Mafia Role List

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Main Game, Join here:OTF 3

Town:

Town roles normally appear as Innocent to the Sheriff and Judge.

Town (Investigative):

Sheriff: Each night, may interrogate a player for suspicious activity. Detection Immune and Detection Omniscient roles will appear to be innocent.

Judge: Each night, may investigate a player to see if they are a lawful citizen. Detection Vulnerable and Detection Immune roles will appear unlawful, but Detection Omniscient roles will appear lawful.

Tracker: Each night, may track a player and learn who they visited that night.

Lookout: Each night, may watch a player and learn who visited them that night.

Matchmaker: Each night, may match two players to see if their win conditions are contradictory. Detection Vulnerable and Framed roles will appear incompatible with Town roles and compatible with faction evil roles. The Matchmaker may not match another player with themselves or the revealed Mayor/Baron. (Control Immune)

Detective: Each night, may investigate a player and learn if they are 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.

Good: Town, Neutral Benign

Evil: Mafia, Coven, Mutants, Neutral Chaotic, Neutral Evil, Neutral Killing, Horsemen

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Town (Protective):

Doctor: Each night, may protect a player and grant them Powerful Defense for that night. The Doctor may only protect themselves once per game. (Self Protect Charges: 1) (Control Immune while Self Protecting)

Bodyguard: Each night, may guard a player, granting them Powerful Defense for that night. If your target is subjected to a harmful action, you will counterattack the assailant(s) and deal the same attack onto yourself (Harmful actions are considered the same as Basic Attacks). The Bodyguard may choose to put on a vest while guarding once per game. (Vest Charges: 1) (Attack: Powerful) (Defense: Basic while Vesting)

Martial Artist: Each night, may train a player in martial arts, granting them Powerful Defense for that night. If your target is subjected to a harmful action, you will counterattack the assailant(s). The Martial Artist may not train the same person 2 nights in a row. The Martial Artist may go on alert instead of training, similarly to the Veteran, once per game. (Alert Charges: 1) (Attack: Powerful/Basic on Alert) (Defense: Basic on Alert) (Detection Vulnerable) (Roleblock Immune on Alert) (Control Immune on Alert)

Banshee: Each night, may watch over a target, granting them Basic Defense for that night. If your target was subjected to a harmful visit, you will be told the name(s) of the player(s) who dealt the harmful visit. The Banshee may choose to watch over themselves once per game, but they will not be told the name(s) of their attacker(s) while protecting themselves. (Self Protect Charges: 1) (Control Immune While Self-Protecting)

Mystic: Each night, may link your fate with another player, granting them Invincible Defense for that night, roleblocking all non-Town players who visit their target and did not attack their target. Additionally, all Town(Investigative) roles who visit their target will also be roleblocked. If the Mystic is killed at night, its target will die as well, bypassing Invincible Defense. All Defense that the Mystic receives will only be considered as Basic Defense. (Unique)

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Town (Aversive): 

X-Man: Each night, may roleblock a player, bypassing Roleblock Immunity. (Roleblock Immune)

Inquisitor: Each night, may roleblock a player and learn who they were planning to visit. May not roleblock the same player twice in a row. (Detection Vulnerable)

Martyr: Upon being killed, the Martyr will reveal the identity of their killer(s) and gain the ability to protect another player at night, granting them Powerful Defense for that night. (Protect Charges: 2)

Escape Artist: Each night, may choose to escape your house and roleblock everyone who visited you that night, learning the identities of anyone you roleblock. If you are jailed by the Jailor and they decide to execute you, the execution will fail. (Roleblock Immune) (Escape Charges: 4)

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Town (Vengeance): 

Retributionist: Each night, may resurrect a dead Town member and use their night action on a player of your choice. If the Retributionist attempts to use the ability of a body that is incorrectly displayed as Town in the graveyard, nothing will happen. The Retributionist may not use a night action more than the number of charges of that action on the role. (Charges: 3) (Control Immune) (Detection Vulnerable) (Unique)

Grave Robber: If a Town member is lynched, the Grave Robber will gain 3 charges. Each night, the Grave Robber may use these charges on:- Sheriff's Investigation- Judge's Investigation- Heal (Defense: Powerful)- Basic AttackIf the Grave Robber kills a Town member, they can no longer use their charges to kill anyone. (Charges per Town Member Lynched: 3) (Detection Vulnerable) (Unique)

Sniper: Each night, may watch over a player. If that player is subjected to a harmful action, you will counterattack the assailant. The Sniper may watch over themselves once per game. (Self-Watch Charges: 1) (Attack: Unstoppable) (Detection Vulnerable)

Reviver: On Night 3 or later, the Reviver may revive a dead Town member. Once revived, that person's role will be displayed publicly, even if they’re a non-Town role displayed incorrectly in the graveyard. (Revive Charges: 1) (Control Immune) (Unique).

