(town; super-rare; 3+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate. You act during the day, not at night. An insane cop gets town on mafia and mafia on town.
Actions: (day)inspect
(town; super-rare; 3+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate. You act during the day, not at night. A naive cop always gets town results.
Actions: (day)inspect
(town; super-rare; 3+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate. You act during the day, not at night. A paranoid cop always gets mafia results.
Actions: (day)inspect
(town; super-rare; 10+ players): You may perform an autopsy on a dead player, possibly giving you information about that player's killer. This role's actions always fail.
Actions: (day)autopsy
(town; super-rare; 10+ players): You may perform an autopsy on a dead player, possibly giving you information about that player's killer. This role's actions only work 50% of the time.
Actions: (day)autopsy
Death Arsonist
(sk, survivor; super-rare; 4+ players): You can prime a player at night by dousing them in gasoline. During the day, you may set a fire which kills all primed players. If you die, your fire goes off automatically. Actions: prime (day)ignite
Dr Jekyl
(town, survivor; super-rare; 4+ players): You can protect a player from one kill each night, or you can transform into Mr Hyde. Actions: protect transform
(town; super-rare; 4+ players): When the cop dies, you become a Cop. An insane cop gets town on mafia and mafia on town.
Mr Hyde
(town, survivor; super-rare; 4+ players): You can kill a player at night, or you can transform into Dr Jekyl. Actions: kill transform
(town; super-rare; 4+ players): When the cop dies, you become a Cop. A naive cop always gets town results.
(town; super-rare; 4+ players): When the cop dies, you become a Cop. A paranoid cop always gets mafia results.
(town; super-rare; 6+ players): You can choose to either inspect someone or kill someone. A paranoid cop always gets mafia results.
Actions: inspect kill
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it. An Amnesiac has a 1 in 3 chance of regaining his memory each morning.
Arms Dealer
(town, survivor; super-rare; 6+ players): Once during the game, you may recieve a list of how many weapons are in use and what types they are. Actions: (day)census (1 use)
Astrologer
(town; super-rare): The answers are in the stars, and you know how to look for them. You recieve a piece of information each night.
Confused
Jack of All Trades
(town; super-rare; 5+ players): You have four one-shot abilities: kill, inspect, protect, and roleblock. You can only use one ability each night. A confused jack of all trades uses an ability other than the one he tries to.
Actions: kill (1 use) inspect (1 use) protect (1 use) block (1 use)
Cowardly Vigilante
(town; super-rare; 4+ players): You can kill other players. You can also hide once, making you immune to all actions that night. Actions: kill hide (1 use)
Cream Puff
(town; super-rare; 4+ players): You can inspect someone or protect someone each night. Actions: protect inspect
(town; super-rare; 4+ players): You show up as a mafia version of your role on death.
Elvis Impersonator
(town, survivor; super-rare; 4+ players): You show up as Elvis on death.
(town, mafia, survivor; super-rare; 4+ players): You are immune to non-kill actions. This role is actually just a vanilla townie.
Incompetent
Jack of All Trades
(town; super-rare; 5+ players): You have four one-shot abilities: kill, inspect, protect, and roleblock. You can only use one ability each night. Your target is selected randomly.
Actions: kill (1 use) inspect (1 use) protect (1 use) block (1 use)
(town; super-rare; 5+ players): You can kill other players. Your target is selected randomly.
Actions: kill
Lich
(sk; super-rare; 7+ players): You can kill a player each night. If you are killed, your soul will transfer to BUDDY1, and they will become a lich in your place. However, if they are already dead, your soul will be lost. Actions: kill
(town; super-rare; 8+ players): You can protect other players from kills. Each protection stops one kill, and lasts for one night. You have a 50% chance of killing your target instead.
