recursal/Fanatic-Fandom huggingface dataset:
Mayor

*You are the leader of the Town.*

## Rolecard

* Welcome, [Player Name], you are a Mayor.
* Your alignment is Town Power.

##### Abilities:

* Once per game you may reveal yourself as the Mayor by typing "/reveal" into the voting channel during the day.
	+ Revealing will publicly confirm you as the Mayor and grant you 3 votes instead of one.
	+ Once revealed you can no longer be protected by Town Protective roles.

##### Win Condition:

* You win when there are no longer any threats to the Town.

## Role Interaction

* The Mayor is a Town Power role. There can only be one Town Power role per game, making the Mayor a unique role.
* A Bodyguard's protection will not trigger when protecting a revealed Mayor, meaning no counterattack will happen either.
* A Doctor's heal cannot save a revealed Mayor.
* A Marshal cannot scare away visitors performing a killing action on a revealed Mayor, it can however scare away anyone else.
* A Trapper's trap will be scrapped upon the Mayor revealing. The Trapper will start building a new one the following night.
* A Crusader will still attack visitors, but not grant protection to a revealed Mayor should they be attacked.
* A Jailkeeper jailing a revealed Mayor will roleblock, but not protect the Mayor.
* A Transporter can still move the Mayor to a potentially safer location and is probably the best way to protect a revealed Mayor.
* A Potion Master acts just like the Doctor and is unable to save a revealed Mayor.
* A Guardian Angel who has a Mayor as its target may still purge the Mayor at night even after revealing.

## Links

* Other Power type Town roles
* All Town Roles
* All roles
* A detailed list of win conditions
Botanist

You are a **Botanist**.

Your alignment is Town Protective.

You are an ecologist that developed a new sort of plant that is bulletproof.

During the night you may choose to target up to 2 people. You will put a plant at each of their houses.

If a player with a plant would be attacked, they will survive, however, their plant will wilt and die.

Due to the nature of this new breed, any other plants not in your possession will also wilt and die.

The protection will not kick in until next night.

You cannot target yourself.

However, those you have with you will remain healthy.

You have 8 plants in total.

You win with the **Town**

You win with **Survivors**

You must kill the **Mafia**

You must kill **Arsonists**

You must kill **Witches**

You must kill **Serial Killers**

You must kill **Stalkers**

You must kill **Bombers**

You may spare anyone else
Medusa

*You are a snake haired monster with a gaze of stone.*

## Rolecard

* Welcome, [Player Name], you are a Medusa.
* Your alignment is Coven Evil.

##### Abilities:

* Each night, you may choose to stone gaze anyone that visits you at night. You may do this three times.
	+ Stone gazing will attack all visitors, ignoring night immunity but not protection.
	+ Anyone that dies to your attacks will not have their role revealed.

##### Necronomicon Abilities:

* You gain detection immunity.
* You may now visit other players to stone gaze them.
	+ This does not consume charges.

##### Coven Abilities:

* Factional Communication: You may talk to the other members of the Coven at all times.
* Necronomicon: The Coven will receive the Necronomicon on night 3 and the Coven Leader will receive it first, after that the Coven may choose who will hold it until the holder dies, if nobody is holding it.

##### Win Condition:

* You win when everyone who opposes the Coven has died.

## Alternative Names

* Dusa (Abbreviation)
* Coven Janitor

## Role Interaction

* The Medusa is a unique role, meaning it cannot appear more than once per game.
* Necronomicon abilities are only available if the Medusa is holding it.
* If the Coven does not choose a member that receives the Necronomicon during a night that the Necronomicon is not being held, then it is assigned at random.
* Stoned players will have their role displayed as "unknown", which is identical to the Janitor and Shapeshifter.
* If visited by an Escort or a Consort, and successfully roleblocked, a Medusa will not turn any visitors to stone, even if they used a charge. The charge will be lost.
* Any Town Protective role and the Potion Master's healing potion can safe players from being turned to stone.
* Any player that is turned to stone by a Medusa can no longer be used by reanimating roles such as the Necromancer, Gravekeeper or Kleptomaniac.

## Links

* All Coven Roles
* All roles
* A detailed list of win conditions
GIM Sub-alignments

The following article will provide the usable sub-alignments for roles created for GIM. Please only use these official sub-alignments.

We might add more sub-alignments over time, but for now this is the ones we have decided on.

If you click on the specific sub-alignments you will be redirected to an example role card for the faction and sub-alignment as well as their general usage.

#### The following alignments feature the following sub-alignments:

* **Town**
	+ **Power**
	+ **Citizen**
	+ **Investigative**
	+ **Protective**
	+ **Killing**
	+ **Support**

* **Mafia**
	+ **Head**
	+ **Goon/Citizen**
	+ **Tactical**
	+ **Deception**
	+ **Support**
	+ **Espionage**

* **Coven**
	+ **Head**
	+ **Evil**

* **Neutral**
	+ **Benign**
	+ **Evil**
	+ **Chaos**
	+ **Killing**
Mafia

In this article, you can find and read up on the Mafia faction, who represent the "bad guys" in most games of Mafia, and is also the faction the game is named after.