Town (Elective):

Mayor: Once per game, the Mayor may choose to reveal their role publicly. After revealing, the Mayor will have 3 votes instead of 1. Cannot co-exist with the Baron. (Unique)

King: Each night, may knight a player, granting them an extra vote on the following day, and the Town will be informed. The King may knight themselves once per game. (Unique).

Town (Killing):

Jailor: During the day, the Jailor may choose to haul someone off to jail that night. When jailed, a player is roleblocked, bypassing Roleblock Immunity, and no night actions work on the jailed player with the exception of Unstoppable Attacks. Each night, the Jailor may speak with their jailee at night anonymously, and may execute their jailee if they choose, except on Night 1. If the Jailor executes a Town member, they lose the ability to jail and will die of guilt the next night. (Execute Charges: 2) (Attack: Powerful) (Detection Vulnerable) (Unique)

Veteran: Each night, may choose to go on alert. While alerting, the Veteran will gain Basic Defense and will attack everyone who visits them that night. (Charges: 3) (Attack: Powerful) (Defense: Basic while Alerting) (Roleblock Invulnerable) (Control Immune) (Unique)

Vigilante: Each night except Night 1, may choose to attack a player. If the Vigilante kills a Town member, they will lose all of their charges. (Charges: 3) (Attack: Basic) (Detection Vulnerable)

Rancher: Each night except for Night 1, may choose to target a player. If the Rancher’s target is a non-Town or framed role, the Rancher will attack their target. If the Rancher’s target is a Town member, the Rancher loses all of their charges regardless of whether their target is framed or not. (Charges: 2) (Attack: Powerful) (Unique) 

Vampire Hunter: Each night, may stake a player, which will attack them if they are a Vampire. The Vampire Hunter can hear the whispers of the Vampire GC. The Vampire Hunter cannot be converted and will die if a Vampire visits them. After all Vampires are eliminated, the Vampire Hunter will become a Vigilante with 1 charge. (Attack: Basic) (Unique)

Amplifier: During the day, if the Amplifier votes against a non-Town role that is then lynched on the same day, the Amplifier will gain a charge. If the Amplifier votes against a Town role that is then lynched on the same day, they will lose all charges and lose the ability to gain charges. Each night, the Amplifier may use one of its charges to attack another player. If the Amplifier kills a non-Town role, the Amplifier will upgrade their role. If the Amplifier kills a Town member, they will lose all charges and lose the ability to gain charges.

Kill 1: Amplifier is now Roleblock and Control Immune.

Kill 2: Amplifier now has a Powerful Attack.

Kill 3: Amplifier now has an Unstoppable Attack and Roleblocks their target along with killing them.

(Charges: 1/?) (Detection Vulnerable) (Unique)

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Mafia:

Mafia roles normally appear as Guilty to the Sheriff and Judge.

Unless specified, Mafia roles cannot visit their own teammates unless forced to by external circumstances.

Mafia (Killing):

Godfather: Each night, may order an attack on another player. If there is a Mafioso, they will attack your target. If there is no Mafioso, you will attack your target yourself. 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) (Roleblock Immune with Mafioso) (Unique)

Mafioso: Each night, may attack another player. If there is a Godfather, you will follow the Godfather’s orders instead. 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).

