The Musician (Active) -
Every night, you may choose one player to stun with your soothing velvet tones and your old guitar. The player will become entranced and their mind will become one with the music, causing any night actions that they would perform to fail. ROLEBLOCKER/STUNNER
The Politician (Active) -
Three times per game, you can choose one player’s vote to change to any player of your choosing during the day phase. This action must be sent to me via PM. VOTE CHANGER
The Taxidermist (Active) -
Once per game *during the night phase, you may pick one dead player (as your fascination with dead... bodies may cause unsavoury responses from other players). You will receive the names of all the players that targeted that player since the beginning of the game (this includes all abilities, including investigation, protection, stuns, and kills).
The Birdkeeper (Passive) –
Your ability activates automatically should any night action hit you, regardless of kind or alignment. The moment any night action hits you (including the mafia kill), any action targeted at you during the duration of that night will fail along with the action that triggers this ability. In exchange, you will lose the ability to speak or vote for the next day phase. You will be notified if this ability is activated immediately after rollover. This ability will only work three times in the duration of the game. SPECIAL BULLETPROOF
The Pastor (Active) -
Three times per game, you may choose one player to revive. The player in question, however, will either:
a) Have their ability’s chance of success be sliced in half (if it is a passive role, the chance of the passive role activating will be sliced to 50%)
b) Be revived with only one usage of their ability, if it is an ability with a numbered amount of uses. REVIVER
The Student (Active) –
Every night, they can choose one player to investigate. Upon rollover, they will either learn that player's power or alignment (with a 50% chance for either one) with a 75% chance of success. If an initial investigation fails, should the player choose to investigate the same player twice, success will always be guaranteed. DETECTIVE
The Veteran (Active) -
Three times per game, you can activate your ability during the day phase and send in an extra vote (PM’d to the host). However, given your advanced age and the ensuing madness of the house, your life ends a little prematurely, and you will die at the end of Day 5. This is fated to happen, and cannot be stopped by any abilities. You cannot be revived if you die. DOUBLE VOTE
You achieve a separate win condition if you manage to survive until Day 5.
The Explosives Technician (Passive) -
Should the Explosives Expert be taken out by a kill in the night phase, they will take out the killer. If multiple killers target the Explosives Expert, the first killer will be taken out. BOMB
The Hunter (Active) –
Every other night, you can choose one player to shoot dead. VIGILANTE
The Emergency Medical Technician (Active) -
Every night, you may choose one player to take up to your room with you and mend up with your supplies. The player is subsequently protected from any stuns and kills directed at them. You cannot protect the same player consecutively. You may protect yourself. DOCTOR
The Babysitter (Active) -
Every night, you may choose one player to take care of. The player will be protected from all kill attempts made at them, but will be unable to speak during the next day phase (however, they may still vote). They will also be unable to use their own action during the night. JAILER
The Lockpicker (Active) -
Every night, you can choose to track one player. At the end of the phase, you will learn of all the players that the respective player targeted during the night phase. You cannot target the same person twice. WATCHER
The Lost Teenager (Active) -
Two times per game, you can choose to attach yourself to another player for the duration of the night. If your target is hit by a night action, you are also hit by the same night action (i.e. if your target is investigated, you will be also investigated, and the investigator will receive two results). You do not receive the effects of any passive actions that the target may have.
If you are targeted by a night kill the night you choose to hide, it will fail if you are hiding behind a town member. If you choose to hide behind a non-town aligned player, you will die. This death cannot be prevented by any protective abilities. HIDER
The Wandering Vagrant (Active) -
You possess the ability to protect, investigate, stun, or kill another player during the night phases. (i.e. you can kill a player n1, investigate a player n2, protect n3). You may only use each of these abilities once (i.e. you investigate a player n2, you cannot investigate them again).
