10 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.
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.
Informant
Crewmate
The Informant has the ability to know a player's side after completing a number of tasks.
Leader
Crewmate
The Leader can mark a player, when the Leader dies or he completes all these tasks, The player marks so that another player from another team is revealed at the next meeting.
Copycat
Hybrid
The CopyCat starts the game as a crewmate, He can select a player. If the latter is killed, the CopyCat recovers his role.
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.
Arsonist
Arsonist
The Arsonist must "Oil" the other players alive to win the game by burning them all.
Ghost
Impostor
The Ghost can turn invisible. If he kills or uses a vent, he loses its invisibility.