Xylbot role PMs

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Xylthixlm
Xylthixlm
!xmafia win
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Xylthixlm
!xmafia win
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Joined: July 12, 2006

Xylbot role PMs

Post Post #0 (ISO) » Sat Sep 19, 2009 9:18 am

Post by Xylthixlm »

People keep asking me for a list of all the Xylbot roles. Until now, I've always said no. But finally, at long last, I am revealing the complete role list. Well, except for the secret roles. And the combination roles the bot makes by combining two other roles. And the roles from nonrandomized setups. And... you get the idea. But most of the roles are there.

Go nuts. Bonus points for finding a role you've seen used in a game but isn't on the wiki.

(Please note that I didn't invent all of these roles myself; some were adapted from other games, and some were invented by players.)

Beta Werewolf
(wolf; very common): As long as you are alive, the Alpha Werewolf cannot be killed at night. You will show up as 'town' to cops.
Cop
(town, mafia-ally; very common; 4+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate. Actions: inspect
Cult Leader
(cult; very common): You can recruit townie players into your cult, which can communicate at night. If you die, all cultists will die. Actions: recruit
Doctor
(town, mafia, mafia-ally; very common; 4+ players): You can protect other players from kills. Each protection stops one kill, and lasts for one night. Actions: protect
Mafioso
(mafia; very common): No description.
Psychiatrist
(town; very common; 3+ players): You can target a player each night. If that player counts as a Serial Killer, you will convert that player into a normal Townie. Actions: psych
Roleblocker
(town, mafia, mafia-ally; very common; 4+ players): You can block another player's action each night. You are immune to roleblocks. Actions: block
Serial Killer
(sk; very common): You kill other players. Actions: kill
Survivor
(survivor; very common): No description.
Townie
(town; very common): No description.
Vigilante
(town; very common; 4+ players): You can kill other players. Actions: kill
Werewolf
(wolf; very common): You will show up as 'town' to cops. You cannot kill, but if the Alpha Werewolf dies, you might become the new Alpha Werewolf.
Double Voter
(town, mafia-ally; very common; 6+ players): You have two votes. To vote twice, type "!vote [player] [player]"
Frame Artist
(mafia; very common; 4+ players): You can frame another player during the night. Inspections on that player will give a 'mafia' result. Actions: frame
Godfather
(mafia; very common; 4+ players): Inspections on you will give a 'town' result, and you cannot be killed by actions. You can still be lynched.
Jack of All Trades
(town; very common; 5+ players): You have four one-shot abilities: kill, inspect, protect, and roleblock. You can only use one ability each night. Actions: kill (1 use) inspect (1 use) protect (1 use) block (1 use)
MUP
(town, survivor; very common; 4+ players): You are a Multiple User Personality. At night you can "mup" someone, which will either protect that player, inspect that player, kill that player, or do nothing. Actions: mup
Poison Doctor
(town; very common; 4+ players): You can give someone an antidote, curing that player of any poison. Actions: antidote
Redirecter
(town, mafia, mafia-ally, sk; very common; 4+ players): You can redirect another player's ability to target another player ("redirect [player] [newtarget]"). Actions: redirect
Super-Saint
(town, survivor; very common; 3+ players): If you are lynched, the person who cast the final vote on you will die also. Be careful, this can work both for and against you.
Tracker
(town, mafia, mafia-ally; very common; 4+ players): You can track another player. You will be told who that player targeted, if any. Actions: track
Crazed Fiend
(town, sk, survivor, mafia-ally; common; 4+ players): You can kill other players. Your ability can be used during night or day, but only once. If you want to save your ability for later, send a 'none' action at night. Actions: (x)kill (1 use)
Day Cop
(town, mafia-ally; common; 3+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate. You act during the day, not at night. Actions: (day)inspect
Mason
(town; common; 7+ players): No description.
Mason
(town; common; 7+ players): No description.
Reviver
(town; common; 3+ players): You will revive once on death.
Role Cop
(town, mafia, mafia-ally; common; 4+ players): You can inspect people to find out their rolenames. Actions: inspect
Nurse
(town; common; 4+ players): When the doctor dies, you become a Doctor.
Retired Cop
(town; common; 4+ players): When the cop dies, you become a Cop.
Bodyguard
(town; common; 4+ players): You can guard another player. If that player would be killed, you and the attacker will kill each other instead. Actions: guard
Bus Driver
(town; common; 4+ players): You may bus two players, causing any actions that would affect one to affect the other instead. Actions: bus
Disabler
(mafia, town, mafia-ally; common; 4+ players): You can disable someone's role. That player will temporarily lose all abilities/characteristics until the next night. Actions: disable
Faith Healer
(town; common; 4+ players): Your can protect another player from one kill per night, but your protections will succeed only half the time. Actions: protect (50% success)
Improved Cult Leader
(cult; common): You can recruit townie players into your cult, which can communicate at night. Recruited players retain any powers they had before becoming cultists. If you die, all cultists will die. Actions: recruit
Inventor
(town, mafia-ally; common; 4+ players): You can give another player a random 1-shot ability. Actions: giveability
Mad Monk
(town, sk; common; 4+ players): You can kill another player each night. You are immune to all actions except kills. Actions: kill
One-Shot Vigilante
(town; common; 3+ players): You can kill other players. Your ability can only be used once. Actions: kill (1 use)
Sibling
(town; common; 5+ players): If your sibling dies, you die as well.
Sometimes one sibling (but not both) is mafia.

Watcher
(town, mafia, mafia-ally; common; 4+ players): You can watch another player. You will be told if that player used an ability. Actions: watch
Wolf Hunter
(town; common; 4+ players): You hunt the werewolves which infest the town. Normal cops can't expose a werewolf, but you can. You can also eliminate lesser werewolves, but the Alpha Wolf is too tough for you to kill. Actions: inspect kill
Alien
(town, survivor; common; 7+ players): You can abduct a player, preventing all actions involving that player. Actions: abduct
Angel
(town; common; 6+ players): You can protect another player. You will also revive upon death once per game. Actions: protect
Anti-Doctor
(mafia; common; 4+ players): You can reverse a protection on a player. If that player receives doctor protection, he or she will die instead. Actions: reverseprotect
Ascetic
(town, mafia, survivor; common; 3+ players): You are immune to non-kill actions.
CPR Doctor
(town; common; 4+ players): You may give another player CPR. If someone attempts to kill that player, they will survive. Otherwise, they will die. Actions: cpr
Census Taker
(town, mafia-ally; common; 4+ players): Once during the game, you may recieve a list of how many players on each team are alive. Actions: (day)census (1 use)
Copycat
(town; common; 4+ players): You can copy another player's action ("copy [player] [newtarget]"). Actions: copy
Delayer
(town, mafia, mafia-ally; common; 4+ players): You may delay another player's night action so that it happens one night later. Actions: delay
Friendly Neighbor
(town; common; 3+ players): During the day, you can make someone your friend. That player will be told your alignment. Actions: (day)friend
Hospital Director
(town, mafia-ally; common; 4+ players): Once during the game, you may recieve a list of how many doctors are alive. Actions: (day)census (1 use)
Human Shield
(town; common; 4+ players): You can guard another player. If that player would be killed, you will be killed instead. Actions: guard
Kill-Immune Townie
(town, mafia-ally; common; 4+ players): You are immune to kills.
Missionary
(town; common; 4+ players): You can attempt to convert a player each night. If that player is a cultist, that player will peacefully leave the town. Actions: convert
One-Shot Redirecter
(town, mafia; common; 3+ players): You can redirect another player's ability to target another player ("redirect [player] [newtarget]"). Your ability can only be used once. Actions: redirect (1 use)
Paranoid Gun Owner
(town; common; 4+ players): If you are the target of an action, you will kill the player who targeted you.
Poisoner
(town, sk; common; 4+ players): You have the ability to poison someone during the day. That player will die the next morning. Actions: (day)poison
Police Chief
(town, mafia-ally; common; 4+ players): Once during the game, you may recieve a list of how many cops are alive and what their sanities are. Actions: (day)census (1 use)
Retired Wolf Hunter
(town; common; 4+ players): You were once a proud werewolf hunter, but now you just want to live out your retirement in peace. You have no abilities.
Stalker
(town; common; 6+ players): You can choose to either inspect someone or kill someone. Actions: inspect kill
Voteblocker
(mafia, town, mafia-ally; common; 8+ players): You can block a player from voting the next day. Actions: voteblock
Coward
(town, mafia, survivor; common; 4+ players): You can also hide once, making you immune to all actions that night. Actions: hide (1 use)
Sibling
(town; common; 5+ players): If your sibling dies, you die as well.
Sometimes one sibling (but not both) is mafia.

0%
Role Cop
(town, mafia; common; 4+ players): You can inspect people to find out their rolenames.
This role's actions always fail.
Actions: inspect
Arsonist
(sk; common; 4+ players): You can prime a player at night by dousing them in gasoline. During the day, you may set a fire which kills all primed players. Actions: prime (day)ignite
Combat Medic
(town; common; 6+ players): You can either protect someone or kill someone. Actions: protect kill
Green Goo
(town, survivor; common; 4+ players): Whenever a player targets you with an action, they will become green goo themselves.
Judas
(town; common; 3+ players): If you are lynched, you will be revived and become an ally to the mafia.
Miller
(town; common; 3+ players):
You show up as a Mafioso (mafia) to cops.

