Doctor: Choose someone to protect from death each night, granting them Powerful Defense. Can only protect themselves once. (Roleblock Immune) (Control Immune While Self-Healing)
Bodyguard: Choose someone to guard each night, granting them Powerful Defense for that night. If the person you guard is attacked, you will counterattack the attacker and die. The Bodyguard may guard themselves while guarding another player if they choose. (Vest Charges: 1) (Attack: Powerful) (Defense: None/Basic)
Martial Artist: Choose someone to train in martial arts each night. That person will be granted Powerful Defense that night and will counterattack their assailant. The Martial Artist may not train someone 2 nights in a row. The Martial Artist may go on alert instead of training, similarly to the Veteran, if they choose. (Alert Charges: 1) (Attack: Powerful) (Defense: None/Basic) (Detection Vulnerable) (Control Immune While on Alert) (Roleblock Immune While on Alert)
Trapper: Every other night, may set up a trap at a player's house, granting them Powerful Defense. Traps take one day to build and can be taken down if the Trapper chooses to do so. If a trapped player is the subject of a harmful visit, the trap will trigger, attacking the assailant. If a trapped player is the subject of a non-harmful visit, it will trigger, but the visitor will not be attacked. The Trapper will know the role of anyone who triggers a trap. (Attack: Powerful) (Roleblock Immune) (Control Immune)
Banshee:Each night, may select a target, granting them Basic Defense. If your target was attacked, you will be told the names of all visitors. Can choose to self-protect once, granting themselves Powerful Defense. (Control Immune While Self-Protecting)
Town (Investigative):
Sheriff:Interrogate someone each night for suspicious behavior. Detection Immune and Detection Omniscient roles will appear innocent.
Judge:Investigate someone each night to see if they are a Lawful citizen. Detection Immune roles will appear as Unlawful to the Judge, but Detection Vulnerable roles will also appear as Unlawful.
Tracker:Can choose 1 person to see who they use their night action on.
Lookout:Check to see who visits someone each night.
Matchmaker:Choose 2 targets and see if their win conditions are contradictory.
Detective:Each night, may choose a target and learns if their target is a killing role.
Psychic: On odd-numbered Nights, the Psychic will receive a vision of three names, at least one of which is evil. On even-numbered Nights, the Psychic will receive a vision of two names, at least one of which is good.
Town (Aversive):
X-Man: Roleblock someone each night. (Roleblock Immune)
Inquisitor: Roleblock someone each night, and find out who they were planning to visit. (Detection Vulnerable)
Martyr: Upon being killed, roleblocks their killer for 2 nights afterward, bypassing Roleblock Immunity.
Transporter: Switch the fates of two people each night. (Control Immune)
Escape Artist: Each night, may choose to escape your house and roleblock everyone who uses their night action on you. You will be informed of the people you roleblock. If you are jailed by the Jailor, you will not be roleblocked, you cannot be executed, and the Jailor will be informed that you escaped from jail once the night ends. (Roleblock Immune) (Escape Charges: 4)
Town (Vengeance):
Retributionist: Can steal the ability of a dead town member, and use it. (Charges: 4) (Roleblock Immune) (Control Immune) (Detection Vulnerable) (Unique)
Grave Robber: If a Town member is lynched, the Grave Robber gains 3 charges. They can then use these charges on healing, investigating, roleblocking, or killing somebody. If the Grave Robber kills a Town member, they can no longer use their charges to kill anyone. (Attack: Basic) (Charges per Town Member lynched: 3) (Detection Vulnerable) (Unique)
Sniper: Each night, target one player. If that player is attacked, attack the assailant. (Attack: Powerful) (Detection Vulnerable)
Reviver: May resurrect 1 Town role per game. That person's role will be displayed. If the Reviver resurrects a non-Town role that is incorrectly displayed as a Town role in the Graveyard, the non-Town role will be revived and the Reviver will not be able to resurrect anyone else. (Unique)
Town (Elective):
Mayor: The Mayor gets 3 votes instead of 1, but only after they reveal themself. (Unique)
King: May grant someone the ability to have 2 votes during the next day, excluding themselves. (Unique)
Town (Killing):
Jailor: Each night, may choose to haul someone off to jail. When jailed, a player is roleblocked, bypassing Roleblock Immunity, and no night actions work on the jailed player (Except for Unstoppable attacks). The Jailor may speak with their jailee at night. The Jailor may also execute their jailee if they choose, except on Night 1. If the Jailor executes a Town member, they lose the ability to execute a jailed target. (Execute Charges: 3) (Detection Vulnerable) (Attack: Unstoppable) (Unique)
