So I've been working on one of these for my website recently, and thought to share what I have so far with ZD. Please note that this list will be constantly changing, and I have yet to add many common or important roles. So here you go:
The description specifies if it is a town, mafia, or independent role
Note: all players have the ability to vote
Absorber Any Alignment. The Absorber "absorbs" any night actions used on it to use later (Only one action per night). A townie Absorber will win when all threats to the town (Mafia and independent players) are killed. A Mafia Absorber will win when the mafia makes up 50% or more of the remaining players.
Activated Ability, not a role, meaning this can be for any alignment. Activated players may choose to use their action passively or not. Activated players will win by meeting the requirements given under the ROLE of the player.
Alarmist Town aligned. The alarmist picks a player that night. If that player is recruited for a cult, the recruitment fails. The alarmist will win when all threats to the town (Mafia and independent players) are killed.
Arsonist Independently aligned. The arsonist picks a player each night to set fire to. If that player is not protected by the firefighter, the target player will die. If the target player is protected by a doctor, the kill will still happen. The arsonist will win when all remaining players are dead.
Ascetic Any alignment. An Ascetic is considered to be both an ability and a role, meaning that there can be a plain Ascetic, Ascetic Vigilante, and many other roles that have Ascetic as an ability. If you are Ascetic, you are immune to all night actions (Positive and negative), except night kills (Meaning you can be killed during the night). A Town Ascetic will win when all threats to the town (Mafia and independent players) are killed. A Mafia Ascetic will win when the mafia makes up 50% or more of the remaining players. An Independent Ascetic will win when the guidelines of that particular independent role are met.
Babysitter Town Aligned. A Babysitter chooses a player at night to protect. If that target player is night killed, the night kill fails. If the Babysitter is night killed, both the Babysitter and the player the Babysitter chose to protect will die. The Babysitter will win when all threats to the town (Mafia and independent players) are killed.
Banker Mafia Aligned. The Banker chooses a person each night to bribe. If the bribed player has an investigative role (Like Cop), then the bribed player will be forced to investigate the Banker instead, but the reading will be "innocent" instead of the actual "guilty" reading that a Cop would normally get. The Banker will win when the Mafia makes up 50% or more of the remaining players.
Beloved Princess Town Aligned. This role is very similar to the Virgin, where if the Beloved Princess is Lynched, the town skips a day phase (Pretty much screwing over the town). The only difference between the Virgin and the Beloved Princess, is that the Beloved Princess has no chance of becoming Vanilla Town, where if the Virgin meets a Hooker, the Virgin becomes Vanilla Town. The Beloved Princess will win when all threats to the town (Mafia and independent players) are killed.
Vanilla Townie (AKA Townie) This is a Town aligned role. A vanilla townie has no special power, or anything of that sort. They may vote for who they believe is a threat to the town, but that is all. During the night phase they may not do anything. Vanilla townies win when all threats to the town (Mafia and independent players) are killed.
Lover This is a town aligned role. There are always 2 lovers in a mafia game (IF the mafia game is playing with the lover as a role). The two lovers know who each other are. When one lover dies (Whether it be a lynch or night kill, or anything else), the other one commits suicide, meaning both of the players lost their lives. Lovers win when all threats to the town (Mafia and independent players) are killed.
Miller This is a town aligned role. A Miller is a vanilla townie, but when detected, they will be detected as a Mafia member. MILLERS ARE NOT mafia aligned. Millers win when all threats to the town (Mafia and independent players) are killed.
Deputy This is a Town Aligned Role. A Deputy carries a gun that can be shot in the daytime. When shot, it is not revealed who shot the gun. The Deputy will win when all threats to the town (Mafia and independent players) are killed.
Detective (AKA Cop) This is a town aligned role. At night, a detective may target a player, and will learn their alignment. Detectives win when all threats to the town (Mafia and independent players) are killed.
Watson This is a town aligned role. Watson Becomes the detective when the original detective (or cop) dies. Watson also knows all of the past actions of the detective. Watson wins when all threats to the town (Mafia and independent players) are killed.
Chef This role is aligned with the Town. The Chef chooses two people during the day. Those two people learn the roles of each other, but not the name. The Chef will win when all threats to the town (Mafia and independent players) are killed.
Doctor This is a town aligned role. At night, the doctor targets a player. The targeted play cannot be night-killed that night. The doctor will win when all threats to the town (Mafia and independent players) are killed.
Mafia Goon This is a Mafia aligned role. A mafia goon is quite simply a member of the mafia, with no special power. The Mafia Goon will win the game when at least 50% of the remaining players are mafia aligned.
