Note
This repo is a fork of Town of Us Reactivated and is currently under development. This mod is NOT for mobile and console versions and is NOT host only either, do not ask for a port or a rewrite.
Town Of Us but better! (hopefully)
An Among Us mod that adds a bunch of features!
This mod is a mish mash of code and ideas from different games, mods and forks, mainly from Town Of Salem, Town Of Us Reactivated and The Other Roles. Enjoy the chaos that comes out as a result!
Note
Join our Discord if you have any problems or want to find people to play with!
Note
Check out the mod's wiki for info!
Warning
This mod adds a whole LOT of stuff, and is currently not very beginner friendly. I've added a bunch of helpful wiki entries to make the mod easier to understand, but it's still a lot of reading you're going to have to do.
- Requirements
- Steam Guide
- Epic Games Guide
- Linux Guide
- Results
- Issues
- Fatal Error in GC
- Uninstallation
- Layer Settings
- Alignment Settings
- Faction Settings
- Non-Role Layers Settings
- Crew Settings
- Intruder Settings
- Syndicate Settings
- Neutral Settings
- Game Settings
- Game Modifiers
- Game Announcements
- Map Settings
- Better Sabotage Settings
- Better Skeld Settings
- Better Mira HQ Settings
- Better Polus Settings
- Better Airship Settings
- Better Fungle Settings
- Custom Client Side Options
- Lighter Darker Colors
- Subfactions
- Syndicate Chaos Drive Role Priority
- Role List Entries
- New Colors
- Custom Cosmetics
- Bug Reports, Suggestions & Additions
- Layer Explanation And Assignment
Disclaimer: The mod is not guaranteed to work on the latest versions of Among Us when the game updates.
Among Us | Mod Version | Download Link |
---|---|---|
2024.10.29 (s & e) | 0.7.0 | Download |
Older Versions
Among Us | Mod Version | Download Link |
---|---|---|
2024.3.5 (s & e) | 0.6.6 | Download |
2023.11.28 (s & e) | 0.6.5 | Download |
2023.11.28 (s & e) | 0.6.4 | Download |
2023.11.28 (s & e) | 0.6.3 | Download |
2023.10.24 (s & e) | 0.6.2 | Download |
2023.10.24 (s & e) | 0.6.1 | Download |
2023.10.24 (s & e) | 0.6.0 | Download |
2023.7.12 (s & e) | 0.5.4 | Download |
2023.7.12 (s & e) | 0.5.3 | Download |
2023.7.12 (s & e) | 0.5.2 | Download |
2023.7.12 (s & e) | 0.5.1 | Download |
2023.7.12 (s & e) | 0.5.0 | Download |
2023.7.12 (s & e) | 0.4.5 | Download |
2023.7.12 (s & e) | 0.4.4 | Download |
2023.7.12 (s & e) | 0.4.3 | Download |
2023.7.12 (s & e) | 0.4.2 | Download |
2023.6.13 (s & e) | 0.4.1 | Download |
2023.6.13 (s & e) | 0.4.0 | Download |
2023.3.28 (s & e) | 0.3.1 | Download |
2023.3.28 (s & e) | 0.3.0 | Download |
2023.3.28 (s & e) | 0.2.5 | Download |
2023.3.28 (s & e) | 0.2.4 | Download |
2023.3.28 (s & e) | 0.2.3 | Download |
2023.3.28 (s & e) | 0.2.2 | Download |
2023.3.28 (s & e) | 0.2.1 | Download |
2023.3.28 (s & e) | 0.2.0 | Download |
2023.3.28 (s & e) | 0.1.0-dev1 | Download |
2023.3.28 (s & e) | 0.0.4-dev2 | Download |
2023.3.28 (s & e) | 0.0.4-dev1 | Download |
2023.3.28 (s & e) | 0.0.3-dev3 | Download |
2023.3.28 (s & e) | 0.0.3-dev2 | Download |
2023.3.28 (s & e) | 0.0.3-dev1 | Download |
2023.3.28 (s & e) | 0.0.3 | Download |
2023.3.28 (s & e) | 0.0.2dev8.75 | Download |
2023.3.28 (s & e) | 0.0.2dev8.5 | Download |
2023.3.28 (s & e) | 0.0.2dev8 | Download |
2023.2.28 (s & e) | 0.0.2dev7 | Download |
2023.2.28 (s & e) | 0.0.2dev6 | Download |
2023.2.28 (s & e) | 0.0.2dev5 | Download |
2023.2.28 (s & e) | 0.0.2dev4 | Download |
2023.2.28 (s & e) | 0.0.2dev3 | Download |
2023.2.28 (s & e) | 0.0.2dev2 | Download |
2022.12.14 (s & e) | 0.0.1dev19 | Download |
2022.12.14 (s & e) | 0.0.1dev18.5 | Download |
2022.12.14 (s & e) | 0.0.1dev18 | Download |
2022.12.14 (s & e) | 0.0.1dev17 | Download |
2022.12.14 (s & e) | 0.0.1dev16 | Download |
2022.12.14 (s & e) | 0.0.1dev15 | Download |
2022.12.14 (s & e) | 0.0.1dev14 | Download |
2022.12.14 (s & e) | 0.0.1dev13.5 | Download |
2022.12.14 (s & e) | 0.0.1dev13 | Download |
All layers provide an attack or defense value to the player, which dictates the power of their actions. If the level of attack is higher then the target's defense and the attack is successful, the target will die. Otherwise, the target will live and the attacker's ability will fail. Unless mentioned otherwise, the layers provide no attack or defense.
Each member has a special ability which determines who’s who and can help weed out the evils. The main theme of this faction is deduction and goodwill. This faction is an uninformed majority meaning they make up most of the players and don't who the other members are. The Crew can do tasks which act like a timer for non-Crew.
Name | Description | Type | Default |
---|---|---|---|
Common Tasks | How many common tasks must be assigned | Number | 2 |
Long Tasks | How many long tasks must be assigned | Number | 1 |
Short Tasks | How many short tasks must be assigned | Number | 4 |
Crew Ghost Tasks Count To Win | Dictates whether dead Crew should finish their tasks or not to achieve a task win | Toggle | True |
The Altruist is capable of reviving dead players. After a set period of time, the player will be revived, if the revival isn't interrupted. Once a player is revived, all evil players will be notified of the revival and will have an arrow pointing towards the revived player. The Altruist sacrifices themselves on the last use of their ability. If the revived player has a Lover and both die together, the Lover is also revived.
Name | Description | Type | Default |
---|---|---|---|
Target's Body Disappears On Beginning Of Revive | Whether the reviving body disappears upon start of the revival | Toggle | False |
The Bastion can place bombs in vents. Anyone who tries to interact with the bombed vent will die.
Name | Description | Type | Default |
---|---|---|---|
Bombs Are Removed Upon Kills | Toggles whether the bombs in vents are permanent or not. If not, they disappear after killing someone | Toggle | True |
The Chameleon can go invisible to stalk players and see what they do when no one is around.
The Coroner gets an alert when someone dies and briefly gets an arrow pointing in the direction of the body. They can autopsy bodies to get some information. The Coroner can then compare that information with players to see if they killed the body or not. They also gets body reports from the bodies they report. The report will include the cause and time of death, the body's faction/role, the killer's faction/role and (according to the settings) the killer's name. The Coroner will not get any information if they report a body when blinded by a Grenadier and framed players will always appear to be the killer.
