Here is our official list of special roles, mods can choose to include as many or as few of these roles as they like they can also feel free to customize the rules/actions regarding these roles as they see fit this is primarily a list of all the roles and there basic functions for anyone who is unsure of what roles maybe included in any given game. For a description of the game mechanics and how mafia is played read this thread
https://mafialives.darkbb.com/mafia-game-f1/mafia-game-play-t4.htmI would ask anyone who would like to include a role in a game they mod to add the role in this thread first so that everyone can be aware of its possible existence also if anyone has thought of any unique rolls of there own feel free to add those as well.
I mainly stole the text for these roles from the mafia scum wiki http://www.mafiascum.net/wiki/index.php?title=Roles (thanks to camn)
and a mafia flash site http://mikeburnfire.sitesled.com/mscumB.swf (thanks to Talhun69)
so full credit to those guys and the original writers of the role descriptions who I am shamelessly plagiarizing.
Pro-town roles:
1. Townie
The Townie, also known as the Towns person or citizen, is the basic role for the forces of good and usually makes up the majority of players. Townies can usually do nothing at night, and during the day they try to lynch the Scum.
2. Cop
The most common special role. The Cop can investigate a player each night and find out whether they are innocent or guilty (pro-Town or anti-Town, respectively). Depending on the variation, sometimes they can discover the role name as well. Certain roles, such as the Godfather, can be immune to investigation, meaning regardless of their alignment, they will come up pro-Town.
A Cop can choose to reveal his role during the day, in order to get someone lynched. However, this is sure to make the Cop a target for the Mafia. The Mafia may also try to impersonate the Cop by claiming false results.
There are three common variations on the Cop role, typically called sanities:
-Insane Cop: always gets incorrect results (i.e. "guilty" for pro-Town roles and "innocent" for anti-Town roles) once the player realizes they are insane, they can generally produce effective results by reporting the opposite of what they discover
-Paranoid Cop: always gets "guilty" results (rare in games with a Godfather, for obvious reasons) once the Cop discovers their sanity, they may stop investigating, as all results are equally useless
-Naive Cop: always gets "innocent" results this may be the most common variant sanity used, as it masks Scum even if the Cop dies early
When a Moderator uses any "sanity" variation, the player receiving the role is usually only told their role is a Cop. Sometimes sanity is revealed upon death sometimes not, leading to ambiguity if a Cop is killed early in the game.
3.Doctor
A very powerful ally to the Town. Each night, the Doctor contacts the Game Moderator, choosing one player to protect during the night from a night kill. When used in combination with a Cop, the Town has a sharply increased chance at catching Scum.
Generally, the Doctor can not heal/protect himself. Also, if the player is targeted by more than one Mafia family (or a family and Serial Killer), that player still usually dies.
There are six variations of the Doctor role, typically called sanities analogously to the Cop sanities.
-Insane Doctor: This doctor has 50% chance of killing his patient instead of protecting him.
-Paranoid Doctor : This doctor not only protects his patient but he also role blocks him (prevents him from performing any night action).
-Naive Doctor (a.k.a. Quack): This doctor's protection is ineffective.
-Weak Doctor: This doctor dies if he protects an anti-town player.
-CPR Doctor (also a Quack variant): This doctor kills his patient if he is not attacked.
-Faith Healer: has only a 50% chance of protecting there targeted player
When a Game Moderator uses these roles, the player receiving the role is usually only told his/her role is Doctor. Sometimes sanity is revealed upon death, sometimes not, leading to ambiguity if a Doctor is killed early in the game.
4. Mason
Masons are a group, usually all on the Pro-Town side, that know each other to be innocent. They can communicate with each other at Night, if they choose, but otherwise usually have no special abilities. In one variation of the Mason role, the Masons cannot reveal that they are Masons to the town through roleclaiming. Instead, they must find other ways to defend each other.
A common variation to this role is that of a "recruiting mason" who starts off the game as the sole mason but is given the ability to recruit one new member each night if he recruits a pro-town role then that player also becomes a mason if he recruits a anti-town role then the recruiting mason will usually die. Another variation is that if the recruiting mason recruits a member of the mafia he does not die instead the mafia member who has been recruited will become a "mafia mason" and can try to manipulate the masons from inside.
5. Inventor
The Inventor makes various gadgets that can be given to other players. These can do anything from kill once during the game, to investigating once, to protecting the player from one death, to whatever else the Moderator can come up with. The Inventor can either start with all the items at the beginning of the game, or receive one every night or every other night to give out or use as they see fit.