## Description

If you end up as a role of this faction, it is your job to deceive the players with a Town role and make them think you are one of them, while secretly murdering them behind their backs. As a member of the Mafia, you are part of what is called a "minority faction", which usually represent the baddies. They are few in numbers, and hide themselves within the majority of players which will usually be aligned with the Town. As a Mafia role, you get some special perks and abilities that will help you blend in, form plans with your teammates, and tactically as well as strategically play your cards and use your superior informational advantage against the unknowing Townies.

## Playstyle and Objectives

In order to deceive, you often want to be an active deterrent within the Towns' machinery which is trying to figure out who to trust, and who to eliminate. Try to convince them of wrong leads, that either end nowhere, or throw suspicion onto other members of the Town, it is up to you which means to use in order to deceive them, but keep in mind that your allies can be your strongest asset, as your quest is to outnumber the Town by all means possible, working together to sway the Town into the wrong direction can be very powerful.

## Faction Traits

Mafia members have three distinct traits that make them drastically different to roles aligned with the Town.

* Factional Recognition: Each member of the Mafia knows the names and roles of any other member of the Mafia.
* Factional Communication: Each member of the Mafia is able to privately communicate with other members of the Mafia.
* Factional Kill: Each night, a member of the Mafia is chosen, who will be visiting a player of the Mafia's choice in an attempt to murder that player.

## Faction Colour

Roles aligned with the Mafia are usually represented by a red colour, including our wiki.

## Sub-Alignments

The Mafia has a variety of so called "sub-alignments", which categorize them towards their individual special abilities, so a "Deception" sub-aligned Mafia member will usually have an ability that makes it possible for it to deceive someone else in some way.
Here is a list of all sub-alignments for the Mafia faction, you can click on each one to find a page of the roles belonging to the specific sub-alignment.

* Mafia Head
* Mafia Tactical
* Mafia Support
* Mafia Deception
* Mafia Goon
* Mafia Espionage

## Win Condition

The Mafias default win condition is as follows

* *You win when everyone who opposes the Mafia has died.*

This means that all of the following need to be eliminated in order for the Mafia to win.

* All members of the Town, or nothing should be able to prevent their full elimination.
* All members of the Coven.
* All Neutral Killing roles.
* Some additional Neutrals.

## Additional Resources

* A list of all factions.
* A list of all roles.
* A list of all sub-alignments.
* A list of all winning conditions.
Bodyguard

*You are a trained protector, capable of throwing yourself into harms' way to save your client.*

## Rolecard

### Bodyguard

* Welcome, [Player Name], you are a Bodyguard.
* Your alignment is Town Protective.

##### Abilities:

* Each night, you may choose a player to protect. If your target is attacked, then you will be attacked instead of your target and attack their attacker.
	+ You cannot be protected if you successfully attack someone.
	+ Your attack ignores night immunity.
* You have one bulletproof vest, you may decide to use it instead of any other ability to grant yourself night immunity for one night.

##### Win Condition:

* You win when there are no longer any threats to the Town.

## Role Interaction

* The bulletproof vest is only consumed if the action is successful, being roleblocked by an Escort does not consume it, for example.
* The vest is consumed regardless of whether it protected the Bodyguard however, meaning, even if the Bodyguard is not attacked, the vest will be used and unavailable during future nights.
* A player attacked by a Bodyguard can only be protected by another Town Protective, a Potion master or a Guardian Angel, but not another Bodyguard.
* A Bodyguard can pierce any night immunity except for the Warlock and Pestilence.
* A Bodyguard will not attack an Arsonist or Firebrand while dousing/igniting, Neither will he attack a Stalker while stalking.
* The Bodyguard cannot protect a revealed Mayor, this also means that he will not counterattack anyone attacking the Mayor.

## Links

* Other Protective type Town roles
* All Town Roles
* All roles
* A detailed list of win conditions
Sub-Alignments

Sub-alignments are meant to be a One-Word-Description for roles, making it easy to categorize them.
You can find a list of sub-alignments for each faction on the factions article.
This page, however, is meant to be a summary page for ease of access, all sub-alignments will be listed here, they will be sorted towards their faction.

## Town

* Town Power
* Town Investigative
* Town Protective
* Town Killing
* Town Support
* Town Citizen

## Mafia

* Mafia Head
* Mafia Tactical
* Mafia Support
* Mafia Deception
* Mafia Goon
* Mafia Espionage

## Neutral

* Neutral Benign
* Neutral Chaos
* Neutral Evil
* Neutral Killing

## Additional Resources

* A list of all factions.
* A list of all roles.
* A list of all winning conditions.
List of Factions

This page will outline the factions that our playable roles fall into.
A faction is the equivalent of a team that a role can be a part of, each faction has a number of different roles, which are faction members with different kinds of abilities.
Each faction has their own unique win condition, with the exception of Neutrals, which can have differing win conditions as they are a collection of different third parties that can appear during a game to mix things up who are not usually part of any faction and rather pursue their own objectives.

## Town

The Town represents the "good guys" in a game of Mafia, they make up the majority of players in each game.

When playing as a role of this faction, your job is to find the various evil players hiding among the town players and voting them out to eliminate them from the game.

* You can find more about this faction here.

