Maifa Returns Town Roles (TLDR Edition)
NOT AN EXHAUSTIVE LIST OF ROLE TRAITS. Some bloated, hyper-specific, or seldom-relevant details are omitted for the sake of being easier to read and comprehend. If you are dealt a town role, please read the full detains instead. If you're trying to understand other people's town claims, this may be a preferable reference for you.
Town
Eliminate all criminals and evildoers.
Investigative
Gathers information on roles, visits, and other important details.
Sheriff
The Sheriff checks a player to deem them innocent or suspicious. Results are potentially fallible. Neutral killers seem innocent while organized evils are alive.
Deputy
The Deputy checks a player to discover what status effects they have, such as doused, cultist, or under investigation. If the Sheriff dies, the Deputy becomes the new Sheriff.
Investigator
The Investigator targets a player to investigate them. They learn nothing about the player on their first investigation. After targeting a player twice, they learn their role. Results are potentially fallible.
Lookout
The Lookout targets one player to watch, and will see which players visit the player they are watching, but not what they do.
Spy
The Spy targets a player to bug them to learn what happens to them that night, such as "You were attacked but nursed back to health!". The Spy also learns which players the organized evils visit. Neutral killers will appear as an arbitrary organized evils if they are all defeated. The Spy does not see Mafia chat or other private evil chat.
Tracker
The Tracker targets one player to watch, and will see which players are visited by the player he is watching, but not what happens to them.
Psychic
The Psychic is Larry chooses 1 player to include them in their vision. On odd nights, the psychic will see 3 players, with at least 1 expected to be evil. On even nights, the psychic will see 2 players, with at least 1 expected to be friendly. Results are potentially fallible.
Oracle
The Oracle chooses a player to discover if their win condition is compatible with the previous player they chose. One of their targets are chosen randomly for the first night. Results are potentially fallible.
Watcher
The Watcher may target up to sqrt(n) (~3) players to watch, and will learn how many times each player was visited that night, but nothing more.
Detective
The Detective targets a player to check to learn if their role is Investigative, Protective, Killing, or Support, which may relate to any faction. Results are potentially fallible.
Seer
The Seer chooses 2 roles, and will be told how many living players currently have each of those roles. Results are potentially fallible.
Scientist
The Scientist targets a player's house to take samples from, and will find out which players have come in contact with their target since the match started.
Protective
Heals or protects against hostile players.
Doctor
The Doctor targets a player to heal, and they get a defense of 2 for that night. Once per game, the Doctor may choose to heal themselves. Also once per game, the Doctor may visit and heal 2 players simultaneously.
Nurse
The Nurse targets a player to heal. Awhile the Nurse will initially heal their target with a strength of 1, it increases by 1 for each night they don't change targets, but decreases by 1 for nights they do. The Nurse's healing is capped at 3.
Bodyguard
2A | 0D
Bodyguard chooses a player to guard, and that player gets a defense of 2 for that night. If the defended player is attacked, the Bodyguard will counterattack the attacker, which redirects the attacker onto themselves. Once per game, the Bodyguard may choose to put on a bulletproof vest, which gives him a defense of 1 for that night. Also once per game, the Bodyguard may choose 2 players to guard.
Crusader
1A | 0D
The Crusader targets a player to protect with a defense of 2. If anyone visits that player, the Crusader attacks an arbitrary visitor.
Herbalist
The Herbalist starts the match with with sqrt(n) (~3) herb teas. Each night, they can either brew another herb tea, or give as many herb teas as she wants to someone else. If a player given a herb tea is attacked, it'll boost their defense by 1 per tea as necessary, which is consumed. A player won't know they have any herb teas until they are saved by them.
Captain
The Captain has no night action. Both of the Captain's living neighbors have the “protected” status effect, which gives them a defense of 2, but will make them appear to be Captains to any investigation. The players won't know they are protected by a Captain, and the Captain won't know if his neighbors are attacked.
Quack
On the first night, the Quack chooses 2 neighboring players to protect. Each night after that, he can protect the next 2 houses on the living players list, ignoring the deceased. Each player he protects gets a defense of 1 that night. However, he can choose on any night to not protect both of the houses he’s assigned, and move on to the next pair of houses the next night.
