is turned into a Vanilla member of their faction. That means that all base roles and modifiers that that player currently has are removed. Faction memberships are not affected. Usually the target is not informed that this happened.
Vigilante
Mode: Targeting | Category: Killing
This base role may target a player each Night. The targeted player will die at the end of the night.
Virgin
Mode: Passive | Category: Protective
If a Virgin dies, all killing actions fail for the following Day and Night phase.
Visitor
Mode: Targeting | Category: Miscellaneous
A Visitor may target a player each night. There is no effect to the targeting other than that the Visitor is treated as targeting that player for all purposes.
Voyeur
Mode: Targeting | Category: Investigative
A Voyeur may target a player each night. At the end of the night, the Voyeur is informed about the categories of all actions that targeted that player that night.
Clarifications:
- no category will be listed more than once, causing the Voyeur to not detect another investigative role targeting their target.
Watcher
Mode: Targeting | Category: Investigative
A Watcher may target a player each night. At the end of the night, the Watcher gets a list of all players that targeted that player that night.