Actions: protect
Monolith
(town, survivor; super-rare; 4+ players): You can evolve another player's role, possibly giving them extra abilities. If and how they evolve depends on their current role. Actions: evolve
Morpher
(town, sk; super-rare; 6+ players): You can morph into another player, becoming a perfect copy of them except for your win condition. You can only use this ability three times per game. Actions: morph (3 uses)
(town; super-rare; 7+ players): You have a night ability, but you don't know what it does. You can abduct a player, preventing all actions involving that player.
Actions: mystery
(town, mafia-ally; super-rare; 4+ players): You have a night ability, but you don't know what it does. You may give another player CPR. If someone attempts to kill that player, they will survive. Otherwise, they will die.
Actions: mystery
(town; super-rare; 4+ players): You have a night ability, but you don't know what it does. You can give another player a random 1-shot ability.
Actions: mystery
(town; super-rare; 4+ players): You have a night ability, but you don't know what it does. You can kill another player each night. You are immune to all actions except kills.
Actions: mystery
(town; super-rare; 6+ players): You have a night ability, but you don't know what it does. At night, you can choose to grant someone an additional vote for the next day.
Actions: mystery
One-Shot Daykiller
(town; super-rare; 6+ players): You are a daykiller. Your ability can only be used once. Actions: (day)kill (1 use)
Orange Goo
(town, survivor; super-rare; 6+ players): You will steal the vote of anyone who targets you.
Overeager Vigilante
(town; super-rare; 8+ players): You can kill other players. If you don't use an action at night, you will kill a random player. Actions: kill
Paladin
(town; super-rare; 7+ players): You can kill other players. If you are lynched, you will return to life. Actions: kill
Personal Physician
(town, survivor; super-rare; 4+ players): You can protect other players from kills. Each protection stops one kill, and lasts for one night. You will always target BUDDY1 with your action. Actions: (auto)protect
(town; super-rare; 7+ players): You can protect other players from kills. Each protection stops one kill, and lasts for one night. You kill a random player each night. You show up as a Serial Killer (sk) to cops and on death.
Actions: protect
(town; super-rare; 6+ players): You don't know what your role does. You kill a random player each night. You show up as a Serial Killer (sk) to cops and on death.
Rainbow Goo
(town, survivor; super-rare; 4+ players): Whenever a player targets you with an action, you do something random to them.
Robot
(town, survivor; super-rare; 4+ players): Whenever you are targeted by an ability, you gain that ability. It still has its normal effect on you.
Secret
Paranoid Gun Owner
(town; super-rare; 4+ players): You don't know what your role does. If you are the target of an action, you will kill the player who targeted you.
(town; super-rare; 3+ players): You don't know what your role does. You will revive once on death.
Skulker
(town; super-rare; 5+ players): If you are targeted by a night action, you will die.
Toxic Goo
(town, survivor; super-rare; 4+ players): Anyone who targets you with an ability will die of poison at the end of the next day.
Turncoat
(town, survivor; super-rare; 6+ players): Once during the game, you may recieve a list of how many mafia are alive and what their roles are. Actions: (day)census (1 use)
(town; super-rare; 4+ players): You can kill other players. Your ability can only be used once. This role's actions always fail.
Actions: kill (1 use)
Alien Mind Controller
(cult; super-rare): You can abduct a player to implant a dormant mind control device. Their night action, if any, is blocked, and all other actions targeting them fail. When you die, each player implanted with a mind control device becomes a Cultist and part of the cult. Actions: abduct
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it. An Amnesiac has a 1 in 3 chance of regaining his memory each morning.
Amnesiac
Cowardly Vigilante
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it. An Amnesiac has a 1 in 3 chance of regaining his memory each morning.
Amnesiac
Forensics Expert
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it. An Amnesiac has a 1 in 3 chance of regaining his memory each morning.
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it. An Amnesiac has a 1 in 3 chance of regaining his memory each morning.
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it. An Amnesiac has a 1 in 3 chance of regaining his memory each morning.
Black Goo
(cult; super-rare; 4+ players): Whenever a player targets you with an action, they will join your cult as another black goo.
