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
Sheriff
Crewmate
The Sheriff is a crewmate, he can attempt to kill imposters with his pistol. If he succeeds, the impostor dies, otherwise he commits suicide.
Engineer
Crewmate
The Engineer can use vent like imposters and repair sabotages from anywhere with his ability.
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.
Spy
Crewmate
The spy can increase its vision and see through obstacles once per turn.
Informant
Crewmate
The Informant has the ability to know a player's side after completing a number of tasks.
Sentinel
Crewmate
The Sentinel is able to temporarily know the number of deaths and if a player is in a wind.
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.
Arsonist
Arsonist
The Arsonist must "Oil" the other players alive to win the game by burning them all.
Cursed
Cursed
The Cursed must hide from other players to increase his curse gauge. Once 100% is reached he wins the game.
Assassin
Impostor
The Assassin steals abilities and/or bonuses by killing other players. In compensation, he cannot use vents.