The Sleepyhead (Passive)
You cannot speak during night phases. Every night, you have a 35% chance of dreaming about one random player, allowing you to learn their true alignment. This power is not affected by abilities that can tamper investigative results (i.e. you will be able to prove the true alignment of a miller) - however, should you be targeted during the night phase, you will be unable to dream. You will be PM’d of your dream results every night, at which you will be told whether or not you had a successful dream and any possible results of your dream. DREAMER
The Hypnotist (Active)
Three times in the game *during the night phase, you may choose a player to hypnotize. You may take control of any active ability they have and redirect the action to a player of your choice. REDIRECTION
The Compulsive Liar (Passive)
If someone attempts to kill you (lynch, kill, etc.), you will survive the kill and convert to the mafia alignment as a vanilla mafia member. The only thing publicly noted will be the fact that you survived whatever tried to kill you. TURNCOAT
The Pacifist (Active)
Once per game, you may either nullify the day vote, starting the night phase immediately, or end the night phase immediately to start the day phase. This action does not nullify any actions sent in before this action is sent in, and should you be stunned in the same phase prior to using this ability, it will fail. IDK DAY CHANGING THING
MAFIA
The Occult Leader (Active)
Every other night, you can select a player and a word (with a minimum of 6 letters), sent via PM. Should the player of your choosing say the word in any of their posts during the day phase, they will immediately die. You cannot act the first night.
The word cannot be vote/unvote (or any variation thereof), or any player's username/nickname (if you’re unsure of what falls under “nickname” then please PM me). You cannot choose the same word twice during the duration of the game (i.e. You cannot make “lynched” the cursed word 5+ times in the game), regardless of whether or not the kill is successful. The word must be standalone and fully intact in order for this ability to work; case does not matter (lynched will not work, but lynch will). A message will appear in rollover if this ability is activated.
Note: This counts as a night action, so it does activate the ability of the birdkeeper. Because it is not a direct kill attempt (i.e. the kill occurs during the day phase) it does not get defended against the romantic’s kill (romantic only works on night kills) - but it can break bonds.
The Pyromaniac (Active)
Every night, you can choose one player to immolate. This has a 75% chance of stunning them to the point that they will not be able to act for the next two phases, and a 25% chance of killing them. You cannot choose to immolate the same player twice in a row. MAFIA STUNNER/PARTIAL KILLER
The Ballerina (Passive)
Upon investigation, you will appear as the opposite alignment. You will also die as the opposite alignment. MAFIA MILLER
The Seamstress (Active)
Twice per game, you may choose to dress up another player, covering them from the world. This will hide their alignment upon death.
As well, once during the game, the seamstress may choose one player (they cannot be mafia aligned) to mask as a mafia member. The target of this ability will always appear as mafia upon investigation, but will die as their original alignment. If they have an ability that already affects their alignment, this ability will fail. MAFIA JANITOR/ALIGNMENT CHANGER
*any phase
The Historian (Active)
Every other night, you may choose one player to drone on to, sending them into a rather... long sleep. They will be unable to speak for the next day phase and night phase, and their vote will be nulled. You may not target the same player twice in a row. MAFIA SILENCER
The Salesman (Active)
Twice per game, you may choose one player in the night phase to cozy up with and investigate. With your persuasive ability, you will cause them to cough up their role power. MAFIA DETECTIVE.
*can be used multiple times in a night
NEUTRALS
The Sabotager (Active)
Once per game, you can choose to activate your ability. You have a 50% chance of cancelling out every night action performed during the phase, including the mafia kill. If you manage to cancel out 7 or more night actions, you achieve a win condition.
The Romantic (Passive) – A broken hearted romantic, trying to find purpose in his life... Perhaps they’ll fill the hole in their heart here.
During the first night, you must choose a player to bond with. If one is not chosen during the first night, it will be randomized. As long as both you and the player you choose are alive, any kill attempts on the “bond” target during the night phase will fail. You will always show up as the alignment of your bond target upon investigation; however, any actions outside of kills have a 50% chance of breaking your bond, regardless of phase. Should your bond be broken, a new bond target will be RNG’d for you.
If your bonded target is about to be lynched during the day phase, you may chose to sacrifice yourself in place of them. If your current target dies before you, you may not choose a new target, and your win condition changes to be the same as the win condition of the group that your target turns up as on death. Your win condition is to survive until the end with your bond target.
The target is RNG’d the moment the action that breaks the bond is sent in.