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Agent
Plant a device in the room you are in each night. You will know the names of those that fill that room for the rest of the game.
Agent may only Plant in the room he is in at night.
Anyone you spy on will keep their same account for the following day.
Ability speed is 4.
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Apprentice
Approach a player as a mentor. You will share a permanent night chat with them.
Apprentice may only approach people he is in a room with, unless he is alone.
Ability speed is 4.
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Bard
Interview a player at the end of the day. An anonymous article will be posted at the beginning of the following day.
You may interview yourself.
Bard may interview anyone, as the action is a day action.
Ability speed is 1 for interview, and 4 for publication.
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Caretaker
Protect a player from all damage and negative effects for a night.
Both players will be alerted to the type of actions they were protected from.
You may not protect yourself.
Caretaker must protect someone in the room with them, unless they are alone.
Ability speed is 3.
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Charismatic
Reveal during the day to gain additional votes equal to (living players/6) rounded up.
Also on the day of your reveal there will be a double lynch.
Charismatic may reveal at any time during the day.
After Revealing you will keep your account for the rest of the game.
Ability speed is 1.
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Chef
Entice 2 players to your room for the night.
Chef may target anyone including themselves, but may not target one person twice.
Ability speed is 1.
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Enabler
Gift a player with a weapon or a drug.
Weapons have 1 use and can be used at a later time to allow the player to attempt murder someone. This requires a sacrifice of their night action.
Drugs have 1 use and can be used at a later time to allow the player to double their night action for a night.
Enabler may target anyone.
Guns may only be used on people in the room with the user.
Gifting has an ability speed of 3.
Using items has an ability speed of 2.
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Enforcer
Guard a player at night, protecting them from all damage and negative effects.
You may not protect yourself.
Enforcer must Guard someone in the room with them, unless they are alone.
Successful Guards on players in the room with yourself will kill the threat.
Ability speed is 3 to protect, and 4 to kill.
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Extortionist
Silence a player for the following day.
Extortionist may target anyone.
Ability speed is 4.
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Fabricator
Frame your target to make them appear evil to all investigative roles.
Observants will see them as visiting a random dying player.
You may also Forge your target's Journal and Last Will, replacing it with your own creation.
Fabricator may target anyone.
Ability speed is 3.
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Forgetful
Remember that you were like a dead player, learning and taking on their role powers.
You will forget your role ever 3rd night. You can not remember the same role twice.
Forgetful may remember any dead player.
Remembering speed is 4.
Forgetting speed is 1.
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Gambler
Bet on a player to live. Every day start that they are alive you gain $100 that you can use later to buy things at night.
For $400 you can buy a one use kill.
For $800 you can buy immunity to detection.
For $1,200 you can buy a one use immunity to night death.
For $1,200 you can buy a one use immunity to lynch.
Gambler may bet on anyone he is not in the room with.
Betting has an ability speed of 4.
Gaining money has an ability speed of 1.
The gun has an ability speed of 4.
The immunity to detection and death has an ability speed of 2 when activated.
The immunity to lynch has an ability speed of 1.
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Gossip
Gossip about 2 players to the other one, telling each player the night actions they took that night.
Gossip may target anyone, but will automatically fail if both players are in the same room.
Gossiping starts as a day action with an ability speed of 1.
Gossiping continues through the night, telling each player with an ability speed of 3.
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Hired Gun
Contract a player to have you kill someone.
You will murder whomever they order you to.
Hired Gun may Contract anyone.
The Murder may only target someone not in the room with the contracted player.
Contracting has an ability speed of 1.
Murdering has an ability speed of 4.
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Illuminator
Illuminate a player at night, confirming the player in control of the account for the day as their COM for the following day.
If the player is possessed by a Poltergeist the Poltergeist will be the COM confirmed.
Illuminator may target anyone.
Ability speed is 4.
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Illusionist
Swap 2 players at night.
If anyone is in the room with you then one target must be from the room you are in.
Ability speed is 3.
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Insane
Insane's do not know they are Insane.
Visiting a player will Guilt the player at night.
Following your lynch a random voter will commit suicide over your death.
Players you guilted will have increased chance to suicide.
Guilting people in the room with you will have a double effect.
Players that have been guilted 8+ times will keep their accounts for the rest of the game.
Guilt speed is 4.
Suicide speed is 4.
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Interrogator
Drag a player into the room with you. If only you two make up the inhabitants of the room you will be anonymous to them.
The player's action will fail.
Actions targeting the player from other rooms will fail.
If you are alone with them you may Execute that player at the end of the night.
If you are alone with a target, and do not execute them they will keep their same account for the following day.
Dragging speed is 1.
Action prevention speed is 3.
Execution speed is 4.
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Lawful
Write a last will that can be left on your body at the time of death.
Last Wills are found along with Journals when either an Undertaker visits you, or someone finds your body the following night.
Lawful target themselves when writing Last Wills.
Last Will will disappear if an Undertaker undertakes them.
Writing speed is 2.
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Lover
Lovers always come in pairs, and are guaranteed to be in the night chat with each other.