Virgin This is a town aligned role. If the Virgin is lynched, no kills may occur the following night. If the Virgin is visited by a Hooker, the Virgin becomes a Vanilla Townie. The Virgin will win when all threats to the town (Mafia and independent players) are killed.
Nurse This is a town aligned role. The nurse becomes the doctor when the original doctor dies. Similar to Watson, the nurse learns all of the past actions of the doctor. The Nurse will win when all threats to the town (Mafia and independent players) are killed.
Backup This is a town aligned role. The backup becomes either the doctor, or the Detective/Cop when one of the two dies (Whichever comes first). The backup learns all of the previous actions of the deceased player he/she is replacing. The Backup will win when all threats to the town (Mafia and independent players) are killed.
Jailer This role is town aligned. At night, the jailer picks a target player. That player is roleblocked. That player is also immune to all night actions, including being night killed, or poisoned. The Jailer will win when all threats to the town (Mafia and independent players) are killed.
Poisoner This role is aligned with the mafia. At night, the poisoner chooses a target player to poison. The next morning, it is announced that the target player has been poisoned. That player is still alive, and still may vote and speak, but will die at the end of the day phase. The poisoner will win when the mafia makes up 50 or more percent of the living players.
Vigilante This is a town aligned role. At night, the vigilante may choose a player to kill. The vigilante will win when all threats to the town (Mafia and independent players) are killed.
Armor This is not a role and can be any alignment (Usually town). Players with armor cannot be night killed but can be lynched. The moderator will specify how much armor you have. For example, (1x) means you only have a night worth of armor (If not used, it carries on to the next day). (2x) means you have two nights of armor, and ect. If you have armor and are town aligned, you win when all threats to the town (Mafia and independent players) are killed. If you are independently aligned, you will when all players are killed, or when the parameters of how you win are met. If you are mafia aligned, you win when you outnumber the town (A tie outnumbers the town).
Armoire This role can be town OR Independently aligned. Armoires cannot be lynched but can be night killed. If town, the armoire wins when all threats to the town (Mafia and independent players) are killed. If independent, you win when all players are killed or when the parameters of how you win are met.
Judge This role is town aligned. The judge can pardon a player from being lynched. The judge will win when all threats to the town (Mafia and independent players) are killed.
Samurai This role is town aligned. At night, the Samurai chooses a player to kill. If that player is mafia aligned, the Samurai may pick another player to kill. If that player is mafia, the killing continues until the Samurai decides to stop killing, or kills a town or independently aligned player. If the Samurai kills a independent or town aligned player, the Samurai commits suicide. The Samurai will win when all threats to the town (Mafia and independent players) are killed.
Game Show Host This role is town aligned. Once per game, the Game Show Host may submit a question and prize to the host (secretly). If the host accepts the question and prize, the host will ask that question the following day. Anyone who correctly answers will receive the prize. The Game Show Host will win when all threats to the town (Mafia and independent players) are killed.
Clownie This role is town aligned. The Clownie (Or clown) may submit a prank or practical joke to play on a specific player overnight. In the morning, that joke is revealed, but the culprit is not. This has no significance to the game. It is just there for entertainment. The Clownie will win when all threats to the town (Mafia and independent players) are killed.
Dreamer This role is town aligned. At night, the dreamer dreams of 3 of the players. One of the players is mafia (The moderator chooses who is dreamed about in most cases). If the Dreamer is visited during the night, they will not dream. The Dreamer will win when all threats to the town (Mafia and independent players) are killed.
Gallis This role is town aligned. The Gallis only needs one vote to be lynched, but is not lynched from a majority vote. The Gallis does not know they are the Gallis. The Gallis will win when all threats to the town (Mafia and independent players) are killed.
Stump This role is town aligned. As soon as the Stump says the word "Stump", the can no longer vote, be lynched, or night killed. The Stump will win when all threats to the town (Mafia and independent players) are killed.
Saint This role is town aligned. When lynched, the first person who voted for the Saint is also killed. The Saint will win when all threats to the town (Mafia and independent players) are killed.
Reverse Saint This role is town aligned. When lynched, the last person to have voted for the Saint is killed. The Reverse Saint will win when all threats to the town (Mafia and independent players) are killed.
Commuter This role is town aligned. At night, the Commuter may choose to commute. If commuting, they are immune to any night actions on them for that night. If not, they are not immune to any night actions that happen to them. The Commuter will win when all threats to the town (Mafia and independent players) are killed.
Facestabber This role is town aligned. The Facestabber may choose to kill a player in the middle of the day phase. The name of the target player must be said aloud in chat. The Facestabber will win when all threats to the town (Mafia and independent players) are killed.
