11 roles selected
Supercrew
Sheriff
Guardian
Engineer
Timelord
Hunter
Mystic
Spirit
Mayor
Detective
Nightwatch
Spy
Informant
Bait
Mentalist
Builder
Dictator
Sentinel
Teammate
Lawkeeper
Fake
Leader
Angel
Mercenary
Copycat
Revenger
Survivor
Cupid
Cultist
Jester
Eater
Outlaw
Arsonist
Cursed
Superimpo
Assassin
Vector
Morphling
Scrambler
Barghest
Ghost
Sorcerer
Guesser
Basilisk
Slave
Reaper
Traveler
Doctor
Guardian
Crewmate
The Guardian can protect another player with a shield. While the Guardian is alive the protected player cannot be killed.
Hunter
Crewmate
The Hunter can "track" a player to follow him more easily. If the hunter dies, the hunted player also dies.
Mystic
Crewmate
The Mystic protects himself with a personal shield. The effect is automatic and permanent on the first turn, then it becomes activatable on subsequent turns.
Nightwatch
Crewmate
The Nightatch can temporarily improve his vision, even during a light sabotage.
Bait
Crewmate
When the Bait is killed, the killer reports the body automatically after a certain time and/or it is temporarily slowed down.
Mercenary
Hybrid
The Mercenary starts the game as a crewmate. However, he has the ability to kill and thus become an impostor.
Revenger
Hybrid
The Revenger can deactivate the abilities of others if he is killed, depending on the causes of his death he is on the side of the crewmate or the impostors.
Jester
Jester
The Jester has no task. He wins the game if he is exiled during a meeting.
Cursed
Cursed
The Cursed must hide from other players to increase his curse gauge. Once 100% is reached he wins the game.
Ghost
Impostor
The Ghost can turn invisible. If he kills or uses a vent, he loses its invisibility.
Basilisk
Impostor
The Basilisk can prevent a player from participating in a meeting (discussion and voting).