Originally posted by insanepenguin02
Town Friendly Roles
Basic Role
Vanilla Townie - Can vote to lynch during the day, but has no other special abilities. The townie is the basic role for the forces of good. During the day, the townie is involved with the discussion and vote to try to lynch the mafia. The townie usually has no night abilities and can not communicate with other players outside of the game. To win the townie must help eliminate all mafia and killing roles.
Protective Roles
Angel – This is a player that can protect one player each night. The protection may or may not be able to be used on the same player two nights in a row. Typically the protection is against kills but it can protect against wanted and unwanted actions of any type. This is up to the mod. Similar to a Doctor.
Archangel – This is similar to the Angel role, except the Archangel kills a wolf that attempts to attack the protected player.
Backup Doctor - Only has power to protect one person each night once the town doctor is killed. Sometimes, the backup doctor will have the ability to also save the doctor, but won't initially know who the doctor is.
Bodyguard / Martyr - Can choose one person each night, and if that person is targeted to be killed, the bodyguard will be killed instead. During the day, the bodyguard is involved with the discussion and vote to try to lynch the mafia. Each night the bodyguard will pick one person to protect from being attacked. The bodyguard will follow this person if they leave their house to keep an eye on them. To win the bodyguard must help the town eliminate all mafia and killing roles.
If the player the bodyguard chooses gets attacked, the out come could be:
50% chance the bodyguard will sacrifice himself and die
25% chance the bodyguard will live and kill the attacker
25% chance the bodyguard will live, he will fight off the attacker and know who it was
Bulletproof - Wears a bulletproof vest that prevents him from being killed during the night. The vest may provide permanent protection against night kills, or may only last for a few attempts (e.g., vest ineffective after second shot).
Commuter - Can leave town at night, and is immune from nightkills during that night. He cannot leave town on consecutive nights.
CPR Doctor - Can choose one person to protect each night. If that person is targeted, the CPR Doctor saves them. If that person is not targeted, the CPR Doctor kills the person. May or may not know he is a CPR Doctor.
Doctor - Can choose to protect one person at night, and that person will not die if attacked
Elite Bodyguard - Can choose one person each night, and if that person is targeted to be killed, then the elite bodyguard and the killer will both be killed. Protection may extend for night or may be day and subsequent night.
Faith Healer - Like a doctor, but only has a 50% chance of being effective.
Hider - Hides behind someone else, and can't be found if he is targeted. If the person he's hiding behind is killed, then the hider also dies.
Insane Doctor - Can choose one person each night. That person is protected by the Insane Doctor 50% of the time, and the other 50% of the time the Insane Doctor kills that person.
Jailer / Paranoid Doctor - Can choose one person each night. That person is put in jail and is prevented from performing their night action, and is also protected from night actions that would have killed that person. In one variant, the Jailkeeper may operate during the day, such that the person is effectively kidnapped (and appears to have been killed), but then returns the next day.
Killer Priest - Can choose one person each night to pray with. If the person is pro-town, then nothing happens. If the person is anti-town, then the priest kills the target.
Mediator - Can roleblock or protect someone at night, but not both. This ability is limited by the person's voting record during the day. If the Mediator has a vote recorded when the day ends, then the Mediator can't do anything. The Mediator can only vote for someone and roleblock/protect if they unvote before the day ends.
Naive Doctor - Like a Doctor, can choose one person each night to protect. This person believes he can protect people, but he actually has no protective powers.
Protector - A Protector can choose one person each night to protect. A barrier is placed around the home/tent/room of the target so that any actions targeting that person fail.
Psychiatrist - Can choose one person to evaluate each night. If that person is a serial killer (e.g., knife wielding, cannibal, arsonist, psychopath, etc.) then the serial killer is cured and becomes a regular townie. The psychiatrist then also becomes a regular doctor. NOTE: A different role may also have the Psychiatrist label, see Shrink
Reviver / Healer - Can bring dead players back from the dead. Because of the power involved, the role may have limits. For example, this person may be able to bring only one or two people back from the dead during the game. May also be a sacrificial position so that if the reviver revives someone, he dies.
Roleblocker - Can choose one person each night, and that person will be prevented from performing their night action. Also known as a Prostitute or Town Drunk.
Shrink - Can choose one person each night. That person cannot be recruited/converted during that night (e.g., Mason can't recruit, Cult can't convert, Mafia can't recruit, etc.).
Tour Guide - Selects one person at night and allows them to visit any other location. In essence, this allows a person that is chosen to watch another player at night and let them see anyone who also goes there. Generally, the person cannot choose himself to be the watcher of the watched person. May also be a roleblocker/protector attribute so that the person taken on the tour cannot be targeted and/or cannot perform their own actions.