Bus Driver This role is town aligned. At night, the bus driver may switch any two people. If a night action is used on either of the two players, it will happen on the other instead. The Bus Driver will win when all threats to the town (Mafia and independent players) are killed.
Hunter (AKA vengeful) This role is town aligned. If the hunter is lynched, the hunter may pick a target player to kill. The hunter and the targeted player both die. The Hunter will win when all threats to the town (Mafia and independent players) are killed.
Magnet This role is town aligned. You can change the night action of someone else to target you instead. The Magnet will win when all threats to the town (Mafia and independent players) are killed.
Mason This role is town aligned. If you are a Mason, you may secretly speak with any of the other 1+ Masons outside of the game. Masons will win when all threats to the town (Mafia and independent players) are killed.
Medium This role is town aligned. You may speak with dead players as a Medium. The Medium will win when all threats to the town (Mafia and independent players) are killed.
Ouendan This role is town aligned. Chooses a person at night. That target player will be able to use their action twice. The Ouendan will win when all threats to the town (Mafia and independent players) are killed.
Zergling Rancher This role is town aligned. Each night, the Zergling Rancher targets a player. IF the Zergling Rancher dies, the targeted player does as well. The Zergling Rancher will win when all threats to the town (Mafia and independent players) are killed.
Ninja Baker This role is town aligned. The Ninja Baker bakes bread from the abilities of a player. They target a player to give the bread to the next night. The Ninja Baker wins when all threats to the town (Mafia and independent players) are killed.
Pirate Baker This role is town aligned. Theives the person the Ninja bakes for. The Pirate Baker wins when all threats to the town (Mafia and independent players) are killed.
Jack Of All Trades This role is town aligned. This role has 4 one shot abilities, inspect, roleblock, kill, and protect as abilities. The Jack Of All Trades can only choose one ability to use each night. This role will win when all threats to the town (Mafia and independent players) are killed.
Duelist This role is Town aligned. At night, the duelist may challenge another player to a duel. The Duelist will win when all threats to the town (Mafia and independent players) are killed.
Godfather This role is mafia aligned. The Godfather is the leader of the mafia. They make the final decisions on who to kill, and who does the killing. When detected, the Godfather appears to be town. The Godfather will win when the mafia makes up at least 50% of all of the remaining players.
Mafiat This role is mafia aligned. The Mafiat becomes the Godfather when the Godfather dies. The Mafiat will win when the mafia makes up at least 50% of all of the remaining players.
Thief This role is mafia aligned. The Theif targets one player at night and stops their night action from happening. The Thief will win when the mafia makes up at least 50% of all of the remaining players.
Evil Pope This role is Mafia aligned. The Evil Pope is a mafia version of a saint. The Evil Pope will win when the mafia makes up at least 50% of all of the remaining players.
Snoop Town aligned. The Snoop may choose a target player once per night. In the morning, the Snoop learns what possesions the target player has (Such as a gun or a bulltetproof vest). The Snoop will win when all threats to the town (Mafia and independent players) are killed.
Carbomber This role is mafia aligned. When Lynched, all of the people who voted for the carbomber will be blown up and killed. The Carbomber will win when the mafia makes up at least 50% of all of the remaining players.
Cannoneer This role is mafia aligned. If the mafia decides to save their night kill, the cannoneer saves up all of the night kills to use another night. If the Cannoneer dies, all of the saved shots are lost and unusable. The Cannoneer will win when the mafia makes up at least 50% of all of the remaining players.
Agent This role is mafia aligned. The Agent is a detective that can only find the dectective/cop. The Agent will win when the mafia makes up at least 50% of all of the remaining players.
Silencer This role is mafia aligned. At night, the silencer may choose a target to mute for the next day. The next day, that target may not speak, but may only vote. The Silencer will win when the mafia makes up at least 50% of all of the remaining players.
Lone Wolf This role is independently aligned. At night, the Lone Wolf targets a player. That player will die if they are not protected by the doctor. The Lone Wolf wins when everyone else is dead.
Word Bomber This role is independently aligned. Every night, the word bomber chooses a word. When that word is spoken the next day, whoever said it is blown up. The word bomber wins when everyone else is dead.
Necromancer This role is independently aligned. If the Necromancer survives past a certain amount of nights (as specified by the moderator), the Necromancer kills everyone else and wins.
Survivor An amazing show on Television The Survivor is independently aligned. The Survivor wins the Game by Surviving until another group (The mafia or the town) wins.
Jester Independently aligned. The jester wins the game if they are lynched.
Bodyguard Town aligned. The bodyguard chooses a player each night. If that player is Night Killed, the bodyguard dies instead, leaving the targeted player alive. If the targeted player is chosen to die from 2 different sources (Example, the vigilante AND the mafia), the bodyguard is killed along with the targeted player. The bodyguard will win when all threats to the town (Mafia and independent players) are killed.