Quack
Doctor
(town; common; 4+ players): You can protect other players from kills. Each protection stops one kill, and lasts for one night.
This role's actions always fail.
Actions: protect
Saulus
(mafia-ally; common; 3+ players): If you are lynched, you will be revived and become an ally to the town.
Super Backup
(town; common; 4+ players): You will take on the role of the first player with a power role to die.
Chainsaw Murderer
(sk; uncommon; 5+ players): Your kills can't be stopped by doctor protection or kill immunity. Actions: superkill
Cheater
(town, mafia, mafia-ally; uncommon; 4+ players): Each night you learn the role PM of a random role in the setup, but not who has it. Actions: (auto)cheat
Eavesdropper
(town, mafia, mafia-ally; uncommon; 4+ players): You may tap a player's communicaton lines, recieving duplicates of all game messages they recieve that night. Actions: eavesdrop
Witch
(town, survivor, mafia, mafia-ally; uncommon; 4+ players): You can curse a player, giving their actions a 50% chance of failure. They know that they are cursed. Actions: curse
50%
Vigilante
(town; uncommon; 4+ players): You can kill other players.
This role's actions only work 50% of the time.
Actions: kill
Anarchist
(town, survivor; uncommon; 4+ players): Chaos is good! As long as you are alive, each other player's night action has a 50% chance of affecting a random player. (You can't choose not to use this ability.) Actions: (auto)chaos
Antimiller Serial Killer
(sk; uncommon; 4+ players): You kill other players. You show up as a town version of your role on death. Actions: kill
Changeling
(town, survivor; uncommon; 4+ players): You can permanently swap roles with another player. (Your teams don't change.) Actions: exchange
Daykiller
(town, sk; uncommon; 6+ players): You are a daykiller. Actions: (day)kill
Deva
(town; uncommon; 6+ players): At night, you may use the power of karma on another player, duplicating their night action against them. Actions: karma
Doppelganger
(town, sk; uncommon; 4+ players): You can replicate another player, killing them and copying their role (but not team). Actions: replicate
Elite Bodyguard
(town; uncommon; 7+ players): You can guard another player. If that player would be killed, you will kill the attacker instead. Actions: guard
Evolver
(town, survivor; uncommon; 6+ players): You start with no night abilities, but each day you recieve one at random.
FBI Profiler
(town; uncommon; 4+ players): Once during the game, you may recieve a list of how many serial killers are alive and what their roles are. Actions: (day)census (1 use)
Forensics Expert
(town; uncommon; 12+ players): You may perform an autopsy on a dead player, possibly giving you information about that player's killer. Actions: (day)autopsy
Fumblefingers
(mafia; uncommon; 4+ players):
Actions done by a fumblefingers have a 50% chance of failing.

Gunsmith
(town, mafia, mafia-ally; uncommon; 4+ players): You can check the gun registry and see whether a player has a gun. Most mafia, cops, vigilantes have guns, but serial killers don't. Actions: inspect
Hitman
(mafia; uncommon; 6+ players): If you make the mafia kill, there is a 50% chance it can't be stopped by doctor protection or kill immunity.
Insane
Cop
(town; uncommon; 4+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate.
An insane cop gets town on mafia and mafia on town.
Actions: inspect
Jester
(jester; uncommon; 8+ players): You win if you are lynched.
Kill-Immune Cult Leader
(cult; uncommon): You can recruit townie players into your cult, which can communicate at night. If you die, all cultists will die. You are immune to kills. Actions: recruit
Lone Werewolf
(sk; uncommon; 4+ players): You are a lone werewolf, terrorizing the town and looking to form a new pack. You will show up as 'town' to cops, but look out for werewolf hunters. Actions: kill
Lovestruck Townie
(town; uncommon; 5+ players): You are madly in love with BUDDY1. So madly in love, in fact, that if that player should die, you will immediately commit suicide.
Lyncher
(lyncher; uncommon; 8+ players): You win if BUDDY1 is lynched.
Mad Gunman
(mafia; uncommon; 6+ players): If you are lynched, you will kill a random player who voted you that day. Be careful, it might be one of your allies.
Mad Scientist
(town, survivor, mafia; uncommon; 4+ players): You can mutate another player, changing their role randomly. Actions: mutate
Magistrate
(town; uncommon; 4+ players): You may pardon someone during the day. If the chosen player is lynched, they return to life. You can't pardon yourself. Actions: (day)pardon
Magnet
(town; uncommon; 4+ players): You can change another player's night action to target yourself. Actions: attract
Martyr
(town; uncommon; 4+ players): You can sacrifice yourself to prevent all other kills. Actions: sacrifice
Mimic
(town, mafia; uncommon; 4+ players): You can mimic another player. Any actions targetting you will affect that player instead, and vice versa. Actions: mimic
Motivator
(town, mafia-ally; uncommon; 6+ players): At night, you can choose to grant someone an additional vote for the next day. Actions: motivate
Mugger
(mafia; uncommon; 6+ players): If you make the mafia kill, you will also gain the ability to use one of the target's night abilities once.
Mutant
(town; uncommon; 4+ players): You can mutate yourself, getting a new role. You keep this ability. Actions: selfmutate
Mystery
Doctor
(town; uncommon; 4+ players): You have a night ability, but you don't know what it does.
You can protect other players from kills. Each protection stops one kill, and lasts for one night.
Actions: mystery
Mystery
MUP
(town; uncommon; 4+ players): You have a night ability, but you don't know what it does.
You are a Multiple User Personality. At night you can "mup" someone, which will either protect that player, inspect that player, kill that player, or do nothing.
Actions: mystery
Mystery
Psychiatrist
(town; uncommon; 4+ players): You have a night ability, but you don't know what it does.
You can target a player each night. If that player counts as a Serial Killer, you will convert that player into a normal Townie.
Actions: mystery
Mystery
Roleblocker
(town; uncommon; 4+ players): You have a night ability, but you don't know what it does.
You can block another player's action each night. You are immune to roleblocks.
Actions: mystery
Mystery
Vigilante
(town; uncommon; 6+ players): You have a night ability, but you don't know what it does.
You can kill other players.
Actions: mystery
Naive
Cop
(town; uncommon; 4+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate.
A naive cop always gets town results.
Actions: inspect
Night Watchman
(town; uncommon; 4+ players): You can patrol near a player to learn who targets that player with a night action. Actions: patrol
Ninja
(town, sk; uncommon; 4+ players): You may kill another player. You show up as a Townie (town) to cops and on death, and your actions can't be detected by trackers or watchmen. Actions: kill
One-Shot Cop
(town; uncommon; 4+ players): You can inspect another player to learn their alignment. Your results are guaranteed to be sane. Your ability can be used during night or day, but only once. If you want to save your ability for later, send a 'none' action at night. Actions: (x)inspect (1 use)
One-Shot Role Cop
(town; uncommon; 4+ players): You can inspect people to find out their rolenames. Your ability can be used during night or day, but only once. If you want to save your ability for later, send a 'none' action at night. Actions: (x)inspect (1 use)
Paranoid
Cop
(town; uncommon; 4+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate.
A paranoid cop always gets mafia results.
Actions: inspect
Pimp
(town, mafia-ally; uncommon; 4+ players): Once during the game, you may recieve a list of how many roleblockers are alive. Actions: (day)census (1 use)
Psychic Killer
(sk; uncommon; 4+ players): You kill other players. Your actions can't be detected by trackers or watchmen. Actions: kill
Psychopath
(sk; uncommon; 4+ players): Each night, you will kill a random person. (You can't choose not to use this ability.) Also, you are immune to kills. Actions: (auto)kill
Randomizer
(town, mafia, survivor; uncommon; 4+ players): You can randomize another player, changing their target to a random player. Actions: randomize
Reflecter
(town, mafia, mafia-ally; uncommon; 6+ players): You can give someone a reflection shield. Any other actions targeting that player will be reflected back. Actions: reflectshield
SK Miller
Vigilante
(town; uncommon; 4+ players): You can kill other players.
You show up as a Serial Killer (sk) to cops.
Actions: kill
Sane Cop
(town; uncommon; 4+ players): You can inspect another player to learn their alignment. Your results are guaranteed to be sane. Actions: inspect
Santa
(town, survivor; uncommon; 4+ players): You are the bearer of gifts. Each night, you will give a random player a one-shot action. (You can't choose not to use this ability.) Actions: (auto)gift
Secret
Ascetic
(town; uncommon; 4+ players): You don't know what your role does.
You are immune to non-kill actions.

Secret
Kill-Immune Townie
(town; uncommon; 4+ players): You don't know what your role does.
You are immune to kills.

Secret
Townie
(town; uncommon; 3+ players): You don't know what your role does.
Shuffler
(town, survivor, mafia; uncommon; 4+ players): You may shuffle the setup, exchanging two random players' roles. You don't know whose roles were exchanged. Actions: shuffle
Suicide Bomber
(town, mafia, mafia-ally; uncommon; 6+ players): You can suicide-bomb a player during the day, killing you and your target. Actions: (day)suicidebomb
Thief
(town, survivor; uncommon; 4+ players): You can steal a random ability from another player. (Group abilities can't be stolen.) Actions: steal
Traitor
(town; uncommon; 7+ players): If the mafia try to kill you at night, you will join the mafia as a Mafioso instead. If you are killed some other way, you still die.
Twin
(town, survivor, mafia; uncommon; 3+ players): You are an identical twin with BUDDY1, but your twin doesn't know about you. Any actions targeting one of you will target the other instead.
Vampire
(sk; uncommon; 4+ players): You may drain another player, killing that player and gaining a new ability. Actions: drain
Vote Thief
(town, survivor, mafia-ally; uncommon; 6+ players): You can steal another player's vote for the next day. That player will have one fewer vote than normal, and you will have one more. Actions: stealvote
Zombie
(sk; uncommon; 6+ players): You will revive once upon death. However, you move slowly, so your kills have a 50% chance of failing. Actions: kill (50% success)
Quack
Nurse
(town; rare; 4+ players): When the doctor dies, you become a Doctor.
This role's actions always fail.

Abbot
(town; rare; 3+ players): You are immune to non-kill actions. If you are lynched, the person who cast the final vote on you will die also.
Adventurer
(town, survivor; rare; 4+ players): You can trek to the secret caves at night, risking death for the chance at gaining an ability. This means all actions targeting you when you trek will not work. Actions: hide
Amnesiac
Cop
(town; rare; 6+ players): You have lost your memory. You might eventually regain it.
An Amnesiac has a 1 in 3 chance of regaining his memory each morning.

Amnesiac
Doctor
(town; rare; 6+ players): You have lost your memory. You might eventually regain it.
An Amnesiac has a 1 in 3 chance of regaining his memory each morning.

Amnesiac
Mafioso
(town; rare; 8+ players): You have lost your memory. You might eventually regain it.
An amnesiac mafioso eventually becomes a Mafioso and changes teams.

Amnesiac
Redirecter
(town; rare; 6+ players): You have lost your memory. You might eventually regain it.
An Amnesiac has a 1 in 3 chance of regaining his memory each morning.

Amnesiac
Role Cop
(town; rare; 6+ players): You have lost your memory. You might eventually regain it.
An Amnesiac has a 1 in 3 chance of regaining his memory each morning.

Amnesiac
Roleblocker
(town; rare; 6+ players): You have lost your memory. You might eventually regain it.
An Amnesiac has a 1 in 3 chance of regaining his memory each morning.

Amnesiac
Serial Killer
(town; rare; 6+ players): You have lost your memory. You might eventually regain it.
An amnesiac serial killer eventually becomes a Serial Killer and changes teams.

Amnesiac
Vigilante
(town; rare; 6+ players): You have lost your memory. You might eventually regain it.
An Amnesiac has a 1 in 3 chance of regaining his memory each morning.

