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.