Insane Cop Town aligned. The insane cop chooses a player at night to investigate. Guilty players will appear innocent, but innocent players will appear guilty. The Insane Cop will win when all threats to the town (Mafia and independent players) are killed.
Journalist Aligned with Town. At night, the Journalist picks a player. Any messages the target player was given are also given to the Journalist. The presence of the journalist is not know by the target player. The Journalist will win when all threats to the town (Mafia and independent players) are killed.
Lazy Cop Town aligned. The Lazy Cop appears as a Cop until death. The Lazy Cop may pick a player to investigate each night. The next morning, the Lazy Cop learns whether the target player is innocent, or guilty. The Lazy Cop will win when all threats to the town (Mafia and independent players) are killed.
Naïve Cop Town Aligned. The Naïve Cop appears to themselves as a normal Cop. At night, the Naïve Cop picks a player. The Naïve Cop will ALWAYS detect the player as innocent, even if the target player is guilty. The Naïve Cop will win when all threats to the town (Mafia and independent players) are killed.
Oracle Town aligned. The Oracle chooses one Person each night. If the Oracle dies, the role of the most recent player targeted by the Oracle is revealed. The Oracle wins when all threats to the town (Mafia and independent players) are killed.
Paranoid Cop Town aligned. The Paranoid Cop appears to themselves as a Normal Cop. Each night, the Paranoid Cop targets a player. The PAranoid Cop will ALWAYS detect the player as guilty. The Paranoid Cop will win when all threats to the town (Mafia and independent players) are killed.
Pathologist Town Aligned. Every night, the Pathologist targets a dead player. Any messages given to the targeted player are given to the Pathologist the next day. The Pathologist will win when all threats to the town (Mafia and independent players) are killed.
Santa Town aligned. Each night, Santa may target a player. Santa receives either a "naughty" or "nice" sensing, depending on whether the targeted player is aligned with the mafia, or the town. Every night, Santa may also target a second player to give a "present" to them (Of Santa's choosing). The given present will not have any game significance, it is just there for fun. Santa will win when all threats to the town (Mafia and independent players) are killed.
Secretary Town aligned. If the Secretary is killed at night, there will be no voting the next day. Weapons will still work, and speaking is allowed, but there will be no voting, therefore there will be no lynch. The Secretary will win when all threats to the town (Mafia and independent players) are killed.
Sheriff Town aligned. The Sheriff has a gun that cannot be stolen. During the day, the Sheriff may shoot that gun at a target player, killing them. The Sheriff also reveals themselves to be the shooter when this happens. The Sheriff will win when all threats to the town (Mafia and independent players) are killed.
Telepath Town aligned. The Telepath may send anonymous messages to people as many times as they want. The player who was sent the message is not able to respond back. The Telepath will win when all threats to the town (Mafia and independent players) are killed.
Drunk (AKA Town Drunk) Town aligned. Every night, the Drunk makes a player drunk. That player is roleblocked. The Drunk will win when all threats to the town (Mafia and independent players) are killed.
Actor/Actress Mafia aligned. At night, the Actor/Actress may pick any role. If killed, the actor/actress will appear to have the last role that he/she selected (Example, if the Actor chose Evil Pope, and is killed, his/her role will appear as the Evil Pope). The Actor/Actress will win when the mafia makes up 50% or more of the remaining players.
Associate Mafia aligned. At night, the Associate may give one gun to any non mafia aligned player. That gun will not work on Mafia members, and when shot, has a 50% chance of revealing who the shooter is. The Associate will win when the mafia makes up 50% or more of the remaining players.
Fiddler Mafia Aligned. Each night, the Fiddler may pick a player. That player is not allowed to view the town discussion (AKA game thread) until the next night phase. The Fiddler will win when the mafia makes up 50% or more of the remaining players.
Framer Mafia aligned. Each night, the Framer may pick a player. That player will appear guilty when sensed until the next night. The Framer will win when the mafia makes up 50% or more of the remaining players.
Illusionist Mafia aligned. Once a game (at night), the Illusionist may pick a player. When the Illusionist shoots a gun (They have a gun), the targeted player appears to have shot the gun. The Illusionist will win when the mafia makes up 50% or more of the remaining players.
Janitor Mafia aligned. Once a game, if a player dies, the Janitor may "clean up the body", meaning only the janitor knows the role of the dead player. The Janitor will win when the mafia makes up 50% or more of the remaining players.
If you have an idea for a new role, or if you have played with any other roles and would like them added, then please make a comment here, and we will update this list. Please note that this list will be constantly growing, so keep updated.