Mafia (Deception):

Forger: Each night, may choose to forge players, replacing their role shown in the graveyard with any role in the game upon their death. Forges wear off after 1 day/night cycle. (Charges: 2) (Priority: 1)

Janitor: Each night, may clean a player, erasing the player’s role upon their death. The Janitor will secretly know the identity of cleaned roles upon the cleaned player’s death. (Charges: 4) (Priority: 4)

Framer: Each night, may frame a player. Any framed roles will show as suspicious to the Sheriff and Judge, incompatible with other Town members to the Matchmaker, kill-capable to the Detective, and show up as evil in the Psychic's vision. The Framer will passively frame anyone who visits them. (Priority: 10)

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Mafia (Coercion):

Puppet Master: Every night, may control the actions of another player. The Puppet Master will not gain knowledge of their target's identity. If Puppet Master controls a roleblocking role into visiting itself, it will be considered Roleblock Invulnerable that night. (Charges: 4) (Control Immune) (Priority: 9)

Hacker: Each night, may hack a player, forcing them to vote for a player of the Hacker’s choice on the next day. Hackers can Hack their mafia members if they choose, but Hacking the Mayor will be considered a harmful visit, and the Hacker may only remove the Mayor’s ability to vote that day. (Detection Immune) (Priority: 5)

Vandal: Each night, may roleblock another player. (Roleblock Immune) (Priority: 7)

Consigliere: Each night, may investigate another player and learn their exact role. (Priority: 8)

Briber: At the start of Day 3, the Town will learn of the Briber’s presence. During Day 3 or later, may choose to bribe a player. This will prompt them to join the Mafia on the following night. If the player accepts, they keep their role, but their alignment switches to the Mafia. If they decline, they will be informed of the Briber's identity. If the player received external sources of protection or got checked by an investigative role (TIs, Grave Robber, Potion Master, Consigliere, Morph, or Bomber) on the night of the bribe, they will not join the Mafia, even if they accept. Attempting to bribe someone will frame them and roleblock them for that night, bypassing roleblock immunity. (Bribe Charges: 1) (Priority: 13) (Unique)

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Coven:

Coven roles normally appear as Guilty to the Sheriff and Judge. Coven roles with the Necronomicon are Detection Omniscient. All Coven roles are Unique.

Unless specified, Coven roles cannot visit their own teammates unless forced to by external circumstances.

Coven (Killing):

Coven Leader: Each night, may control someone's actions, and gains knowledge of their identity. If Coven Leader controls a roleblocking role into visiting itself, it will be considered Roleblock Invulnerable that night. (Attack: Basic) (Control Immune) (Priority: 1) (Unique)

Necronomicon: The Coven Leader's first target is attacked, and the Coven Leader gains Basic Defense.

Rune Master: Each night, may place 2 runes at 2 different players' homes or activate 1 placed rune. When a placed rune is activated, it will attack the player on who the Rune Master placed it. (Attack: Basic) (Astral Attack) (Priority: 2) (Unique)

Necronomicon: The Rune Master can now place up to 3 runes or activate up to 3 runes.

Poisoner: Each night, may poison someone. The poison will kill its target on the following night, but healing effects will delay it by 1 day. (Attack: Basic) (Priority: 4) (Unique)

Necronomicon: Poison now attacks the target on the night it was administered.

Hex Master: Each night, may hex someone. All hexed players will be framed. When all non-Coven players are hexed, all non-Coven players die. This ability does not take effect if the Hex Master is dead. Additionally, the Hex Master may choose to roleblock their target along with hexing them. (Roleblock Charges: 2) (Attack: Basic) (Detection Immune) (Priority: 8) (Unique)

Necronomicon: The Hex Master, if they so choose, can attack the player they hex.

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Coven (Coercion):

Necromancer: Each night, may use the ability of a dead player. The Necromancer cannot use a dead player's ability more than once, and may not use night actions that only activate upon that role's death. (Attack: Basic) (Priority: 5) (Unique)

Necronomicon: The Necromancer may summon a ghoul to attack their target instead of using the abilities of a dead player.

Potion Master: Each night, may choose to use a healing potion, a revealing potion, or an attacking potion. Potion Master can choose to heal or investigate their own allies. Each potion has a 3-Day cooldown. (Attack: Basic) (Priority: 3) (Unique)

Necronomicon: The Potion Master's potions no longer have a cooldown.

Medusa: Each night, may choose to Stone Gaze, killing anyone who visits Medusa and erasing their role. (Stone Gaze Charges: 3) (Attack: Powerful) (Roleblock Immune While Gazing) (Priority: 7) (Unique)

Necronomicon: The Medusa may now visit players to turn them to stone.

Neutral:

Neutral roles, except Neutral Killing roles, normally appear as Innocent to the Sheriff and Judge.