6. Jack of all trades
The Jack-of-all-trades is a role with several night abilities, such as investigating, protecting, vigilante kill, roleblocking etc. Once he has used a type of ability, he won't be able to use it again.
7. Skitzo
at night the skitzo can target any player and will randomly protect that player, inspect that player, kill that player, roleblock that player, or do nothing. In some variations the skitzo becomes "cured" and turns into a normal townie if targeted by the doctor.
8. Lightning rod
The lightning rod usually has a one shot ability to direct all night actions towards himself.
9. Double voter
A townie with the ability to vote twice during the day phase he may choose to vote for the same person twice or two different people as he wishes. commonly this is a one-shot ability but in some variations it may be used multiple times.
10. Bus Driver
The Bus Driver is a pro-town role who may choose to switch two players each night. Thus, any night choice performed on a switched player will affect the other player targeted by the Bus Driver. The Bus Driver's night choices are only valid for that same night.
For example, the Bus Driver switches John and Jack. That same night, a roleblocker targets John and a Goon targets Jack. It will be Jack to be roleblocked and John to be killed. The next night, those players will no longer be switched (unless the Bus Driver targets them again).
Given the randomness of his ability, the Bus Driver can end up either helping or harming the Town.
11. Roleblocker
The Roleblocker chooses one player per night to block from performing his or her night choice. The target's night choice will not be performed, and the target may or may not be informed he was blocked, depending on the game mechanics. What happens when a member of the Mafia is blocked varies from mod to mod - usually Mafia families must choose a person to send to kill, and the kill is only prevented if that person is blocked. Whether a Roleblocker can themselves be blocked also varies.
One-shot roles may or may not be used up when targeted by a roleblocker.
12. Bodyguard
A role that functions like a normal Doctor, but dies if the protected player is attacked
13. Elite bodyguard
Same as the normal bodyguard except if the person he is protecting is targeted both the bodyguard and a member of the mafia are killed.
14. White Mage
Similar to a doctor but the protection lasts two nights instead of one.
15. Commuter
Can choose to be immune to night kills but cannot use this ability two nights in a row so he is then vulnerable on alternate nights
16. Hider
The Hider has the ability to target one player each night. If that player is pro-town, the hider is protected from Night-Kills that night. If the player targeted is killed that same night, the Hider dies too. If the player targeted is Mafia, the hider usually dies.
17. Governor
The Governor has the ability to prevent a lynch. During twilight, the Governor may ask the moderator to stop a lynch. The Governor cannot stop his own lynch or prevent a player from being lynched twice.
18. Reviver
The Reviver may choose to bring any dead player back to life. Given its power, this role is usually restricted by limiting it to one use or making the reviver die after using there ability.
19. Tracker
The Tracker is an informative role that can target a player at night and learn who, if anybody, that player targeted the same night (but not the action the player performed).
20. Watcher
The Watcher is a informative role that can target a person at night and learn who targeted that person the same night.
21. Thief
The thief has the ability to steal an item related to a persons role, for example he is likely to steal a gun from a cop or a mafia or a knife from a doctor or serial killer, in some variants the person who has there object stolen loses there power.
22. Gunsmith
The Gunsmith is an information role that can check one customer each night, and finds out whether that player has a gun, mafia, cops and vigilantes are all likely to have a gun while serial killers, townies, doctors and certain special mafia roles are not.
23. Vigilante
The vigilante is a killer on the town side. Depending on the variation, they may be able to kill every night, or be limited to a certain number of times during the game. Sometimes, instead of killing during the night, the vigilante will be able to kill during the Day, thus becoming a Day-Kill Vigilante. Typically Vigilante killing methods do not vary significantly from Mafia ones. Commonly if the vigilante is investigated he will return a "guilty" verdict.
24. Vengeful townie
A vengeful townie has a one shot kill he can use immediately after being lynched, in some variations that kill must be used on the person who cast the final vote that caused the vengeful townie to be lynched in others the vengeful townie can kill anyone who voted for him in another he can kill anyone of his choice.
25. Bullet proof vest
A townie with a bullet proof vest is immune to a night kill from a regular mafia role or a vigilante he can be killed through a lynch during the day or by a psychopath or certain special mafia roles as well as two otherwise innefective killers working in unison ie. two different mafia factions or a mafia faction plus a vigilante both target him on the same night. This role is usually limited by making the player only immune from a limited number of attacks.