Name | Description | Type | Default |
---|---|---|---|
Dead Body Arrow Duration | The duration of the arrows pointing to the bodies | Time | 0.1s |
Coroner Gets Roles | This dictates whether the Coroner gets the killer's and body's role, otherwise only their factions are revealed | Toggle | False |
Coroner Gets Killer's Name | This dictates whether the Coroner gets the killer's name from the report | Toggle | False |
┗ Coroner Gets Killer's Name Under | This dictates how old must a body be for the Coroner to get the killer's name | Time | 1s |
Just a plain Crew with no abilities and only spawns if all the other roles are taken or set to spawn in Custom mode.
The Detective can examine other players for bloody hands and footprints. If the examined player has killed recently, the Detective will be alerted about it. Once examined, the player's footprints will be visible to the Detective. Framed players will always appear to have bloody hands.
Name | Description | Type | Default |
---|---|---|---|
Bloody Hands Duration | How long players remain bloody after a kill | Time | 10s |
Footprint Interval | The time interval between two footprints | Time | 0.15s |
Footprint Duration | The amount of time that the footprint stays on the ground for | Time | 10s |
Anonymous Footprint | When enabled, all footprints are grey instead of the player's colors | String | Only When Camouflaged |
The Dictator has no active ability aside from revealing themselves as the Dictator to all players. When revealed, in the next meeting they can pick up to 3 players to be ejected. All 3 players will be killed at the end of the meeting, along with the chosen 4th player everyone else votes on (if any). If any of the 3 killed players happens to be Crew, the Dictator dies with them. The Dictator has no post ejection ability. A revealed Dictator cannot be protected, but can be revived.
Name | Description | Type | Default |
---|---|---|---|
Dictator Cannot Reveal Round One | Self descriptive | Toggle | True |
Dictator Can Dictate After Voting | Self descriptive | Toggle | True |
Dictator Can Button | Whether the Dictator can call a meeting | Toggle | True |
The Engineer can fix sabotages from anywhere on the map and use vents to get across the map easily.
The Escort can roleblock players and prevent them from doing anything for a short while.
The Mayor can reveal themselves as the Mayor to other players. Upon doing so, the value of their vote increases. A revealed Mayor cannot be protected, but can be revived.
Name | Description | Type | Default |
---|---|---|---|
Mayor Votes Count As | The additional number of votes that are added to the Mayor's vote | Number | 2 |
Mayor Cannot Reveal Round One | Self descriptive | Toggle | True |
Mayor Can Button | Whether the Mayor can call a meeting | Toggle | True |
The Medic can give any player a shield that will grant them Powerful defense. The Medic can choose who they give thier shield to, and can take their shield back if needed. Shielded players have a green ✚ next to their names.
Name | Description | Type | Default |
---|---|---|---|
Show Shielded Player | Who should be able to see who is Shielded | String | Self |
Who Gets Murder Attempt Indicator | Who will receive an indicator when someone tries to Kill them | String | Medic |
Shield Breaks On Murder Attempt | Whether the Shield breaks when someone attempts to Kill them | Toggle | True |
The Medium can mediate to be able to see ghosts. If the Medium uses this ability, the Medium and the dead player will be able to see each other and communicate with actions from beyond the grave!
Name | Description | Type | Default |
---|---|---|---|
Reveal Appearance Of Mediate Target | Whether the Ghosts will show as themselves, or camouflaged | Toggle | True |
Reveal The Medium To The Mediate Target | Whether certain ghosts can see that the Medium is the Medium | String | No |
Who Is Revealed With Mediate | Which players are revealed to the Medium | String | Oldest Dead |
The Monarch can appoint players as knights. When the next meeting is called, all knighted players will be announced. Knighted players will have the value of their votes increased. For as long as a Knight is alive, the Monarch gets basic defense. Knighted players have a pinkish red κ next to their names. The Monarch is alerted when a knight dies.
Name | Description | Type | Default |
---|---|---|---|
Monarch Cannot Knight Round One | Self descriptive | Toggle | True |
Knighted Votes Count As | The additional number of votes that are added to a knighted player's vote | Number | 1 |
Monarch Can Button | Whether the Monarch can call a meeting | Toggle | True |
Knights Can Button | Whether knighted players can call a meeting | Toggle | True |
The Mystic only spawns when there is at least one Neutral (Neophyte) role present in the game. Whenever someone's subfaction is changed, the Mystic will be alerted about it. The Mystic can also investigate players to see if their subfactions have been changed. If the target belongs to a subfaction, or that the target's subfaction is different from the Mystic's (in the case of a converted Mystic), the Mystic's screen will flash red, otherwise it will flash green. It will not, however, work on the Neutral (Neophyte) roles themselves so even people who flashed green might still be evil. Once all subfactions are dead, the Mystic becomes a Seer. Framed players will appear to have their subfactions changed.
The Operative can place bugs around the map. When players enter the range of the bug and stay within it for a certain amount of time, they trigger it. In the following meeting, all players who triggered a bug will have their role displayed to the Operative. However, this is done so in a random order, not stating who entered the bug, nor what role a specific player is. The Operative also gains more information when on Admin Table and on Vitals. On Admin Table, the Operative can see the colors of every person on the map. When on Vitals, the Operative is shown how long someone has been dead for.
Name | Description | Type | Default |
---|---|---|---|
Min Amount Of Time Required For Bug To Trigger | How long a player must stay in the bug for it to trigger | Time | 0s |
Bugs Are Removed Each Round | Whether the Operative's bugs are removed after each meeting | Toggle | True |
Bug Range | The size of each trap | Factor | 0.25x |
Number Of Roles Required To Trigger Bug | The number of players that must enter the bug for it to be triggered | Number | 1 |
Who Sees Dead Bodies On Admin | Which players see dead bodies on the admin map | String | Nobody |
Operative Gets Precise Information | Whether the information from the Operative's bugs are more accurate and precise | Toggle | False |
The Retributionist can mimic dead crewmates. During meetings, the Retributionist can select who they are going to mimic for the following round from the dead. It should be noted the Retributionist can not use all Crew roles and cannot use any Non-Crew role. The cooldowns, limits and everything will be set by the settings for their respective roles.
Name | Description | Type | Default |
---|---|---|---|
Retributionist Can Mimic After Voting | Self descriptive | Toggle | True |
The Revealer is a dead Crew. Upon finishing all their tasks, the evils, and possibly their roles, will be revealed to all other alive players. However, if the Revealer is clicked they lose their ability to reveal evils and are once again a normal ghost.
Name | Description | Type | Default |
---|---|---|---|
When Can Revealer Be Clicked | The amount of tasks remaining when the Revealer can be clicked | Number | 5 |
Tasks Remaining When Revealed | The amount of tasks remaining when evils are alerted that the Revealer is nearly finished | Number | 1 |
Revealer Reveals Neutrals | Whether the Revealer also reveals neutral roles | Toggle | False |
Revealer Reveals Crew | Whether the Revealer also Reveals crew roles | Toggle | False |
Revealer Reveals Exact Roles | Whether the Revealer also Reveals all roles | Toggle | False |
Who Can Click Revealer | Which players can click the Revealer | String | All |
The Seer only spawns if there are roles capable of changing their initial roles or if there's a Traitor or Fanatic in the game. The Seer can investigate players to see if their role is different from what they started out as. If a player's role has changed, the Seer's screen will flash red, otherwise it will flash green. If all players capable of changing or have changed their initial roles are dead, the Seer becomes a Sheriff. Framed players will appear to have their role changed.
The Sheriff can reveal the alliance of other players. Based on settings, the Sheriff can find out whether a player is Good or Evil. The Sheriff's screen will flash green or red depending on the results and settings. Framed players will appear to be evil. Promoted Godfathers and Rebels will not appear to be evil.