Banshee
(town, sk; rare; 4+ players): You can wail at another player, roleblocking them. If you wail at the same player twice, they die. This can't be stopped by doctor protection. Actions: wail
Bomb
(town; rare; 3+ players): If you die, you kill the player who killed you. (If you were lynched, this is the player who cast the final vote on you.)
Chuck Norris
(town, sk; rare; 4+ players): You have 10 one-shot abilities. You can only use one ability each night. You are immune to kills. Actions: eradicate (1 use) track (1 use) protect (1 use) block (1 use) antidote (1 use) exorcise (1 use) frame (1 use) abduct (1 use) inspect (1 use) kill (1 use)
Computer Hacker
(town; rare; 4+ players): You may hack another player's action, modifying it randomly. Actions: hack
Cookie Baker
(town, survivor; rare; 4+ players): You can feed a person each night, either protecting them from all actions or poisoning them. Actions: special
Corrupt Bureaucrat
(mafia-ally; rare; 4+ players): Once during the game, you may recieve a list of all protown roles alive. Actions: (day)census (1 use)
Cowardly Doctor
(town; rare; 4+ players): You can protect other players from kills. Each protection stops one kill, and lasts for one night. You can also hide once, making you immune to all actions that night. Actions: protect hide (1 use)
Day Cult Leader
(cult; rare): You can recruit townie players into your cult, which can communicate at night. If you die, all cultists will die. You act during the day, not at night. Actions: (day)recruit
Day Disabler
(town, mafia; rare; 4+ players): You can disable someone's role. That player will temporarily lose all abilities/characteristics until the next night. You act during the day, not at night. Actions: (day)disable
Deep One
(sk; rare; 4+ players): You kill other players. If you don't use a night action, all actions targeting you that night fail. Actions: kill
Depressed Mafioso
(mafia; rare; 6+ players): You must make the mafia kill or use another night action each night. If you don't, you will commit suicide.
Devil's Advocate
(sk; rare; 4+ players): You can't kill at night, instead you may inspect any player and determine their alignment and role. You may kill players only during the day. Actions: inspect (day)kill
Evil Clown
(sk; rare; 4+ players): You can play a trick on someone, switching their role with a random player and then killing them. Actions: trick
Evil Mastermind
(sk; rare; 6+ players): You can recruit another player to be your minion. You and your minion form a team, and your minion can kill at night. You can't have more than one minion at a time. Actions: recruit
Exorcist
(town; rare; 4+ players): You can exorcise a player during the day. If they are a cultist, they will die. Otherwise, they will be restored to their original role and team. Actions: (day)exorcise
Fallen
Angel
(town; rare; 6+ players): You can protect another player. You will also revive upon death once per game.
This role's actions always fail.
Actions: protect
Fisherman
(town; rare; 3+ players): You live a peaceful life and make your living from the sea.
Foo
(town; rare; 4+ players): You are a vanilla townie, you have no abilities. Except, of course, for your naturally amazing scum talents which allow you to inspect a player and learn their alignment. Actions: inspect
Ghoul
(town, survivor; rare; 4+ players): Whenever another player dies, you gain a random one-shot ability.
Golem
(town; rare; 4+ players): As long as you are alive, you will protect your master BUDDY1 from night kills. Actions: (auto)protect
Gunman with a Conscience
(town, sk; rare; 4+ players): You can kill once per night. This has a 50% chance of failing. Actions: kill (50% success)
Hot Nurse
(town, mafia, mafia-ally; rare; 4+ players): You can protect someone or roleblock someone each night. Actions: protect block
Ice Cream Man
(town, mafia; rare; 4+ players): You can target another player to remove all their role abilities, turning them into the vanilla role for their team. Actions: gift
Infiltrator
(mafia; rare; 4+ players): Your actions can't be detected by trackers or watchmen.
Keeper of Secrets
(town, survivor; rare; 4+ players): Once during the game, you may recieve a list of all mystery roles' true abilities. Actions: (day)census (1 use)
Malfunctioning Inventor
(town, mafia; rare; 4+ players): You can give another player a random 1-shot ability, which might or might not work like it should. Actions: giveability
Mercenary
(mafia-ally; rare; 7+ players): You can either kill someone or roleblock someone. Actions: kill block
Mirror
(town, survivor; rare; 4+ players): Whenever someone targets you with an ability, you will target them with the same ability.
Mystery
Angel
(town; rare; 6+ players): You have a night ability, but you don't know what it does.
You can protect another player. You will also revive upon death once per game.
Actions: mystery
Mystery
Bodyguard
(town; rare; 4+ players): You have a night ability, but you don't know what it does.
You can guard another player. If that player would be killed, you and the attacker will kill each other instead.
Actions: mystery
Mystery
Disabler
(town; rare; 4+ players): You have a night ability, but you don't know what it does.
You can disable someone's role. That player will temporarily lose all abilities/characteristics until the next night.
Actions: mystery
Necromancer
(town; rare; 5+ players): You can bring another player back from the dead in exchange for your own life. Actions: raise
Network Robot
(town, survivor; rare; 4+ players): Whenever you are targeted by an ability, all players gain that ability. It still has its normal effect on you.
Nightmare
(town, sk; rare; 4+ players): Once during the game at any time, you can kill another player. This kill negates all forms of protection, and the target won't revive. You can't be detected by trackers or watchmen. Actions: (x)eradicate (1 use)
One-Shot Forensics Expert
(town; rare; 7+ players): You may perform an autopsy on a dead player, possibly giving you information about that player's killer. Your ability can only be used once. Actions: (day)autopsy (1 use)
Pillar of the Community
(mafia; rare; 4+ players): You show up as a town version of your role on death.
Recruiting Mason
(town; rare; 7+ players): You can recruit another player each night. If your target is protown, they will join your mason group. You die if you try to recruit a nontown player. Actions: recruit
Reincarnator
(town; rare; 3+ players): If you die, you will return to life and get a new role and possibly a new team.
SK Miller
(town; rare; 3+ players):
You show up as a Serial Killer (sk) to cops.

Secret
Kill Magnet
(town; rare; 4+ players): You don't know what your role does.
Night kills have a 50% chance of being redirected to you.

Secret
Reflective Townie
(town; rare; 3+ players): You don't know what your role does.
Secret
Super-Saint
(town; rare; 3+ players): You don't know what your role does.
If you are lynched, the person who cast the final vote on you will die also. Be careful, this can work both for and against you.

Silly Psychic
(town; rare; 4+ players): You can use your psychic powers to learn another player's alignment, but this has a 50% chance of failing. Your results are not guaranteed to be accurate. You're also very silly. Actions: inspect
Spy
(mafia; rare; 6+ players): The first time you make a mafia kill, you will become a copy of the player you kill.
Timebomber
(town; rare; 4+ players): You can plant a timebomb on a player in daytime once during the game. That player will be killed in 60 seconds. Your day-actions will be announced publically. Actions: (day)timebomb (1 use)
Unlynchable
(town; rare; 3+ players): If you are lynched, you will return to life.
Vengeful Townie
(town; rare; 3+ players): You don't know what your role does.
If you die, you return from the dead as a Vengeful Ghost.

Vice Cop
(town; rare; 4+ players): You can inspect someone or roleblock someone each night. Actions: inspect block
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"Xyl was completely berserk" -dramonic
"Xyl's ruthless policy lynching won the game." -Vi
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Xylthixlm
Xylthixlm
!xmafia win
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Xylthixlm
!xmafia win
!xmafia win
Posts: 5414
Joined: July 12, 2006

Post Post #1 (ISO) » Sat Sep 19, 2009 9:19 am

Post by Xylthixlm »

Insane
Day Cop
(town; super-rare; 3+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate. You act during the day, not at night.
An insane cop gets town on mafia and mafia on town.
Actions: (day)inspect
Naive
Day Cop
(town; super-rare; 3+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate. You act during the day, not at night.
A naive cop always gets town results.
Actions: (day)inspect
Paranoid
Day Cop
(town; super-rare; 3+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate. You act during the day, not at night.
A paranoid cop always gets mafia results.
Actions: (day)inspect
0%
Forensics Expert
(town; super-rare; 10+ players): You may perform an autopsy on a dead player, possibly giving you information about that player's killer.
This role's actions always fail.
Actions: (day)autopsy
50%
Forensics Expert
(town; super-rare; 10+ players): You may perform an autopsy on a dead player, possibly giving you information about that player's killer.
This role's actions only work 50% of the time.
Actions: (day)autopsy
Death Arsonist
(sk, survivor; super-rare; 4+ players): You can prime a player at night by dousing them in gasoline. During the day, you may set a fire which kills all primed players. If you die, your fire goes off automatically. Actions: prime (day)ignite
Dr Jekyl
(town, survivor; super-rare; 4+ players): You can protect a player from one kill each night, or you can transform into Mr Hyde. Actions: protect transform
Insane
Retired Cop
(town; super-rare; 4+ players): When the cop dies, you become a Cop.
An insane cop gets town on mafia and mafia on town.

Mr Hyde
(town, survivor; super-rare; 4+ players): You can kill a player at night, or you can transform into Dr Jekyl. Actions: kill transform
Naive
Retired Cop
(town; super-rare; 4+ players): When the cop dies, you become a Cop.
A naive cop always gets town results.

Paranoid
Retired Cop
(town; super-rare; 4+ players): When the cop dies, you become a Cop.
A paranoid cop always gets mafia results.

Paranoid
Stalker
(town; super-rare; 6+ players): You can choose to either inspect someone or kill someone.
A paranoid cop always gets mafia results.
Actions: inspect kill
Amnesiac
Disabler
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it.
An Amnesiac has a 1 in 3 chance of regaining his memory each morning.

Arms Dealer
(town, survivor; super-rare; 6+ players): Once during the game, you may recieve a list of how many weapons are in use and what types they are. Actions: (day)census (1 use)
Astrologer
(town; super-rare): The answers are in the stars, and you know how to look for them. You recieve a piece of information each night.
Confused
Jack of All Trades
(town; super-rare; 5+ players): You have four one-shot abilities: kill, inspect, protect, and roleblock. You can only use one ability each night.
A confused jack of all trades uses an ability other than the one he tries to.
Actions: kill (1 use) inspect (1 use) protect (1 use) block (1 use)
Cowardly Vigilante
(town; super-rare; 4+ players): You can kill other players. You can also hide once, making you immune to all actions that night. Actions: kill hide (1 use)
Cream Puff
(town; super-rare; 4+ players): You can inspect someone or protect someone each night. Actions: protect inspect
Death Miller
(town; super-rare; 4+ players):
You show up as a mafia version of your role on death.