Veteran: Each night, may choose to go on alert at night. While alerting, the Veteran gains Basic Defense and attacks everyone who visits them. (Charges: 3) (Attack: Powerful) (Roleblock Immune) (Control Immune) (Unique)
Vigilante: May choose to kill someone each night, except Night 1. If the Vigilante kills a townsperson, they will die the next night. (Charges: 3) (Attack: Basic) (Detection Vulnerable)
Rancher: At night, may choose a target. If the target is non-Town, roleblock and attack them. If the target is a Town member, the Rancher will not attack the target, only roleblock them, and the Rancher loses all of their charges afterward. (Charges: 2) (Attack: Powerful) (Roleblock Immune) (Unique)
Vampire Hunter: At night, may choose someone to stake. Staking someone will attack them if they are a Vampire. If the Vampire Hunter is visited by a Vampire, the Vampire will be attacked, and the Vampire Hunter will not be converted. However, the Vampire Hunter will die if they are attacked by a Vampire. The Vampire Hunter can hear the whispers of the Vampire GC. After the Vampires are eliminated, the Vampire Hunter becomes a Vigilante with 1 charge. (Attack: Basic) (Unique)
Mafia roles normally appear as Guilty to the Sheriff and Judge.
Mafia (Killing):
Godfather: Kill someone each night. If there is a Mafioso, they will attack your target instead of you. If the Godfather dies, and there is no Mafioso, another mafia member will become the Mafioso depending upon their Priority. (Attack: Basic) (Defense: Basic) (Detection Omniscient) (Unique)
Mafioso: Attack the Godfather's target each night. If there is no Godfather, or if the Godfather does not give orders, the Mafioso will attack their target. If the Godfather dies, you will become the next Godfather. If you die, and there is no Godfather, another mafia member will become the new Mafioso depending upon their Priority. (Attack: Basic) (Control Immune with Godfather) (Unique)
Ambusher: Can prepare an ambush outside someone's house at night, killing 1 person who visits their target. All people who visited that target other than the person who died learns the Ambusher's identity. (Attack: Basic) (Unique) (Priority: 12)
Mafia (Deception):
Framer: Each night, may frame a town member. Any framed town members will show as suspicious to the Sheriff and Judge, incompatible with other townies to the Matchmaker, Killing to the Detective, and shows up as evil in the Psychic's vision. (Priority: 11)
Stone Mask: Disguise a mafia member as a town member for the night and the following day. All investigative abilities used on this mafia member will reflect the selected townsperson instead. Upon the death of the disguised mafia member, the role of the selected townsperson is displayed. (Priority: 10)
Forger: Can choose to forge a player killed by the Mafia that night, replacing their role shown in the graveyard with any role in the game. (Charges: 2) (Priority: 1)
Assassin: Can make it to where the Godfather/Mafioso's attack becomes an Powerful Attack, and the Godfather/Mafioso's visit becomes Astral. However, the Godfather/Mafioso will not be saved from attacks they may be a victim of. (Charges: 2) (Detection Immune) (Priority: 2)
Hypnotist: Each night, May hypnotize one player, giving them a false GUI message of the Hypnotist’s choice once the night ends. (Detection Immune) (Priority: 7)
Janitor: Each night, may target a player and erase their role. (Charges: 3) (Priority: 4)
Mafia (Coercion):
Hacker: Can choose 1 person to Hack. Hacked players cannot vote during the following day. Hackers can Hack their mafia members if they choose, but Hacking the Mayor will be considered a harmful visit. (Detection Immune) (Priority: 6)
Puppet Master: Can control someone's actions, and gains knowledge of their identity. (Charges: 4) (Control Immune) (Priority: 5)
Briber: During Day 3 or later, may choose to ask a player if they would like to join the side of the Mafia at night. If the player accepts, they keep their role, but their alignment switches to the Mafia. If they decline, they receive a vision with 2 players, one of which will be the Briber. Attempting to bribe someone roleblocks them. The Briber may attempt to bribe more than 1 person if the first person declined. Everyone who the Briber bribes will be Framed. (Detection Immune) (Priority: 12)
Consigliere: Investigate someone each night to learn their exact role. (Priority: 9)
Consort: Roleblock someone each night. (Roleblock Immune) (Priority: 8)
Junkie: Each night, the Junkie may make a certain mafia member's role stronger for 1 night. If the Junkie chooses, they can Rampage at someone's house instead of making a mafia member stronger. Although, if they choose to do this, they may not use their night action for 1 night afterward.