## Mafia

The Mafia is the most frequently found evil faction in a game of Mafia, and is the faction the game is named after.

They only make up a few players in a game of Mafia, and their mission is to deceive the other players in order to outwit, outlive and then finally outnumber them in order to win the game.

* You can find more about this faction here.

## Coven

The Coven, similar to the Mafia is a second evil faction that can sometimes appear in some of our games. They work a fair bit different than the Mafia does, but generally you will need to do the same as a role of this faction.

* You can find more about this faction here.

## Neutral

Neutrals, also often called "third parties", are roles that do not belong to any faction and often possess win conditions that are centered around themselves and their ambitions. They are a unique irregular set of roles to mix up a game and give all of the major factions an additional factor to consider.

* You can find more about this faction here.

## Additional Resources

* A list of all roles.
* A list of all sub-alignments.
* A list of all winning conditions.
Pirate

You are a **Pirate**.

Your alignment is Neutral Chaos.

You are a pirate, come to ravage the landlubbers that reside at this Town! Aye, once you have enough wealth from these damned Townsfolk, you'll be well on your way far, far away from them! However, people don't tend to like parting with their shinies. That's fine with you, you'll just take their money forcefully! If that means shooting someone through the head, stabbing them with a rapier through the heart, or slashing them to death with a scimitar in order to obtain their wealth, that's fine with you!

You are a pirate, after all. It's kind of what you do.

During the day, you may select a player to duel with later that night. If you or your target is jailed, you will be unable to plunder (attempt to kill) your target. You cannot duel the same player twice in a row.

At the start of the following night, both you and your target will get a special menu interface to select your actions for the duel.

* Your options are the ***Scimitar***, ***Rapier***, and ***Pistol***.
* Your target's options are ***Sidestep***, ***Chainmail***, and ***Backpedal***.
* ***Scimitar*** beats ***Sidestep***, ***Rapier*** beats ***Chainmail***, and ***Pistol*** beats ***Backpedal***.

If you win the duel, you will deal a Powerful attack to your target. No matter if your target dies or not, you will get 1 out of the 2 plunders needed for you to win the game. The same is true if you die.

Your plunder is unaffected by the Transporter, and will always (attempt to) kill the target you chose to duel.

If you do not pick an option, your target will **NOT** be roleblocked, and the duel will not register.

Your target will be roleblocked for the night of your duel, unless your target has roleblock immunity.

You have no defense.

You are roleblock immune, control immune, and detection immune.

You win once you pull off two successful plunders.
Ninja

You are a **Ninja**.

Your alignment is Mafia Deception.

You are a hired hitman for the mafia, stealthily carrying out your orders.

X, when performing the Mafia factional kill you can choose to not appear for Trackers and Lookouts.

Your allies are [x] the [role], [x] the [role], and [x] the [role].

You win with the **Mafia**

You win with **Survivors**

You win with **Witches**

You must kill the **Town**

You must kill **Arsonists**

You must kill **Serial Killers**

You must kill **Stalkers**

You may spare anyone else
Blackmailer

*You are a blackmailer obsessed with threatening others to reveal their secrets..*

## Rolecard

### Blackmailer

* Welcome, [Player Name], you are a Blackmailer.
* Your alignment is Mafia Tactical.

##### Abilities:

* Each night, you may choose to learn the roles that visit a target of your choice.
* Each day, you may send up to three anonymous messages to players of your choice. The players may respond once per message.
	+ The messages can be no longer than 200 characters.
	+ You may additionally choose if this action will fail if the target cannot win with you.

##### Mafia Abilities

* Factional Communication: You may talk to the other members of the Mafia at all times.
* Factional Kill: Each night either you or another member of the Mafia may perform the factional kill in order to attack another player.

##### Win Condition:

* You win when everyone who opposes the Mafia has died.

## Alternative Names

* BM/BMer (Abbreviation)
* Mafia Lookout

## Role Interaction

* Players messaged by the Blackmailer during the day may choose to not respond.
* By default, sending a message at day will send a message regardless of the recipients win condition. It is possible to optionally only have this action succeed to players able to win with the Mafia, such as Neutral Evil roles.

## Links

* Other Tactical type Mafia roles
* All Mafia Roles
* All roles
* A detailed list of win conditions
Town Citizen

Citizen are town roles with only the bare essentials available to them, sometimes small gimmicks are added.

## Official Roles

Official roles are the most common roles of the sub-alignment that you will see in games featuring it.

* Citizen

## Other Roles

"Other Roles" are those that don't fit into any of the other categories, these roles are simply housed on this wiki in case someone wants to use them, but they rarely see use in regular games and are often meant to be reference material, if anything.

* Bulletproof
* Oracle
* Innocent Child
* Mason
* Neighbour
* Vengeful

## Additional Resources

* A list of all factions.
* A list of all roles.
* A list of all sub-alignments.
* A list of all winning conditions.
Marshal

*You are a well respected and equally feared ex-military official.*

## Rolecard

* Welcome, [Player Name], you are a Marshal.
* Your alignment is Town Protective.