Thank you!
The description specifies if it is a town, mafia, or independent role
Note: all players have the ability to vote
Absorber Any Alignment. The Absorber "absorbs" any night actions used on it to use later (Only one action per night). A townie Absorber will win when all threats to the town (Mafia and independent players) are killed. A Mafia Absorber will win when the mafia makes up 50% or more of the remaining players.
Activated Ability, not a role, meaning this can be for any alignment. Activated players may choose to use their action passively or not. Activated players will win by meeting the requirements given under the ROLE of the player.
Alarmist Town aligned. The alarmist picks a player that night. If that player is recruited for a cult, the recruitment fails. The alarmist will win when all threats to the town (Mafia and independent players) are killed.
Arsonist Independently aligned. The arsonist picks a player each night to set fire to. If that player is not protected by the firefighter, the target player will die. If the target player is protected by a doctor, the kill will still happen. The arsonist will win when all remaining players are dead.
Ascetic Any alignment. An Ascetic is considered to be both an ability and a role, meaning that there can be a plain Ascetic, Ascetic Vigilante, and many other roles that have Ascetic as an ability. If you are Ascetic, you are immune to all night actions (Positive and negative), except night kills (Meaning you can be killed during the night). A Town Ascetic will win when all threats to the town (Mafia and independent players) are killed. A Mafia Ascetic will win when the mafia makes up 50% or more of the remaining players. An Independent Ascetic will win when the guidelines of that particular independent role are met.
Babysitter Town Aligned. A Babysitter chooses a player at night to protect. If that target player is night killed, the night kill fails. If the Babysitter is night killed, both the Babysitter and the player the Babysitter chose to protect will die. The Babysitter will win when all threats to the town (Mafia and independent players) are killed.
Banker Mafia Aligned. The Banker chooses a person each night to bribe. If the bribed player has an investigative role (Like Cop), then the bribed player will be forced to investigate the Banker instead, but the reading will be "innocent" instead of the actual "guilty" reading that a Cop would normally get. The Banker will win when the Mafia makes up 50% or more of the remaining players.
Beloved Princess Town Aligned. This role is very similar to the Virgin, where if the Beloved Princess is Lynched, the town skips a day phase (Pretty much screwing over the town). The only difference between the Virgin and the Beloved Princess, is that the Beloved Princess has no chance of becoming Vanilla Town, where if the Virgin meets a Hooker, the Virgin becomes Vanilla Town. The Beloved Princess will win when all threats to the town (Mafia and independent players) are killed.
Vanilla Townie (AKA Townie) This is a Town aligned role. A vanilla townie has no special power, or anything of that sort. They may vote for who they believe is a threat to the town, but that is all. During the night phase they may not do anything. Vanilla townies win when all threats to the town (Mafia and independent players) are killed.
Lover This is a town aligned role. There are always 2 lovers in a mafia game (IF the mafia game is playing with the lover as a role). The two lovers know who each other are. When one lover dies (Whether it be a lynch or night kill, or anything else), the other one commits suicide, meaning both of the players lost their lives. Lovers win when all threats to the town (Mafia and independent players) are killed.
Miller This is a town aligned role. A Miller is a vanilla townie, but when detected, they will be detected as a Mafia member. MILLERS ARE NOT mafia aligned. Millers win when all threats to the town (Mafia and independent players) are killed.
Deputy This is a Town Aligned Role. A Deputy carries a gun that can be shot in the daytime. When shot, it is not revealed who shot the gun. The Deputy will win when all threats to the town (Mafia and independent players) are killed.
Detective (AKA Cop) This is a town aligned role. At night, a detective may target a player, and will learn their alignment. Detectives win when all threats to the town (Mafia and independent players) are killed.
Watson This is a town aligned role. Watson Becomes the detective when the original detective (or cop) dies. Watson also knows all of the past actions of the detective. Watson wins when all threats to the town (Mafia and independent players) are killed.
Chef This role is aligned with the Town. The Chef chooses two people during the day. Those two people learn the roles of each other, but not the name. The Chef will win when all threats to the town (Mafia and independent players) are killed.
Doctor This is a town aligned role. At night, the doctor targets a player. The targeted play cannot be night-killed that night. The doctor will win when all threats to the town (Mafia and independent players) are killed.
Mafia Goon This is a Mafia aligned role. A mafia goon is quite simply a member of the mafia, with no special power. The Mafia Goon will win the game when at least 50% of the remaining players are mafia aligned.
Virgin This is a town aligned role. If the Virgin is lynched, no kills may occur the following night. If the Virgin is visited by a Hooker, the Virgin becomes a Vanilla Townie. The Virgin will win when all threats to the town (Mafia and independent players) are killed.