Name | Description | Type | Default |
---|---|---|---|
Neutral Evils Show Up As Evil | Neutral Evil roles show up as Red | Toggle | False |
Neutral Killing Show Up As Evil | Neutral Killing roles show up as Red | Toggle | False |
The Shifter can swap roles with someone, as long as they are a valid Crew. If the shift is unsuccessful or the target is framed, the Shifter dies.
Name | Description | Type | Default |
---|---|---|---|
Shifted Becomes | Dictates what the shift target becomes after getting shifted | String | Shifter |
The Tracker can track others during a round. Once they track someone, an arrow is continuously pointing to them, which updates in set intervals.
Name | Description | Type | Default |
---|---|---|---|
Tracker Arrows Reset Each Round | Whether Tracker Arrows are removed after each meeting | Toggle | False |
Arrow Update Interval | The time it takes for the arrow to update to the new location of the tracked player | Time | 5s |
The Transporter can swap the locations of two players at will. Being transported plays an animation that's visible to all players and renderers the targets immobile for the duration of the transportation. During the transportation, they can be targeted by anyone, even those of their own team. This means that the Transporter is capable of making evils attack each other.
Name | Description | Type | Default |
---|---|---|---|
Transporter Can Transport Themselves | Self descriptive | Toggle | False |
The Trapper can build traps and place them on other players. These traps will either register an interacter's role, or attack an attacker. At the start of the next meeting, the Trapper is told whether they attacked someone or not. If not, the Trapper gets a list of roles that interacted with the trapped targets in a random order. Trapped players have a pink ∮ next to their names.
The Vampire Hunter only spawns if there are Undead in the game. They can check players to see if they are an Undead. When the Vampire Hunter finds them, the target is killed. Otherwise they only interact and nothing else happens. When all Undead are dead, the Vampire Hunter turns into a Vigilante. Interacting with a Vampire Hunter as an Undead will force the Vampire Hunter to kill you. Framed players will behave like ann Undead to the Vampire Hunter. The Vampire Hunter knows if they target they actually killed is an Undead or not.
The Veteran can go on alert. Anyone who interacts with a Veteran on alert will be killed by the Veteran in question.
The Vigilante can kill. However, if they kill someone they shouldn't, they instead kill themselves. Framed players are guaranteed to die without the risk of the Vigilante misfiring.
Name | Description | Type | Default |
---|---|---|---|
Misfire Kills The Target | Whether the target is killed if the Vigilante misfires | Toggle | False |
Vigilante Can Kill Again If Target Was Innocent | Whether the Vigilante can continue shooting even after getting a shot wrong | Toggle | False |
Vigilante Cannot Shoot Round One | Self descriptive | Toggle | True |
How Is The Vigilante Notified Of Their Target's Innocence | Whether the Vigilante is notified of their target's innocent upon misfire | String | Never |
How Does Vigilante Die | Dictates how does the Vigilante die, should they kill or attempt to kill someone they shouldn't | String | Immediately |
Each member of this faction has their own unique way to win, seperate from the other roles in the same faction. The main theme of this faction is free for all. This faction is an uninformed minority of the game, meaning they make up a small part of the crew while not knowing who the other members are. Each role is unique in its own way, some can be helpful, some exist to destroy others and some just exist for the sake of existing.
Name | Description | Type | Default |
---|---|---|---|
Lights Affect Neutral Vision | Whether the lights sabotage affects Neutrals | Toggle | True |
Neutrals Together, Strong | Whether Neutrals can win together | String | Never |
Vigilante Kills Neutral Benigns | Whether Neutral Benign roles are considered evil for the Vigilante | Toggle | True |
Neutral Killers Have Intruder Vision | Whether Neutral (Killing) roles have higher vision or not | Toggle | False |
Neutral Killers Know Each Other | If Neutrals can win together, this settings lets Neutral Killers know of each other | Toggle | False |
The Actor gets a list of roles at the start of the game. Alternatively, the Actor can pick a player to add their role to the role list and the rest of the role list is filtered and filled. This list of roles depends on which roles are present in the game. The Actor must pretend to be and get guessed as one of the roles in order to win.
Name | Description | Type | Default |
---|---|---|---|
Actor Can Choose A Target Role | Whether the Actor can target a player to try and get guessed as their role | Toggle | True |
Actor Can Button | Whether the Actor call a meeting | Toggle | True |
Actor Role List Guess Count | How many roles are included within the Actor's pretend list | Number | 3 |
Vigilante Kills Actor | Whether the Vigilante is able to kill the Actor | Toggle | False |
The Amnesiac is essentially roleless and cannot win without remembering the role of a dead player. When there is only 4 players left, the Amnesiac becomes a Thief.
Name | Description | Type | Default |
---|---|---|---|
Amnesiac Gets Arrows To Dead Bodies | Self descriptive | Toggle | False |
Remember Arrow Appearance Delay | The delay of the arrows appearing after the person died | Time | 5s |
The Arsonist can douse players with gasoline. After dousing, the Arsonist can choose to ignite all doused players which kills all doused players at once. Doused players have an orange Ξ next to their names. Upon igniting, the Arsonist may cremate the body, leaving behind unreportable ash that is visible to all players. The Arsonist has basic defense when they have at most 2 players doused.
Name | Description | Type | Default |
---|---|---|---|
Ignite Cooldown Removed When Arsonist Is Last Killer | Decides whether the Arsonist's Ignite cooldown is reduced to 0s if they happen to be the last killer alive | Toggle | False |
Ignition Ignites All Doused Players | One Arsonist igniting ignites all doused players of other Arsonists as well | Toggle | False |
Douse And Ignite Cooldowns Are Linked | Decides whether the Arsonist's cooldowns are linked so that dousing resets ignition and vice versa | Toggle | False |
Ignition Cremates Bodies | Ignited players have their bodies burnt away, leaving behind unreportable ash | Toggle | False |
The Betrayer is a simple killer, who appears after a turned Traitor/Fanatic was the only member of their new faction remaning. This role does not spawn directly.
The Bounty Hunter is assigned a target as the start of the game. Alternatively, the Bounty Hunter can request a target from someone. That someone must pick a target with the next two rounds, or else they will become the Bounty Hunter's target instead. Every meeting, the Bounty Hunter is given clue to who their target might be. They do not know who the target is and must find them via a series of clues and limited guesses. Upon finding their target within the set amount of guesses, the guess button becomes a kill button. The Bounty Hunter's target always knows that there is a bounty on their head. If the Bounty Hunter is unable to find their target within the number of guesses or their target dies not by the Bounty Hunter's hands, the Bounty Hunter becomes a Troll. The target has a red Θ next to their names.
Name | Description | Type | Default |
---|---|---|---|
Bounty Hunter Can Indirectly Pick Their Own Target | Whether the Bounty Hunter can choose a player to pick a target for them | Toggle | False |
Vigilante Kills Bounty Hunter | Whether the Vigilante is able to kill the Bounty Hunter | Toggle | False |
The Cannibal can eat the body which wipes it away, like the Janitor.
Name | Description | Type | Default |
---|---|---|---|
Bodies Needed To Win | Self descriptive | Number | 5 or changes to half the lobby size if not enough players |
Cannibal Gets Arrows | Whether the Cannibal has arrows pointing to dead bodies | Toggle | False |
Hunger Arrow Appearance Delay | The delay of the arrows appearing after the person died | Time | 5s |
Vigilante Kills Cannibal | Whether the Vigilante is able to kill the Cannibal | Toggle | False |
The Cryomaniac can douse players in coolant and freeze them similar to the Arsonist's dousing in gasoline and ignite. Freezing players does not immediately kill doused targets, instead when the next meeting is called, all currently doused players will die. When the Cryomaniac is the last killer or when the final number of players reaches a certain threshold, the Cryomaniac may also directly kill. Doused players have a purple λ next to their names. The Cryomaniac has basic defense when they have at most 2 players doused.