Buffs:
Godfather/Mafioso: The Godfather now Rampages at someone's house that night.
Ambusher: The Ambusher's identity is not revealed even if someone sees them prepare an ambush that night.
Stone Mask: The Stone Mask is now Detection Omniscient.
Forger: The Forger now also forges how their target was killed that night.
Assassin: The Godfather is now granted Powerful Defense that night.
Hypnotist: The Hypnotist can give a false GUI message to two people that night.
Janitor: The Janitor gains 1 extra charge.
Hacker: The Hacker can now Hack the Mayor without it being a harmful visit.
Puppet Master: The Puppet Master learns the role of the person they controlled their target into that night.
Briber: The Briber can now Bribe people during Night 2 or later.
Consigliere: The Consigliere's ability is now no longer affected by douses or hexes.
Consort: The Consort now bypasses Roleblock Immunity.
Neutral roles, except Neutral Killing roles, normally appear as Innocent to the Sheriff and Judge.
Neutral (Benign):
Survivor: Must survive to the end of the match. Can grant itself Basic Defense. (Charges: 4)
Bounty Hunter: Can choose to kill someone each night. In order to win, Bounty Hunter must kill a certain role during the night. If the Bounty Hunter kills the wrong person, or if their target dies by other means, they become a Survivor with no vests. (Attack: Powerful) (Defense: Basic) (Charges: 1)
Amnesiac: Can become a role in the graveyard. Must fulfill that role's win condition to win. If the Amnesiac dies on night 1, they do not win, but they may attack their killer. (Attack: Unstoppable)
Guardian Angel: Each night, may choose to protect their target. Protecting their target grants them Powerful Defense, and they cannot be voted against the next day. To win, the Guardian Angel's target must survive until the end of the game. If the Guardian Angel's target dies, they become a Survivor with no vests. (Charges: 2)
Neutral (Evil):
Witch: Each night, may control someone, and learns their identity. Can win with any evil faction. (Detection Omniscient) (Defense: Basic) (Unique)
Jester: Must be lynched by the Town during the day. If the Jester is lynched, they may choose one of their guilty or abstaining voters to kill the following night. If the Jester dies on night 1, they do not win, but they may attack their killer. (Attack: Unstoppable)
Executioner: Has a target that they must trick the Town into lynching during the day. The Executioner's target will always be a Town member, but never the Mayor. If the Executioner's target dies during the night, the Executioner becomes a Jester. (Defense: Basic)
Ape: Must die at night to win. If the Ape is killed at night, they may then kill one of the players that voted against them during the day. If no players voted against the Ape, the Ape does not win even if they die at night. If the Ape dies on Night 1, however, they do win and are allowed to kill their attacker. (Attack: Unstoppable) (Framed)
Neutral (Killing):
Neutral Killing roles normally appear as Guilty to the Sheriff and Judge.
Serial Killer: Each night, may kill someone. If the Serial Killer is roleblocked, the roleblocker will receive a basic attack along with the original target. This also applies with the jailor. The SK will not attack the jailor if they are executed. To win, the Serial Killer must be the last player standing. (Attack: Basic) (Defense: Basic) (Roleblock Immune)
Arsonist: Each night, may douse someone in gasoline or ignite doused targets. Players who are doused will be framed, and everyone who visits the Arsonist will be passively doused. The Arsonist may wait a day to clean themselves of gasoline if they are doused by a fellow Arsonist, or douse themselves. (Detection Omniscient) (Attack: Unstoppable) (Defense: Basic)
Werewolf: Each Full Moon Night, may rampage at someone's home. If the Werewolf stays home, they will rampage at home. The Werewolf is Detection Omniscient on Non-Full Moon Nights. (Attack: Powerful) (Defense: Basic)
Marauder: Each night, may mark someone. A marked player will die if anyone else visits them. If they so choose, the Marauder can target an already marked player and kill them, Powerful Attacking them. Anyone who visits the Marauder will be marked. To win, you must be the last person standing. Marking someone unmarked will not be considered an attack. However, marking an already marked player will be considered an attack. If another player visits a marked player, triggering the mark, it will be considered an attack, and any protective roles that are kill capable will attack that player instead of the Marauder. To win, the Marauder must be the last player standing. (Attack: Basic/Powerful) (Defense: Basic) (Detection Immune) (Control Immune) (Unique)
Vulture: Each night, may kill someone. If the Vulture chooses to, they can buff their attack from Basic to Powerful for a night, and erase their target's role along with killing them. This can only be done on a Full Moon Night. Erased roles will show up as "Decomposed" in the graveyard, but the Vulture will secretly know their target's role. To win, the Vulture must be the last player standing. (Decompose Charges: 2) (Attack: Basic) (Defense: Basic) (Detection Immune)
Juggernaut: Each night, may kill someone. With every kill, the Juggernaut gets stronger. To win, the Juggernaut must be the last person standing.