Nurse This is a town aligned role. The nurse becomes the doctor when the original doctor dies. Similar to Watson, the nurse learns all of the past actions of the doctor. The Nurse will win when all threats to the town (Mafia and independent players) are killed.
Backup This is a town aligned role. The backup becomes either the doctor, or the Detective/Cop when one of the two dies (Whichever comes first). The backup learns all of the previous actions of the deceased player he/she is replacing. The Backup will win when all threats to the town (Mafia and independent players) are killed.
Jailer This role is town aligned. At night, the jailer picks a target player. That player is roleblocked. That player is also immune to all night actions, including being night killed, or poisoned. The Jailer will win when all threats to the town (Mafia and independent players) are killed.
Poisoner This role is aligned with the mafia. At night, the poisoner chooses a target player to poison. The next morning, it is announced that the target player has been poisoned. That player is still alive, and still may vote and speak, but will die at the end of the day phase. The poisoner will win when the mafia makes up 50 or more percent of the living players.
Vigilante This is a town aligned role. At night, the vigilante may choose a player to kill. The vigilante will win when all threats to the town (Mafia and independent players) are killed.
Armor This is not a role and can be any alignment (Usually town). Players with armor cannot be night killed but can be lynched. The moderator will specify how much armor you have. For example, (1x) means you only have a night worth of armor (If not used, it carries on to the next day). (2x) means you have two nights of armor, and ect. If you have armor and are town aligned, you win when all threats to the town (Mafia and independent players) are killed. If you are independently aligned, you will when all players are killed, or when the parameters of how you win are met. If you are mafia aligned, you win when you outnumber the town (A tie outnumbers the town).
Armoire This role can be town OR Independently aligned. Armoires cannot be lynched but can be night killed. If town, the armoire wins when all threats to the town (Mafia and independent players) are killed. If independent, you win when all players are killed or when the parameters of how you win are met.
Judge This role is town aligned. The judge can pardon a player from being lynched. The judge will win when all threats to the town (Mafia and independent players) are killed.
Samurai This role is town aligned. At night, the Samurai chooses a player to kill. If that player is mafia aligned, the Samurai may pick another player to kill. If that player is mafia, the killing continues until the Samurai decides to stop killing, or kills a town or independently aligned player. If the Samurai kills a independent or town aligned player, the Samurai commits suicide. The Samurai will win when all threats to the town (Mafia and independent players) are killed.
Game Show Host This role is town aligned. Once per game, the Game Show Host may submit a question and prize to the host (secretly). If the host accepts the question and prize, the host will ask that question the following day. Anyone who correctly answers will receive the prize. The Game Show Host will win when all threats to the town (Mafia and independent players) are killed.
Clownie This role is town aligned. The Clownie (Or clown) may submit a prank or practical joke to play on a specific player overnight. In the morning, that joke is revealed, but the culprit is not. This has no significance to the game. It is just there for entertainment. The Clownie will win when all threats to the town (Mafia and independent players) are killed.
Dreamer This role is town aligned. At night, the dreamer dreams of 3 of the players. One of the players is mafia (The moderator chooses who is dreamed about in most cases). If the Dreamer is visited during the night, they will not dream. The Dreamer will win when all threats to the town (Mafia and independent players) are killed.
Gallis This role is town aligned. The Gallis only needs one vote to be lynched, but is not lynched from a majority vote. The Gallis does not know they are the Gallis. The Gallis will win when all threats to the town (Mafia and independent players) are killed.
Stump This role is town aligned. As soon as the Stump says the word "Stump", the can no longer vote, be lynched, or night killed. The Stump will win when all threats to the town (Mafia and independent players) are killed.
Saint This role is town aligned. When lynched, the first person who voted for the Saint is also killed. The Saint will win when all threats to the town (Mafia and independent players) are killed.
Reverse Saint This role is town aligned. When lynched, the last person to have voted for the Saint is killed. The Reverse Saint will win when all threats to the town (Mafia and independent players) are killed.
Commuter This role is town aligned. At night, the Commuter may choose to commute. If commuting, they are immune to any night actions on them for that night. If not, they are not immune to any night actions that happen to them. The Commuter will win when all threats to the town (Mafia and independent players) are killed.
Facestabber This role is town aligned. The Facestabber may choose to kill a player in the middle of the day phase. The name of the target player must be said aloud in chat. The Facestabber will win when all threats to the town (Mafia and independent players) are killed.
Bus Driver This role is town aligned. At night, the bus driver may switch any two people. If a night action is used on either of the two players, it will happen on the other instead. The Bus Driver will win when all threats to the town (Mafia and independent players) are killed.