Name | Description | Type | Default |
---|---|---|---|
Freezing Freezes All Doused Players | One Cryomaniac freezing freezes all doused players of other Cryomaniacs as well | Toggle | False |
Cryomaniac Can Kill Normally When Last Killer | Whether the Cryomaniac is able to kill players directly if they happen to be the last evil alive | Toggle | False |
The Dracula is the only Undead that spawns in. The Dracula is the leader of the Undead who can convert others into an Undead. If the target cannot be converted, they will be attacked instead. The Dracula must watch out for the Vampire Hunter as attempting to convert them will cause the Vampire Hunter to kill the Dracula. Members of the Undead have a grey γ next to their names.
Name | Description | Type | Default |
---|---|---|---|
Undead Can Vent | Toggles the Undead's ability to vent, overriding their role's vent settings | Toggle | False |
Alive Undead Count | Limits the number of Undead that can be alive, attempting to convert players after this limit has been reached will kill the target player | Number | 3 |
The Executioner has no abilities and instead must use gas-lighting techniques to get their target ejected. The Executioner's target, by default, is always non-Crew Sovereign Crew. Alternatively, the Executioner can pick their own target to try and eject. Once their target is ejected, the Executioner can doom those who voted for their target. If their target dies before getting ejected, the Executioner turns into a Jester. Targets have a grey § next to their names.
Name | Description | Type | Default |
---|---|---|---|
Executioner Can Pick Their Own Target | Whether the Executioner can choose a player to be ejected | Toggle | False |
Executioner Can Button | Whether the Executioner can call a meeting | Toggle | True |
Target Knows Executioner Exists | Whether the Executioner's target knows that they have an Executioner for them | Toggle | False |
Executioner Knows Target's Role | Whether the Executioner knows their target's role | Toggle | False |
Target Ejection Reveals Existence Of Executioner | Decides if the target is ejected, it will reveal the fact that they were an Executioner's target | Toggle | False |
Executioner Can Win After Death | Decides if the Executioner can still win if their target has been ejected after they died | Toggle | False |
Vigilante Kills Executioner | Whether the Vigilante is able to kill the Executioner | Toggle | False |
The Glitch can mimic someone, which results in them looking exactly like the other person. They can kill normally. The Glitch can also hack a player, rendering them unable to use their ability or perform tasks and disabling their defense while gaining Powerful defense in return.
The Guardian Angel more or less aligns themselves with the faction of their target. Alternatively, the Guardian Angel can pick their own target to protect. The Guardian Angel will win with anyone as long as their target lives to the end of the game, even if their target loses. If the Guardian Angel's target dies, they become a Survivor. Targets have a white ★ and a white η when protected next to their names. The Guardian Angel provides Powerful defense to their target when protecting.
Name | Description | Type | Default |
---|---|---|---|
Guardian Angel Can Pick Their Own Target | Whether the Guardian Angel can choose a player to be protected | Toggle | False |
Show Protected Player | Who should be able to see who is Protected | String | Self |
Target Knows Guardian Angel Exists | Whether the Guardian Angel's Target knows they have a Guardian Angel | Toggle | False |
Guardian Angel Can Protect After Death | Whether the Guardian Angel can continue to protect their target if they happen to die | Toggle | False |
Guardian Angel Knows Target's Role | Whether the Guardian Angel knows their target's role | Toggle | False |
The Guesser has no abilities aside from guessing only their target. Every meeting, the Guesser is told a hint regarding their target's role. If the target dies not by the Gusser's hands, the Guesser becomes an Actor with the target role list that of their target's role. Upon guessing their target, the Guesser can freely guess anyone. Targets have a beige π next to their names.
Name | Description | Type | Default |
---|---|---|---|
Guesser Can Pick Their Own Target | Whether the Guesser can choose a player to be guessed | Toggle | False |
Guesser Can Button | Whether the Guesser can call a meeting | Toggle | True |
Target Knows Guesser Exists | Whether the Guesser's target knows that they have a Guesser | Toggle | False |
Guesser Can Guess Multiple Times | Whether the Guesser's can attempt to guess their target multiple times in a single meeting | Toggle | False |
Guesser Can Guess After Voting | Whether the Guesser's can continue guessing their target after voting | Toggle | False |
Vigilante Kills Guesser | Whether the Vigilante is able to kill the Guesser | Toggle | False |
The Jackal is the leader of the Cabal. They spawn in with 2 recruits at the start of the game. The two recruits will always have opposing base win conditions. When both recruits die, the Jackal can then recruit another player to join the Cabal and become the backup recruit. If the target happens to be a member of a rival subfaction, they will be attacked instead. Members of the Cabal have a dark grey $ next to their names.
Name | Description | Type | Default |
---|---|---|---|
Recruits Can Vent | Toggles the Recruited's ability to vent, overriding their role's vent settings | Toggle | False |
The Jester has no abilities and must make themselves appear to be evil to the Crew and get ejected. After getting ejected, the Jester can haunt those who voted for them, killing them from beyond the grave.
Name | Description | Type | Default |
---|---|---|---|
Jester Can Button | Whether the Jester can call a meeting | Toggle | True |
Ejection Reveals Existence Of Jester | Decides if the Jester is ejected, it will reveal the fact that they were a Jester | Toggle | False |
Vigilante Kills Jester | Whether the Vigilante is able to kill the Jester | Toggle | False |
The Juggernaut's kill cooldown decreases with every kill they make. When they reach a certain number of kills, the kill cooldown no longer decreases and instead gives them other buffs, like bypassing protections. The Juggernaut's kill power increases with each kill and caps at Unstoppable.
Name | Description | Type | Default |
---|---|---|---|
Assault Bonus | By how much the Juggernaut's assault cooldown decreases | Time | 5s |
The Murderer is a simple Neutral Killer with no special abilities. The only role that has both passive defense and attack.
The Necromancer is essentially an evil Altruist. They can resurrect dead players and make them join the Necromancer's team, the Reanimated. There is a limit to how many times can the Necromancer can kill and resurrect players. Reviving someone with a Lover when both lovers die will revive that Lover too. The Necromancer cannot revive the same person twice. Members of the Reanimated have a dark pink Σ next to their names.
Name | Description | Type | Default |
---|---|---|---|
Resurrect Cooldown Increases | Toggles whether the Necromancer's Resurrect cooldown increases each use | Toggle | True |
┗ Resurrect Cooldown Increases By | The increase on the Necromancer's Resurrect cooldown with each use | Time | 5s |
Sacrifice Cooldown Increases | Toggles whether the Necromancer's sacrifice cooldown increases each use | Toggle | True |
┗ Sacrifice Cooldown Increases By | The increase on the Necromancer's sacrifice cooldown with each use | Time | 5s |
Sacrifice And Resurrect Cooldowns Are Linked | Decides whether the Necromancer's cooldowns are linked so that killing resets resurrection and vice versa | Toggle | False |
Resurrect Duration | The time it takes for the Necromancer to resurrect a dead body | Time | 10s |
Target's Body Disappears On Beginning Of Resurrect | Whether the dead body of the player the Necromancer is resurrecting disappears upon resurrection | Toggle | False |
Reanimated Can Vent | Toggles the Reanimated's ability to vent, overriding their role's vent settings | Toggle | False |
When Pestilence first emerges, every player is given one stack of a deadly plague. For every time a player interacts with someone, they will give their target a stack of the deadly plague. However, targetting Pestilence will give the interactor a stack instead. If a player gets 3 or more stacks, they succumb to the disease. Pestilence can spread the disease directly to a player, overriding their stacks and directly giving their target 4 stacks, kill them instantly. Stacks cannot be spread to Neutral (Harbinger) or (Apocalypse) roles. Stacks on players are denoted by a dark grey 米 in their names.
