
Bodyguard
Protective
A trained protector who intercepts danger.
Protect one player from a direct attack and deal a Powerful counterattack. You have one self-use vest.
- Attack
- Powerful
- Defense
- None; Basic with vest
Forum Mafia reference
Everything players need for HoodTown—roles, results, rules and practical strategy—kept separate from the live game on the Dominating12 forums.
“Three may keep a secret, if two of them are dead.”— Benjamin Franklin
Next phase: 10:00 PM AEST. The moderator’s announced deadline takes priority.
These HoodTown accounts conceal each player’s identity and past-game reputation. Account ownership and assigned roles remain private during play.

Protective
A trained protector who intercepts danger.
Protect one player from a direct attack and deal a Powerful counterattack. You have one self-use vest.

Protective
A surgeon skilled in trauma care.
Heal one player each Night and grant Powerful Defense. You may self-heal once.

Support
A skilled distraction specialist.
Distract one player each Night, preventing their active night ability.
Roleblock immune.

Investigative
A private eye who gathers clues.
Investigate one player each Night and receive their Investigator result group.

Killing
A prison guard who secretly detains suspects.
Choose a player during the Day to jail that Night. Speak anonymously and, from Night 2, optionally execute. Three executions maximum.

Investigative
An eagle-eyed observer watching houses.
Watch one player and learn up to three visitors. Four or more visitors produce three random names.

Support
A psychic who communicates with the dead.
Speak anonymously with the dead while alive. After death, séance one living player once.

Support
The hidden leader of HoodTown.
Reveal publicly during the Day. Your ballot then counts as three, Doctors cannot heal you, and Vampires cannot convert you.

Killing
A paranoid war hero.
Go on alert up to three times. Gain Basic Defense and deal a Powerful Attack to every visitor.
Roleblock and control immune while alert.

Investigative
An analyst who recognizes killing capability.
Analyze one player each Night and learn whether their role is capable of killing.

Investigative
A seer who receives nightly visions.
Odd Nights show three names with at least one Evil. Even Nights show two names with at least one Good.

Support
A mystic who commands the true-hearted dead.
Command one eligible dead Town player to use their ability on a living target. Each corpse may be used once.
Roleblock and control immune; jail still prevents the action.

Investigative
A law officer searching for suspicious activity.
Interrogate one player each Night. Your automatic taser prevents your first Basic Attack.

Investigative
A watcher tracking Mafia activity.
Bug one house to learn events affecting it and receive the HT identities visited by Mafia members.
Investigative
A hunter who follows movement.
Track one player at Night and learn whom they visited.

Support
An inventor who swaps destinations.
Choose two players and redirect incoming actions between them. Both are notified. You may transport yourself.
Roleblock and control immune.

Protective
An engineer with a talent for traps.
Build a trap for one Night, then place it at another player's house. It stops one direct attack or reveals one harmful visitor's exact role before being destroyed.

Killing
A specialist devoted to eliminating Vampires.
Check for Vampires, stake Vampires you visit or who visit you, and sense Nights with Vampire bite activity. Become a one-bullet Vigilante when none remain.

Killing
A militant cop taking justice into their own hands.
From Night 2, fire one of three bullets. If your shot kills a current Town player, unavoidable guilt-suicide follows at the end of the next Night.

Killing
The leader of organized crime.
Choose the Mafia's single factional-kill target. The Mafioso attacks when available; otherwise you personally perform the Basic Attack.
Detection immune. Mafia chat.

Killing
The Godfather's loyal attacker.
Perform the Mafia's single factional Basic Attack. Follow a valid Godfather order; otherwise use your submitted backup target. Inherit Godfather after their death.
Control immune when a non-jailed Godfather submitted an order.

Killing
A stealth killer waiting outside a house.
Lie in wait and attack one random non-Mafia visitor. Every living visitor at that location learns your HT identity.
Mafia chat; eligible to promote to Mafioso when neither Mafia killing role survives.