Hunter (AKA vengeful) This role is town aligned. If the hunter is lynched, the hunter may pick a target player to kill. The hunter and the targeted player both die. The Hunter will win when all threats to the town (Mafia and independent players) are killed.
Magnet This role is town aligned. You can change the night action of someone else to target you instead. The Magnet will win when all threats to the town (Mafia and independent players) are killed.
Mason This role is town aligned. If you are a Mason, you may secretly speak with any of the other 1+ Masons outside of the game. Masons will win when all threats to the town (Mafia and independent players) are killed.
Medium This role is town aligned. You may speak with dead players as a Medium. The Medium will win when all threats to the town (Mafia and independent players) are killed.
Ouendan This role is town aligned. Chooses a person at night. That target player will be able to use their action twice. The Ouendan will win when all threats to the town (Mafia and independent players) are killed.
Zergling Rancher This role is town aligned. Each night, the Zergling Rancher targets a player. IF the Zergling Rancher dies, the targeted player does as well. The Zergling Rancher will win when all threats to the town (Mafia and independent players) are killed.
Ninja Baker This role is town aligned. The Ninja Baker bakes bread from the abilities of a player. They target a player to give the bread to the next night. The Ninja Baker wins when all threats to the town (Mafia and independent players) are killed.
Pirate Baker This role is town aligned. Theives the person the Ninja bakes for. The Pirate Baker wins when all threats to the town (Mafia and independent players) are killed.
Jack Of All Trades This role is town aligned. This role has 4 one shot abilities, inspect, roleblock, kill, and protect as abilities. The Jack Of All Trades can only choose one ability to use each night. This role will win when all threats to the town (Mafia and independent players) are killed.
Duelist This role is Town aligned. At night, the duelist may challenge another player to a duel. The Duelist will win when all threats to the town (Mafia and independent players) are killed.
Godfather This role is mafia aligned. The Godfather is the leader of the mafia. They make the final decisions on who to kill, and who does the killing. When detected, the Godfather appears to be town. The Godfather will win when the mafia makes up at least 50% of all of the remaining players.
Mafiat This role is mafia aligned. The Mafiat becomes the Godfather when the Godfather dies. The Mafiat will win when the mafia makes up at least 50% of all of the remaining players.
Thief This role is mafia aligned. The Theif targets one player at night and stops their night action from happening. The Thief will win when the mafia makes up at least 50% of all of the remaining players.
Evil Pope This role is Mafia aligned. The Evil Pope is a mafia version of a saint. The Evil Pope will win when the mafia makes up at least 50% of all of the remaining players.
Snoop Town aligned. The Snoop may choose a target player once per night. In the morning, the Snoop learns what possesions the target player has (Such as a gun or a bulltetproof vest). The Snoop will win when all threats to the town (Mafia and independent players) are killed.
Carbomber This role is mafia aligned. When Lynched, all of the people who voted for the carbomber will be blown up and killed. The Carbomber will win when the mafia makes up at least 50% of all of the remaining players.
Cannoneer This role is mafia aligned. If the mafia decides to save their night kill, the cannoneer saves up all of the night kills to use another night. If the Cannoneer dies, all of the saved shots are lost and unusable. The Cannoneer will win when the mafia makes up at least 50% of all of the remaining players.
Agent This role is mafia aligned. The Agent is a detective that can only find the dectective/cop. The Agent will win when the mafia makes up at least 50% of all of the remaining players.
Silencer This role is mafia aligned. At night, the silencer may choose a target to mute for the next day. The next day, that target may not speak, but may only vote. The Silencer will win when the mafia makes up at least 50% of all of the remaining players.
Lone Wolf This role is independently aligned. At night, the Lone Wolf targets a player. That player will die if they are not protected by the doctor. The Lone Wolf wins when everyone else is dead.
Word Bomber This role is independently aligned. Every night, the word bomber chooses a word. When that word is spoken the next day, whoever said it is blown up. The word bomber wins when everyone else is dead.
Necromancer This role is independently aligned. If the Necromancer survives past a certain amount of nights (as specified by the moderator), the Necromancer kills everyone else and wins.
Survivor An amazing show on Television The Survivor is independently aligned. The Survivor wins the Game by Surviving until another group (The mafia or the town) wins.
Jester Independently aligned. The jester wins the game if they are lynched.
Bodyguard Town aligned. The bodyguard chooses a player each night. If that player is Night Killed, the bodyguard dies instead, leaving the targeted player alive. If the targeted player is chosen to die from 2 different sources (Example, the vigilante AND the mafia), the bodyguard is killed along with the targeted player. The bodyguard will win when all threats to the town (Mafia and independent players) are killed.