Elvis Impersonator
(town, survivor; super-rare; 4+ players): You show up as Elvis on death.
False
Ascetic
(town, mafia, survivor; super-rare; 4+ players): You are immune to non-kill actions.
This role is actually just a vanilla townie.

Incompetent
Jack of All Trades
(town; super-rare; 5+ players): You have four one-shot abilities: kill, inspect, protect, and roleblock. You can only use one ability each night.
Your target is selected randomly.
Actions: kill (1 use) inspect (1 use) protect (1 use) block (1 use)
Incompetent
Vigilante
(town; super-rare; 5+ players): You can kill other players.
Your target is selected randomly.
Actions: kill
Lich
(sk; super-rare; 7+ players): You can kill a player each night. If you are killed, your soul will transfer to BUDDY1, and they will become a lich in your place. However, if they are already dead, your soul will be lost. Actions: kill
Manic-Depressive
Doctor
(town; super-rare; 8+ players): You can protect other players from kills. Each protection stops one kill, and lasts for one night.
You have a 50% chance of killing your target instead.
Actions: protect
Monolith
(town, survivor; super-rare; 4+ players): You can evolve another player's role, possibly giving them extra abilities. If and how they evolve depends on their current role. Actions: evolve
Morpher
(town, sk; super-rare; 6+ players): You can morph into another player, becoming a perfect copy of them except for your win condition. You can only use this ability three times per game. Actions: morph (3 uses)
Mystery
Alien
(town; super-rare; 7+ players): You have a night ability, but you don't know what it does.
You can abduct a player, preventing all actions involving that player.
Actions: mystery
Mystery
CPR Doctor
(town, mafia-ally; super-rare; 4+ players): You have a night ability, but you don't know what it does.
You may give another player CPR. If someone attempts to kill that player, they will survive. Otherwise, they will die.
Actions: mystery
Mystery
Inventor
(town; super-rare; 4+ players): You have a night ability, but you don't know what it does.
You can give another player a random 1-shot ability.
Actions: mystery
Mystery
Mad Monk
(town; super-rare; 4+ players): You have a night ability, but you don't know what it does.
You can kill another player each night. You are immune to all actions except kills.
Actions: mystery
Mystery
Motivator
(town; super-rare; 6+ players): You have a night ability, but you don't know what it does.
At night, you can choose to grant someone an additional vote for the next day.
Actions: mystery
One-Shot Daykiller
(town; super-rare; 6+ players): You are a daykiller. Your ability can only be used once. Actions: (day)kill (1 use)
Orange Goo
(town, survivor; super-rare; 6+ players): You will steal the vote of anyone who targets you.
Overeager Vigilante
(town; super-rare; 8+ players): You can kill other players. If you don't use an action at night, you will kill a random player. Actions: kill
Paladin
(town; super-rare; 7+ players): You can kill other players. If you are lynched, you will return to life. Actions: kill
Personal Physician
(town, survivor; super-rare; 4+ players): You can protect other players from kills. Each protection stops one kill, and lasts for one night. You will always target BUDDY1 with your action. Actions: (auto)protect
Psychotic
Doctor
(town; super-rare; 7+ players): You can protect other players from kills. Each protection stops one kill, and lasts for one night.
You kill a random player each night. You show up as a Serial Killer (sk) to cops and on death.
Actions: protect
Psychotic Townie
(town; super-rare; 6+ players): You don't know what your role does.
You kill a random player each night. You show up as a Serial Killer (sk) to cops and on death.

Rainbow Goo
(town, survivor; super-rare; 4+ players): Whenever a player targets you with an action, you do something random to them.
Robot
(town, survivor; super-rare; 4+ players): Whenever you are targeted by an ability, you gain that ability. It still has its normal effect on you.
Secret
Paranoid Gun Owner
(town; super-rare; 4+ players): You don't know what your role does.
If you are the target of an action, you will kill the player who targeted you.

Secret
Reviver
(town; super-rare; 3+ players): You don't know what your role does.
You will revive once on death.

Skulker
(town; super-rare; 5+ players): If you are targeted by a night action, you will die.
Toxic Goo
(town, survivor; super-rare; 4+ players): Anyone who targets you with an ability will die of poison at the end of the next day.
Turncoat
(town, survivor; super-rare; 6+ players): Once during the game, you may recieve a list of how many mafia are alive and what their roles are. Actions: (day)census (1 use)
0%
One-Shot Vigilante
(town; super-rare; 4+ players): You can kill other players. Your ability can only be used once.
This role's actions always fail.
Actions: kill (1 use)
Alien Mind Controller
(cult; super-rare): You can abduct a player to implant a dormant mind control device. Their night action, if any, is blocked, and all other actions targeting them fail. When you die, each player implanted with a mind control device becomes a Cultist and part of the cult. Actions: abduct
Amnesiac
Angel
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it.
An Amnesiac has a 1 in 3 chance of regaining his memory each morning.

Amnesiac
Cowardly Vigilante
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it.
An Amnesiac has a 1 in 3 chance of regaining his memory each morning.

Amnesiac
Forensics Expert
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it.
An Amnesiac has a 1 in 3 chance of regaining his memory each morning.

Amnesiac
Jackie Chan
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it.
An Amnesiac has a 1 in 3 chance of regaining his memory each morning.

Amnesiac
Stalker
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it.
An Amnesiac has a 1 in 3 chance of regaining his memory each morning.

Black Goo
(cult; super-rare; 4+ players): Whenever a player targets you with an action, they will join your cult as another black goo.
Blackguard
(sk; super-rare; 7+ players): You kill other players. If you are lynched, you will return to life. Actions: kill
Blogger
(town; super-rare; 4+ players): You will learn the alignment of a random player each night. Your inspections are guaranteed to be sane. Actions: (auto)inspect
Blue Goo
(town, survivor; super-rare; 4+ players): If you die or are lynched, the player who kills you or casts the lynching vote becomes blue goo themselves.
Brainwasher
(mafia; super-rare; 6+ players): When you make the mafia kill, there is a chance you will instead brainwash your target into becoming part of the mafia and then die. The player you brainwash retains their original role.
Bruce Wayne
(town; super-rare; 5+ players): Right now, you don't have any powers, but if BUDDY1 dies you will become a Batman.
Cannibal
(sk; super-rare; 4+ players): You can kill and eat someone, stealing their power (and one of their role abilities) for yourself. Actions: consume
Cheerleader
(town, survivor, mafia; super-rare; 4+ players): You can block another player's action each night. You are immune to roleblocks. You will automatically use your action on a random player each night. Actions: (auto)block
Commando
(town; super-rare; 6+ players): You can kill other players. You are immune to kills. Actions: kill
Death Miller
Cop
(town; super-rare; 4+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate.
You show up as a mafia version of your role on death.
Actions: inspect
Death Miller
Vigilante
(town; super-rare; 4+ players): You can kill other players.
You show up as a mafia version of your role on death.
Actions: kill
Deprogrammer
(town; super-rare; 4+ players): You can inspect a player to determine if they are in a cult. You can convert a player, which causes them to leave the town if they are a cultist. You are also immune to being recruited into a cult. Actions: inspect convert
Dirty Bomber
(town; super-rare; 4+ players): You can irradiate everyone in the game, giving all other players new roles. You can only do this once. Actions: (day)irradiate (1 use)
Djinni
(town, survivor; super-rare; 4+ players): You may give another player awesome powers each night. Actions: gift
Doomspeaker
(sk; super-rare; 4+ players): The world is coming to an end! Everyone will die mysteriously! You just have to live long enough to for it to happen... Actions: (auto)apocalypse
Doublekiller
(town; super-rare; 7+ players): You can kill two players at once. If you use your ability, you must choose two different targets. Actions: kill2
Echo
(town; super-rare; 4+ players): Whenever a player dies, you will take on their role. You retain this property.
Employment Agent
(town; super-rare): You can inspect people to find out their rolenames. You will automatically use your action on a random player each night. Actions: (auto)inspect
Evil Priest
(cult; super-rare; 6+ players): You can bring a protown player back from the dead as a Skeleton Warrior loyal to your cult. If you die, all warriors will die. Actions: reanimate
Faerie Godmother
(town; super-rare; 5+ players): You can target another player to make them a Reviver, giving them the ability to survive one death. Your ability won't work on a player killed the same night. Actions: gift
False
Paranoid Gun Owner
(town; super-rare; 4+ players): If you are the target of an action, you will kill the player who targeted you.
This role is actually just a vanilla townie.

False
Reviver
(town; super-rare; 4+ players): You will revive once on death.
This role is actually just a vanilla townie.

False
Super-Saint
(town; super-rare; 4+ players): If you are lynched, the person who cast the final vote on you will die also. Be careful, this can work both for and against you.
This role is actually just a vanilla townie.