Blackguard
(sk; super-rare; 7+ players): You kill other players. If you are lynched, you will return to life. Actions: kill
Blogger
(town; super-rare; 4+ players): You will learn the alignment of a random player each night. Your inspections are guaranteed to be sane. Actions: (auto)inspect
Blue Goo
(town, survivor; super-rare; 4+ players): If you die or are lynched, the player who kills you or casts the lynching vote becomes blue goo themselves.
Brainwasher
(mafia; super-rare; 6+ players): When you make the mafia kill, there is a chance you will instead brainwash your target into becoming part of the mafia and then die. The player you brainwash retains their original role.
Bruce Wayne
(town; super-rare; 5+ players): Right now, you don't have any powers, but if BUDDY1 dies you will become a Batman.
Cannibal
(sk; super-rare; 4+ players): You can kill and eat someone, stealing their power (and one of their role abilities) for yourself. Actions: consume
Cheerleader
(town, survivor, mafia; super-rare; 4+ players): You can block another player's action each night. You are immune to roleblocks. You will automatically use your action on a random player each night. Actions: (auto)block
Commando
(town; super-rare; 6+ players): You can kill other players. You are immune to kills. Actions: kill
(town; super-rare; 4+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate. You show up as a mafia version of your role on death.
Actions: inspect
(town; super-rare; 4+ players): You can kill other players. You show up as a mafia version of your role on death.
Actions: kill
Deprogrammer
(town; super-rare; 4+ players): You can inspect a player to determine if they are in a cult. You can convert a player, which causes them to leave the town if they are a cultist. You are also immune to being recruited into a cult. Actions: inspect convert
Dirty Bomber
(town; super-rare; 4+ players): You can irradiate everyone in the game, giving all other players new roles. You can only do this once. Actions: (day)irradiate (1 use)
Djinni
(town, survivor; super-rare; 4+ players): You may give another player awesome powers each night. Actions: gift
Doomspeaker
(sk; super-rare; 4+ players): The world is coming to an end! Everyone will die mysteriously! You just have to live long enough to for it to happen... Actions: (auto)apocalypse
Doublekiller
(town; super-rare; 7+ players): You can kill two players at once. If you use your ability, you must choose two different targets. Actions: kill2
Echo
(town; super-rare; 4+ players): Whenever a player dies, you will take on their role. You retain this property.
Employment Agent
(town; super-rare): You can inspect people to find out their rolenames. You will automatically use your action on a random player each night. Actions: (auto)inspect
Evil Priest
(cult; super-rare; 6+ players): You can bring a protown player back from the dead as a Skeleton Warrior loyal to your cult. If you die, all warriors will die. Actions: reanimate
Faerie Godmother
(town; super-rare; 5+ players): You can target another player to make them a Reviver, giving them the ability to survive one death. Your ability won't work on a player killed the same night. Actions: gift
(town; super-rare; 4+ players): If you are the target of an action, you will kill the player who targeted you. This role is actually just a vanilla townie.
(town; super-rare; 4+ players): You will revive once on death. This role is actually just a vanilla townie.
(town; super-rare; 4+ players): If you are lynched, the person who cast the final vote on you will die also. Be careful, this can work both for and against you. This role is actually just a vanilla townie.
Graverobber
(town, survivor; super-rare; 6+ players): You can defile a dead player's grave, stealing one of their role abilities. A player whose grave has been defiled can't be resurrected or autopsied. Actions: defile
High Priest
(town; super-rare; 7+ players): You may resurrect a dead player. That player has a 50% chance of returning from the dead. You can only use this ability three times, and you cannot resurrect the same player twice. Actions: resurrect (3 uses) (50% success)
Hungry Ghoul
(sk; super-rare; 4+ players): Whenever another player dies, you gain a random one-shot ability. You kill other players. Actions: kill kill
Infected Werewolf
(town; super-rare; 4+ players): You have been transformed by the bite of a werewolf. Each night, you kill a random player. Actions: (auto)kill
Jackie Chan
(town, sk; super-rare; 4+ players): You can kill another player each night. You are immune to all actions. Actions: kill
Jedi
(town, mafia; super-rare; 4+ players): You can disable someone's role. That player will temporarily lose all abilities/characteristics until the next night. Each night you learn the role PM of a random role in the setup, but not who has it. Actions: disable (auto)cheat
(town; super-rare; 6+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate. In addition, you kill your target.