Kill 1: The Juggernaut is now Detection and Control Immune.
Kill 2: The Juggernaut now has a Powerful Attack.
Kill 3: The Juggernaut now Rampages at their target's house and Rampages at home if they do not attack.
Kill 4: The Juggernaut now Rampages at home even if they do attack.
Kill 5: The Juggernaut now has an Unstoppable Attack.
DD Official Mafia Rolelist
Town (Protective):
Doctor: Choose someone to protect from death each night, granting them Powerful Defense. Can only protect themselves once. (Roleblock Immune) (Control Immune While Self-Healing)
Bodyguard: Choose someone to guard each night, granting them Powerful Defense for that night. If the person you guard is attacked, you will counterattack the attacker and die. The Bodyguard may guard themselves while guarding another player if they choose. (Vest Charges: 1) (Attack: Powerful) (Defense: None/Basic)
Martial Artist: Choose someone to train in martial arts each night. That person will be granted Powerful Defense that night and will counterattack their assailant. The Martial Artist may not train someone 2 nights in a row. The Martial Artist may go on alert instead of training, similarly to the Veteran, if they choose. (Alert Charges: 1) (Attack: Powerful) (Defense: None/Basic) (Detection Vulnerable) (Control Immune While on Alert) (Roleblock Immune While on Alert)
Trapper: Every other night, may set up a trap at a player's house, granting them Powerful Defense. Traps take one day to build and can be taken down if the Trapper chooses to do so. If a trapped player is the subject of a harmful visit, the trap will trigger, attacking the assailant. If a trapped player is the subject of a non-harmful visit, it will trigger, but the visitor will not be attacked. The Trapper will know the role of anyone who triggers a trap. (Attack: Powerful) (Roleblock Immune) (Control Immune)
Banshee: Each night, may select a target, granting them Basic Defense. If your target was attacked, you will be told the names of all visitors. Can choose to self-protect once, granting themselves Powerful Defense. (Control Immune While Self-Protecting)
Town (Investigative):
Sheriff: Interrogate someone each night for suspicious behavior. Detection Immune and Detection Omniscient roles will appear innocent.
Judge: Investigate someone each night to see if they are a Lawful citizen. Detection Immune roles will appear as Unlawful to the Judge, but Detection Vulnerable roles will also appear as Unlawful.
Tracker: Can choose 1 person to see who they use their night action on.
Lookout: Check to see who visits someone each night.
Matchmaker: Choose 2 targets and see if their win conditions are contradictory.
Detective: Each night, may choose a target and learns if their target is a killing role.
Psychic: On odd-numbered Nights, the Psychic will receive a vision of three names, at least one of which is evil. On even-numbered Nights, the Psychic will receive a vision of two names, at least one of which is good.
Town (Aversive):
X-Man: Roleblock someone each night. (Roleblock Immune)
Inquisitor: Roleblock someone each night, and find out who they were planning to visit. (Detection Vulnerable)
Martyr: Upon being killed, roleblocks their killer for 2 nights afterward, bypassing Roleblock Immunity.