Graverobber
(town, survivor; super-rare; 6+ players): You can defile a dead player's grave, stealing one of their role abilities. A player whose grave has been defiled can't be resurrected or autopsied. Actions: defile
High Priest
(town; super-rare; 7+ players): You may resurrect a dead player. That player has a 50% chance of returning from the dead. You can only use this ability three times, and you cannot resurrect the same player twice. Actions: resurrect (3 uses) (50% success)
Hungry Ghoul
(sk; super-rare; 4+ players): Whenever another player dies, you gain a random one-shot ability. You kill other players. Actions: kill kill
Infected Werewolf
(town; super-rare; 4+ players): You have been transformed by the bite of a werewolf. Each night, you kill a random player. Actions: (auto)kill
Jackie Chan
(town, sk; super-rare; 4+ players): You can kill another player each night. You are immune to all actions. Actions: kill
Jedi
(town, mafia; super-rare; 4+ players): You can disable someone's role. That player will temporarily lose all abilities/characteristics until the next night. Each night you learn the role PM of a random role in the setup, but not who has it. Actions: disable (auto)cheat
Killer
Cop
(town; super-rare; 6+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate.
In addition, you kill your target.
Actions: inspect
Killer
Role Cop
(town; super-rare; 6+ players): You can inspect people to find out their rolenames.
In addition, you kill your target.
Actions: inspect
Killer
Roleblocker
(town; super-rare; 6+ players): You can block another player's action each night. You are immune to roleblocks.
In addition, you kill your target.
Actions: block
Mystery
Changeling
(town; super-rare; 4+ players): You have a night ability, but you don't know what it does.
You can permanently swap roles with another player. (Your teams don't change.)
Actions: mystery
Mystery
Commando
(town; super-rare; 6+ players): You have a night ability, but you don't know what it does.
You can kill other players. You are immune to kills.
Actions: mystery
Mystery
Magnet
(town; super-rare; 4+ players): You have a night ability, but you don't know what it does.
You can change another player's night action to target yourself.
Actions: mystery
Mystery
Randomizer
(town; super-rare; 4+ players): You have a night ability, but you don't know what it does.
You can randomize another player, changing their target to a random player.
Actions: mystery
Mystery
Reflecter
(town; super-rare; 6+ players): You have a night ability, but you don't know what it does.
You can give someone a reflection shield. Any other actions targeting that player will be reflected back.
Actions: mystery
Mystery
Thief
(town; super-rare; 4+ players): You have a night ability, but you don't know what it does.
You can steal a random ability from another player. (Group abilities can't be stolen.)
Actions: mystery
Nervous Watchman
(town; super-rare; 4+ players): You learn who targets you with a night action each night. Actions: (auto)patrol
Nexus
(town, survivor; super-rare; 4+ players): Any ability targeting you will target a random player instead. (It might randomly end up still targeting you.)
Nonvoter
(town, mafia-ally; super-rare; 7+ players): You have no vote.
Nosy Neighbor
(town; super-rare; 4+ players): You can pry into another player's business during the day, letting them see your alignment and also telling you theirs. Actions: (day)pry
Overeager Roleblocker
(town; super-rare; 5+ players): You can block another player's action each night. You are immune to roleblocks. If you don't use an action at night, you will block a random player. Actions: block
Paranoid Suicide Bomber
(town, mafia; super-rare; 6+ players): If another player targets you with an ability, you will suicide-bomb them, killing both of you.
Peeping Tom
(town, mafia, survivor; super-rare; 4+ players): Each night, you will learn who BUDDY1 targeted with their night action. Actions: (auto)track
Pinata
(town, survivor; super-rare; 4+ players): If you die, each other player will recieve a random gift.
Possesser
(sk; super-rare; 4+ players): At night, you can possess another player. You will die, but your target will join your team and gain this ability. Actions: possess
Private Eye
(town, mafia, mafia-ally; super-rare; 4+ players): You can inspect someone to learn their role name or roleblock someone each night. Actions: inspect block
Radiant
(town; super-rare; 4+ players): Whenever a player targets you with an action, you will copy that action to a random target.
Random
Cop
(town; super-rare; 4+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate.
A random cop gets mafia half the time and town half the time.
Actions: inspect
Recruiter
(mafia; super-rare; 9+ players): You have a one-shot ability to recruit another player into the mafia, turning them into a Mafioso. This counts as the mafia kill the night you use it. If you die, the recruited player also dies.
Recurring Nightmare
(sk; super-rare; 4+ players): Once during the game at any time, you can kill another player. This kill negates all forms of protection, and the target won't revive. You can't be detected by trackers or watchmen. You will revive once on death. Actions: (x)eradicate (1 use)
Retired Arsonist
(town; super-rare; 4+ players): You were once an arsonist, but you've put away the gasoline and settled down. Actions: (day)ignite
Satan
(town, survivor, mafia-ally; super-rare; 4+ players): You are the bearer of gifts. Each night, you will give a random player a one-shot action. (You can't choose not to use this ability.) Actions: (auto)gift
Secret Admirer
(town, survivor, mafia; super-rare; 4+ players): You are BUDDY1's secret admirer. Each night, you give them a random gift. Actions: (auto)gift
Secret
Green Goo
(town; super-rare; 4+ players): You don't know what your role does.
Whenever a player targets you with an action, they will become green goo themselves.

Secret
Mirror
(town; super-rare; 4+ players): You don't know what your role does.
Whenever someone targets you with an ability, you will target them with the same ability.

Secret
Super Backup
(town; super-rare; 4+ players): You don't know what your role does.
You will take on the role of the first player with a power role to die.

Sentry
(town; super-rare; 4+ players): You learn who targets BUDDY1 with a night action each night. Actions: (auto)patrol
Shaman
(town; super-rare; 7+ players): You may reincarnate a dead player. That player will return from the dead and get a new role and team. You can only use this ability three times, and you cannot reincarnate the same player twice. Actions: reincarnate (3 uses)
Shellshocked
Combat Medic
(town; super-rare; 6+ players): You can either protect someone or kill someone.
This role's actions always fail.
Actions: protect kill
Sleeper Bodyguard
(town; super-rare; 5+ players): Right now, you don't have any powers, but if BUDDY1 dies you will become a Bodyguard.
Sleeper Crazed Fiend
(town, survivor, mafia-ally; super-rare; 5+ players): Right now, you don't have any powers, but if BUDDY1 dies you will become a Crazed Fiend.
Sleeper Double Voter
(town, mafia-ally; super-rare; 5+ players): Right now, you don't have any powers, but if BUDDY1 dies you will become a Double Voter.
Sleeper One-Shot Forensics Expert
(town; super-rare; 6+ players): Right now, you don't have any powers, but if BUDDY1 dies you will become a One-Shot Forensics Expert.
Sleeper Reviver
(town, survivor; super-rare; 5+ players): Right now, you don't have any powers, but if BUDDY1 dies you will become a Reviver.
Sleeper Vigilante
(town; super-rare; 5+ players): Right now, you don't have any powers, but if BUDDY1 dies you will become a Vigilante.
Stoned
Cop
(town; super-rare; 4+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate.
A stoned cop always gets neutral results.
Actions: inspect
Terrorist Mastermind
(cult; super-rare): You can recruit townie players into your terror cell, which can communicate at night. Your terrorists can suicide-bomb other players during the day. If you die, all cultists will die. Actions: recruit
Turquoise Goo
(town, survivor; super-rare; 4+ players): When you die, you can turn another player into Turquoise Goo.
Undertaker
(town; super-rare; 4+ players): You properly bury dead players, ensuring that they can't return to life later. Trackers will see you target the dead player.
Vampire Lord
(cult; super-rare): You can recruit townie players into your cult, which can communicate at night. If you die, all cultists will die. You may drain another player, killing that player and gaining a new ability. You use one of your abilities randomly on your target. Actions: special
Virus
(sk; super-rare; 6+ players): You can infect someone with a disease. Each morning, that player has a 50% chance of dying. The player may also infect others with the disease. You are immune to infection. Actions: infect
Warp
(town, survivor; super-rare; 4+ players): Each night, you will cause all actions targeting a random player to fail. You don't learn who that player is. Actions: (auto)shield
Radioactive Friendly Neighbor
(town; super-rare; 4+ players): During the day, you can make someone your friend. That player will be told your alignment. If you target the same player twice, they will die. Actions: (day)friend
50%
One-Shot Vigilante
(town; super-rare; 4+ players): You can kill other players. Your ability can only be used once.
This role's actions only work 50% of the time.
Actions: kill (1 use)
Action-Immune Townie
(town; super-rare; 4+ players): You are immune to kills. You are immune to non-kill actions.
Alpha Werewolf
(wolf; super-rare): You are the leader of your werewolf pack, in charge of making all night kills. If you die, a new alpha wolf will be selected from your pack. Like all werewolves, you will show up as 'town' to cops. Actions: kill
Amnesiac
Combat Medic
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it.
An Amnesiac has a 1 in 3 chance of regaining his memory each morning.

Amnesiac
Commando
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it.
An Amnesiac has a 1 in 3 chance of regaining his memory each morning.

Amnesiac
Elite Bodyguard
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it.
An Amnesiac has a 1 in 3 chance of regaining his memory each morning.

Azwolg
(town, survivor; super-rare; 6+ players): You will kill BUDDY1 the first night. Actions: (auto)kill (1 use)
Backup
(town; super-rare; 6+ players): You can channel the spirit of a dead player, giving you all of that player's abilities and traits except their win condition. Your ability can be used during night or day, but only once. If you want to save your ability for later, send a 'none' action at night. Actions: (x)channel (1 use)
Bone Shaman
(town; super-rare; 5+ players): When you die, you can return another dead player to life with a new role and team.
Channeler
(town; super-rare; 6+ players): You can channel the spirit of a dead player, giving you all of that player's abilities and traits except their win condition. Actions: channel
Cyborg
(town, sk; super-rare; 4+ players): Whenever you are targeted by an ability, you gain that ability. It still has its normal effect on you. You are immune to kills.
Day Changeling
(town, survivor; super-rare; 3+ players): You can permanently swap roles with another player. (Your teams don't change.) You act during the day, not at night. Actions: (day)exchange
Day MUP
(town; super-rare; 3+ players): You are a Multiple User Personality. At night you can "mup" someone, which will either protect that player, inspect that player, kill that player, or do nothing. You act during the day, not at night. Actions: (day)mup
Flying Pumpkin
(town; super-rare; 6+ players): You have about a zillion one-shot abilities. You can only use one ability each night. Actions: randomize (1 use) psych (1 use) mutate (1 use) motivate (1 use) antidote (1 use) exorcise (1 use) frame (1 use) watch (1 use) mup (1 use) cpr (1 use) attract (1 use) shuffle (1 use)
Frankenstein
(town, survivor; super-rare; 4+ players): BUDDY1 is your monster. You will mutate them each night, giving them a new role. Actions: (auto)mutate
Gremlin
(town, survivor; super-rare; 4+ players): You automatically randomize BUDDY1's night action target each night. Actions: (auto)randomize
Immortal
(town; super-rare; 5+ players): You are immortal, and BUDDY1 is the source of your power. You cannot be killed, and if you are lynched you will return to life. However, if BUDDY1 should die, you will immediately die as well.
Ken Kesey
(survivor, mafia; super-rare; 4+ players): You can fake your own death at night. You die and then return to life. Actions: suicide
Magic Lamp
(town, survivor; super-rare; 4+ players): If you die, you can give another player awesome powers.
Myopic Peeping Tom
(town; super-rare; 4+ players): Each night, you will learn who another player targeted with their night action. It is the same player each night, but you don't know who. Actions: (auto)track
Mystery
Mad Scientist
(town; super-rare; 4+ players): You have a night ability, but you don't know what it does.
You can mutate another player, changing their role randomly.
Actions: mystery
Mystery
Morpher
(town; super-rare; 6+ players): You have a night ability, but you don't know what it does.
You can morph into another player, becoming a perfect copy of them except for your win condition. You can only use this ability three times per game.
Actions: mystery
One-Shot Doublekiller
(town; super-rare; 5+ players): You can kill two players at once. If you use your ability, you must choose two different targets. Your ability can only be used once. Actions: kill2 (1 use)
Purple Goo
(town, survivor; super-rare; 4+ players): Whenever someone targets you with an action, you switch roles with that player.
Secret
Evolver
(town; super-rare; 6+ players): You don't know what your role does.
You start with no night abilities, but each day you recieve one at random.