Actions: inspect
(town; super-rare; 6+ players): You can inspect people to find out their rolenames. In addition, you kill your target.
Actions: inspect
(town; super-rare; 6+ players): You can block another player's action each night. You are immune to roleblocks. In addition, you kill your target.
Actions: block
(town; super-rare; 4+ players): You have a night ability, but you don't know what it does. You can permanently swap roles with another player. (Your teams don't change.)
Actions: mystery
(town; super-rare; 6+ players): You have a night ability, but you don't know what it does. You can kill other players. You are immune to kills.
Actions: mystery
(town; super-rare; 4+ players): You have a night ability, but you don't know what it does. You can change another player's night action to target yourself.
Actions: mystery
(town; super-rare; 4+ players): You have a night ability, but you don't know what it does. You can randomize another player, changing their target to a random player.
Actions: mystery
(town; super-rare; 6+ players): You have a night ability, but you don't know what it does. You can give someone a reflection shield. Any other actions targeting that player will be reflected back.
Actions: mystery
(town; super-rare; 4+ players): You have a night ability, but you don't know what it does. You can steal a random ability from another player. (Group abilities can't be stolen.)
Actions: mystery
Nervous Watchman
(town; super-rare; 4+ players): You learn who targets you with a night action each night. Actions: (auto)patrol
Nexus
(town, survivor; super-rare; 4+ players): Any ability targeting you will target a random player instead. (It might randomly end up still targeting you.)
Nonvoter
(town, mafia-ally; super-rare; 7+ players): You have no vote.
Nosy Neighbor
(town; super-rare; 4+ players): You can pry into another player's business during the day, letting them see your alignment and also telling you theirs. Actions: (day)pry
Overeager Roleblocker
(town; super-rare; 5+ players): You can block another player's action each night. You are immune to roleblocks. If you don't use an action at night, you will block a random player. Actions: block
Paranoid Suicide Bomber
(town, mafia; super-rare; 6+ players): If another player targets you with an ability, you will suicide-bomb them, killing both of you.
Peeping Tom
(town, mafia, survivor; super-rare; 4+ players): Each night, you will learn who BUDDY1 targeted with their night action. Actions: (auto)track
Pinata
(town, survivor; super-rare; 4+ players): If you die, each other player will recieve a random gift.
Possesser
(sk; super-rare; 4+ players): At night, you can possess another player. You will die, but your target will join your team and gain this ability. Actions: possess
Private Eye
(town, mafia, mafia-ally; super-rare; 4+ players): You can inspect someone to learn their role name or roleblock someone each night. Actions: inspect block
Radiant
(town; super-rare; 4+ players): Whenever a player targets you with an action, you will copy that action to a random target.
(town; super-rare; 4+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate. A random cop gets mafia half the time and town half the time.
Actions: inspect
Recruiter
(mafia; super-rare; 9+ players): You have a one-shot ability to recruit another player into the mafia, turning them into a Mafioso. This counts as the mafia kill the night you use it. If you die, the recruited player also dies.