##### Abilities:

* Each night, you may choose to follow someone. Your presence will scare one malicious player away from your target.
	+ You and your target will only be informed of someone being scared away if the player intended to attack your target.
	+ You scare away visitors with the following priority: Deception > Redirector/Roleblocker > Killing Roles > Dousing/Stalking
		- Players you scared away previously have the lowest priority.

##### Win Condition:

* You win when there are no longer any threats to the Town.

## Role Interaction

* Deception: All Mafia Deception roles as well the Hex Masters action.
* Redirector: Witch or Coven Leader.
* Roleblocker: Escort or Consort.
* Killing Roles: This also includes poisoning caused by a Poisoner, as well as any other visit that causes a direct attack. Ignitions caused by an Arsonist or Firebrand or stalking attacks caused by a Stalker are excluded.
* Dousing: Arsonist or Firebrand. Only stops douses, not ignitions.
* Stalking: Stalker. Only stops the application of the effect, cannot stop the attacks if the effect has already been applied.
	+ The Marshal and its target are unaware what kind of kill was stopped, if any was stopped at all, including being unaware that it was merely a douse that had been stopped.
* A Marshal cannot scare anyone away from a revealed Mayor

## Links

* Other Protective type Town roles
* All Town Roles
* All roles
* A detailed list of win conditions
Draft GIM Setup

Draft GIM was originally suggested and later hosted by Meteorite.

It is a classic all any GIM setup with the added mechanics of a drafting system which is layered in multiple pre-game phases.

### Drafting Phase

The first Pre-game phase is the drafting phase. Every player will be rolled an alignment and sub-alignment, but instead of receiving one role card every player receives two role cards of that sub-alignment and of the same faction instead.

Every player may now choose one of the two role cards to keep and one to discard. The discarded role card will be placed in the so called "pile".

Players that would usually receive a factional chat with their role will not be placed into these chats during the drafting phase.

Roles with abilities that happen before the game will not be activated during the drafting phase.

### Lock In Phase

Every player is required to either lock in the role card they did not discard in the drafting phase, or may choose to exchange their kept card with a random card from the pile.

The pile is made up of all the discarded cards from the Drafting Phase and one additional random card that no player has seen yet per player, making the pile's size totaling double the amount of cards as there are players in the game.

If a player chooses to receive a random card from the pile, then they may not roll the card they discarded themselves, all other cards are rolable for them though and the card they get may have a different alignment and/or sub-alignment than their original cards.

Cards discarded to receive a card from the pile in this phase will not be placed into the pile, but taken out of the game instead.

After having either locked in their originally kept card or received their card from the pile players may enter their factional chats, as well as perform pre-game abilities if their role card describes any.

Afterwards the game will be treated as a standard GIM game.
Jailor

*You are a prison guard who secretly detains suspects.*

## Rolecard

* Welcome, [Player Name], you are a Jailor.
* Your alignment is Town Power.

##### Abilities:

* Each day, you may choose a player to jail during the night. If you do not choose, nobody will be jailed.
	+ Jailing a player will piercingly roleblock them and prevent any other player from visiting them that night. If the jailed player has a private chat then they will become unable to talk in it during that night.
* Each night, if you jailed someone, you may anonymously communicate with the jailed player through the moderator.
* Additionally, during any night after night 1, you may decide to execute the jailee, attacking them while ignoring night immunity.
	+ You may do this 3 times. You will lose all remaining charges if you execute a member of the Town.

##### Win Condition:

* You win when there are no longer any threats to the Town.

## Role Interaction

* The Jailor is a Town Power role. There can only be one Town Power role per game, making the Jailor a unique role.
* A Serial Killer will attack the Jailor when jailed.
* An Arsonist will douse the Jailor when jailed.
* A Stalker will stalk the Jailor when jailed.
* If a Witch or Coven Leader controls the Jailor then their execution will not occur, should they have attempted to execute that night. The charge will not be lost.
* If an Escort or a Consort roleblocks the Jailor then an execution will not occur.
* Jailing a Plaguebearer or an infected player will infect the Jailor with the plague.
* Jailing a player while the Jailor is infected with the plague will spread the infection to whoever he jails.
* Jailing Pestilence will make Pestilence attack the Jailor, but will also make it unable to visit anyone else that night.
* The Jailor's execution will kill anyone but Pestilence.
* The Jailor takes priority over the Underboss.
* Executing a death immune Warlock will inform the Jailor that its target was immune.
* The Double can kill a player who has been jailed by the Jailor.

## Links

* Other Power type Town roles
* All Town Roles
* All roles
* A detailed list of win conditions
Medium

*You are a powerful psychic who can communicate with the dead.*

## Rolecard

* Welcome, [Player Name], you are a Medium.
* Your alignment is Town Support.

##### Abilities:

* At night select a dead player, you will open a séance with them allowing you to communicate to them.
	+ Communication must be done through the moderator.
	+ The only limit is that you may not explicitly or implicitly talk about other mediums or your identity.
	+ The dead only have until the end of the Night Phase to answer you back and see all medium messages as a generic "medium".
* Dead players being contacted by a Medium are still permitted to private message other dead players as well.
* Your séances will fail if the dead player is an active Phantom or Shade, the dead may also choose to outright deny you.

##### Win Condition:

* You win when there are no longer any threats to the Town.