Secret
Reincarnator
(town; super-rare; 3+ players): You don't know what your role does.
If you die, you will return to life and get a new role and possibly a new team.

Secret
Robot
(town; super-rare; 4+ players): You don't know what your role does.
Whenever you are targeted by an ability, you gain that ability. It still has its normal effect on you.

Secret
Unlynchable
(town; super-rare; 3+ players): You don't know what your role does.
If you are lynched, you will return to life.

Silver Goo
(town, survivor; super-rare; 4+ players): Whenever another player targets you with an action, you become a perfect copy of that player.
Skunk Farmer
(town; super-rare; 4+ players): Anyone who tries to target you with an action will be disabled by your smell until the next night.
Sleeper Unlynchable
(town, survivor; super-rare; 5+ players): Right now, you don't have any powers, but if BUDDY1 dies you will become a Unlynchable.
Timewarp
(town, survivor; super-rare; 4+ players): You live in a zone of slow time. All actions targeting you have their effect delayed until the following night.
White Goo
(town, survivor; super-rare; 4+ players): All dead players will turn to White Goo as they die. You show up as town on death.
X-Morpher
(town; super-rare; 3+ players): You can morph into another player once per game, becoming a perfect copy of them except for your win condition. Actions: (x)morph (1 use)
Random
Day Cop
(town; super-rare; 3+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate. You act during the day, not at night.
A random cop gets mafia half the time and town half the time.
Actions: (day)inspect
Stoned
Day Cop
(town; super-rare; 4+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate. You act during the day, not at night.
A stoned cop always gets neutral results.
Actions: (day)inspect
Grey Goo
(town, survivor; super-rare; 4+ players): You can target a player to turn them into more Grey Goo. Their team doesn't change. Actions: infect
Hot Potato
(town; super-rare; 4+ players): You can switch roles with another player during the day. Get rid of this one quick, because if you die while you have it, you lose the game! There is a 30 second delay before a swap happens. Actions: (day)exchange
Mystery
Monolith
(town; super-rare; 4+ players): You have a night ability, but you don't know what it does.
You can evolve another player's role, possibly giving them extra abilities. If and how they evolve depends on their current role.
Actions: mystery
Plutonium
(town; super-rare; 5+ players): When you die, you can mutate another player into a new role.
Secret
Nexus
(town; super-rare; 4+ players): You don't know what your role does.
Any ability targeting you will target a random player instead. (It might randomly end up still targeting you.)

Secret
Radiant
(town; super-rare; 4+ players): You don't know what your role does.
Whenever a player targets you with an action, you will copy that action to a random target.

Secret
Twin
(town; super-rare; 4+ players): You don't know what your role does.
You are an identical twin with BUDDY1, but your twin doesn't know about you. Any actions targeting one of you will target the other instead.

Teal Goo
(town, survivor; super-rare; 4+ players): Anyone who targets you with an action will evolve to a new role.
Uranium
(town, survivor; super-rare; 4+ players): Any player who targets you with an action will mutate into a new role.
Yellow Goo
(town, survivor; super-rare; 4+ players): Whenever someone targets you with an action, they lose the ability to use that action and you gain it. This even affects group actions.
Amnesiac
Dirty Bomber
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it.
An Amnesiac has a 1 in 3 chance of regaining his memory each morning.

Day Motivator
(town; super-rare; 3+ players): At night, you can choose to grant someone an additional vote for the next day. You act during the day, not at night. Actions: (day)motivate
False
Twin
(town, mafia; super-rare; 4+ players): You are an identical twin with BUDDY1, but your twin doesn't know about you. Any actions targeting one of you will target the other instead.
This role is actually just a vanilla townie.

Kevorkian
(town, survivor, mafia; super-rare): You allow any other player to commit suicide during the day.
Naive
Inspector Gadget
(town; super-rare; 4+ players): You may inspect once per night, or do a random nonkill action. You may or may not be sane.
A naive cop always gets town results.
Actions: inspect special
Paranoid
Inspector Gadget
(town; super-rare; 4+ players): You may inspect once per night, or do a random nonkill action. You may or may not be sane.
A paranoid cop always gets mafia results.
Actions: inspect special
Radioactive Monolith
(town; super-rare; 4+ players): You can evolve another player's role, possibly giving them extra abilities. If and how they evolve depends on their current role. If you target the same player twice, they will die. Actions: evolve
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"Xyl was completely berserk" -dramonic
"Xyl's ruthless policy lynching won the game." -Vi
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Post Post #2 (ISO) » Sat Sep 19, 2009 9:21 am

Post by Xylthixlm »

Assassin
(cosmic; town, sk; very common): You have the power to execute. Each night, you may kill another player. Actions: kill
Empath
(cosmic; town, mafia, survivor; very common): You have the power of harmony. You show up as town to cop investigations, regardless of your actual team. In addition, your actions don't show up for trackers and watchmen.
Healer
(cosmic; town, mafia, survivor; very common): You have the power of healing. You may protect another player from kills. Actions: protect
Macron
(cosmic; town, mafia; very common): You have the power of mass.
Seeker
(cosmic; town, mafia; very common): You have the power of truth. At night, you may inspect another player to determine if they are town, mafia, or neutral. Actions: inspect
Sniveler
(cosmic; town, mafia, survivor; very common): You have the power to whine.
Vampire
(cosmic; cult; very common): You have the power to enslave. At night, you may enslave another player. If that player is town, they will become a member of your cult. Actions: enslave
Wrack
(cosmic; town, mafia; very common): You have the power to torture. You may disable another player, blocking them and removing all their role abilities until the next night. Actions: disable
Anti-Matter
(cosmic; town, mafia, survivor; common): You have the power of negation. Each night, you may target another player to block their action and prevent them from voting the next day. Actions: negate
Aura
(cosmic; town; common): You have the power of honesty. During the day, you may reveal your alignment to another player and learn that player's alignment in return. Actions: (day)reveal
Cavalry
(cosmic; town, mafia; common): You have the power to reinforce. You may guard another player. If that player would be killed, you and the attacker will kill each other instead. Actions: guard
Changeling
(cosmic; town, survivor; common): You have the power to change form. You can permanently swap roles with another player. (Your teams don't change.) Actions: exchange
Chosen
(cosmic; town, mafia; common): You have the power of divine intervention. Each night you may give another player a shield protecting them from all abilities. Actions: shield
Chronos
(cosmic; town, mafia; common): You have the power of time travel. Once per game, you may go back in time and bring back a player who has died. Actions: resurrect (1 use)
Deuce
(cosmic; town, sk; common; 6+ players): You have the power two. You have two votes.
Filch
(cosmic; town, mafia, survivor; common): You have the power of theft. Each night, you may steal an ability from another player. Actions: steal
Filth
(cosmic; town, sk; common): You have the power to reek. During the day, you may poison someone with your stench. That player will die the next dawn. Actions: (day)poison
Fungus
(cosmic; town, sk; common): You have the power to adhere. Each night you may absorb another player, killing them and stealing one of their role abilities. Actions: absorb
Gambler
(cosmic; town, mafia; common): You have the power to bluff. You may inspect another player during the day, but you have a 50% chance of getting no result. Your inspection will be announced publically. Actions: (day)inspect
Insect
(cosmic; town, sk; common): You have the power of metamorphosis. At night you mimic another player, copying their night action. Actions: copy
Laser
(cosmic; town, mafia; common): You have the power to blind. You may target another player to randomize that player's night action target. Actions: randomize
Magnet
(cosmic; town, mafia, survivor; common): You have the power of magnetism. You can change another player's night action to target yourself. Actions: attract
Mind
(cosmic; town, mafia; common): You have the power of knowledge. At night, you may inspect another player to learn their role (but not their team). Actions: inspect
Mirror
(cosmic; town, mafia; common): You have the power of dyslexia. If someone targets you with an action, you will target them with the same action. You are immune to roleblocks and redirects.
Mutant
(cosmic; town, survivor; common): You have the power to regenerate. The first time you are killed or lynched, you will return to life.
Oracle
(cosmic; town, mafia; common): You have the power to forsee. At night, you may concentrate your powers on another player to track their movements. Actions: track
Pacifist
(cosmic; town; common): You have the power of peace. If you are lynched, you will return to life.
Pentaform
(cosmic; town, mafia, survivor; common): You have the power to evolve. Each day you may mutate to recieve a new role. You may change a total of 5 times. Actions: (day)selfmutate (5 uses)
Phantom
(cosmic; town, mafia, survivor; common): You have the power to dematerialize. At night, you may make yourself immune to all actions. If you do, you will not be able to vote the next day. Actions: dematerialize
Philantropist
(cosmic; town, mafia, survivor; common): You have the power of giving. At night, you may give another player a random one-shot action. Actions: giveability
Reincarnator
(cosmic; town, mafia-ally; common): You have the power of reincarnation. If you die, you will return to life with a new role and possibly a new team.
Subversive
(cosmic; town, mafia; common): You have the power of subversion. At night, you may make another player turn up either town or mafia (your choice) to cop inspections. Actions: frame clear
Symbiote
(cosmic; town; common; 8+ players): You have the power of numbers. You and your fellow symbiotes are all on the same team, and you may talk at night.
Terrorist
(cosmic; town, sk; common): You have the power to booby trap. You can plant a timebomb on a player in daytime once during the game. That player will be killed in 60 seconds. Actions: (day)timebomb (1 use)
Vacuum
(cosmic; town, mafia-ally, survivor; common): You have the power of catharsis. If you are lynched, the last player to vote for you will be killed as well.
Void
(cosmic; town, sk; common): You have the power to eradicate. Once during the game, you can kill another player. This kill can't be stopped by protection, and the target won't revive. Actions: eradicate (1 use)
Vulch
(cosmic; town, mafia, survivor; common): You have the power to salvage. Each night, you will get a random one-shot ability which you may use on a subsequent night. Actions: (auto)salvage
Zombie
(cosmic; town, mafia; common): You have the power of immortality. You can't be killed. (You can still be lynched.)