Recurring Nightmare
(sk; super-rare; 4+ players): Once during the game at any time, you can kill another player. This kill negates all forms of protection, and the target won't revive. You can't be detected by trackers or watchmen. You will revive once on death. Actions: (x)eradicate (1 use)
Retired Arsonist
(town; super-rare; 4+ players): You were once an arsonist, but you've put away the gasoline and settled down. Actions: (day)ignite
(town, survivor, mafia-ally; super-rare; 4+ players): You are the bearer of gifts. Each night, you will give a random player a one-shot action. (You can't choose not to use this ability.) Actions: (auto)gift
Secret Admirer
(town, survivor, mafia; super-rare; 4+ players): You are BUDDY1's secret admirer. Each night, you give them a random gift. Actions: (auto)gift
(town; super-rare; 4+ players): You don't know what your role does. Whenever a player targets you with an action, they will become green goo themselves.
(town; super-rare; 4+ players): You don't know what your role does. Whenever someone targets you with an ability, you will target them with the same ability.
(town; super-rare; 4+ players): You don't know what your role does. You will take on the role of the first player with a power role to die.
Sentry
(town; super-rare; 4+ players): You learn who targets BUDDY1 with a night action each night. Actions: (auto)patrol
Shaman
(town; super-rare; 7+ players): You may reincarnate a dead player. That player will return from the dead and get a new role and team. You can only use this ability three times, and you cannot reincarnate the same player twice. Actions: reincarnate (3 uses)
Shellshocked
Combat Medic
(town; super-rare; 6+ players): You can either protect someone or kill someone. This role's actions always fail.
Actions: protect kill
Sleeper Bodyguard
(town; super-rare; 5+ players): Right now, you don't have any powers, but if BUDDY1 dies you will become a Bodyguard.
Sleeper Crazed Fiend
(town, survivor, mafia-ally; super-rare; 5+ players): Right now, you don't have any powers, but if BUDDY1 dies you will become a Crazed Fiend.
Sleeper Double Voter
(town, mafia-ally; super-rare; 5+ players): Right now, you don't have any powers, but if BUDDY1 dies you will become a Double Voter.
Sleeper One-Shot Forensics Expert
(town; super-rare; 6+ players): Right now, you don't have any powers, but if BUDDY1 dies you will become a One-Shot Forensics Expert.
Sleeper Reviver
(town, survivor; super-rare; 5+ players): Right now, you don't have any powers, but if BUDDY1 dies you will become a Reviver.
Sleeper Vigilante
(town; super-rare; 5+ players): Right now, you don't have any powers, but if BUDDY1 dies you will become a Vigilante.
(town; super-rare; 4+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate. A stoned cop always gets neutral results.
Actions: inspect
Terrorist Mastermind
(cult; super-rare): You can recruit townie players into your terror cell, which can communicate at night. Your terrorists can suicide-bomb other players during the day. If you die, all cultists will die. Actions: recruit
Turquoise Goo
(town, survivor; super-rare; 4+ players): When you die, you can turn another player into Turquoise Goo.
Undertaker
(town; super-rare; 4+ players): You properly bury dead players, ensuring that they can't return to life later. Trackers will see you target the dead player.
Vampire Lord
(cult; super-rare): You can recruit townie players into your cult, which can communicate at night. If you die, all cultists will die. You may drain another player, killing that player and gaining a new ability. You use one of your abilities randomly on your target. Actions: special
Virus
(sk; super-rare; 6+ players): You can infect someone with a disease. Each morning, that player has a 50% chance of dying. The player may also infect others with the disease. You are immune to infection. Actions: infect
Warp
(town, survivor; super-rare; 4+ players): Each night, you will cause all actions targeting a random player to fail. You don't learn who that player is. Actions: (auto)shield
Radioactive Friendly Neighbor
(town; super-rare; 4+ players): During the day, you can make someone your friend. That player will be told your alignment. If you target the same player twice, they will die. Actions: (day)friend
(town; super-rare; 4+ players): You can kill other players. Your ability can only be used once. This role's actions only work 50% of the time.
Actions: kill (1 use)
Action-Immune Townie
(town; super-rare; 4+ players): You are immune to kills. You are immune to non-kill actions.