Transporter: Switch the fates of two people each night. (Control Immune)
Escape Artist: Each night, may choose to escape your house and roleblock everyone who uses their night action on you. You will be informed of the people you roleblock. If you are jailed by the Jailor, you will not be roleblocked, you cannot be executed, and the Jailor will be informed that you escaped from jail once the night ends. (Roleblock Immune) (Escape Charges: 4)
Town (Vengeance):
Retributionist: Can steal the ability of a dead town member, and use it. (Charges: 4) (Roleblock Immune) (Control Immune) (Detection Vulnerable) (Unique)
Grave Robber: If a Town member is lynched, the Grave Robber gains 3 charges. They can then use these charges on healing, investigating, roleblocking, or killing somebody. If the Grave Robber kills a Town member, they can no longer use their charges to kill anyone. (Attack: Basic) (Charges per Town Member lynched: 3) (Detection Vulnerable) (Unique)
Sniper: Each night, target one player. If that player is attacked, attack the assailant. (Attack: Powerful) (Detection Vulnerable)
Reviver: May resurrect 1 Town role per game. That person's role will be displayed. If the Reviver resurrects a non-Town role that is incorrectly displayed as a Town role in the Graveyard, the non-Town role will be revived and the Reviver will not be able to resurrect anyone else. (Unique)
Town (Elective):
Mayor: The Mayor gets 3 votes instead of 1, but only after they reveal themself. (Unique)
King: May grant someone the ability to have 2 votes during the next day, excluding themselves. (Unique)
Town (Killing):
Jailor: Each night, may choose to haul someone off to jail. When jailed, a player is roleblocked, bypassing Roleblock Immunity, and no night actions work on the jailed player (Except for Unstoppable attacks). The Jailor may speak with their jailee at night. The Jailor may also execute their jailee if they choose, except on Night 1. If the Jailor executes a Town member, they lose the ability to execute a jailed target. (Execute Charges: 3) (Detection Vulnerable) (Attack: Unstoppable) (Unique)
Veteran: Each night, may choose to go on alert at night. While alerting, the Veteran gains Basic Defense and attacks everyone who visits them. (Charges: 3) (Attack: Powerful) (Roleblock Immune) (Control Immune) (Unique)
Vigilante: May choose to kill someone each night, except Night 1. If the Vigilante kills a townsperson, they will die the next night. (Charges: 3) (Attack: Basic) (Detection Vulnerable)
Rancher: At night, may choose a target. If the target is non-Town, roleblock and attack them. If the target is a Town member, the Rancher will not attack the target, only roleblock them, and the Rancher loses all of their charges afterward. (Charges: 2) (Attack: Powerful) (Roleblock Immune) (Unique)
Vampire Hunter: At night, may choose someone to stake. Staking someone will attack them if they are a Vampire. If the Vampire Hunter is visited by a Vampire, the Vampire will be attacked, and the Vampire Hunter will not be converted. However, the Vampire Hunter will die if they are attacked by a Vampire. The Vampire Hunter can hear the whispers of the Vampire GC. After the Vampires are eliminated, the Vampire Hunter becomes a Vigilante with 1 charge. (Attack: Basic) (Unique)
Mafia roles normally appear as Guilty to the Sheriff and Judge.
Mafia (Killing):
Godfather: Kill someone each night. If there is a Mafioso, they will attack your target instead of you. If the Godfather dies, and there is no Mafioso, another mafia member will become the Mafioso depending upon their Priority. (Attack: Basic) (Defense: Basic) (Detection Omniscient) (Unique)
Mafioso: Attack the Godfather's target each night. If there is no Godfather, or if the Godfather does not give orders, the Mafioso will attack their target. If the Godfather dies, you will become the next Godfather. If you die, and there is no Godfather, another mafia member will become the new Mafioso depending upon their Priority. (Attack: Basic) (Control Immune with Godfather) (Unique)
Ambusher: Can prepare an ambush outside someone's house at night, killing 1 person who visits their target. All people who visited that target other than the person who died learns the Ambusher's identity. (Attack: Basic) (Unique) (Priority: 12)
Mafia (Deception):
Framer: Each night, may frame a town member. Any framed town members will show as suspicious to the Sheriff and Judge, incompatible with other townies to the Matchmaker, Killing to the Detective, and shows up as evil in the Psychic's vision. (Priority: 11)
Stone Mask: Disguise a mafia member as a town member for the night and the following day. All investigative abilities used on this mafia member will reflect the selected townsperson instead. Upon the death of the disguised mafia member, the role of the selected townsperson is displayed. (Priority: 10)
Forger: Can choose to forge a player killed by the Mafia that night, replacing their role shown in the graveyard with any role in the game. (Charges: 2) (Priority: 1)