Deception
An information broker who silences people.
Blackmail one player each Night. During the next Day they may issue bare vote commands but cannot otherwise communicate publicly or privately.
Mafia chat; eligible to promote to Mafioso when required.

Investigative
A corrupted investigator serving the Mafia.
Visit one player each Night and learn their exact true role, ignoring Detection Immunity, framing and disguise.
Mafia chat; eligible to promote to Mafioso when required.

Support
A distraction specialist working for organized crime.
Visit and roleblock one player each Night, preventing their active ability and its visits.
Roleblock immune. Mafia chat; eligible to promote to Mafioso when required.

Deception
A master of false identities.
For one Night, disguise a Mafia member using a non-Mafia player's role and HT identity, altering selected investigative and visitor information.
Mafia chat; eligible to promote to Mafioso when required.

Deception
A crooked lawyer who replaces documents.
Twice per game, prepare a false role and Last Will for one player. If they die that Night, the forgery replaces their public reveal.
A completed forgery spends a charge even if its target survives; Mafia chat; promotes to Mafioso when required.

Deception
A counterfeiter who plants false evidence.
Frame one player. The frame persists until Sheriff or Investigator checks produce false results, then it is consumed.
Framing overrides Detection Immunity and disguise; Mafia chat; promotes to Mafioso when required.

Deception
A manipulator who plants false memories.
Visit one player and add one approved false event message to their genuine Night results.
The false message creates no real effect; Mafia chat; promotes to Mafioso when required.

Deception
A sanitation expert concealing evidence.
Choose a player to clean if they die that Night. A successful cleaning hides their role and Last Will and spends one of three charges.
The Janitor privately receives the true role and Will; Mafia chat; promotes to Mafioso when required.

Benign
A trauma patient who cannot remember who they were.
Choose a dead identity and become its true role after Night deaths. The remembered role, but not your identity, is announced.
Cannot duplicate a living Unique role; detection immune.

Killing
A pyromaniac preparing a mass ignition.
Douse one player, passively douse visitors, ignite everyone carrying your gasoline, or clean gasoline from yourself.
Gasoline is tracked separately for each Arsonist. Detection immune.

Evil
An obsessed lyncher with one assigned target.
Get your assigned Town target lynched. If they die by a non-lynch cause first, become a Jester.
The target cannot be Jailor or Mayor. Detection immune; earned victory is permanent.

Benign
An otherworldly protector devoted to one charge.
Twice per game, remotely protect and purge your assigned charge—even while dead. Become a vestless Survivor if they die first.
Protection ignores jail, roleblocks, control and transport. Detection immune.

Evil
A lunatic seeking public execution.
Get lynched, then haunt one living player whose final vote was on you during the following Night.
A missing or invalid haunt choice becomes random. Detection immune.

Killing
A murderer opposed to every major faction.
Attack one player each Night. Escort or Consort roleblocks replace the chosen attack with retaliation against each roleblocker.
A roleblocker killed by retaliation has an unreadable, blood-covered Last Will.

Benign
A neutral resident whose only goal is to live.
Use one of four vests to gain Basic Defense for a Night. Interrupted activations do not spend a vest.
Witch control cancels the vest and forces a visit. Detection immune.

Chaos
An undead faction seeking to grow its coven.
Attempt one factional bite on eligible Nights. The youngest Vampire visits: eligible Town targets convert; ineligible targets receive a Basic Attack.
Detection immune. Vampire chat. Maximum four living Vampires; one-Night cooldown after a successful conversion.

Killing
A citizen transformed by the Full Moon.
On even-numbered Nights, rampage at a target's house or at home, dealing a Powerful Attack to the resident and visitors.
A Full-Moon roleblock forces a home rampage. Detection immune and harmless on non-Full-Moon Nights unless forced to visit.

Evil
A spellcaster who controls others' actions.
Visit one player, redirect their primary action to a second target and learn the controlled player's exact role.
Roleblock and control immune. Detection immune. Jail prevents control and role discovery.