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List of roles: Difference between revisions
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*[[Enabler]] - must stay alive to allow another player to use their abilities. | *[[Enabler]] - must stay alive to allow another player to use their abilities. | ||
*[[Encryptor]] - allows people who can converse with it to talk during the Day phase. | *[[Encryptor]] - allows people who can converse with it to talk during the Day phase. | ||
*[[Faith Healer]] - a Doctor with a 50% chance of success. | *[[Faith Healer]] - a Doctor with a 50% chance of success. | ||
*[[Firefighter]] - protects against fire-based kills. | |||
*[[Fisherman]] - every night may "fish" for a particular item. | |||
*[[ | *[[Flagbearer]] - causes its faction to automatically lose the game when lynched. | ||
[[Category:Roles]] | [[Category:Roles]] |
Revision as of 07:56, 27 August 2019
This is a list of roles.
- Absorber - passively and reflexively copies all active abilities that target it.
- Actor - can only vote if the vote is a hammer.
- Alarmist - targets a player at Night; if someone else attempts to recruit that player that Night, the recruitment will fail.
- Arsonist - a Serial Killer with a unique kill method: fire.
- Ascetic - immune to all actions at Night except kills.
- Babysitter - can target a player at Night to protect them; however, if Babysitter is killed that night, both the Babysitter and its target will die.
- Banker - may choose to bribe a player each night.
- Beholder - sees whatever their target saw during the night, and gets a report in the morning.
- Beloved Princess - upon death, causes the next Day phase to be skipped.
- Bodyguard - can target a player at Night to protect them.
- Bomb - kills their killer when killed at Night.
- Bookie - aims to guess the following day's lynch.
- Bulletproof - a passive role that allows a player to avoid being killed at Night.
- Bus Driver - can choose to switch two players each night; thus, any night action performed on a switched player will affect the other player targeted by the Bus Driver.
- Captain - can choose what other roles in the game will do during the night, but those roles have an option to 'obey or disobey' his orders.
- Commuter - "leaves Town" each Night, thus making them ineligible to be targeted by Night actions.
- Cop - has the ability to investigate players at Night to discern their alignment.
- Coroner - can target a dead player to discern information about them, typically serving as a counter to No Reveal mechanics.
- CPR Doctor - protects its target from a single kill at Night, but if the patient is not actually saved from a kill by this protection, the CPR Doctor will kill its patient.
- Cultist - a player that has been recruited into a Cult by a Cult Leader.
- Deathproof - cannot be killed or lynched.
- Deprogrammer - can revert Cultists to their original alignment.
- Deputy - become an ordinary Cop after the Cop has died.
- Detective - determines whether a player has killed another player, either on the night it is used or on a previous night.
- Developer - gains a new passive role with every Night.
- Doctor - targets a player at Night to protect that player from a single kill made during that Night.
- Doublevoter - allows the player to cast the equivalent of two votes.
- Dreaming God - possesses a list of many flavor names for one-shot abilities, and must compulsively choose one ability to use.
- Enabler - must stay alive to allow another player to use their abilities.
- Encryptor - allows people who can converse with it to talk during the Day phase.
- Faith Healer - a Doctor with a 50% chance of success.
- Firefighter - protects against fire-based kills.
- Fisherman - every night may "fish" for a particular item.
- Flagbearer - causes its faction to automatically lose the game when lynched.