Priest
Once per game, the Priest may choose sqrt(n) (~3) sets of a phase, a player, and a death cause (excluding lynching) per unique, hostile source of killing. On the named night, the named player in the set will be protected from the named death cause. Each night after making the initial prediction, the Priest may choose sqrt(n) properties of his predictions that has not yet prevented a death to change.
Cleric
The Cleric chooses a player to pray for, and this player lose all* negative status effects applied to them, and is healed with a strength of 1, repeated on future nights once per debuff removed. The Cleric won't know if their target is attacked.
*Some exceptions apply.
Counselor
The Counselor targets a player at night to counsel. The target is protected with a strength of 1. If their target has an ability with limited uses, that player may use that ability once more per unique Counselor visit. The Counselor won't know if their target is attacked.
Inventor
The Inventor works on their inventions. Once a preferred invention is completed, they may choose to give it to another player during the day, to be delivered at dusk. The recipient may deploy the invention once on any night without impeding their night action. If the invention is deployed, it gives the target a defense of 1, and attacks all visitors with a strength of 2-3.
Killing
Attacks perceived criminals.
Jailor
While their jail has vacantly, the Jailor checks a player to deem them innocent or suspicious. Players deemed suspicious are immediately detained to one of the Jailor's two jail cells, where they can't take role actions or be targeted by others. Detained players can be overheard by the Jailor, but the Jailor can't respond. Players in jail may attempt to escape their confinement at night. For each attempt, they have a 50% chance to fail, a 33% chance to succeed, and a 17% chance to perish. In addition to results being potentially fallible, one town player is a red herring who falsely registers suspicious to the Jailor all game.
Vigilante
1A | 0D
The Vigilante gets a gun with sqrt(n) (~3) bullets. After day 1, they may use a bullet to shoot another player. The Vigilante has a guilty conscious, and friendly fire will result in suicide the following night.
Veteran
2A | 0D | RB Immune
The Veteran may sleep or choose to go on alert, up to sqrt(n) (~3) times per game. While on alert, they have a defense of 1 and will shoot all visitors. The Veteran will know how many players they shot at night and if they were attacked, but not who their visitors were.
Trapper
The Trapper can either build a trap, or place a previously built trap on a player. If the Trapper lives through the night to place the trap on a member of an organized evil faction, then on each night, that player will be attacked by the trap with a strength of 1. If they die, the Trapper retrieves their trap. If they survive, the trap remains attached to them, and if they're an organized evil, the attack strength is increased. The Trapper has no protective abilities or traits.
Exile
2A | 0D
As long as the Town has majority, the Exile has no night action. Once the Town does not have majority, the Exile can attack 1 other player. The Exile is not limited how many times they can attack during the game, and is not directly punished for friendly fire.
Hunter
2A | 0D
The Hunter chooses a player to mark. When the Hunter dies, they may choose which of the marked players to be attacked at the end of the next phase.
Gangster
1A | 0D
After day 1, the Gangster may target a player to shoot. The Gangster appears to be a Mafioso to investigative abilities (such as the Sheriff) and the morning report. The Gangster cannot be in play if the Mafia is in play.
Occultist
1A | 0D
Same as the Gangster, but the Occultist must wait until the coven has the Necronomicon to attack, and registers as an arbitrary Coven role to investigative abilities and the morning report. In addition to attacking their target, they may optionally roleblock or control them to visit the Occultist. The Occultist may be in play if the Coven is in play.
White Wolf
1A | 0D
Same as the Gangster, but the White Wolf might be limited to attacking on full moons, depending on their opposition. The White Wolf appears to be an arbitrary werewolf role to investigative abilities and the morning report. The White Wolf may be in play if the Werewolf faction or NK Werewolf role is in play.
Mutant
1A | 0D
Same as the Gangster, but the Mutant appears to be the Alien Commander to investigative abilities and the morning report. The Mutant cannot be in play if the Aliens are in play.
Support
Supports allies or uses wildcard abilities.
Preacher
RB Immune
Formerly the Escort. The Preacher roleblocks another player. May not roleblock a player consecutively.
Medium
The Medium may choose another player. The player will gain access to the Medium's private chat for the next day & night phase, but will have their defense debuffed by 1 for the duration. Death does not sever the Medium's target from them. Except through this ability, the Medium can not talk to the dead.
