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Reborn Mafia Club Role Directory


Daniel Blackworth

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This topic contains a list of roles that are commonly found in Reborn Mafia Club. It also contains some other uncommon and unused roles, but are easy to incorporate within the game. The list will be updated from time to time.


Interested hosts may use this list to make their own setups. They may also place their own variations and tweaks as they seem fit. The list is arranged by alignment, role type, and alphabetically.


Experienced hosts may also refer to other sites to make use of complex roles while they may craft original roles from exisiting ones. 


Town Aligned Roles
The standard win condition for Town Aligned Roles is, "You win when all threats to the Town are eliminated."


Informative Roles:

 

Cop - The Cop investigates another player every night and discerns their alignment. The results may either be Town/Not Town or may indicate specific alignments.


Other games may feature Cops with differing sanities. Players are not informed of their sanity. This includes Insane Cop which shows the opposite result of what is expected, Naive Cop which shows all players as Town, and Paranoid Cop which shows all players as Mafia.

Dreamer - The Dreamer only works if it is unvisited at night. If unvisited, the Dreamer will see a dream of EITHER three people with at least one non town member OR one innocent player.

Gossiper - The Gossiper receives one random piece of information every night. This may vary from who visited who, what action was performed by who, what role who has, or other notions.

Gravedigger - The Gravedigger exists in games with limited information revealed upon a player's death. The Gravedigger may visit a player every night and know their role and alignment.

Justice - The Justice investigates two players every night and determines if the two belong to the same alignmeny. Justice may not investigate himself or conduct investigations on the same people again.

Penguin - The Penguin visits a player every night and said player learns a random piece of information. This may vary from who visited who, what action was performed by who, what role who has, or other notions. If there are multiple Penguins in the setup, said Penguins will stop all night actions from happening if they visit each other.

Rolecop - The Rolecop visits a player every night and learns about the role they may have. In some cases, to prevent from being overpowered, they do not receive results if they are visited during the night.

Snoop - The Snoop visits a player every night and learns about the suit they have. They may be informed of the number of items they have and whether these items are real or not.

Tracker - The Tracker visits a player every night and learn about whom the player visited. If said player was roleblocked by Drunk or Hooker, Tracker may still see the person they could have visited that night.

Watcher - The Watcher visit a player every night and learns about whom visited the player. If said player/s who may have visited that player, Watcher may still see those players visiting.

 


Protective Roles

 

Blacksmith - The Blacksmith visits a player every night and hands out a bulletproof vest which protects from one kill attempt. It depends on the host on whether the vest is applicable on the same night it is received.


Bodyguard - The Bodyguard may protect another player every night. If the player they are protecting is attempted a kill on, the Bodyguard takes the kill.

Doctor - The Doctor protects a player from harm every night. It is in the discretion of the host on whether it protects from all forms of death or one kill only, and whether he may self heal or not. It commonly removes bleeding and poison status. 

Other games may feature Doctors with differing sanities. Players are not informed of their sanity. This includes Insane Doctor which has a 50% chance of killing the target, Paranoid Doctor which not only heals but also roleblocks the target, Naive Doctor which does not heal anyone, Weak Doctor which dies if healing a non town player, and CPR Doctor which kills its target if it is untargetted.

 


Killing Roles

 

Bomb - When the Bomb is killed, the player who attempted the kill also dies.


Bleeder - The Bleeder, when visited, inflicts the bleed status to players. Players who are bleeding will die at the end of the next night phase if they are unhealed. Bleeding players will not die instantly when shot by a gun, but will die instead at the end of the phase.

Deputy - The Deputy has a one time use Gun at the start of the game. When they shoot this gun, their role and identity is not revealed.

Granny - The Granny kills any players who visit it at night. The Granny may or may not be killed by other killing roles.

Gunsmith - The Gunsmith visits a player every night and hands out a gun. This gun may be used during the day by PMing the host and kills someone, revealing the shooter.

Sheriff - The Sheriff has a one time use Gun at the start of the game. When they shoot this gun, their role and identity is revealed to all.

Vengeful - Commonly used in conjunction with another role, but can also solely be Vengeful. A Vengeful kills a person of his choosing when he is killed.

Vigilante - The Vigilante may kill a player every night. It is up to the host on whether the kill goes through if mafia kills the vigilante. Hosts may often limit the number of uses of this ability, especially in low number player games.