Name | Description | Type | Default |
---|---|---|---|
Pestilence Can Spawn Directly | Dictates whether Pestilence can appear even if no one is infected | Toggle | False |
Pestilence Transformation Alerts Everyone | Dictates whether everyone is alerted when the Plaguebearer turns into Pestilence | Toggle | False |
The Phantom spawns when a Neutral player dies without accomplishing their objective. They become half-invisible and have to complete all their tasks without getting clicked on to win.
Name | Description | Type | Default |
---|---|---|---|
Tasks Remaining When Phantom Can Be Clicked | The amount of tasks remaining when the Phantom Can Be Clicked | Number | 5 |
Players Are Alerted When Phantom Is Clickable | Whether players are alerted to the Phantom's existence and clickability | Toggle | False |
Win Condition: Infect everyone and turn into Pestilence or live to the end by killing off anyone who can oppose them
The Plaguebearer can infect other players. Once infected, the infected player can go and infect other players via interacting with them. Once all players are infected, the Plaguebearer becomes Pestilence. Infected players have a pale lime ρ next to their names.
Although the Serial Killer has a kill button, they can't use it unless they are in Bloodlust. Once the Serial Killer is in bloodlust they gain the ability to kill. However, unlike most killers, their kill cooldown is really short for the duration of the bloodlust. The Serial Killer gets Basic defense when in bloodlust.
The Survivor wins by simply surviving. They can vest which makes them immortal for a short duration. Vesting Survivors have a yellow υ next to their names.
The Thief can kill players to steal their roles. The player, however, must be a role with the ability to kill otherwise the Thief will die. After stealing their target's role, the Thief can now win as whatever role they have become. The Thief can also guess players in-meeting to steal their roles.
Name | Description | Type | Default |
---|---|---|---|
Thief Assigns Thief Role To Target | Whether the Thief completely steals their target's role or just copies it | Toggle | False |
Thief Can Guess To Steal Roles | Self descriptive | Toggle | True |
Thief Can Guess After Voting | Self descriptive | Toggle | True |
The Troll just wants to be killed, but not ejected. The Troll can "interact" with players. This interaction does nothing, it just triggers any interaction sensitive roles like Veteran and Pestilence. Killing the Troll makes the Troll kill their killer.
The Werewolf can kill all players within a certain radius. The Werewolf cannot attack on the first and third rounds, but gets Basic defense in exchange.
Name | Description | Type | Default |
---|---|---|---|
Maul Radius | How far must a player be to survive a Werewolf's attack | Factor | 1x |
The Whisperer can whisper to all players within a certain radius. With each whisper, the chances of bringing someone over to the Whisperer's side increases till they do convert. Members of the Sect have a pink Λ next to their names.
Name | Description | Type | Default |
---|---|---|---|
Whisper Cooldown Increases | Toggles whether the Whisperer's whisper cooldown increases each use | Time | 5s |
┗ Whisper Cooldown Increases By | The increase on the Whisperer's whisper cooldown with each use | Time | 5s |
Whisper Rate | The inital rate for each whisper | Percentage | 5% |
Whisper Rate Decreases | Toggles whether the Whisperer's whisper rate decreases each use | Toggle | True |
┗ Whisper Rate Decreases By | The decrease on the Whisperer's whisper rate with each use | Percentage | 5% |
Whisper Radius | How far a player must be to avoid a whisper | Factor | 1x |
Persuaded Can Vent | Toggles the Persuaded's ability to vent, overriding their role's vent settings | Toggle | False |
Each member of this faction has the ability to kill alongside an ability pertaining to their role. The main theme of this faction is destruction and raw power. This faction is an informed minority meaning they make up a tiny fraction of the crew and know who the other members are. All members can sabotage to distract the Crew from their tasks. All Intruders deal a Basic attack when killing.
Name | Description | Type | Default |
---|---|---|---|
Intruder Count | How many Intruders can spawn | Number | 1 |
Intruders Can Sabotage | Self descriptive | Toggle | True |
Dead Intruders Can Sabotage | Self descriptive | Toggle | False |
The Ambusher can temporarily force anyone to go on alert, killing anyone who interacts with the Ambusher's target. Attacks via ambush deal a Basic attack to the interactor. Ambushers also give their targets Powerful defense.
Name | Description | Type | Default |
---|---|---|---|
Ambusher Can Ambush Teammates | Dictates whether the Ambusher can target teammates, while also being able to kill them | Toggle | False |
The Blackmailer can blackmail people. Blackmailed players cannot speak during the next meeting and have a green Φ next to their names.
Name | Description | Type | Default |
---|---|---|---|
Blackmailer Can Read Whispers | Self descriptive | Toggle | False |
Blackmailer Can Blackmail Teammates | Self descriptive | Toggle | False |
Blackmail Is Revealed To Everyone | Self descriptive | Toggle | False |
The Camouflager can camouflage all players at once, turning them all grey and anonymous.
Name | Description | Type | Default |
---|---|---|---|
Camouflage Hides Size | Whether the camouflage can change a player's size to match that of the other players | Toggle | False |
Camouflage Hides Speed | Whether the camouflage can change a player's speed to match that of the other players | Toggle | False |
The Consigliere can reveal people's roles. They cannot guess those they revealed for obvious reasons.
Name | Description | Type | Default |
---|---|---|---|
Info That Consigliere Sees | Decides what the Consigliere gets as a result of checking someone | String | Role |
The Consort can roleblock players and prevent them from doing anything for a short while. They behave just like an Escort but the Consort can roleblock from any range.
The Disguiser can disguise other players. At the beginning of each, they can choose someone to measure. They can then disguise the next nearest person into the measured person for a limited amount of time after a short delay.
Name | Description | Type | Default |
---|---|---|---|
Disguise And Measure Cooldowns Are Linked | Decides whether the Disguiser's cooldowns are linked so that measuring resets disguises and vice versa | Toggle | False |
Disguise Targets | Who can be disguised by the Disguiser | String | Everyone |
The Enforcer can plant bombs on players. After a short while, their target will be alerted to the bomb's presence and must kill someone to get rid of it. If they fail to do so within a certain time limit, the bomb will explode, killing everyone within its vicinity. Bombs explosions deal Powerful attacks to all victims and a bombed player will deal a Basic attack to their target.
Name | Description | Type | Default |
---|---|---|---|
Enforce Explosion Radius | Self descriptive | Factor | 0.25m |
The Ghoul is a dead Intruder. Every round, the Ghoul can mark a player for death. All players are told who is marked and the marked player will die at the end of the next meeting. The only way to save a marked player is to click the Ghoul that marked them. Marked players have a yellow χ next to their names.
The Godfather can only spawn in 3+ Intruder games. They can choose to promote a fellow Intruder to Mafioso. When the Godfather dies, the Mafioso becomes the new Godfather and has lowered cooldowns.
Name | Description | Type | Default |
---|---|---|---|
Cooldown Bonus | How much do the cooldowns decrease by upon promotion to Godfather | Factor | 0.75x |
The Grenadier can throw flash grenades which blinds nearby players. However, a sabotage and a flash grenade can not be active at the same time.
Name | Description | Type | Default |
---|---|---|---|
Flash Radius | How wide the flash radius is | Factor | 1x |
Indicate Flashed Players | Whether the Grenadier can see who has been flashed | Toggle | False |
Just a plain Intruder with no abilities and only spawns if all the other roles are taken or set to spawn in Custom mode.