Mayor
At any time during the day, the Mayor may reveal his true role publicly. Afterwards, his voting power is tripled for the remainder of the game. The Doctor may not heal a revealed Mayor. If converted to a vampire or werewolf, only their win condition is affected, not their role or ability.
Transporter
RB Immune | Control Immune
The Transporter targets 2 players to transport, which may include themselves. The transport swaps all actions targeted at those 2 players to the other. The targets will know they were transported, but not with who.
Retributionist
RB Immune
The Retributionist reanimates the corpse to reuse that role's ability, which must be a town or friendly neutral to succeed. The Retributionist decides who the corpse targets, not the player being reanimated, and only the Retributionist gets relevant feedback.
Governor
Once per day, but sqrt(n)-1 (~2) times per game, the Governor may place a player on trial immediately before another occurs, which also reveals his true role publicly, much like the Mayor. The Governor doesn't vote on a trial they initiated. Lynching a player during a Governor trial never ends the day. If converted to a vampire or werewolf, only their win condition is affected, not their role or ability.
Prince
0A | 2tD
The Prince has no night or day action. The Prince is immune to being successfully lynched while they retain their temporary defense. If they're convicted at the gallows and survive, they gain the ability of a Town investigative role for 1 night, decided arbitrarily.
Troublemaker
Once per game, the Troublemaker may stir up trouble, the act of which is publicly announced at dawn, but not the Troublemaker's identity. On that day, the Troublemaker obscures all vote totals, but 2 players can be executed instead of 1, and all Town votes will count twice.
Alchemist
0A* | 0D
The Alchemist has 3 types potions: investigative, healing, and poison. The Alchemist can visit a player to target with a potion of their choosing. Investigation potions will return Sheriff results on their target, healing potions will heal their target like a Doctor, and poison potions deal a level 1 attack the following night. Each potion has a 2-night cooldown before it can be brewed and used again. Investigative results are potentially fallible.
Saint
RB Immune
Initially, the Saint chooses 2 players to link their life to. On future nights, the Saint may change either of their living targets to another. If one of the Saint's targets dies before the Saint does, they enter limbo, where their role and cause of death is obscured. When the Saint dies, anyone in limbo returns to life immediately. If the Saint dies before any of his targets, they are immediately revived on their next fatal encounter without entering limbo.
Magician
Once per game, the Magician "may put on a show": they will guess every living player's faction, and every dead player's exact role. If their all their guesses are correct, the Magician wins, and the game continues without them; it will be announced to everyone the remaining non-town roles in-play. But if any guess is wrong, the Magician is quietly told how many guesses were correct.
Copycat
0A* | 0D
First, the Copycat may manifest any town role they haven't been manifested yet. If that role is present in the game, the action will fail; otherwise, it'll be available to them for a future night. Once they choose to do so, they gain all abilities/effects the role has to offer for that night only.
Wizard
1A | 0D | RB Immune | Astral
The Wizard gains sqrt(n) (~3) mana nightly to cast a spell. The list of spells, in ascending order of cost, are: Mana Shield, (protects the caster from their next attack) Interrogation, (checks a player like a Sheriff) Investment, (gains +1 mana nightly for the remainder of the game) Barrier, (protects another player with a defensive strength of 2) Missile, (fires upon another player with an attack strength of 1) Investigation, (reveals another player's exact role) and Life. (resurrects another player) Investigative results are potentially fallible.
Phoenix
The Phoenix watches over another player. If the player is attacked, they will redirect any attacks onto themselves. If they die protecting their target, they will be resurrected immediately. However, if the Phoenix dies on a night that they fail to protect another player, they will resurrect anyways, and immediately be converted to a role allied with their attacker.
Fortune Teller
Before night 1, the Fortune Teller targets one organized evil player, learning their role, but not their identity, and the target knows they are a Fortune Teller's target. The Fortune Teller learns of all actions her target takes, who they visit, and all feedback they receive. If their target dies, their teammates may optionally convert the Fortune Teller to their faction in favor of forfeiting ALL their normal actions collectively. If they guess incorrectly, or not all, the Fortune Teller receives a new target.
Clones
Makes duplicate roles and counter-claims more likely.
TI Clone
The role list's TI and RT slots may be clones. On setup, the TI Clone immediately converts to any in-play Town Investigative role. The player with the role being cloned will not know this occurred, nor the player who is the clone.
TP Clone
Same as the TI Clone, but for Town Protective roles.