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.
Guardian
Crewmate
The Guardian can protect another player with a shield. While the Guardian is alive the protected player cannot be killed.
Engineer
Crewmate
The Engineer can use vent like imposters and repair sabotages from anywhere with his ability.
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.
Bait
Crewmate
When the Bait is killed, the killer reports the body automatically after a certain time and/or it is temporarily slowed down.
Dictator
Crewmate
The Dictator can use his power to force players to vote at the next meeting.
Cultist
Culte
The Cultist must convert the other players into his cult. To win, the cult (cultist and cult members) must outnumber the number of non-cult members.
Jester
Jester
The Jester has no task. He wins the game if he is exiled during a meeting.
Assassin
Impostor
The Assassin steals abilities and/or bonuses by killing other players. In compensation, he cannot use vents.
Basilisk
Impostor
The Basilisk can prevent a player from participating in a meeting (discussion and voting).