Weak Doctor - Like a regular doctor, he can protect someone each night. He dies if he tries to protect mafia. In some variations, he may convert to a mafia member if he tries to protect a mafia member and/or if the mafia targets him during the night. In some cases, a weak doctor may have the same effect as a Faith Healer and only have a 50% chance of saving the person he tries to protect.
White Mage - Can choose to protect one person at night, and that protection will last 2 nights, so that person will not die if attacked on either of those two nights.
Investigative Roles
Backup Cop - Can investigate someone at night only when the other town cop is dead. When the cop dies, sometimes he gets the results of the prior cop's investigations. In one variation, the backup cop can try to find the cop. If he investigates the cop, he is told who the cop is. If he investigates anyone else, then he gets no information.
Census Taker - Has the ability to take a census of alignments in play. The Census Taker can receive information about how many of each alignment are in the game. This may be a one-shot ability. In another variation, the Census Taker may have a one-shot ability to check his assumptions about player alignments. This player sends the Moderator a PM listing all players and the suspected alignment of all players. The Moderator returns a number of how many players overall are correctly aligned. In any variation, the Census Taker will not learn who is of each alignment or what role they are.
Cop - Can investigate someone at night, and is told whether they are pro-town or anti-town. Some variations give the options of kill or investigate. There may be restrictions as to when they can do each action.
Crystal Ball - Has a crystal ball and chooses a number each night. Based on the chosen number, the Crystal Ball finds out different information each night. The Crystal Ball may or may not know beforehand what each number does.
Day Cop - Can investigate someone during the day, and is told whether they are pro-town or anti-town
Diviner - Can select one role at night, and is told whether or not someone in the town has that role. Could also be a mafia role.
DNA Expert - Each night, you can either examine a murder scene to find DNA evidence of the killer, or can attempt to get a DNA sample off a person in the town to see if it matches up with any of the murders you have a record of.
Dream Cop - Can select one person at night. During the night, the Dream Cop has a dream in which the person's affiliation and/or role is revealed. May not directly receive information, but may instead get a clue to help determine that person's role.
Dream Tracker - Can select one person at night. During the night, the Dream Tracker has a dream in which it is revealed who the target visits during the night. The Dream Tracker may also get clues to help determine the target's role.
FBI Agent - Tracks down a serial killer (e.g., cannibal, psychopath, arsonist, knife wielding, etc.). Until the serial killer is dead, he can only identify the serial killer. After the serial killer dies, he becomes a regular cop.
Flavor Cop - As with a regular cop, investigates a person each night. Instead of getting "pro-town" or "anti-town" results, gets some information about the person (e.g., may find a gun but not know if mafia, vigilante, etc.), so person is forced to use logic to deduce the player's role.
Forensic Investigator - Can investigate one dead person at night. Finds out everyone who targeted the dead person throughout the game.
Insane Cop - Can investigate someone at night, and always finds mafia to be pro-town and townies to be anti-town.
Lie Detector - Can choose one person at night. Is told whether that person lied the prior day. In one alternative, the Lie Detector is not told what the lie was. In another alternative, the Lie Detector may choose a specific statement and determine if the statement was true or false.
Line Tapper - Can choose one person a night and tap into that person's telephone line. From that information they will be able to tell whether they talked to anyone during the night. It could be possible to give the Line Tapper information about everyone that the target talked to, but to avoid making the role too powerful, they would likely only get information: (a) that they talked to someone else (indicating they are likely mafia, cult, or mason); or (b) the name of one person they talked to during the night.
Naive Cop - Can investigate someone at night, and always finds them to be pro-town.
Paranoid Cop - Can investigate someone at night, and is always finds them to be anti-town.
Psychic - Can read the mind of one person at night. May be able to find out different things about the target. For example, the psychic may be able to determine the person's role, who they are targeting, what they plan on doing during the night, who they plan on talking to, etc. Usually can only find out one piece of information--may be random as to what information they get. May be a town role, a mason role, or a mafia role, and can have additional powers when part of the masons or mafia.
Role Cop - Can choose one person each night. The role cop will investigate that person and find information about that person's role. The role cop sometimes will be told what the role is directly. (also known as flavour cop)
Seer – This player can choose one player each night to view. They are typically told the role of the player they viewed but the amount of information is up to the mod. See also Cop.
Sensor - Can detect how many anti-town players were on a lynch bandwagon the previous day. Usually has limited number of times ability can be used (often one).
Tracker / Hunter - Can investigate one person at night. Finds out who that person visits during the night.
Watcher - Can investigate one person at night. Finds out who visited/targeted their selected person during the night.
Other Town Roles
Actor - A regular townie, but can only cast a vote on someone if the vote will cause the person to be lynched.
Agent - Can send anonymous messages to another player (filtered through the Moderator), but typically isn't allowed to get any response back. Sometimes the messages can be sent to any player. In other cases, the messages are only forwarded to people with anti-town roles.