Banon
(ff6; town, mafia, sk; very common): As leader of the Returners, you are beyond suspicion. Investigations of you will always get a "town" result. If Terra motivates you, you will gain an extra vote the next day.
Celes
(ff6; town, mafia, sk; very common): You can use your connections among the Empire and Returners to inspect a player each night and learn whether they are town, mafia, or other. If Terra motivates you, you will also use your healing magic to prevent one kill targeting that player. Actions: inspect
Cyan
(ff6; town, mafia, sk; very common): You can use the skills you learned as a faithful retainer to guard another player from kills. If they would die, you will die instead. If Terra motivates you, you will also kill the attacker. Actions: guard
Edgar
(ff6; town, mafia, sk; very common): Your many devices give you two randomly chosen one-shot abilities at the start of the game. The abilities you can get are protect, kill, block, and inspect. If Terra motivates you, you gain another random ability to replace the one you use.
Gogo
(ff6; town, mafia, sk; very common): You can copy another player's action at night, doing the same thing they do but to a target of your choice. If Terra motivates you, you will also gain that ability for use on later nights. Actions: copy
Kefka
(ff6; town, mafia, sk; very common): You have a barrel of poison and you're not afraid to use it. You can poison someone at night, and they'll die at the end of the following day. If Terra motivates you, you siphon off a bit of her Esper power and use it to randomize ALL other night action targets that night! Actions: poison
Locke
(ff6; town, mafia, sk; very common): Your experience as a professional treasure hunter lets you stealthily track a player's movements, letting you know who they target with their night action. If Terra motivates you, you will also steal one of their role abilities. Actions: track
Mog
(ff6; town, mafia, sk; very common): Your dance has a random effect on a random player each night. It might protect them, inspect them, or give them an ability. If Terra motivates you, your dance also has the same effect on yourself. Actions: (auto)special
Relm
(ff6; town, mafia, sk; very common): You can draw a copy of another player each night. Any actions targeting that player will target the copy instead and have no effect. If Terra motivates you, the copy will also use that player's night action on a random target. Actions: replicate
Sabin
(ff6; town, mafia, sk; very common): You're so tough that you can't be killed by most abilities. You can also try to protect another player from kills, but it won't have any effect unless Terra motivates you. Actions: protect
Setzer
(ff6; town, mafia, sk; very common): You can gamble with another player at night. You and the chosen player have equal chances of winning. The winner gets the loser's vote the next day. If Terra motivates you, you'll steal her heart - and her ability. Actions: special
Shadow
(ff6; town, mafia, sk; very common): You are a stealthy assassin. You can kill another player each night. If Terra motivates you, you can even kill Sabin or someone protected by Celes or Sabin. Actions: kill
Strago
(ff6; town, mafia, sk; very common): As a descendant of the ancient Mage Warriors, you can learn all sorts of abilities. Whenever you are targeted by a night action, you learn to use that action on any subsequent night. Nothing special happens if Terra motivates you, but you do learn her motivate ability. You can't use the motivated versions of abilities you learn (which means Sabin and Ultros's abilities are useless).
Terra
(ff6; town, mafia, sk; very common): You can use your Esper powers to motivate another player each night. That player's night action will be improved in some way. Your target will recieve a message. Actions: motivate
Ultros
(ff6; town, mafia, sk; very common): As star of the game (in your own mind) you're too important to die. The first time you would be killed, you come back. You can also try to drag another player offstage, preventing their role from working, but it won't happen unless Terra motivates you. Actions: disable
Umaro
(ff6; town, mafia, sk; very common): Being a Yeti isn't so bad; you get your very own bone club, and nobody seems to want to annoy you. If you wait outside someone's house, they'll be too scared to come out and use their night action. If Terra motivates you, you'll go into a rage and KILL your target as well. Actions: block
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"Xyl was completely berserk" -dramonic
"Xyl's ruthless policy lynching won the game." -Vi
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Posts: 5414
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Post Post #3 (ISO) » Sat Sep 19, 2009 9:21 am

Post by Xylthixlm »

Amrou Scout
(timespiral; town; common): You can inspect another player to learn their alignment. Actions: inspect
Amrou Seekers
(timespiral; town; common): You can track another player to discover who they target. Actions: track
Ashcoat Bear
(timespiral; town; common): Once per game you can flash into play to block a player, stopping their action that phase. Actions: (x)block (1 use)
Assembly-Worker
(timespiral; town; common): You have no powers.
Benalish Cavalry
(timespiral; town, survivor; common): You have flanking, which renders you immune to abilities other than kills.
Bogardan Rager
(timespiral; town; common): Once per game you can flash into play, giving a player an extra vote for one day. Actions: (x)motivate (1 use)
Brass Gnat
(timespiral; town, survivor; common; 8+ players): You can't vote. However, you can sacrifice yourself to chump-block another player. Actions: block
Castle Raptors
(timespiral; town; common): You are an excellent blocker. Each day you can block another player, preventing their action. Actions: (x)block
Coral Trickster
(timespiral; town, survivor; common): You are morphed. You can unmorph at any time, twiddling another player and randomizing their action. Until you unmorph, you will show up as a Morph Shell (unknown) on death. Actions: (x)randomize
Corpulent Corpse
(timespiral; town, sk; common; 6+ players): You are suspended for 2 turns. When you unsuspend day 3, you will gain the ability to kill.
Crookclaw Transmuter
(timespiral; town; common): Once during the game you can flash into play to redirect another player's action. Actions: (x)redirect (1 use)
Cyclopean Giant
(timespiral; town, survivor; common): If you die, you will turn a random player into a Swamp.
D'Avenant Healer
(timespiral; town; common): You can tap to either kill another player or protect another player from kills. Actions: kill protect
Deathspore Thallid
(timespiral; cult; common): You can turn another player into a Saproling, but it only has a 50% chance of success. Whenever a Saproling dies, you will gain a one-shot ability to kill another player. Actions: recruit (50% success)
Drudge Reavers
(timespiral; town; common): The first time you die, you will regenerate.
Durkwood Baloth
(timespiral; town; common; 6+ players): You are suspended for 2 turns. When you unsuspend day 3, you will gain an extra vote.
Fathom Seer
(timespiral; town, survivor; common): You are morphed. You can unmorph at any time to learn the alignment of another player. Until you unmorph, you will show up as a Morph Shell (unknown) on death. Actions: inspect
Firefright Mage
(timespiral; town, survivor, mafia-ally; common): You may target another player at night to make them unblockable. Actions: special
Flickering Spirit
(timespiral; town; common): Once during the game, you may flicker yourself to hide from all actions. Actions: (x)hide (1 use)
Gorgon Recluse
(timespiral; town, sk; common): You don't have any abilities yet, but you have madness. If you are targeted by an ability, you will come into play and gain the ability to kill.
Havenwood Wurm
(timespiral; town, sk; common): Once during the game you can flash into play, blocking and killing another player. Actions: (x)special (1 use)
Jedit's Dragoons
(timespiral; town; common): Each day you may use your vigilance to protect another player from kills. Actions: protect
Looter il-Kor
(timespiral; town; common): You can watch another player to see if they use an action. Because you have shadow, you can't be watched or tracked yourself. Actions: watch
Mana Skimmer
(timespiral; town; common): You may tap down another player's lands at night, possibly disabling them for a day (33% chance). Actions: disable (33% success)
Nightshade Assassin
(timespiral; town, sk; common): You can kill a player each night. In addition, you have madness. If you are targeted by an ability, you will gain a one-shot superkill. Actions: kill
Plated Pegasus
(timespiral; town; common): Once per game you can flash into play, protecting all players from kills that day. Actions: (x)special (1 use)
Revered Dead
(timespiral; town; common): The first time you die, you will regenerate and return to life.
Riftwing Cloudskate
(timespiral; town; common): You are suspended for 1 turns. When you unsuspend day 2, you will gain the ability to return another player to their owner's hand, resetting them to their original role. If they are a Zombie or Saproling, they will die instead.
Sage of Epityr
(timespiral; town; common): Once per game you can inspect a player to find out their role. Actions: inspect (1 use)
Shadow Sliver
(timespiral; mafia; common): As long as you are alive, the mafia have shadow, which makes them undetectable by trackers.
Shaper Parasite
(timespiral; town; common): You are morphed. You may unmorph at any time to either kill another player, or protect another player from kills. You can only use one of your abilities. Actions: (x)kill (1 use) (x)protect (1 use)
Sidewinder Sliver
(timespiral; mafia; common): As long as you are alive, the mafia have flanking, which makes them immune to nonkill abilities.
Spiketail Drakeling
(timespiral; town; common): You can sacrifice yourself to impede another player's spellcasting, disabling them for a turn. Actions: (x)disable (1 use)
Spinneret Sliver
(timespiral; mafia; common): No description.
Thallid Germinator
(timespiral; cult; common): You can turn another player into a Saproling, but it only has a 50% chance of success. Whenever a Saproling dies, you will gain a one-shot ability to give an extra vote. Actions: recruit (50% success)
Trespasser il-Vec
(timespiral; town, sk; common): You can kill another player at night by discarding a card. If you do, you won't be able to vote the following day. Because you have shadow, you can't be detected by trackers or watchers. Actions: kill
Two-Headed Sliver
(timespiral; mafia; common): As long as you are alive, the mafia can't be blocked.
Urborg Siphon-Mage
(timespiral; town, sk; common): You can steal a player's vote for the next day. That player will have one fewer vote than normal, and you will have one more. Actions: stealvote
Viashino Bladescout
(timespiral; town; common): Once during the game, you may flash into play to grant another player first strike. If that player would be killed, you will kill their attacker instead. Actions: (x)guard (1 use)
Watcher Sliver
(timespiral; mafia; common): As long as you are alive, the mafia are immune to kills.
AEther Membrane
(timespiral; town; uncommon): You can block a player. In addition, the player you block will be returned to their original role and team. Saprolings and Zombies will die instead. Actions: block
Barbed Shocker
(timespiral; town, sk; uncommon): You can attack a player to disrupt them, blocking their action. If you attack the same player four times, they will run out of cards in their library and die. Actions: (x)special
Big Game Hunter
(timespiral; town, survivor; uncommon): You have madness. Whenever you are the target of an ability, you will kill a random player other than yourself.
Dementia Sliver
(timespiral; mafia; uncommon): As long as you are alive, any member of the mafia can submit a randomize action. Actions: (x)randomize
Ghostflame Sliver
(timespiral; mafia; uncommon): As long as you are alive, the mafia inspect as town to investigations.
Malach of the Dawn
(timespiral; town; uncommon): You may guard another player at night. If that player would die, you die instead. The first time you die, you regenerate and return to life. Actions: guard
Muck Drubb
(timespiral; town, survivor; uncommon): You have madness. Whenever you are the target of an ability, you gain a one-shot redirect.
Necrotic Sliver
(timespiral; mafia; uncommon): As long as you are alive, any member of the mafia can suicide-bomb. Actions: suicidebomb
Opaline Sliver
(timespiral; mafia; uncommon): As long as you are alive, any member of the mafia can submit a role inspect action at night. Actions: inspect
Skittering Monstrosity
(timespiral; town, sk, survivor; uncommon; 6+ players): You are so powerful you have two votes. However, if you are the target of an ability, you will die.
Sporesower Thallid
(timespiral; cult; uncommon): You can turn another player into a Saproling each night Actions: recruit
Telekinetic Sliver
(timespiral; mafia; uncommon): As long as you are alive, any member of the mafia can submit a block action. Actions: (x)block
Akroma, Angel of Fury
(timespiral; town, sk; rare): You are morphed. You can unmorph at any time to kill another player. Once you have unmorphed, you will be immune to all actions. Actions: (x)kill
Body Double
(timespiral; town, survivor; rare): Once during the game, you may become an exact copy of a dead player. Actions: channel (1 use)
Bogardan Hellkite
(timespiral; town, sk; rare; 8+ players): Once per game you can flash into play, killing two target players. Actions: (x)kill2 (1 use)
Braids, Conjurer Adept
(timespiral; town, survivor; rare): Each morning, each other player recieves a random one-shot ability.
Chronosavant
(timespiral; town; rare): You can bring a dead player back to life. However, if you do, you will lose your vote the following day. Actions: resurrect
Dauthi Slayer
(timespiral; sk; rare): You will kill a random player each day. Because you have shadow, you can't be tracked. Actions: (auto)kill
Draining Whelk
(timespiral; town, sk; rare): Once per game you can flash into play, killing another player and gaining their role. Actions: (x)special (1 use)
Faceless Butcher
(timespiral; town, sk; rare): You can remove another player from the game once at any time. When you die, the removed player will return to life. Actions: (x)eradicate (1 use)
Fortune Thief
(timespiral; town, survivor; rare): You are morphed. You can unmorph at any time and choose another player. The chosen player will become immune to all abilities as long as you are alive. Until you unmorph, you will show up as a Morph Shell (unknown) on death. Actions: (x)special (1 use)
Greater Gargadon
(timespiral; town, survivor; rare): You are suspended for 5 turns. When you unsuspend day 6, you will be unkillable and have three votes.
Ixidron
(timespiral; town, mafia-ally, survivor; rare): You may turn another player face-down each day, removing their abilities and turning them into a Morph Shell. Actions: (x)special
Jaya Ballard
(timespiral; town, sk; rare): Each day you can incinerate another player, killing them. Actions: superkill
Kaervek the Merciless
(timespiral; town, survivor; rare): Whenever another player targets you with an ability, they will die.
Liege of the Pit
(timespiral; town, survivor, sk; rare): You are morphed. You can unmorph at any time to kill another player. Once you unmorph, you will become a serial killer and kill a random player each turn. Until you unmorph, you will show up as a Morph Shell (unknown) on death. Actions: (x)kill
Lim-Dul the Necromancer
(timespiral; cult; rare): Once per day you may return to life a player who has died. That player becomes a Zombie under your control. Actions: reanimate
Magus of the Mirror
(timespiral; town; rare; 5+ players): You can swap two other players' roles at night. However, doing so requires you to sacrifice yourself. Actions: swap
Mangara of Corondor
(timespiral; town; rare): You can remove both yourself and another player from the game at any time. Players removed from the game can't ever be returned to life. Actions: (x)eradicate
Molten Firebird
(timespiral; town; rare): Whenever you die, you return to life unless you were lynched. However, you lose your vote the next day.
Norin the Wary
(timespiral; town, survivor; rare): Whenever you are the target of the ability, you will hide, preventing the ability but also removing your vote for the day.
Pentarch Paladin
(timespiral; town, sk; rare): You can tap to kill another player each day. You also have flanking, which renders you immune to abilities other than kills. Actions: kill
Psionic Sliver
(timespiral; mafia; rare): As long as you are alive, any member of the mafia can suicide-bomb during the day. Actions: (day)suicidebomb
Radha, Heir to Keld
(timespiral; town, sk; rare): You can kill another player at night. If you do, a random player gains an extra vote the next day. Actions: kill
Saffi Eriksdotter
(timespiral; town; rare): You can sacrifice yourself at any time to return another player to life. Actions: (x)raise
Triskelavus
(timespiral; town, sk; rare): You have three counters you can use at any time. Each counter will randomly either block or kill another player. Actions: (x)special (3 uses)
Vesuvan Shapeshifter
(timespiral; town, sk; rare): You are morphed. You can unmorph at any time to copy another player's role. You can remorph at night. Until you unmorph, you will show up as a Morph Shell (unknown) on death. Actions: (x)morph
Weathered Bodyguards
(timespiral; town; rare): You are morphed. You can unmorph at any time and choose another player. If the chosen player would be killed, you will die instead. You will also learn any player who targets that player with an action. Until you unmorph, you will show up as a Morph Shell (unknown) on death. Actions: (x)guard
Witch Hunter
(timespiral; town; rare): Each day, you may return another player to their owner's hand, resetting their role. If you use this on a Zombie or Saproling, they will die instead. Actions: special
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Post Post #4 (ISO) » Sat Sep 19, 2009 9:22 am