Alpha Werewolf
(wolf; super-rare): You are the leader of your werewolf pack, in charge of making all night kills. If you die, a new alpha wolf will be selected from your pack. Like all werewolves, you will show up as 'town' to cops. Actions: kill
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it. An Amnesiac has a 1 in 3 chance of regaining his memory each morning.
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it. An Amnesiac has a 1 in 3 chance of regaining his memory each morning.
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it. An Amnesiac has a 1 in 3 chance of regaining his memory each morning.
Azwolg
(town, survivor; super-rare; 6+ players): You will kill BUDDY1 the first night. Actions: (auto)kill (1 use)
Backup
(town; super-rare; 6+ players): You can channel the spirit of a dead player, giving you all of that player's abilities and traits except their win condition. Your ability can be used during night or day, but only once. If you want to save your ability for later, send a 'none' action at night. Actions: (x)channel (1 use)
Bone Shaman
(town; super-rare; 5+ players): When you die, you can return another dead player to life with a new role and team.
Channeler
(town; super-rare; 6+ players): You can channel the spirit of a dead player, giving you all of that player's abilities and traits except their win condition. Actions: channel
Cyborg
(town, sk; super-rare; 4+ players): Whenever you are targeted by an ability, you gain that ability. It still has its normal effect on you. You are immune to kills.
Day Changeling
(town, survivor; super-rare; 3+ players): You can permanently swap roles with another player. (Your teams don't change.) You act during the day, not at night. Actions: (day)exchange
Day MUP
(town; super-rare; 3+ players): You are a Multiple User Personality. At night you can "mup" someone, which will either protect that player, inspect that player, kill that player, or do nothing. You act during the day, not at night. Actions: (day)mup
Flying Pumpkin
(town; super-rare; 6+ players): You have about a zillion one-shot abilities. You can only use one ability each night. Actions: randomize (1 use) psych (1 use) mutate (1 use) motivate (1 use) antidote (1 use) exorcise (1 use) frame (1 use) watch (1 use) mup (1 use) cpr (1 use) attract (1 use) shuffle (1 use)
Frankenstein
(town, survivor; super-rare; 4+ players): BUDDY1 is your monster. You will mutate them each night, giving them a new role. Actions: (auto)mutate
Gremlin
(town, survivor; super-rare; 4+ players): You automatically randomize BUDDY1's night action target each night. Actions: (auto)randomize
Immortal
(town; super-rare; 5+ players): You are immortal, and BUDDY1 is the source of your power. You cannot be killed, and if you are lynched you will return to life. However, if BUDDY1 should die, you will immediately die as well.
Ken Kesey
(survivor, mafia; super-rare; 4+ players): You can fake your own death at night. You die and then return to life. Actions: suicide
Magic Lamp
(town, survivor; super-rare; 4+ players): If you die, you can give another player awesome powers.
Myopic Peeping Tom
(town; super-rare; 4+ players): Each night, you will learn who another player targeted with their night action. It is the same player each night, but you don't know who. Actions: (auto)track
(town; super-rare; 4+ players): You have a night ability, but you don't know what it does. You can mutate another player, changing their role randomly.
Actions: mystery
(town; super-rare; 6+ players): You have a night ability, but you don't know what it does. You can morph into another player, becoming a perfect copy of them except for your win condition. You can only use this ability three times per game.
Actions: mystery
One-Shot Doublekiller
(town; super-rare; 5+ players): You can kill two players at once. If you use your ability, you must choose two different targets. Your ability can only be used once. Actions: kill2 (1 use)
Purple Goo
(town, survivor; super-rare; 4+ players): Whenever someone targets you with an action, you switch roles with that player.
(town; super-rare; 6+ players): You don't know what your role does. You start with no night abilities, but each day you recieve one at random.
(town; super-rare; 3+ players): You don't know what your role does. If you die, you will return to life and get a new role and possibly a new team.
(town; super-rare; 4+ players): You don't know what your role does. Whenever you are targeted by an ability, you gain that ability. It still has its normal effect on you.