Amnesiac - Starts off as a regular townie. Once during the game, the amnesiac may visit the graveyard and take over the powers of one person who has died during the game. May not be able to choose a mafia role, and typically can't choose a role that would immediately make the person a mason. Assumed role may last the rest of the game or in other variations may have a limited duration.
Beloved Princess - A regular townie, except that if she dies, the entire town will attend her funeral the next day. As a result, there will be no lynch on the next day and there will be two consecutive night phases.
Bomb - If the bomb is lynched, he kills the person who cast the final vote on him. May also be called a Saint. In some cases (particularly with the Saint), the person who is killed is the accuser casting the first vote. In another case, everyone who votes for the Bomb/Saint dies.
Box Holder - The Box Holder has various boxes that he can put out into the open for the rest of the town to open. There may be restrictions on the number of boxes available and the Box Holder usually doesn't know what each box does.
Bus Driver - Can select two people at night. Their locations are switched and anything that would have happened to the one, happens to the other instead. Could also be a mafia role.
Coroner/Mortician – This player is responsible for revealing the roles of the dead. It is up to the mod how many reveals are allowed each day. May be combined with protection abilities, such as found with a Doctor.
Cutlery Expert - Can choose one person each night and has the ability to find out if they have a knife. In one variation he may also take the knife and strip the person of their powers temporarily or permanently.
Daytime Vigilante - A killer on the town's side that only kills during the day. He kills publicly by announcing "Daykill: X" in the game thread.
Death Miller - A regular townie, but will appear to be anti-town when investigated, and still appears to be anti-town when he dies.
Doublevoter / Nobleman- Can cast two votes to lynch someone. Usually, one is in public and the other is privately send to the MOD.
Fool - Can visit one person a night just for fun, but gets no information about the person.
Friendly Neighbor - Player has a limited number of messages (usually one) and can send a message to another player to have the mod-confirm their pro-town status. May choose a player, and that player is sent a message along the lines of "X wishes to express appreciation for your commitment to the town. He is pro-town."
Gambler - Has multiple abilities, but they can only be used on a town member. If he "gambles" and uses them on a mafia member, he is killed. For example, he may be able to protect, investigate, or hide. If he protects, investigates, or hides behind a mafia member, he is found and killed.
Governor - Can prevent a lynch from occurring. In one variation, once enough votes for the lynch are in, the Governor is given a brief opportunity to tell the moderator to stop the lynch. If he uses his power, the lynch doesn't happen and the night begins. In such a set-up, the Governor may only be able to stop a limited number of lynches (e.g., one, two, etc) or may only be able to stop the same person from being lynched once. In another variation, the Governor can select a person each night and that person is not able to be lynched the next day. There could be an announcement from the moderator that the person is immune from voting, or if there are enough votes to lynch that person, it may just fail.
Gunsmith - Can choose one person each night ad has the ability to find out if they have a gun. In one variation he may also take the gun and strip the person of their powers temporarily or permanently.
Hated Townie - A regular townie, but needs one vote less than the majority to be lynched. May sometimes be a serial killer in training and assume a serial killer's role if the serial killer dies.
Inventor - Is given a set of inventions that he can use (usually only once). He may or may not know what the inventions will do, and sometimes must pick someone to use the invention on.
Jack of All Trades - Has multiple abilities. For example, he may be able to investigate, protect, be a vigilante, roleblock, etc. In some variations, each ability may be used only a limited number of times (e.g., once or twice) or may be used any number of times so long as they are not on consecutive nights.
Lightning Rod - A townie where while he is alive, any night actions are directed to him. There are various variations. Sometimes the players may not be told that they were redirected (e.g., a cop investigating another may find "pro-town" information but not be told that he ended up investigating the Lightning Rod). In some cases, only some actions may be directed to the Lightning Rod (e.g., any actions by roleblocked players go to the Lightning Rod). In another alternative, the Lightning Rod can choose when to activate his abilities (e.g., if he suspects another will be killed, he can activate his abilities for the night, or may choose a person and have any actions affecting that person directed to him).
Mad Bomber – This player plants a bomb each day to kill a player. This is accomplished by choosing a post number, and whoever makes that post is killed.
Magician - The magician has a one-shot ability to switch player's roles permanently during a game.
Mason - In a mason group with others. Knows who the other town masons are, and their roles, and can communicate with them privately in the game.
Mayor – This player has the influence to change the lynch at the end of each day to another player. Typically they can either only do this once, or they can only do it until they choose to lynch a GG but that is up to the mod.
Military Vet - A gun owner on the town's side that kills anyone who tries to kill him during the night.
Miller - A regular townie, but will appear to be anti-town when investigated. When he dies, he is determined to be on the town's side.