## Links

* Other Support type Town roles
* All Town Roles
* All roles
* A detailed list of win conditions
Escort

*You are this town's escort, usually providing various pleasures in exchange for money.*

## Rolecard

### Escort

* Welcome, [Player Name], you are an Escort.
* Your alignment is Town Support.

##### Abilities:

* Each night, you may choose a player to roleblock. A roleblocked player will have all actions they attempted to use that night fail.

##### Win Condition:

* You win when there are no longer any threats to the Town.

## Alternative Names

* Town Roleblocker
* Whore

## Role Interaction

* The Escort is immune to being roleblocked, any attempt to roleblock the Escort will fail.
* Other players are informed of being roleblocked, but not by who or by what role exactly.
* If an Escort attempts to roleblock a Serial Killer during a night the Serial Killer attempts to murder someone, then the Escort will become the Serial Killers target instead.
* Roleblocking an Arsonist makes the Arsonist douse the Escort, but it can prevent an Arsonist from igniting.
* Roleblocking a Stalker will make the Stalker stalk the Escort

## Strategy

* Someone please write something smart here.

## Links

* Other Support type Town roles
* All Town Roles
* All roles
* A detailed list of win conditions
Bomber

You are a **Bomber**.

Your alignment is Neutral Evil.

Enough is enough! For the longest time, you've tried to further Science, learning everything you have from Chemistry, but no one is listening!

You'll show them! You know exactly how to form explosive compounds, to make one final display for everyone to see and experience!

Each night you may attach a fuse to one person. Each fuse will last for two nights.

If that person is attacked, the violence of the event triggers the fuse.

Once the fuse is triggered, a warning is sent to the Town that a fuse has gone off.

After 3 following nights, the bomb will detonate, killing everybody in the town while you hide in your shelter.

The only way to defuse the bomb is to kill the Bomber first.

You are night immune.

You win with **Bombers**

You must kill the **Town**

You must kill the **Mafia**

You must kill **Arsonists**

You must kill **Serial Killers**

You must kill **Survivors**

You must kill **Witches**

You must kill **Stalkers**

You must kill everyone else
Standard GIM Setups

This article will show you how a host could set up a classic game of GIM, as well as provide ideas for possible ways to balance or change the setup.

## **Classic GIM Setup**

The classic GIM Setup is an All Any. Meaning all players receive a random role and there is no role list to balance the amount of mafia, town or other alignments in the game. Usually evil factions are capped at four however.

When rolling the roles the host usually uses a random number generator such as **random.org**, rolling random numbers, each corresponding to a role in GIM.

Once the host has rolled the right amount of roles, each player is assigned a random one and private channels are set up if necessary.

Additionally a host will probably choose from the standard mafia setup rules found **here**.

## **Classic GIM Setup variety rules**

If the host wants to change the rolling process in favor of balance, or to make the game less chaotic/unpredictable for the players, then they could choose from the following suggestions, or make up their own setup rules.

* Mafia/Coven Cap.

Limiting the total amount of Mafia/Coven/Neutrals in a game.

-> Usually the limit for evil factions is always four (4) players.

* Neutral Cap.

Limiting the maximum of Neutral roles that could possibly roll

-> Usually Neutrals can roll open-endedly, which could result in a Neutral role majority early on. Although this doesn't mean it is impossible for town to win, it does make it less likely and a lot harder.

* Only one Town Power role

Limiting the Town by only allowing one Town Power.

-> The Mafia and Coven should always only have one Head role, so this would be to balance out that town can usually have multiple power roles.
GIM Winning Conditions

This article will show you standardized win conditions. If you make a role for one of the following factions and do not intend to use a special win condition then you can just leave a win condition out of your role card entirely, as it will always be seen as winning with the standard win condition for that faction.

#### The following factions have a standard win condition:

* **Town: Lynch or eliminate all criminals and evildoers.**

This includes all members of the Mafia and Coven, as well as all Neutral Killers that mean the town harm and some to most Neutral Chaos roles as well as other roles if they are specified to fall under this.

* **Mafia: Eliminate everyone that opposes the mafia.**

This means that the mafia has to eliminate all members of the Coven, all Neutral Killers that mean the mafia harm and some to most Neutral Chaos. They also have to eliminate enough members of the town and other players so that they either reach the majority in votes or a win is no longer preventable by the town.

* **Coven: Kill all who would oppose the Coven**

Similar to the Mafia win condition does the Coven need to eliminate all members of the Mafia, all Neutral killers that mean the mafia harm and some to most Neutral Chaos roles. Additionally do they need to eliminate enough members of the town so that every member of the town as well as other opposing roles dying is no longer preventable, this includes leading the majority in votes.
Ritualist

*Each night you sacrifice another soul to your dark god in the hopes of unleashing him upon this wretched world.*

## Experimental

* This is an Experimental role. Experimental roles are roles that require more testing before they can appear in most games (specifically episodes, which are our more competitive setups).

## Rolecard

### Ritualist

* Welcome, [Player Name], you are a Ritualist.
* Your alignment is Coven Evil.