Assassin: Can make it to where the Godfather/Mafioso's attack becomes an Powerful Attack, and the Godfather/Mafioso's visit becomes Astral. However, the Godfather/Mafioso will not be saved from attacks they may be a victim of. (Charges: 2) (Detection Immune) (Priority: 2)
Hypnotist: Each night, May hypnotize one player, giving them a false GUI message of the Hypnotist’s choice once the night ends. (Detection Immune) (Priority: 7)
Janitor: Each night, may target a player and erase their role. (Charges: 3) (Priority: 4)
Mafia (Coercion):
Hacker: Can choose 1 person to Hack. Hacked players cannot vote during the following day. Hackers can Hack their mafia members if they choose, but Hacking the Mayor will be considered a harmful visit. (Detection Immune) (Priority: 6)
Puppet Master: Can control someone's actions, and gains knowledge of their identity. (Charges: 4) (Control Immune) (Priority: 5)
Briber: During Day 3 or later, may choose to ask a player if they would like to join the side of the Mafia at night. If the player accepts, they keep their role, but their alignment switches to the Mafia. If they decline, they receive a vision with 2 players, one of which will be the Briber. Attempting to bribe someone roleblocks them. The Briber may attempt to bribe more than 1 person if the first person declined. Everyone who the Briber bribes will be Framed. (Detection Immune) (Priority: 12)
Consigliere: Investigate someone each night to learn their exact role. (Priority: 9)
Consort: Roleblock someone each night. (Roleblock Immune) (Priority: 8)
Junkie: Each night, the Junkie may make a certain mafia member's role stronger for 1 night. If the Junkie chooses, they can Rampage at someone's house instead of making a mafia member stronger. Although, if they choose to do this, they may not use their night action for 1 night afterward.
Buffs:
Godfather/Mafioso: The Godfather now Rampages at someone's house that night.
Ambusher: The Ambusher's identity is not revealed even if someone sees them prepare an ambush that night.
Stone Mask: The Stone Mask is now Detection Omniscient.
Forger: The Forger now also forges how their target was killed that night.
Assassin: The Godfather is now granted Powerful Defense that night.
Hypnotist: The Hypnotist can give a false GUI message to two people that night.
Janitor: The Janitor gains 1 extra charge.
Hacker: The Hacker can now Hack the Mayor without it being a harmful visit.
Puppet Master: The Puppet Master learns the role of the person they controlled their target into that night.
Briber: The Briber can now Bribe people during Night 2 or later.
Consigliere: The Consigliere's ability is now no longer affected by douses or hexes.
Consort: The Consort now bypasses Roleblock Immunity.
(Buff Charges: 4) (Rampage Charges: 1) (Priority: 3)
Neutral:
Neutral roles, except Neutral Killing roles, normally appear as Innocent to the Sheriff and Judge.
Neutral (Benign):
Survivor: Must survive to the end of the match. Can grant itself Basic Defense. (Charges: 4)
Bounty Hunter: Can choose to kill someone each night. In order to win, Bounty Hunter must kill a certain role during the night. If the Bounty Hunter kills the wrong person, or if their target dies by other means, they become a Survivor with no vests. (Attack: Powerful) (Defense: Basic) (Charges: 1)
Amnesiac: Can become a role in the graveyard. Must fulfill that role's win condition to win. If the Amnesiac dies on night 1, they do not win, but they may attack their killer. (Attack: Unstoppable)
Guardian Angel: Each night, may choose to protect their target. Protecting their target grants them Powerful Defense, and they cannot be voted against the next day. To win, the Guardian Angel's target must survive until the end of the game. If the Guardian Angel's target dies, they become a Survivor with no vests. (Charges: 2)
Neutral (Evil):
Witch: Each night, may control someone, and learns their identity. Can win with any evil faction. (Detection Omniscient) (Defense: Basic) (Unique)
Jester: Must be lynched by the Town during the day. If the Jester is lynched, they may choose one of their guilty or abstaining voters to kill the following night. If the Jester dies on night 1, they do not win, but they may attack their killer. (Attack: Unstoppable)
Executioner: Has a target that they must trick the Town into lynching during the day. The Executioner's target will always be a Town member, but never the Mayor. If the Executioner's target dies during the night, the Executioner becomes a Jester. (Defense: Basic)
Ape: Must die at night to win. If the Ape is killed at night, they may then kill one of the players that voted against them during the day. If no players voted against the Ape, the Ape does not win even if they die at night. If the Ape dies on Night 1, however, they do win and are allowed to kill their attacker. (Attack: Unstoppable) (Framed)
Neutral (Killing):
Neutral Killing roles normally appear as Guilty to the Sheriff and Judge.