The Janitor can drag, drop and clean up bodies. Both their Kill and Clean ability usually have a shared cooldown, meaning they have to choose which one they want to use.
Name | Description | Type | Default |
---|---|---|---|
Janitor Has Lower Clean Cooldown When Solo | Self descriptive | Toggle | False |
Kill And Clean Cooldowns Are Linked | Decides whether the Janitor's cooldowns are linked so that killing resets cleaning and vice versa | Toggle | True |
Drag Speed | How fast will the Janitor become when dragging a body | Factor | 0.5x |
The Mafioso is promoted from a non-Godfather Intruder role. The Mafioso by themself is nothing special, but when the Godfather dies, the Mafioso becomes the new Godfather. As a result, the new Godfather has a lower cooldown on all of their original role's abilities.
The Miner can create new vents. These vents only connect to each other, forming a new passageway. On the Fungle map, the Miner is named Herbalist for consistency.
The Morphling can morph into another player. During the round, they can choose someone to sample. They can then morph into the sampled person at any time for a limited amount of time.
Name | Description | Type | Default |
---|---|---|---|
Morph And Sample Cooldowns Are Linked | Decides whether the Morphling's cooldowns are linked so that morphing resets sampling and vice versa | Toggle | False |
The Teleporter can mark a location which they can then teleport to later.
Name | Description | Type | Default |
---|---|---|---|
Teleport And Mark Cooldowns Are Linked | Decides whether the Teleporter's cooldowns are linked so that marking resets teleportation and vice versa | Toggle | False |
The Wraith can temporarily turn invisible.
Each member of this faction has a special ability and then after a certain number of meetings, can also kill. The main theme of this faction is chaos. This faction is an informed minority meaning they make up a tiny fraction of the crew and know who the other members are. After a certain number of meetings, the Syndicate can retreive the "Chaos Drive" which gives the holder the ability to kill (if they couldn't already) while also enhancing their existing abilities. Chaos Drive holders deal a Basic attack to targets.
Name | Description | Type | Default |
---|---|---|---|
Syndicate Count | How many Syndicate can spawn | Number | 1 |
Syndicate Replaces Intruders | Self descriptive | Toggle | False |
Chaos Drive Timer | How many meetings must pass before the Chaos Drive is handed out | Number | 3 |
Chaos Drive Is Global | The Chaos Drive is handed out to every member of the Syndicate rather than only one | Toggle | False |
Just a plain Syndicate with no abilities and only spawns if all the other roles are taken or set to spawn in Custom mode. Its only benefit is its ability to kill from the beginning of the game.
The Banshee is a dead Syndicate. The Banshee can block every non-Syndicate player every once in a while. This role cannot get the Chaos Drive.
The Bomber can place a bomb which can be remotely detonated at any time. Anyone caught inside the bomb's radius at the time of detonation will be killed. Only the latest placed bomb will detonate, unless the Bomber holds the Chaos Drive, with which they can detonate all bombs at once. Bomb detonation deals a Powerful attack to victims.
Name | Description | Type | Default |
---|---|---|---|
Bomb Radius | The bomb's radius | Distance | 0.25m |
Chaos Drive Bomb Radius Increase | By how much does the range of the bomb increase | Distance | 0.1m |
Bomb and Detonate Cooldowns Are Linked | Decides whether the Bomber's cooldowns are linked so that detonating resets placing and vice versa | Toggle | False |
Bombs Are Cleared Every Meeting | Self descriptive | Toggle | False |
Bombs Detonate When A Meeting Is Called | Self descriptive | Toggle | False |
The Concealer can make a player invisible for a short while. With the Chaos Drive, this applies to everyone.
Name | Description | Type | Default |
---|---|---|---|
Concealer Can Conceal Teammates | Self descriptive | Toggle | False |
The Crusader can temporaily force anyone to go on alert, killing anyone who interacts with the Crusader's target. With the Chaos Drive, attempting to interact with the Crusader's target will cause the target to kill everyone within a certain range, including the target themselves. Crusades give the target Powerful defense and attack interactors with a Basic attack. A Radial crusade attack via the Chaos Drive deals a Powerful attack to all victims.
Name | Description | Type | Default |
---|---|---|---|
Chaos Drive Crusade Radius | By how much does the range of the charged up crusade effect have | Distance | 0.1m |
Crusader Can Crusade Teammates | Dictates whether the Crusader can target teammates, while also being able to kill them | Toggle | False |
The Collider can mark players as positive and negative. If these charged players come within a certain distance of each other, they will die together. With the Chaos Drive, the Collider can charge themselves to collide with the other charged players. This only kills the charged victim. The range of collision also increases with the Chaos Drive. Collisions deal a Powerful attack to charged targets.
Name | Description | Type | Default |
---|---|---|---|
Collide Radius | How much distance must be between the charged players for them to survive | Distance | 1m |
Chaos Drive Collide Radius Increase | How much does the collide distance increase by upon receiving the Chaos Drive | Distance | 1m |
Set Charge Cooldowns Are Linked | Decides whether the Collider's positive and negative button cooldowns are linked | Toggle | False |
Collision Resets Charge Cooldowns | Decides whether the Collider's positive and negative button cooldowns are reset when a successful collision happens | Toggle | False |
The Drunkard can reverse a player's controls for a short while. With the Chaos Drive, this applies to everyone.
Name | Description | Type | Default |
---|---|---|---|
Syndicate Are Immune To Confuse | Self descriptive | Toggle | False |
The Framer can frame players, making them appear to be evil or have wrong results. This effects lasts as long as the Framer is alive. With the Chaos Drive, the Framer can frame players within a certain radius. Framed will have their results altered to investigative roles and allows them to die to killers like Vigilante and Assassin easily and have a cyan ς next to their names.
Name | Description | Type | Default |
---|---|---|---|
Chaos Drive Frame Radius | How much distance must be between the players to not be framed | Distance | 1m |
The Poisoner can poison a player instead of killing them. When they poison a player, the poisoned player dies either upon the start of the next meeting or after a set duration. With the Chaos Drive, the Poisoner can poison a player from anywhere. Poisoned players are dealt a Basic attack astrally.
The Rebel can only spawn in 3+ Syndicate games. They can choose to promote a fellow Syndicate to Sidekick. When the Rebel dies, the Sidekick becomes the new Rebel and has lowered cooldowns. With the Chaos Drive, the Rebel's gains the improved abilities of their former role.
Name | Description | Type | Default |
---|---|---|---|
Cooldown Bonus | How much do the cooldowns decrease by upon promotion | Factor | 0.75x |
The Shapeshifter can swap the appearances of 2 players. With the Chaos Drive, everyone's appearances are suffled.
Name | Description | Type | Default |
---|---|---|---|
Shapeshifter Can Shapeshift Teammates | Self descriptive | Toggle | False |
The Sidekick is promoted from a non-Rebel Syndicate role. The Sidekick by themselves is nothing special, but when the Rebel dies, the Sidekick becomes the new Rebel. As a result, the new Rebel has a lower cooldown on all of their original role's abilities.
The Silencer can silencer people. Silenced plaeyrs cannot see the messages being sent by others but can still talk. Other players can still talk but can't get their info through to the silenced player. With the Chaos Drive, silence prevents everyone except for the silenced player from talking. Silencer players have a pale green 乂 next to their names.
