Funny you should mention that. I just made a simple list of the town and scum power roles in the game:
TOWN
Patsy - already been discussed!
Watcher – activates power during Day, it lasts through following Night
Seer – night alignment cop
Homicide Detective – day alignment cop
Investigative Journalist – alignment cop, 100% reliable against scum but won’t catch 3rd parties. Can use power once per day/night cycle.
Basement Tinkerer - night JOAT:
- Turn all switches ON
- Retroactive Watcher – for a previous Day/Night cycle
- Block Consigliere and Omega Wolf for following Day/Night cycle
EMT – day doc
Dr. Seward – night doc
Wizard – 7 shot Day or night doc, dies if he uses all 7 shots
Masons – four of them, no chat
Understudy – one-shot use of the power of any Town power role killed Day or Night One
Zoning Inspector – day RB
Leprechaun – night RB
Alternate Universe Batman – mandatory Vig
The scum teams are exactly identical except that all Mafia actions are Night actions and all Wolf actions are Day actions. First name listed is Mafia, second Wolves.
Godfather/Alpha Wolf – fools cops, one-shot bulletproof
Bodyguard/Beta Wolf – self-sacrificing doc
Hitman/Outrider – kills anyone protecting the player targeted (without blocking the protection)
Mook/Whelp – one-shot use of the power of a dead teammate
Informant/Bloodhound – Tracker
Enforcer/Trickster – RB; effects last a full Day/Night cycle
Consigliere/Omega Wolf – JOAT
- Turn all switches OFF
- Watcher
- Cancel all roleblocks and protection for a full Day/Night cycle