(town; super-rare; 3+ players): You don't know what your role does. If you are lynched, you will return to life.
Silver Goo
(town, survivor; super-rare; 4+ players): Whenever another player targets you with an action, you become a perfect copy of that player.
Skunk Farmer
(town; super-rare; 4+ players): Anyone who tries to target you with an action will be disabled by your smell until the next night.
Sleeper Unlynchable
(town, survivor; super-rare; 5+ players): Right now, you don't have any powers, but if BUDDY1 dies you will become a Unlynchable.
Timewarp
(town, survivor; super-rare; 4+ players): You live in a zone of slow time. All actions targeting you have their effect delayed until the following night.
White Goo
(town, survivor; super-rare; 4+ players): All dead players will turn to White Goo as they die. You show up as town on death.
X-Morpher
(town; super-rare; 3+ players): You can morph into another player once per game, becoming a perfect copy of them except for your win condition. Actions: (x)morph (1 use)
(town; super-rare; 3+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate. You act during the day, not at night. A random cop gets mafia half the time and town half the time.
Actions: (day)inspect
(town; super-rare; 4+ players): You can inspect another player to learn their alignment. Your results are not guaranteed to be accurate. You act during the day, not at night. A stoned cop always gets neutral results.
Actions: (day)inspect
Grey Goo
(town, survivor; super-rare; 4+ players): You can target a player to turn them into more Grey Goo. Their team doesn't change. Actions: infect
Hot Potato
(town; super-rare; 4+ players): You can switch roles with another player during the day. Get rid of this one quick, because if you die while you have it, you lose the game! There is a 30 second delay before a swap happens. Actions: (day)exchange
(town; super-rare; 4+ players): You have a night ability, but you don't know what it does. You can evolve another player's role, possibly giving them extra abilities. If and how they evolve depends on their current role.
Actions: mystery
Plutonium
(town; super-rare; 5+ players): When you die, you can mutate another player into a new role.
(town; super-rare; 4+ players): You don't know what your role does. Any ability targeting you will target a random player instead. (It might randomly end up still targeting you.)
(town; super-rare; 4+ players): You don't know what your role does. Whenever a player targets you with an action, you will copy that action to a random target.
(town; super-rare; 4+ players): You don't know what your role does. You are an identical twin with BUDDY1, but your twin doesn't know about you. Any actions targeting one of you will target the other instead.
Teal Goo
(town, survivor; super-rare; 4+ players): Anyone who targets you with an action will evolve to a new role.
Uranium
(town, survivor; super-rare; 4+ players): Any player who targets you with an action will mutate into a new role.
Yellow Goo
(town, survivor; super-rare; 4+ players): Whenever someone targets you with an action, they lose the ability to use that action and you gain it. This even affects group actions.
(town; super-rare; 6+ players): You have lost your memory. You might eventually regain it. An Amnesiac has a 1 in 3 chance of regaining his memory each morning.
Day Motivator
(town; super-rare; 3+ players): At night, you can choose to grant someone an additional vote for the next day. You act during the day, not at night. Actions: (day)motivate
(town, mafia; super-rare; 4+ players): You are an identical twin with BUDDY1, but your twin doesn't know about you. Any actions targeting one of you will target the other instead. This role is actually just a vanilla townie.
Kevorkian
(town, survivor, mafia; super-rare): You allow any other player to commit suicide during the day.
(town; super-rare; 4+ players): You may inspect once per night, or do a random nonkill action. You may or may not be sane. A naive cop always gets town results.
Actions: inspect special
Paranoid
Inspector Gadget
(town; super-rare; 4+ players): You may inspect once per night, or do a random nonkill action. You may or may not be sane. A paranoid cop always gets mafia results.
Actions: inspect special
Radioactive Monolith
(town; super-rare; 4+ players): You can evolve another player's role, possibly giving them extra abilities. If and how they evolve depends on their current role. If you target the same player twice, they will die. Actions: evolve