Serial Killer: Each night, may kill someone. If the Serial Killer is roleblocked, the roleblocker will receive a basic attack along with the original target. This also applies with the jailor. The SK will not attack the jailor if they are executed. To win, the Serial Killer must be the last player standing. (Attack: Basic) (Defense: Basic) (Roleblock Immune)
Arsonist: Each night, may douse someone in gasoline or ignite doused targets. Players who are doused will be framed, and everyone who visits the Arsonist will be passively doused. The Arsonist may wait a day to clean themselves of gasoline if they are doused by a fellow Arsonist, or douse themselves. (Detection Omniscient) (Attack: Unstoppable) (Defense: Basic)
Werewolf: Each Full Moon Night, may rampage at someone's home. If the Werewolf stays home, they will rampage at home. The Werewolf is Detection Omniscient on Non-Full Moon Nights. (Attack: Powerful) (Defense: Basic)
Marauder: Each night, may mark someone. A marked player will die if anyone else visits them. If they so choose, the Marauder can target an already marked player and kill them, Powerful Attacking them. Anyone who visits the Marauder will be marked. To win, you must be the last person standing. Marking someone unmarked will not be considered an attack. However, marking an already marked player will be considered an attack. If another player visits a marked player, triggering the mark, it will be considered an attack, and any protective roles that are kill capable will attack that player instead of the Marauder. To win, the Marauder must be the last player standing. (Attack: Basic/Powerful) (Defense: Basic) (Detection Immune) (Control Immune) (Unique)
Vulture: Each night, may kill someone. If the Vulture chooses to, they can buff their attack from Basic to Powerful for a night, and erase their target's role along with killing them. This can only be done on a Full Moon Night. Erased roles will show up as "Decomposed" in the graveyard, but the Vulture will secretly know their target's role. To win, the Vulture must be the last player standing. (Decompose Charges: 2) (Attack: Basic) (Defense: Basic) (Detection Immune)
Juggernaut: Each night, may kill someone. With every kill, the Juggernaut gets stronger. To win, the Juggernaut must be the last person standing.
Kill 1: The Juggernaut is now Detection and Control Immune.
Kill 2: The Juggernaut now has a Powerful Attack.
Kill 3: The Juggernaut now Rampages at their target's house and Rampages at home if they do not attack.
Kill 4: The Juggernaut now Rampages at home even if they do attack.
Kill 5: The Juggernaut now has an Unstoppable Attack.
(Attack: Basic/Powerful/Unstoppable) (Defense: Basic) (Unique)
Attack/Defense Values:
Attack:
None - Your role cannot attack players directly.
Basic - Your attacks will kill any role with a Defense value of None.
Powerful - Your attacks will kill any role with a Defense value of Basic.
Unstoppable - Your attacks will kill any role with a Defense value of Powerful.
Defense:
None - Your role will die to any Attack.
Basic - Your role is protected from Basic Attacks.
Powerful - Your role is protected from Powerful Attacks.
Invincible - Your role is protected from Unstoppable Attacks.
Terms:
Priority: The order in which certain Mafia roles are promoted to Godfather. (Once the Godfather dies)
Charges: The amount of times a role can use its night action.
Unique: Unique roles can only appear in the game once.
Rampage: Attack your target and everyone who visits your target.
Detection Vulnerable: Detection Vulnerable roles appear as innocent to the Sheriff, but guilty to the Judge.
Detection Immune: Detection Immune roles appear as innocent to the Sheriff, but guilty to the Judge.
Detection Omniscient: Detection Omniscient roles cannot be found as suspicious.
Roleblock Immune: Roleblock immune roles cannot be roleblocked.
Control Immune: Control Immune roles cannot be controlled.
Framed: A Framed player shows up as suspicious to the Sheriff and Judge.
Full Moon Night: Nights 2, 4, and every night after Night 4.
Astral Visit: A night action where the targeted player isn't considered visited.
If you have any questions, ask below. I'm going to try to see if this game can help reactiva