##### Abilities:

* Each night, you may choose to guess another players role. When guessing correctly, you will attack your target ignoring protection.
	+ You may only guess Town roles, but not Citizen.
	+ If you guess wrong, then you will be revealed as the Ritualist at the start of the next day and you may not guess during the following night.

##### Necronomicon Abilities:

* You gain detection immunity.
* You may now also guess Citizen and non-town roles.
* You will no longer be revealed when guessing
* You may perform a regular attack on another player instead of guessing.

##### Coven Abilities:

* Factional Communication: You may talk to the other members of the Coven at all times.
* Necronomicon: The Coven will receive the Necronomicon on night 3 and the Coven Leader will receive it first, after that the Coven may choose who will hold it until the holder dies, if nobody is holding it.

##### Win Condition:

* You win when everyone who opposes the Coven has died.

## Role Interaction

* The Ritualist is a unique role, meaning it cannot appear more than once per game.
* Necronomicon abilities are only available if the Ritualist is holding it.
* If the Coven does not choose a member that receives the Necronomicon during a night that the Necronomicon is not being held, then it is assigned at random.
* The Ritualist does only ignore protective abilities, but not defense and immunities, meaning the only affected roles are Town Protective roles and the Potion Master.
* The Veteran is also unkillable by the Ritualist when on alert.
* Guessing is seen as a visit by Tracker, Lookout, Agent and Blackmailer
* Correctly guessing the role of a Bodyguard or Doctor who are using their 1-shot self protection, will ignore said protection.
* Correctly guessing the role of a player jailed by a Jailor, will have the action fail regardless of the guess, however, if the guess was correct, the target will still be attacked in jail and if the guess was false, then the Ritualist will still be revealed, should they not be holding the Necronomicon.
* The Ritualist ignores the Transporter and cannot be redirected by a Coven Leader or Witch.

## Links

* All Coven Roles
* All roles
* A detailed list of win conditions
Gunsmith

*You are the owner of a gunshop, selling rifles to hunters and handguns to the more paranoid citizen.*

## Rolecard

### Gunsmith

* Welcome, [Player Name], you are a Gunsmith.
* Your alignment is Town Killing.

##### Abilities:

* Each night, you may choose to give another player a gun. You cannot give a gun to yourself.
	+ The chosen player may use the gun by typing "/shoot [Target]" into the voting channel during the day.
	+ You can give out a gun 2 times and you cannot target the same player twice.

##### Win Condition:

* You win when there are no longer any threats to the Town.

## Role Interaction

* When shooting the gun, the role of the shooter the Gunsmith gave the gun to will not be revealed, instead only their name, the victims name and the victims role and alignment will be revealed, should the victim die.
* The Gunsmith's guns ignore night immunity.
* The Gunsmith can be controlled into giving a gun to someone else by a Witch or the Coven Leader. Being controlled by one of these two roles will also force the Gunsmith to give away a gun to someone, even if they did not attempt to do so.
* The Gunsmith can give itself, or the same player twice a gun if the Transporter transports the original target with the Gunsmith or the player the Gunsmith already gave a gun to.
* The Gunsmith looks identical to the Mafia Gunsmith to the Investigator.

## Strategy

* If there is a confirmed Mayor, then always give them a gun.
* If there is a Jailor claim, while there are players who have been cleaned by a Janitor, consider, that this might be an Underboss, posing as the Jailor, while the real Town Power has been cleaned. In this scenario, definitely wait until there is an execution, or a Mayor revealing.
* Another good option to give a gun to is a Transporter claim, as the only way for that claim to be fake is if it is a Prankster, which should be possible to deduce after some time.
* Lastly, giving a gun to another confirmed Town Killing, such as a Vigilante is a player you could go for after the Vigilante killed someone. Although, if there is a dead Vigilante in the graveyard, keep in mind that another Vigilante claim could also be a Necromancer.

## Links

* Other Killing type Town roles
* All Town Roles
* All roles
* A detailed list of win conditions
Cop 9'er

Probably one of The most commonly well known setups in mafia, Cop 9'er is a basic setup consisting of one Sheriff, 6 Citizens and 2 Goons. This setup is arguably pretty balanced in regards to how much it has been tested therefore maintaining a steady 50/50 win rate.

Cop (Sheriff)

Citizen

Citizen

Citizen

Citizen

Citizen

Citizen

Goon

Goon

Variations:

A variation of this setup could be added by including a Doctor and a Consort to the setup therefore creating a larger gamble to make the game more interesting
Consort

*You distract the unsuspecting townsfolk as an escort at night, making them blind to the Mafia's moves.*

## Rolecard

### Consort

* Welcome, [Player Name], you are a Consort.
* Your alignment is Mafia Support.

##### Abilities:

* Each night, you may choose a player to roleblock. A roleblocked player will have all actions they attempted to use that night fail.

##### Mafia Abilities

* Factional Communication: You may talk to the other members of the Mafia at all times.
* Factional Kill: Each night either you or another member of the Mafia may perform the factional kill in order to attack another player.

##### Win Condition:

* You win when everyone who opposes the Mafia has died.