Nexus - If targeted during the night, the actions will be randomly deflected to someone else. In some variations, even if targetted during the day (other than by a lynch), the actions will be randomly deflected.
Overeager Vigilante- A killer on the town's side that must choose someone to kill each night.
Paranoid Gun Owner - A gun owner on the town's side, he kills anyone that visits him during the night, regardless of whether the person is investigating him or trying to kill him. Also known as a Granny or Townie with a Gun.
Politician - Can select one person and control that person's vote the next day.
Priest - A regular townie, but cannot cast a vote on someone if the vote would cause the person to be lynched. In one variant, the Priest can choose someone during the night to "convert". If that person is a mafia member, they are converted and become pro-town...although they don't know they have been converted until the end of the game, and you don't know they have been converted (only the Mod knows). In this conversion variant, it may be a 1 or 2 shot ability only.
Recruiting Mason - Like a regular mason, he can communicate with other masons and knows who they are. He can also target town members to recruit into the masons. If he targets a mafia member, he will die.
Redirector - At night, the redirector redirects actions to a different person. In one alternative, the redirector selects a person and any actions affecting that person are directed to someone else (may be random, may be someone selected by the Redirector). In another alternative, the redirector selects a person and any actions of that person are directed to someone other than intended. Could also be a role in the mafia.
Scholar - Provided with information about a "game role" that may or may not exist in the game.
Skitzo - Can select one person at night, and will randomly protect, investigate, kill, or do nothing.
Sponge - Also known as an Apprentice. Can select one person at night, and will absorb/learn that person's abilities if there is a way to do so. There are lots of variations that may go into this. In one variation, the person can target someone and then obtain any abilities that target has. From there on out, they can use their learning/sponge ability or a power they have absorbed/learned. Some abilities (e.g., killing roles, Miller, Governor, Princess, Commuter, Jailkeeper, etc.) cannot be learned for one reason or another (e.g., would require tools that the Sponge/Apprentice doesn't have access to, requires a position in the community, etc.), so they user may only be told they were not able to learn/absorb anything, or they may get information about the ability that they were not able to learn. A person with this role may also die if they choose a mafia member to target. Could also be a SK or mafia role.
Stalker - The Stalker chooses one person (the Stalkee) to watch throughout the entire game. Each night, the Stalker watches that person and gets information on who they visited and who visited them, but without any information about roles or alignment. If the Stalkee dies, the Stalker commits suicide the next night.
Suicidal Townie - A townie that will commit suicide on night 1, and cannot do anything to stop it. In some variations, the suicidal townie may commit suicide at a different specified time instead of during night 1 (e.g., day 2, night 2, etc.).
Survivalist – This player may choose to stay awake or to sleep each night. If they sleep they are treated as a PJV. If they are awake, they kill anyone that tries to kill them that night. Typically they can not stay awake two nights in a row.
Tailor - Can give one player, excluding himself, a suit at night that represents a role. If the suited player dies within one full day (killed that night or lynched the next day), their role will be listed as the suit given. Tailor may only be able to give suits corresponding with roles in the game or may have free reign to pick any suit they want. Could also be a mafia or third party role.
Thief - Can choose one person each night and steals an item related to that person's role (e.g., a gun, a knife, a magnifying glass, keys to a bus, etc.). Effect on the person the item is stolen from may last for a limited time (e.g., one or two nights) or it may be permanent.
Townie with a Loud Whistle - This person can watch one person each night. If someone tries to break into the target's house, the Townie with a Loud Whistle blows the whistle. The sound is so loud that the person then must either leave or must turn around and look at the source of the whistle. If the person leaves, then they don't accomplish what they set out to do. If they look at the whistle-blower, then the Townie with a Loud Whistle can see who was trying to break in.
Traitor/Spy - Starts as a town member, but knows who the mafia are and secretly tries to help their cause. If targeted by the mafia, he will become a mafia member. If investigated by the town, he will appear pro-town before he is converted, and anti-town after he is converted.
Twins - Anything happening to one twin also happens to the other. Both twins could be pro-town or both anti-town, or there could be one of each.
Vengeful Townie - After being lynched, he can choose to kill one person. Also known as a Hunter.
Vigilante - A killer on the town's side, that can kill someone during the night. May have only a limited number of kills. Sometimes may also be able to kill during the day or night, but not during consecutive day/night periods (or only once during a day/night period). Sometimes may be similar to a Jack of all Trades and can have investigative, roleblocking, or other abilities.
Voteless Townie - The Voteless Townie cannot vote, but can still contribute to the discussion and attempts to find the mafia. In one variation the Voteless Townie doesn't know his vote doesn't count.
Witch Doctor - As a master of Voodoo, the Witch Doctor can choose two people. Anything that happens to one person during the night will also happen to the other. The Witch Doctor may be able to only choose the two people at the start of the game, or may choose different people each night.