Name | Description | Type | Default |
---|---|---|---|
Silencer Can Read Whispers | Self descriptive | Toggle | False |
Silencer Can Silence Teammates | Self descriptive | Toggle | False |
Silence Is Revealed To Everyone | Self descriptive | Toggle | False |
The Spellslinger is a powerful role who can cast curses on players. When all non-Syndicate players are cursed, the game ends in a Syndicate victory. With each spell cast, the spellbind cooldown increases. This effect is negated by the Chaos Drive. Spelled players have a blue ø next to their names during a meeting.
Name | Description | Type | Default |
---|---|---|---|
Spellbind Cooldown Increases By | By how much does the cooldown increase with each curse cast | Time | 5s |
The Stalker is a buffed Tracker with no update interval. With the Chaos Drive, the arrows are no longer affected by camouflages and all players instantly have an arrow pointing at them.
The Timekeeper can control time. Without the Chaos Drive, the Timekeeper can freeze time, making everyone unable to move and with it, the Timekeeper rewinds players instead.
Name | Description | Type | Default |
---|---|---|---|
Syndicate Are Immune To Freeze | Self descriptive | Toggle | False |
Syndicate Are Immune To Rewind | Self descriptive | Toggle | False |
The Warper can teleport a player to another player. With the Chaos Drive, the Warper teleports everyone to random positions on the map. Warping a player makes them unable to move and play an animation. During warping, they can be targeted by anyone, opening up the possibility of team killing.
Name | Description | Type | Default |
---|---|---|---|
Warper Can Warp Themselves | Self descriptive | Toggle | False |
Each role within this group only spawns in certain game modes and come with their own special interactions with the game.
The Hunted is one of the two roles that spawn in this mod's version of Hide And Seek. The Hunted has no active abilities and just has a higher vision than the Hunters and might be able to chat.
The Hunter is one of the two roles that spawn in this mod's version of Hide And Seek. The Hunter can kill Hunted, or convert them to Hunters. The Hunters also have a higher run speed than Hunters but can barely see in exchange. All attempts at killing deal a Basic attack.
The Runner is a role that only spawns in the Task Race game mode. It has no abilities and just ends the game when they are the first to finish.
Dispositions are basically a second objective for the player. They can either choose to win the regular way, or win via their Disposition's condition.
An Allied Neutral Killer now sides with either the Crew, Intruders or the Syndicate. In the case of the latter two, all faction members are shown who is their Ally, and can no longer kill them. A Crew-Allied will have tasks that they must complete.
Name | Description | Type | Default |
---|---|---|---|
Allied Faction | Which faction the Allied joins | String | Random |
The Corrupted is a member of the Crew with the alignment of a Neutral Killer. On top of their base role's attributes, they also gain a kill button. Their win condition is so strict that not even Neutral Benigns or Evils can be spared. Corrupted adds a level of attack to the applied crewmate.
Name | Description | Type | Default |
---|---|---|---|
All Corrupted Win Together | Self descriptive | Toggle | False |
A Defector switches sides when they happen to be the last player alive in their original faction.
Name | Description | Type | Default |
---|---|---|---|
Defector Faction | Which faction the Defector joins | String | Random |
Defector Knows Who They Are | Whether the Defector knows who they are | Toggle | True |
When attacked, the Fanatic joins whichever faction their attacker belongs to. From then on, their alliance sits with said faction.
Name | Description | Type | Default |
---|---|---|---|
Fanatic Knows Who They Are | Whether the Fanatic knows who they are | Toggle | True |
Snitch Sees Turned Fanatic | Whether the Snitch sees a turned Fanatic | Toggle | True |
Revealer Reveals Turned Fanatic | Whether the Revealer reveals a turned Fanatic | Toggle | True |
Turned Fanatic Swaps Colours for Investigative Roles | Self descriptive | Toggle | False |
The Linked players are a watered down pair of Lovers. They can help the other player win. As long as one of the links wins, the other does too, regardless of who or how they won.
Name | Description | Type | Default |
---|---|---|---|
Enable Linked Chat | Whether the Linked get a private chat in-between meetings | Toggle | True |
Linked Know Each Other's Roles | Self descriptive | Toggle | True |
The Lovers are two players who are linked together. They gain the primary objective to stay alive together. In order to so, they gain access to a private chat, only visible by them in between meetings. However, they can also win with their respective team.
Name | Description | Type | Default |
---|---|---|---|
Enable Lovers Chat | Whether the Lovers get a private chat in-between meetings | Toggle | True |
Both Lovers Die | Whether the a Lover automatically dies if the other does | Toggle | True |
Lovers Know Each Other's Roles | Self descriptive | Toggle | True |
The Mafia are a group of players with a linked win condition. They must kill anyone who is not a member of the Mafia. All Mafia win together.
Name | Description | Type | Default |
---|---|---|---|
Mafia Know Each Other's Roles | Self descriptive | Toggle | True |
Every meeting, for as long as an Overlord is alive, players will be alerted to their existence. The game ends if the Overlord lives long enough. All alive Overlords win together.
Name | Description | Type | Default |
---|---|---|---|
Overlord Knows Who They Are | Whether the Overlord knows who they are | Toggle | True |
Overlord Meeting Timer | How many meetings the Overlord must survive | Number | 2 |
The Rivals cannot do anything to each other and must get the other one killed.
Name | Description | Type | Default |
---|---|---|---|
Enable Rivals Chat | Whether the Rivals get a private chat in-between meetings (this is just a troll setting lol) | Toggle | True |
Rivals Know Each Other's Roles | Self descriptive | Toggle | True |
The Taskmaster is basically a living Phantom. When a certain number of tasks are remaining, the Taskmaster is revealed to Intruders and the Syndicate and the Crew only sees a flash to indicate the Taskmaster's existence.
Name | Description | Type | Default |
---|---|---|---|
Tasks Remaining When Revealed | How many tasks be remain when the Taskmaster's existence is revealed | Number | 1 |
The Traitor is a member of the Crew who must finish their tasks to switch sides. Upon doing so, they will either join the Intruders or the Syndicate, and will win with that faction. If the Traitor is the only person in their new faction, they become a Betrayer, losing their original role's abilities and gaining the ability to kill in the process.
Name | Description | Type | Default |
---|---|---|---|
Traitor Knows Who They Are | Whether the Traitor knows who they are | Toggle | True |
Snitch Sees Turned Traitor | Whether the Snitch sees a turned Traitor | Toggle | True |
Revealer Reveals Turned Traitor | Whether the Revealer reveals a turned Traitor | Toggle | True |
Turned Traitor Swaps Colours for Investigative Roles | Self descriptive | Toggle | False |
Modifiers are passive afflictions that change a player's gameplay.
An Astral player is not teleported to the meeting table.
Killing the Bait makes the killer auto self-report the Bait's body.
Name | Description | Type | Default |
---|---|---|---|
Bait Knows Who They Are | Whether a player knows they are Bait at the start of a game | Toggle | True |
Bait Minimum Delay | The minimum time the killer of the Bait reports the body | Time | 0s |
Bait Maximum Delay | The maximum time the killer of the Bait reports the body | Time | 1s |
A colorblind player cannot tell the difference between players.
The Coward cannot report bodies.
Killing the Diseased increases all of the killer's cooldowns.
Name | Description | Type | Default |
---|---|---|---|
Diseased Knows Who They Are | Whether a player knows they are Diseased at the start of a game | Toggle | True |
Cooldown Multiplier | How much the Cooldowns of the killer is increased by | Factor | 3x |
The Drunk player's controls are inverted.
Name | Description | Type | Default |
---|---|---|---|
Drunk Knows Who They Are | Whether a player knows they are Drunk at the start of a game | Toggle | True |
Drunk Controls Swap Over Time | Self descriptive | Toggle | True |
┗ Swap Interval | How much time must pass before the controls swap | Time | 15s |
The Dwarf travels at increased speed and has a much smaller body.