Neutral (Chaotic):

Pirate: Each day, may choose to challenge another player to a duel that night. When in a duel, the Pirate chooses a method of attack, and their target chooses a method of defense. Each method of attack corresponds with one method of defense. If the Pirate and their target choose the corresponding attack/defense method, then the Pirate kills their target. If they do not, then the Pirate does not kill their target. Dueling someone roleblocks them, bypassing roleblock immunity. The Pirate may not duel the same player two nights in a row, and the Pirate's visit is considered harmful. The Pirate must win 2 duels to win the game. 

Scimitar -> Sidestep

Rapier -> Chainmail

Pistol -> Backpedal

(Attack: Powerful) (Roleblock Immune) (Control Immune) (Unique)

Vampire: Each night, the oldest Vampire may choose a target, and the youngest Vampire will visit the target. On odd nights, the youngest Vampire converts the target to vampirism if they are a Town or Neutral role without defense and attacks them if they are a Mafia/Coven/Mutant member. On even nights, the youngest Vampire will attack the target, regardless of their role. The first Vampire to join the game will be granted Basic Defense and will be named "Vampire Master". (Attack: Basic) (Detection Vulnerable)

Drifter: Each Full Moon Night, may attack another player. To win, the Drifter must kill 2 players, and will lose the ability to kill if the Drifter wins. The Drifter may put on a vest once every game, granting themselves Basic Defense while they attack. (Vest Charges: 1) (Attack: Basic) (Detection Vulnerable) (Unique)

Idiot: At the start of the game, the Idiot will not be told that they are the Idiot, and the moderator will tell them that they rolled a random Town (Investigative) role. Each night, the Idiot will receive incorrect results about their target. To win, the Idiot must get lynched or Survive until the end of the game.

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Neutral (Benign):

Bounty Hunter: At the beginning of the game, the Bounty Hunter will be assigned a role as a target. Each night, the Bounty Hunter may choose to attack someone. To win, the Bounty Hunter must kill their target role at night. If the Bounty Hunter kills the wrong person or if their target dies by other means, they become a Survivor with no vests. (Charges: 1) (Attack: Powerful) (Defense: Basic)

Amnesiac: Each night, may choose to remember a role in the graveyard and become that role. In order to win, the Amnesiac must fulfill that role's win condition. Once per game, the Amnesiac may choose to protect themselves with a vest. (Vest Charges: 1) (Defense: Basic while Vesting)

Guardian Angel: At the beginning of the game, the Guardian Angel will be assigned a player as a target. Each night, the Guardian Angel may choose to protect their target, granting them Powerful Defense for that night, cleansing all negative effects on their target, and making their target unable to be voted against the next day. To win, the Guardian Angel's target must survive until the end of the game. The Guardian Angel can protect their target while dead, and the protection will bypass the Jailor’s ability. If the Guardian Angel's target dies, they become a Survivor with no vests. (Protection Charges: 2) (Astral Visit)

Wanderer: When a Harmful Action is used on you for the first time, you will lose your Invincible Defense and join the faction of your attacker. If attacked multiple times in one night, join the faction that decided on their night action earlier. Upon joining a faction, Wanderer gains 2 Alert Charges. If attacked by a neutral role or a Horseman, gains the abilities and win condition of that role. The Wanderer will be informed of those who attack them.

(Attack: Basic while Alerting) (Alert Charges: 2/None) (Defense: Invincible/Basic while Alerting/?)

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Neutral (Evil):

Witch: Each night, may control someone, and learns their identity. The Witch cannot spawn in a game with a Coven Leader, and may win with any evil faction. If Witch controls a roleblocking role into visiting itself, it will be considered Roleblock Invulnerable that night. (Defense: Basic) (Detection Omniscient) (Control Immune) (Unique)

Jester: To win, the 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. Once per game, the Jester may choose to grant themselves basic defense with a vest. (Vest Charges: 1)

Executioner: At the beginning of the game, the Executioner will be assigned a player as a target. To win, the Executioner’s target must be lynched by the Town during the day. The Executioner's target will always be a Town role with the exception of Mayor, Baron, and Jailor. If the Executioner's target dies during the night, the Executioner will become a Jester with no vests. (Defense: Basic)

Neutral (Killing): 

To win, Neutral Killing roles must eliminate the Town, Mafia, Coven, Mutants, Horsemen, Vampires, and any other Neutral Killing roles. They may spare any players who share their own role, and any other Neutral role.