Insane Cop Town aligned. The insane cop chooses a player at night to investigate. Guilty players will appear innocent, but innocent players will appear guilty. The Insane Cop will win when all threats to the town (Mafia and independent players) are killed.
Journalist Aligned with Town. At night, the Journalist picks a player. Any messages the target player was given are also given to the Journalist. The presence of the journalist is not know by the target player. The Journalist will win when all threats to the town (Mafia and independent players) are killed.
Lazy Cop Town aligned. The Lazy Cop appears as a Cop until death. The Lazy Cop may pick a player to investigate each night. The next morning, the Lazy Cop learns whether the target player is innocent, or guilty. The Lazy Cop will win when all threats to the town (Mafia and independent players) are killed.
Naïve Cop Town Aligned. The Naïve Cop appears to themselves as a normal Cop. At night, the Naïve Cop picks a player. The Naïve Cop will ALWAYS detect the player as innocent, even if the target player is guilty. The Naïve Cop will win when all threats to the town (Mafia and independent players) are killed.
Oracle Town aligned. The Oracle chooses one Person each night. If the Oracle dies, the role of the most recent player targeted by the Oracle is revealed. The Oracle wins when all threats to the town (Mafia and independent players) are killed.
Paranoid Cop Town aligned. The Paranoid Cop appears to themselves as a Normal Cop. Each night, the Paranoid Cop targets a player. The PAranoid Cop will ALWAYS detect the player as guilty. The Paranoid Cop will win when all threats to the town (Mafia and independent players) are killed.
Pathologist Town Aligned. Every night, the Pathologist targets a dead player. Any messages given to the targeted player are given to the Pathologist the next day. The Pathologist will win when all threats to the town (Mafia and independent players) are killed.
Santa Town aligned. Each night, Santa may target a player. Santa receives either a "naughty" or "nice" sensing, depending on whether the targeted player is aligned with the mafia, or the town. Every night, Santa may also target a second player to give a "present" to them (Of Santa's choosing). The given present will not have any game significance, it is just there for fun. Santa will win when all threats to the town (Mafia and independent players) are killed.
Secretary Town aligned. If the Secretary is killed at night, there will be no voting the next day. Weapons will still work, and speaking is allowed, but there will be no voting, therefore there will be no lynch. The Secretary will win when all threats to the town (Mafia and independent players) are killed.
Sheriff Town aligned. The Sheriff has a gun that cannot be stolen. During the day, the Sheriff may shoot that gun at a target player, killing them. The Sheriff also reveals themselves to be the shooter when this happens. The Sheriff will win when all threats to the town (Mafia and independent players) are killed.
Telepath Town aligned. The Telepath may send anonymous messages to people as many times as they want. The player who was sent the message is not able to respond back. The Telepath will win when all threats to the town (Mafia and independent players) are killed.
Drunk (AKA Town Drunk) Town aligned. Every night, the Drunk makes a player drunk. That player is roleblocked. The Drunk will win when all threats to the town (Mafia and independent players) are killed.
Actor/Actress Mafia aligned. At night, the Actor/Actress may pick any role. If killed, the actor/actress will appear to have the last role that he/she selected (Example, if the Actor chose Evil Pope, and is killed, his/her role will appear as the Evil Pope). The Actor/Actress will win when the mafia makes up 50% or more of the remaining players.
Associate Mafia aligned. At night, the Associate may give one gun to any non mafia aligned player. That gun will not work on Mafia members, and when shot, has a 50% chance of revealing who the shooter is. The Associate will win when the mafia makes up 50% or more of the remaining players.
Fiddler Mafia Aligned. Each night, the Fiddler may pick a player. That player is not allowed to view the town discussion (AKA game thread) until the next night phase. The Fiddler will win when the mafia makes up 50% or more of the remaining players.
Framer Mafia aligned. Each night, the Framer may pick a player. That player will appear guilty when sensed until the next night. The Framer will win when the mafia makes up 50% or more of the remaining players.
Illusionist Mafia aligned. Once a game (at night), the Illusionist may pick a player. When the Illusionist shoots a gun (They have a gun), the targeted player appears to have shot the gun. The Illusionist will win when the mafia makes up 50% or more of the remaining players.
Janitor Mafia aligned. Once a game, if a player dies, the Janitor may "clean up the body", meaning only the janitor knows the role of the dead player. The Janitor will win when the mafia makes up 50% or more of the remaining players.
If you have an idea for a new role, or if you have played with any other roles and would like them added, then please make a comment here, and we will update this list. Please note that this list will be constantly growing, so keep updated.
Thank you!
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