Name | Description | Type | Default |
---|---|---|---|
Dwarf Speed | How fast the Dwarf moves in comparison to normal | Factor | 1.3x |
Dwarf Scale | How small the Dwarf is in comparison to normal | Factor | 0.5x |
The Giant is a gigantic player that has a decreased walk speed.
Name | Description | Type | Default |
---|---|---|---|
Giant Speed | How slow the Giant moves in comparison to normal | Factor | 0.75x |
Giant Scale | How big the Giant is in comparison to normal | Factor | 1.5x |
The Indomitable player cannot be guessed.
Name | Description | Type | Default |
---|---|---|---|
Indomitable Knows Who They Are | Whether a player knows they are Indomitable at the start of a game | Toggle | True |
The Professional has an extra life when guessing.
Name | Description | Type | Default |
---|---|---|---|
Professional Knows Who They Are | Whether a player knows they are a Professional at the start of a game | Toggle | True |
The Shy player cannot call meetings.
Everyone is alerted of the VIP's death through a flash of the VIP's role color and will have an arrow poiting towards the VIP's body.
Name | Description | Type | Default |
---|---|---|---|
VIP Knows Who They Are | Whether a player knows they are a VIP at the start of a game | Toggle | True |
A Volatile player will see and hear random things happen to them and cannot distinguish real kills and flashes from the fake ones.
Name | Description | Type | Default |
---|---|---|---|
Volatile Knows Who They Are | Whether a player knows they are Volatile at the start of a game | Toggle | True |
Volatile Interval | How much time must pass before something happens | Time | 10s |
The Yeller's location is always revealed to others.
Abilities give you extra perks on top of your role's regular powers.
Applied To: Intruders, Crew, Syndicate, Neutral (Killing), Neutral (Harbinger) and Neutral (Neophyte)
The Assassin can guess the layers of others. If they guess right, the target is killed mid-meeting and if they guess wrong, they die instead. The name of the Assassin ability depends on the faction it affects. Bullseye is for Crew, Hitman is for Intruders, Slayer is for Neutrals and Sniper is for the Syndicate. Assassin adds a level of attack to the applied crewmate.
Name | Description | Type | Default |
---|---|---|---|
Assassin Guess Limit | The number of kills Assassins can do with his ability | Number | 1 |
Assassin Multiple Kill | Whether the Assassin can kill more than once per meeting | Toggle | False |
Assassin Guess Neutral Evils | Whether the Assassin can Guess Neutral (Evil) roles | Toggle | False |
Assassin Guess Neutral Benigns | Whether the Assassin can Guess Neutral (Benign) roles | Toggle | False |
Assassin Guess Crew Investigatives | Whether the Assassin can Guess Crew (Investigative) roles | Toggle | False |
Assassin Guess Pestilence | Whether the Assassin can Guess Pestilence | Toggle | False |
Assassin Guess Select Modifiers | Whether the Assassin can Guess some non-obvious Modifiers | Toggle | False |
Assassin Guess Select Dispositions | Whether the Assassin can Guess some non-obvious Dispositions | Toggle | False |
Assassin Guess Select Abilities | Whether the Assassin can Guess some non-obvious Abilities | Toggle | False |
Assassin Can Guess After Voting | Whether the Assassin can Guess after voting | Toggle | False |
The Button Barry can call a meeting from anywhere on the map, even during sabotages. Calling a meeting during a sabotage will fix the sabotage.
The Insider will be able to view everyone's votes in meetings upon finishing their tasks. Only spawns if Anonymous Votes is turn on.
Name | Description | Type | Default |
---|---|---|---|
Insider Knows Who They Are | Whether a player knows they are a Insider at the start of a game | Toggle | True |
When doing tasks, the Multitasker's task window is transparent.
Name | Description | Type | Default |
---|---|---|---|
Transperency | Decides how well can someone see when opening a task | Percentage | 50% |
Ninjas don't lunge when killing.
The Politician can vote multiple times. If the Politician cannot kill, they gain a new button called the abstain button which stores their vote for later use. On the other hand, if the Politician can kill, they lose the Abstain button and instead gain a vote for each player they kill.
Name | Description | Type | Default |
---|---|---|---|
Politician Initial Vote Bank | The amount of votes the Politician has at the start of the game | Number | 1 |
Politician Can Button | Whether the Politician can call a meeting | Toggle | True |
The Radar always has an arrow pointing towards the nearest player.
A Ruthless killer can bypass all forms of protection. Although they bypass alert protection, they will still die to a player on alert.
Name | Description | Type | Default |
---|---|---|---|
Ruthless Knows Who They Are | Whether a player knows they are Ruthless at the start of a game | Toggle | True |
The Snitch is an ability which allows any member of the Crew to get arrows pointing towards the Intruders and the Syndicate once all their tasks are finished. The names of the Intruders and Syndicate will also show up as red on their screen. However, when they only have a certain amount of tasks left, the Intruders and the Syndicate get an arrow pointing towards the Snitch.
Name | Description | Type | Default |
---|---|---|---|
Snitch Knows Who They Are | Whether a player knows they are a Snitch at the start of a game | Toggle | True |
Snitch Sees Neutral Roles | Whether the Snitch also Reveals Neutral Roles | Toggle | False |
Snitch Sees Crew Roles | Whether the Snitch also Reveals Crew Roles | Toggle | False |
Snitch Sees Exact Roles | Whether the Snitch also Reveals all Roles | Toggle | False |
Tasks Remaining When Revealed | The number of tasks remaining when the Snitch is revealed to Impostors | Number | 1 |
Snitch Sees Evils in Meetings | Whether the Snitch sees the evil players' names red in Meetings | Toggle | True |
The Swapper can swap the votes on 2 players during a meeting. All the votes for the first player will instead be counted towards the second player and vice versa.
Name | Description | Type | Default |
---|---|---|---|
Swapper Can Button | Whether the Swapper can call a meeting | Toggle | True |
Swapper Can Swap After Voting | Whether the Swapper can continue players to swap even after they have voted | Toggle | True |
Swapper Can Swap Themself | Self descriptive | Toggle | True |
During the event of a tie vote, the tied player who the Tiebreaker voted for will be ejected. In the case of a Politician, this applies to their first vote.
Name | Description | Type | Default |
---|---|---|---|
Tiebreaker Knows Who They Are | Whether a player knows they are a Tiebreaker at the start of a game | Toggle | True |
The Torch has Intruder vision at all times and can see the silhouettes of invisible players.
The Tunneler will be able to vent when they finish their tasks.
Name | Description | Type | Default |
---|---|---|---|
Tunneler Knows Who They Are | Whether a player knows they are a Tunneler at the start of a game | Toggle | True |
The Underdog is an Intruder or Syndicate with prolonged cooldowns when with a teammate. When they are the only remaining member, they will have their cooldowns shortened.
Name | Description | Type | Default |
---|---|---|---|
Underdog Knows Who They Are | Whether a player knows they are a Underdog at the start of a game | Toggle | True |
Kill Cooldown Bonus | The amount of time added or removed from the Underdog's Kill Cooldown | Time | 5s |
Increased Kill Cooldown | Whether the Underdog's Kill Cooldown is Increased when they aren't alone | Toggle | True |
This software is distributed under the GNU GPLv3 License. BepInEx is distributed under LGPL-2.1 License.
This mod is not affiliated with Among Us or Innersloth LLC, and the content contained therein is not endorsed or otherwise sponsored by Innersloth LLC. Portions of the materials contained herein are property of Innersloth LLC.
© Innersloth LLC.