 


Support Roles

 

Agent - The Agent may send anonymous messages to any role by PMing the Game Moderator. This may be done during the Day, Night, or both, and may be done once per phase or infinite times, depending on the host.


Back-up - The Back-up may visit a deceased town player once in the game and take up their role and ability.

Bulletproofed - The Bulletproofed has one Bulletproof Vest at the start of the game. This vest protects from one kill attempt. Players are notifed if their vest has been used up.

Bus Driver - The Bus Driver switches two players every night. All actions directed to Player A will be directed to Player B, and vice versa.

Celebrity - The Celebrity's role is revealed right at the start.

Commuter - The Commuter may leave the town every night, rendering all actions committed to said player useless. This ability is usually limited to a number of uses.

Drunk - The Drunk visits one person every night and prevents them from doing any action. The host may or may not inform of the roleblock. Mafia kills are not blocked nor are passive roles such as Bulletproof.

Governor - The Governor may at one point in the game override the lynch target and EITHER change it to another person OR have a no lynch.

Hider - The Hider visits one person every night and hides behind them. All actions directed toward them will be directed towards the player they are hiding in.

Jailer - The Jailer visits a person every night and jails them. All actions directed to said player are stopped while the player cannot perform any actions.

Judge A - The Judge's vote is counted as two.

Judge B - The Judge may decide who gets lynched if EITHER a majority is not reached OR there is a tie in votes between two people.

King - The King selects a person each day phase and this person is jailed the next night, incapable of performing any actions or being targetted by other actions.

Loudmouth - The Loudmouth screams loudly whenever someone visits said player. Players who visit the Loudmouth will be revealed publicly at the next day phase.

Neighbourizer - The Neighbourizer visits a player every night and gains a private chat with said player the next day. It depends on the host on how many times this ability is used and how long the chat lasts.

Oracle - The Oracle visits a player every night. This visit means nothing until the player dies; when the player dies, the role of the player they last visited is publicly revealed.

Vanilla Townie - The Vanilla Townie has no abilities, but the player's voice and vote has a great deal of power.

 


Negative Utility Roles:

 

Disruptor - The Disruptor prevents all night actions in the next night from happening. This may be activated (depending on the host) by EITHER the player's decision OR if said player with the role is killed.


Leader - When the Leader dies, voting in the next day becomes anonymous and is conducted only by PMing the host.

Lightkeeper - When the Lightkeeper dies, the next day will be shrouded in darkness and there will be no discussion; only anonymous voting.

Lovers - Lovers may be combined with other roles. These are two players who are linked with a bond. If one of the lovers die, the other lover commits suicide in grief.

Miller - The Miller is not informed of his role typically. He is only informed that he is a Vanilla Townie. He will always appear Mafia in investigations and flip as Mafia Townie upon death.

Sleepwalker - The Sleepwalker is not informed of his role typically. He is only informed that he is a Vanilla Townie. He randomly visits a player every night (by RNG). RIP Lykos and Alphagar

Suspect - The Suspect is not informed of his role typically. He is only informed that he is a Vanilla Townie. He will always appear Mafia in investigations and flip as Vanilla Townie upon death.

Virgin - If the Virgin is lynched, Mafia cannot kill the next night.

 

 


Mafia Aligned Roles
The standard win condition for Mafia Aligned Roles is, "You win when Mafia outnumbers or equals the number of living players."


Informative Roles:

 

Actress - The Actress visits a player every night and learns their role. When the Actress dies, they will appear as the role that they last learned of.


Stalker - The Stalker visits one person every night and are informed of the player's role.

 


Protective Roles

 

Doctor - The Doctor visits one person every night and renders them safe from any harm. Mafia Doctors may heal their own.


Killing Roles

 

Arsonist - The Arsonist may visit a person every night and douse them with gasoline. Once in the game, the Arsonist may burn all doused players, killing them.


Bomber - The Bomber may visit a person each night and give them a bomb. Players may or may not be informed. If a person with a bomb visits one holding another, both players die.

Godfather - The Godfather appears innocent on all Cop reports and potentially other means of investigations. The Godfather typically performs the factional kill; however, it depends on the host.

Illusionist - The Illusionist has one gun at the start of the game. This gun may be used once and when it is shot, the Illusionist selects the person who will appear as the shooter.