Lovers do not target in any way.
If one Lover dies the living Lover will keep their account for the rest of the game.
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Manipulator
Manipulate someone into using their night action on your choice of target.
Manipulator can target any player, but can not send them at a player in the room with the manipulator.
Manipulated players take on the account they are forced to target, unless the account dies.
Manipulation has an ability speed of 3.
Manipulated actions have an ability speed matching their norm.
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Messanger
Leave a message written on the walls of the room you are in. This message will be detected by all players that come into the room following the leaving of the message.
Messenger targets the room they are in.
Ability speed is 4.
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Murderer
Murder someone at night.
Murderer must target someone in the room with them, unless they are alone.
Ability speed is 4.
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Nosey
Detect a player's alignment at night.
Nosey may target anyone.
Players found to be Mafia, Evil, or Benign will keep their same account for the following day.
Ability speed is 3.
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Observant
Watch a player at night, seeing all those that act on him, or Track a player to see who the visit.
Watching must be on a player not in the room with you.
Tracking must be on a player in the room with you.
Ability speed is 3.
Ability speed is 2 if watching self.
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Pickpocket
Rob a player of their Journal, Last Will, as well as a List of Accounts they have used.
Robbing must be in a player in the room with you.
Ability speed is 4.
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Poltergeist
Possess a player following your death, speaking as them for the day.
Poltergeist may target anyone, and since accounts shuffle may possess the same account in back to back days.
Ability speed is 4.
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Promiscuous
Preoccupy a player at night, preventing them from taking action.
Promiscuous may target anyone, Promiscuous will also move into the new room if the target is in a different room.
Anyone trying to target within the room will also be stopped.
Players that spend the night with a Promiscuous will keep their same account for the following day.
Ability speed is 3.
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Pyromaniac
Douse a room with gasoline, or Ignite all rooms you had previously doused, killing all that inhabit the rooms.
Rooms that have been burned are no longer included in the list of available rooms.
Dousing targets rooms.
Ignition targets all doused rooms.
Dousing ability speed is 4.
Ignition speed is 4.
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Recluse
Alert at night, killing all that visit you.
Recluse target's himself.
Recluse will always be alone at night, unless all room options have been previously filled or forced into a room by a role that does so. For this reason Recluse will always be assigned a room following other players.
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Ring Master
Brainwash a player at night, turning them Insane.
Players driven insane will Guilt players in addition to using their normal night actions.
Ring Master must target someone in the room with him, unless he is alone.
Ring Master may not act if there are 2+ people in the room with him.
Ring Master never changes accounts.
Brainwashing has an ability speed of 4.
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Seductive
Charm a player, forcing them to visit you, or Deflect all that visit you to a different target.
Charming may target any player, and forces them into the room with the Seductive if they were not already there.
Anyone trying to target within the room will also be forced to target the Seductive.
Deflecting may target any room or player not in the room with the seductive, and moves all visitors into the new room.
Charming a player will cause the Seductive to keep their same account for the following day.
Charm speed is 3.
Deflect speed is 2.
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Spirit
Grant a player a super power at night from the list of super powers.
Only 1 player may have each power, and no player may have more than 1 power.
Spirit may target any player.
Granting powers has a speed of 4.
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Stalker
Stalk 2 players. If they interact in any way you will kill both.
One of the Stalker's targets must be in the room with him. The other must not be.
Stalking has a speed of 3.
Killing has a speed of 4.
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Suave
You are immune to all forms of detection, appearing to have taken no action and have done no wrong.
Suave targets himself.
You will also talk your way out of 1 hammered lynch, surviving to night.
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Survivalist
Survive at night, surviving all night attacks.
Survivalist targets himself.
Surviving has an ability speed of 2.
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Syndic
Invite a player to join your group.
You will both be alerted to the other's name at the time of invitation, and at the start of each day.
Invited players become Syndics, but only the Syndic with the highest seniority can Invite.
Syndic must invite someone in the room with him.
Invitation has an ability speed of 4.
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Tinkerer
Tinker with a player's phone, detecting any updates to their Journal nightly after that point.
If 2+ tinkered players are in the same room the phones will explode, killing everyone in the room.
You will also detect which room your tinkered phones are in.
Tinkerer must target someone in the room with him.
Tinkering has a speed of 4.
Detecting Updates has a speed of 3.
Detecting Location has a speed of 1.
Explosions have a speed of 4.
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Undertaker
Undertake a player.
If they are dead at the start of the next day you detect their Name, Journal, Last Will, and Cause of Death.
The following day you may guess one role the player had, and you will gain a 1-use charge of the role.
Only roles with action based abilities can be earned, passive abilities will not be earned.
Undertaker may target any player, living or dead.
Undertaking has a speed of 4.
Taken abilities have a speed matching their ability.
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Vengeful
At the beginning of the game you will receive a target, if your target is lynched you will gain permanent immunity to death.
Vengeful takes no action until he is immune. Following gaining immunity Vengeful always targets himself.
Gaining immunity has a speed of 1.