## Alternative Names

* Mafia Escort
* Mafia Roleblocker

## Role Interaction

* The Consort is immune to being roleblocked, any attempt to roleblock will fail.
* Other players are informed of being roleblocked, but not by who or by what role exactly.
* If the Consort attempts to roleblock a Serial Killer during a night the Serial Killer attempts to murder someone, then the Consort will become the Serial Killer's target instead.
* Roleblocking an Arsonist makes the Arsonist douse the Consort, but it can prevent an Arsonist from igniting.
* Roleblocking a Stalker will make the Stalker stalk the Consort

## Links

* Other Support type Mafia roles
* All Mafia Roles
* All roles
* A detailed list of win conditions
Transporter

*Your job is to move people, no questions asked.*

## Rolecard

* Welcome, [Player Name], you are a Transporter.
* Your alignment is Town Support.

##### Abilities:

* Each night, you may choose two players to transport with each other. The players will be notified of being transported with the effect that all visits performed on either of them, will instead be performed on the other one.
	+ You cannot transport yourself.
	+ You cannot be controlled or redirected.

##### Win Condition:

* You win when there are no longer any threats to the Town.

## Alternative Names

* Trans (Abbreviation)
* Bus Driver

## Role Interaction

* The Transporter is a unique role, meaning it can only appear once per game at any given time.
* The Transporter is one of the few roles that can "protect" a revealed Mayor by transporting them with someone else.
* If one of the Transporters targets has been jailed by the Jailor, or Underboss, then the action will fail, and the Transporter will be informed that one of its targets was in jail.
* Transports will not affect the Guardian Angel while purging.
* Roles that do not actually visit, such as a Hex Master while holding the Necronomicon are unaffected when visiting a player who is being transported.
* The Transporter is a hazard that spreads the Plaguebearers plague very fast, as it will be infected by either one of the players it transports being infected, and infect both players it transports, should the Transporter already be infected itself.

## Strategy

* Someone please write something smart here.

## Links

* Other Support type Town roles
* All Town Roles
* All roles
* A detailed list of win conditions
Janitor

*You are a janitor, hired by the mafia for your skilled method of cleaning crime scenes.*

## Rolecard

### Janitor

* Welcome, [Player Name], you are a Janitor.
* Your alignment is Mafia Deception.

##### Abilities

* Each night, you may choose to clean a player. If they die that night, their role will not be revealed.
	+ You may do this two times.
	+ Upon a successful clean, you learn the cleaned role.

##### Mafia Abilities

* Factional Communication: You may talk to the other members of the Mafia at all times.
* Factional Kill: Each night either you or another member of the Mafia may perform the factional kill in order to attack another player.

##### Win Condition

* You win when everyone who opposes the Mafia has died.

## Role Interactions

* You will learn the roles of all players you clean.
* Cleaned players will have their role displayed as "unknown", which is identical to the Medusa and Shapeshifter.
* A Marshal can stop the Janitor's clean from occurring.

## Links

* Other Deception type Mafia roles
* All Mafia Roles
* All roles
* A detailed list of win conditions
Mafia Support

Support roles usually have abilities that give some kind of utility to the Mafia.

## Official Roles

Official roles are the most common roles of the sub-alignment that you will see in games featuring it.

* Consort
* Consigliere
* Agent

## Other Roles

"Other Roles" are those that don't fit into any of the other categories, these roles are simply housed on this wiki in case someone wants to use them, but they rarely see use in regular games and are often meant to be reference material, if anything.

* Strongman
* Neopolitan

## Additional Resources

* A list of all factions.
* A list of all roles.
* A list of all sub-alignments.
* A list of all winning conditions.
Aurora Alegro

## History

### Early Life

Aurora Estella was born in the Crater, the ancient hidden land where the remaining Estella's took refuge after they escaped the city. She was the eldest daughter of the most recent tribe leader. She grew up seeing her parents care for the surrounding villages that were struggling with poverty and help in any way she could.

One day a man delivering supplies to a village nearby the Crater was attacked by a group of bandits. Aurora's mother went out of her way and rescued the man, by taking him into the Crater to heal and take care of him. The man named Nestor Alegro was severely injured and was unconscious for a couple of days. He then awoke and found himself surrounded by unfamiliar people. Confused but thankful for his life, he thanked the Estella's for their help and went back to the city shortly after. Aurora would often see more of Nestor as he would deliver the Estella's supplies he had smuggled out whenever he was out for deliveries. He did so as a way to thank them for his life. Nestor would eventually become close friends with the Estellas.

A similar situation would happen a couple years later when Aurora sees two teenagers near the barrier of the Crater, one being heavily injured and covered in blood. She calls her mom to help them and she does so.

### Life with Nestor

After seeing the massacre, Nestor decided the he would adopt the two sisters. He retired from the delivery life and started up a shop using his previous connections so that he could raise the two girls. The shop made just enough money for them to get by. When Aurora was 13 she had told Nestor that she wouldn't go to an academy after she finished preparatory school and would work instead to help pay for their livelihoods. Nestor strongly disagreed and pushed her to continue on with school. Since she couldn't work to help, Aurora helped by doing her best in school instead. She took the entrance scholarship exam for Sol Academy and was awarded it in her region allowing her to attend the school of opportunity the following year.
Terminology

Slightly more uncommon terms:

* **FoS** - Finger of Suspicion. Putting the Finger of Suspicion onto a player means that one is calling that player scummy and saying that other players should keep an eye on that player. [Alt. Hand of Suspicion (HoS)]
* **AtE** - Appealing to Emotion.