Janitor - The Janitor may perform the kill x number of times in the game. A person killed by the Janitor will not have their role revealed upon death and will be the sole receiver of such information.

Slasher - The Slasher inflicts a player with bleeding status every day or night, depending on the host. Players who are bleeding die at the end of the next phase. If they are shot by a gun; they die not instantly, but at the end of the day phase.

Sniper - The Sniper doesn't attend the Mafia chat. Instead, they fend for themselves, but have a one shot Gun which when used doesn't reveal their identity.

Strongman - The Strongman always succeeds in carrying out the factional kill of the Mafia. It bypasses protection, blocking, or other forms hindering success. It is usually One-Shot.

 


Support Roles

 

Bandit - The Bandit visits a player every night and steals a random item they may have. Players are informed if an item of theirs is stolen.


Diabolist - The Diabolist visits a person every night and curses them, but they are not informed. They are forbidden from voting a specific person in the next day and die if they do so.

Don - The Governor may at one point in the game override the lynch target and EITHER change it to another person OR have a no lynch. The Don may not override a mafia lynch.

Fabricator - The Fabricator visits a player every night and gives a fake gun or a fake vest. Fake guns backfire on the user and fake vests do not protect. It may be split to two different roles.

Framer - The Framer visits a player every night. On the night a player is framed, they appear Guilty in all methods of investigation.

Hooker - The Hooker visits a player every night and renders them unable from committing their actions. In some variations, Hooker removes Bulletproof Vests because you cannot love while wearing clothes ;).

Prosecutor - The Prosecutor's vote counts as two.

Silencer - The Silencer may silence a player every night. The Silencer player may not speak and vote the next day; although, in some variations, the silenced may vote via PMing the host.

Spy - The Spy may send anonymous messages to any role by PMing the Game Moderator. This may be done during the Day, Night, or both, and may be done once per phase or infinite times, depending on the host.

Vanillaizer - The Vanillaizer may visit a person and remove their abilities, making them Vanilla. Vanillaizers typically have either one or two uses of their own ability.

Voodoo Lady - The Voodoo Lady visits a player every night and forbids them from saying a 4+ letter word. They are not informed of this word. If they utter this word, they wither and die.

Witch - The Witch visits a player every night and curses them. They are imposed a specific post restriction for the next day and must follow them or die.

Vanilla Mafia - The Vanilla Mafia has no abilities, but the player's voice and vote has a great deal of power.

Yakuza - The Yakuza has a limited number of uses to recruit a player into the Mafia. Sometimes, this is nerfed by the Yakuza dying if they successfully recruit a player.

 


Third Party Roles
Third Party Roles have their own win conditions and have differing abilities.

 

 

Alien - The Alien visits a player every night. The Alien's win condition is to reach a point in the game where they have visited all living players.


Amnesiac - The Amnesiac visits one dead player in the game and takes up their role and win condition.

Cultist - The Cultist recruits one player each night and they become part of the cult. Cult members lose their ability and win condition, but become part of a private chat. If the Cult Leader dies, all Cult members also die. The Cult wins when they equal or outnumber all other players alive.

Fool - The Fool's win condition is to get lynched during Day Phase. Other variations to this role is giving it a visiting ability which does nothing or making it nightkill immune.

Gambler - The Gambler bets EVEN or ODD at the start of the game. He is protected from getting nightkilled or targetted in some cases during these nights. The Gambler's win condition is to survive until the game ends. It may also come in Town or Mafia variants.

Lyncher - The Lyncher is given a random town player name in the beginning of the game. The Lyncher wins if their target is lynched.

Serial Killer - The Serial Killer may kill a player every night. They win if they are the last player or one of the last two alive.

Survivor - The Survivor visits a player every night and hides behind them. They will not be affected by actions directed to them, but will be affected by actions directed to the player they are hiding from. The Survivor's win condition is to survive until the game ends. In some variations, Survivor doesn't have this ability.

Werewolf - The Werewolf may visit a player every night and guesses their role. If they guess right, the Werewolf devours that player and becomes immune to day kills and lynches. However, if they guess wrong, the Werewolf will be revealed to all. The Werewolf wins if they are one of the only two remaining players. 

 


Comment below if you wish to have some corrections/improvements/amendments or if you want to recommend a role to be included in the list.
 

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