Serial Killer: Each night, may kill someone. If the Serial Killer is roleblocked, the roleblocker will be attacked along with the original target. However, the Serial Killer will not attack the Jailor if they are executed the same night or a Pirate if the Pirate wins the duel. The Serial Killer may choose to be cautious and not attack roleblockers. (Attack: Basic) (Defense: Basic) (Detection Omniscient) (Roleblock Invulnerable)

Arsonist: Each night, may douse someone in gasoline, including those who visit you, or ignite doused targets. Players who are doused will be framed. The Arsonist may remove any number of douses it chooses to and will automatically cleanse themselves of gasoline if they are doused by a fellow Arsonist or themselves. (Attack: Unstoppable) (Defense: Basic) (Detection Omniscient)

Werewolf: Each Full Moon Night, may rampage at someone's home. If the Werewolf stays home or is forced to visit themselves, they will rampage at home instead. (Attack: Powerful) (Defense: Basic) (Detection Omniscient on Non-Full-Moon nights)

Vulture: Each night, may kill someone. Each Full Moon Night, the Vulture may choose to buff their attack from Basic to Powerful for a night. Additionally, during any night, the Vulture may choose to Decompose their target, and erase their target's role along with killing them. Erased roles will show up as "Decomposed" in the graveyard, but the Vulture will secretly know their target's role. (Decompose Charges: 2) (Buff Charges: 2) (Attack: Basic) (Defense: Basic) (Detection Immune)

Juggernaut: Each night, may kill someone. With every kill, the Juggernaut gets stronger.

Kill 1: The Juggernaut is now Detection Omniscient, Control Immune, and Roleblock 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 has Powerful Defense

Kill 5: The Juggernaut now has an Unstoppable Attack.

(Attack: Basic/Powerful/Unstoppable) (Defense: Basic/Powerful) (Unique)

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Neutral (Confirm-Specific):

Confirm-Specific roles cannot appear unless there is a confirmed slot for them.

Survivor: Must survive to the end of the match. Can grant itself Basic Defense each night. (Vest Charges: 4)

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.

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Terms: 

Priority: The order in which certain Mafia/Mutant roles are promoted to Godfather/Alpha Mutant, or in which certain Coven members get the Necronomicon.

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, unlawful to the Judge, and incompatible with Town members/compatible with evil faction members to the Matchmaker.

Detection Immune: Detection Immune roles appear as innocent to the Sheriff but unlawful to the Judge.

Detection Omniscient: Detection Omniscient roles cannot be found as suspicious.

Roleblock Immune: Roleblock Immune roles cannot be roleblocked unless their roleblocker bypasses Roleblock Immunity. 

Roleblock Invulnerable: Roleblock Invulnerable roles cannot be roleblocked, no matter what.

Control Immune: Control Immune roles cannot be controlled.

Framed: Any framed roles will show as suspicious to the Sheriff and Judge, incompatible with other Town members to the Matchmaker, kill-capable to the Detective, and show up as evil in the Psychic's vision.

Full Moon Night: Nights 2, 4, and every night after Night 4.

Necronomicon: A power-up that a Coven member gets on Night 3, based on their priority.

Astral Visit: A night action where the targeted player isn't considered visited.

Harmful Action: An evil action that is not an attack, but is treated like a Basic Attack.

Faction Evils: Members of the Mafia, Coven, or Mutants. 

Avatar of BunWithGun6392

dang

sounds fun!

Avatar of Agentnoggin

game is linked

I should make it bigger

Avatar of tqxs
Y0
Avatar of tqxs
ima be mafia. 🎩
Avatar of BunWithGun6392

but im the Mafioso

Avatar of tqxs
ima be mafia boss
Avatar of Agentnoggin

lizards if you guys are gonna play click OTF 3 and join

Avatar of MoonLit_Stella

I cant get to it

Avatar of Agentnoggin

myb

let me edit it

Avatar of MoonLit_Stella

kk

Avatar of MistMint

can I submit smth here?

Avatar of Agentnoggin

uhh why not

Avatar of Z-708PQ

Submit:

Town-Protective : Knight

You cannot die unless get executed. (Protection: Invincible)

Avatar of MoonLit_Stella
Agentnoggin hat geschrieben:

uhh why not

can i submit a role? i know what i want to add perfectly