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Special roles

Nine optional roles layered on top of Crewmate/Impostor. All default to off — the party host enables them per game in the lobby menu (count + assignment chance + per-role options). Rolled at game start after base roles; each player gets a private reveal.

Crew roles

Role Ability
Scientist A portable Vitals item — check everyone's alive/dead status anywhere, on a cooldown.
Engineer Limited vent access (own cooldown + max uses) — the only crew who can vent.
Noisemaker Dying triggers a loud alert + a flame beacon at the body — killers can't kill quietly.
Tracker Tag a nearby player with the Track compass; a live action-bar shows their distance and direction for the duration.
Detective Every kill freezes a case file (which room everyone was in at that moment). Touch a suspect to interrogate — limited charges per case.

Guardian Angel

A crew role assigned after death: eligible dead crew become the Guardian Angel and can cast /sc protect <player> — a timed shield that blocks one kill. The blocked impostor hears the shatter (their cooldown restarts at half); the protection is announced at the next meeting, so the information game stays fair.

Impostor roles

Role Ability
Viper Kills dissolve the corpse after a delay — unreportable bodies.
Phantom Vanish temporarily (invisible to living crew; impostors and ghosts still see them). Can't kill while vanished; sabotage and venting still work. Appearing/vanishing has a visible smoke tell.
Shapeshifter Shift into any player's appearance (their crew color and name) for a duration — with a public portal-burst tell, and optional evidence husks left at shift spots. Meetings force everyone back to themselves.

Ghost play

Every dead player keeps contributing: ghosts see everyone, chat in the ghost-only channel, and complete their remaining tasks via /sc tasks (clickable list near the station). Dead impostors can still open the sabotage panel with /sc sabotage.