Post by Kublai Khan »

Damn. I've been gathering this list one test-setup at a time.

Big kudos to you Xyl. You've opened a can of worms, though.
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Post Post #5 (ISO) » Sat Sep 19, 2009 9:31 am

Post by Xdaamno »

Wow. There goes the next 10 minutes of my life.
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Post Post #6 (ISO) » Sat Sep 19, 2009 10:53 am

Post by Cobalt »

Xdaamno wrote:Wow. There goes the next 60 minutes of my life.
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Post Post #7 (ISO) » Sat Sep 19, 2009 12:09 pm

Post by ~Jordan` »

Cobalt wrote:
Xdaamno wrote:Wow. There goes the next 60 minutes of my life.
kick logic to the curb and do the impossible!
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Post Post #8 (ISO) » Sat Sep 19, 2009 12:16 pm

Post by Vi »

I have a sudden urge to create a Mini that only uses Goo roles.
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Post Post #9 (ISO) » Sat Sep 19, 2009 12:31 pm

Post by Papa Zito »

tl;dr
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Post Post #10 (ISO) » Sat Sep 19, 2009 2:07 pm

Post by Cobalt »

Out of curiosity, what's the rate of power roles appearing in bot games? Eg how often to vanillas turn up? "very common" is not quantitative.
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Post Post #11 (ISO) » Sat Sep 19, 2009 2:26 pm

Post by Xylthixlm »

Cobalt wrote:Out of curiosity, what's the rate of power roles appearing in bot games? Eg how often to vanillas turn up? "very common" is not quantitative.
Depends on number of players, number of scum, etc. The bot adjusts the power role mix continually to try to keep the town win rate at exactly 50%. The common/uncommon/rare part just shows how common a role is compared to other roles with the same power level (and team). And even that depends on the specific game mode - in one mode a super-rare role might be 20,000 times rarer than a very common role, and in another mode it might be only 20 times rarer.
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Post Post #12 (ISO) » Sat Sep 19, 2009 2:31 pm

Post by ortolan »

Does the first thing in the description from post 2 e.g. cosmic, ff6 mean that you have to play that "theme" before you get those roles, or are they all just thrown in together?
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Post Post #13 (ISO) » Sat Sep 19, 2009 2:33 pm

Post by ortolan »

Xyl wrote:The common/uncommon/rare part just shows how common a role is compared to other roles with the same power level (and team).
What are the power levels? :P
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Post Post #14 (ISO) » Sat Sep 19, 2009 2:53 pm

Post by Cobalt »

ortolan wrote:
Xyl wrote:The common/uncommon/rare part just shows how common a role is compared to other roles with the same power level (and team).
What are the power levels? :P
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Post Post #15 (ISO) » Sat Sep 19, 2009 3:05 pm

Post by Xylthixlm »

ortolan wrote:
Xyl wrote:The common/uncommon/rare part just shows how common a role is compared to other roles with the same power level (and team).
What are the power levels? :P
They range from -1 (really, really bad) to +2 (really, really good), and are recalculated daily. Some of today's values:

Friendly Neighbor
= +1.40
Jack of All Trades
= +0.99
Cop
= +0.67
Doctor
= +0.51
Townie
= -0.05
Naive Cop
= -0.20
Lovestruck Townie
= -0.80

The balancer uses a simple pointing system where it adds together the point values and compares the total against a target value that depends on the number of players, number of scum, etc.
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Post Post #16 (ISO) » Sat Sep 19, 2009 3:08 pm

Post by Cobalt »

How often are games run? It's in the channel in your sig, right?
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Post Post #17 (ISO) » Sat Sep 19, 2009 3:10 pm

Post by Xylthixlm »

Cobalt wrote:How often are games run? It's in the channel in your sig, right?
Yes. How often they're run varies, sometimes I look and games have been running for six hours straight, sometimes it's practically abandoned. It's usually more active on evenings. (Right now it's kind of dead.)
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Post Post #18 (ISO) » Sat Sep 19, 2009 3:11 pm

Post by Cobalt »

Cool, I'll look into it sometime.
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Post Post #19 (ISO) » Sun Sep 27, 2009 1:40 am

Post by ortolan »

more people need to play in #mafia
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Post Post #20 (ISO) » Mon Sep 28, 2009 3:36 am

Post by ortolan »

everyone come play some Australian themed setup (only on Tuesdays!) tomorrow night (Australian time)
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Post Post #21 (ISO) » Tue Dec 29, 2009 4:39 am

Post by alexhans »

Bump for awesomeness.

I think I know a couple of roles that aren't here :P
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Post Post #22 (ISO) » Tue Dec 29, 2009 4:52 am

Post by zoraster »

The learning curve at #mafia is super, super high, especially since whenever I'm there, people seem to play oddrole which made massclaims tough on anyone new (i.e. me).

hopefully this role list will help out some.
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Post Post #23 (ISO) » Tue Dec 29, 2009 4:59 am

Post by Xylthixlm »

zoraster wrote:The learning curve at #mafia is super, super high, especially since whenever I'm there, people seem to play oddrole which made massclaims tough on anyone new (i.e. me).

hopefully this role list will help out some.
Tell them Xyl said to play normal setups for newbies.
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Post Post #24 (ISO) » Tue Dec 29, 2009 7:32 am

Post by xRECKONERx »

Papa Zito wrote:tl;dr
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