* **LyLo** - Lynch or Lose. A stage in the game where town must lynch scum or they lose. See also: MyLo.

* **MyLo** - Mislynch and Lose. A stage in the game where if town mislynches (lynches town) and the Mafia make a kill town loses.

* **PoE** - Process of Elimination.

* **OMGUS** - "oh my god you suck". An acronym used to describe retaliatory actions such as votes. Ex: voting a player because they voted you citing the reason "because they are stupid".

* **PbPA** - Post by Post Analysis. Analyzing a player's posts in succession, typically associated with ISO.

* **ISO** - Isolation. Looking at a player's total posts in a game, in succession.
* **NAI** - Not alignment indicative. When someone does something but that thing could be done as any alignment/doesn't tell what alignment they belong to.
* **AI** - Alignment indicative.
* **LAMIST** - Look at me I'm so townie. Being LAMIST is generally seen as a suspicious thing. Note that there's two kinds: when someone keeps claiming they are town, and refers to themselves as confirmed town without reason it can fall under LAMIST. But also when someone is just posting stuff like summaries without purpose it could be LAMIST to get free towncred.
* **Towncred** - When someone does something townie, it could be said they gained towncred as they become more townread
* **Defeatist** - When someone acts like they are 100% getting lynched and has p much just given up, and 'has no hope in town anymore'. Could be a townie thing if genuine, but is generally seen as scummy thing.
* **TR, TL, Null, SL and SR** - Townread, townlean, null, scumlean and scumread. A townlean is a weaker townread, a scumlean is a weaker scumread. Null is when a player hasn't been active enough yet or you just believe they fall inbetween townlean and scumlean. Read Reads/Reading for more information.
* **Pocket** - A player pockets another player when they intentionally Townread (TR) or otherwise agree with or compliment that player with the aim to gain that players trust/get that player to Townread them back. Mostly but not always used by the Mafia in an attempt to gain favours/trust from other players.
* **Thunderdome** - When two players accuse each other, often in a way where the day will end in a lynch on one of the two players to resolve their, often overly vocal, argument.
* **Frozen** - When a player does not respond or talk because they do not know what to say/what to respond with or are waiting for mafia-buddies to help them out/be online with them first. Usually it is Mafia or evil players in general that would be frozen.
* **CFD** - When a group of voters suddenly change their vote onto a player that was not in contention to be lynched with very little time left in the day.
Kabillion

**Kabillion** is an American streaming service owned by Splash Entertainment. Kabillion shows both Mix Master shows, as well as other shows targeted towards children. Kabillion launched on January 7th 2007, with Mix Master: King of Cards being one of the first shows available.  Kabillion was one of the first channels to focus on streaming, having episodes online on their website as well as various cable on-demand services as opposed to a traditional television feed. For its first couple years, King of Cards was heavily promoted by the channel, but in the mid-2010's, the show was de-emphasized in favor of newer shows. On their website, Kabillion used to have games based on King of Cards, but they have since been removed along with their other Flash based games. Out of those games, Portal To Ateria, Hench Flip & Save A Hench are currently lost, with Pachi's Ruckus, Adventures in Atreia and Adventures in Atreia II available online. Due to Studio Licensing owning the North American rights to Mix Master: Final Force until some time in 2016, it did not appear on Kabillion until March 2017. Kabillion no longer has episodes on their website, but still has The Legend of the Mix Master thru The Coral Marble, and The Mix Master is Back! thru The New Dark Mix Master...Ray! available on the Kabillion app, as well as a handful of episodes on various cable services.

## References

1. ↑ Taffy Goes Broadband with Kabillion
2. ↑ Kabillion Launches Mix Master: Final Force in North America
Sheriff

*You are here to enforce the law in this town.*

## Rolecard

* Welcome, [Player Name], you are a Sheriff.
* Your alignment is Town Investigative.

##### Abilities:

* Each night, you may choose a player to investigate. You will learn if your target is Innocent or Suspicious.

##### Win Condition:

* You win when there are no longer any threats to the Town.

## Alternative Names

* Cop
* Seer

## Role Interaction

* A player is seen as Suspicious if they are a member of the Mafia a Neutral Killing role or a member of the Coven who is not holding the Necronomicon.
* A player who has been framed by the Framer appears as Suspicious to the Sheriff. The frame will be lifted after the investigation, and unless a Framer visits the player again, the next investigation will show a correct result.
* A player who has been hexed by a Hex Master appears as Suspicious to the Sheriff and will continue to appear as Suspicious until the Hex Master has died.
* The Arsonist, Godfather, and Stalker appear as Innocent to the Sheriff.
* A member of the Mafia that was Disguised as a Town Member or one of the previously mentioned roles by a Disguiser appears as Innocent to the Sheriff.

## Strategy

* Stuff someone smart writes that helps people play Sheriff.
* Follow the cop.
* Investigation priority after D1 lynches.
* Who to investigate?

## Links

* Other Investigative type Town roles
* All Town Roles
* All roles
* A detailed list of win conditions