Role Encyclopedia
31 roles across three factions.
Operator
operator
No special ability. Complete tasks and help vote out Shifters.
Strategy & counterplay
Strategy: Stick with groups, finish visible tasks, and share what you observe during meetings.
Counterplay: N/A — this is the baseline role.
Tutorial: Move to a task marker and hold the interact button to complete it. Report bodies you find.
Engineer
operator
Can use maintenance tunnels to move quickly between rooms.
Cooldown 20s · 80px range
Strategy & counterplay
Strategy: Use vents to catch up on tasks or respond quickly when a body is reported nearby.
Counterplay: Engineers can be seen entering/exiting vents just like Shifters — vent sightings are still suspicious.
Tutorial: Stand near a vent grate and use the Vent action. Cooldown applies after each use.
Medic
operator
Can place a temporary protective shield on one player that blocks a single elimination attempt.
Cooldown 40s · 3 uses/match · 25s duration · 70px range
Strategy & counterplay
Strategy: Shield players who are alone or who claimed a suspicious role; save charges for late game.
Counterplay: Shifters cannot tell who is shielded until an elimination attempt fails.
Tutorial: Approach a living player and use your ability to shield them for a limited time.
Sheriff
operator
Can attempt to eliminate a player. If the target is hostile, they die; if innocent, the Sheriff dies instead.
· 1 use/match · 70px range
Strategy & counterplay
Strategy: Only fire on strong evidence — an incorrect shot removes you from the game immediately.
Counterplay: Bluffing innocent behavior punishes trigger-happy Sheriffs.
Tutorial: Use your ability on a nearby player. There is no undo, so be certain.
Detective
operator
Can inspect a reported body for clues: approximate time of death, killer direction, and nearby players.
Cooldown 30s · 60px range
Strategy & counterplay
Strategy: Inspect bodies before they are reported if possible, and cross-reference clues with alibis.
Counterplay: Clues are vague by design — Shifters can still explain away a single data point.
Tutorial: Interact with a body before reporting it to reveal an investigation clue.
Tracker
operator
Can mark one player to temporarily reveal their recent movement trail on the map.
Cooldown 35s · 20s duration
Strategy & counterplay
Strategy: Track players with inconsistent alibis to confirm or deny their claimed location.
Counterplay: Trails only show recent movement, so a patient Shifter can wait out a mark.
Tutorial: Open the map, select a target, and confirm the mark. Check back after the duration.
Security
operator
Can access additional camera feeds around the map from any console.
Cooldown 10s
Strategy & counterplay
Strategy: Watch high-traffic rooms during quiet periods to catch a kill or fake task.
Counterplay: Comms sabotage disables cameras entirely.
Tutorial: Use your ability at any console to open the extended camera view.
Technician
operator
Repairs sabotages faster than other Operators and can instantly clear one sabotage per match.
· 1 use/match
Strategy & counterplay
Strategy: Save your instant repair for a double-sabotage or a reactor timer about to expire.
Counterplay: Only works once — bait it out early with a minor sabotage if you suspect a Technician.
Tutorial: Repair panels faster automatically. Use your ability during any active sabotage to clear it instantly.
Seer
operator
Periodically receives a vague alignment hint about one random living player.
Cooldown 60s
Strategy & counterplay
Strategy: Combine hints over multiple rounds to narrow down suspects — a single hint is not proof.
Counterplay: Hints never name a role, only a faction-leaning impression.
Tutorial: Hints arrive automatically on a timer and appear in your ability log.
Warden
operator
Can temporarily lock a door to block movement through it.
Cooldown 30s · 10s duration · 70px range
Strategy & counterplay
Strategy: Lock a Shifter out of a vent room or seal a room to isolate a suspect for questioning.
Counterplay: Locked doors are visible to everyone, so misuse is easy to call out.
Tutorial: Stand near a door and use your ability to seal it for a short time.
Forensic
operator
Can inspect footprints near a recent elimination to narrow down the killer's color category.
Cooldown 25s · 60px range
Strategy & counterplay
Strategy: Move quickly to fresh bodies — footprint evidence fades over time.
Counterplay: Footprints only narrow a color group, not an exact identity.
Tutorial: Interact with a body shortly after it is found to scan for footprints.
Timekeeper
operator
Sees a more precise time-of-death estimate on any body they inspect.
Cooldown 15s · 60px range
Strategy & counterplay
Strategy: Pair with Detective or Forensic findings to build a tight elimination window.
Counterplay: Precision only helps if alibis are also precise.
Tutorial: Interact with a body to see an exact time-of-death readout.
Guardian
operator
After dying, can grant a one-time protective shield to a living Operator from beyond.
· 1 use/match · 25s duration
Strategy & counterplay
Strategy: Even in death, watch for the most at-risk Operator before using your shield.
Counterplay: Only usable once, and only after the Guardian has died.
Tutorial: After becoming an Echo, use your ability on a living Operator to shield them.
Shifter
shifter
Can eliminate Operators, sabotage the map, and use maintenance tunnels.
Cooldown 25s · 60px range
Strategy & counterplay
Strategy: Fake tasks convincingly, isolate targets, and use sabotages to create chaos and alibis.
Counterplay: Watch for players who never appear to finish visible tasks.
Tutorial: Get close to a living player and use the Eliminate action. Cooldown applies after each kill.
Morpher
shifter
Can temporarily disguise as another living player.
Cooldown 45s · 20s duration · 70px range
Strategy & counterplay
Strategy: Disguise as someone confirmed elsewhere to build a false alibi before or after a kill.
Counterplay: A disguised Morpher cannot use their name in chat claims that contradict the real player.
Tutorial: Use your ability near a target to briefly copy their appearance.
Cloaker
shifter
Can become semi-transparent and harder to notice for a short time.
Cooldown 35s · 12s duration
Strategy & counterplay
Strategy: Cloak before or after an elimination to slip away from witnesses.
Counterplay: Cloaked players are still faintly visible up close.
Tutorial: Use your ability to fade out for a short duration.
Silencer
shifter
Can prevent one player from speaking during the next meeting.
Cooldown 50s · 1s duration
Strategy & counterplay
Strategy: Silence whoever is most likely to correctly call out a Shifter.
Counterplay: A silenced player can still vote — silence only blocks chat.
Tutorial: Use your ability on a target before a meeting starts.
Mimic
shifter
Can temporarily copy the visible ability animation of another role to mislead observers.
Cooldown 40s · 5s duration
Strategy & counterplay
Strategy: Mimic a role that has already been claimed to muddy the meeting discussion.
Counterplay: Mimicked animations do not produce the real ability's actual effect.
Tutorial: Use your ability to play a copied animation near witnesses.
Assassin
shifter
During a meeting, can guess another player's special role. A correct guess eliminates them; an incorrect guess penalizes the Assassin.
· 2 uses/match
Strategy & counterplay
Strategy: Use claimed roles and behavior patterns from discussion to make an informed guess.
Counterplay: Avoid over-explaining your ability in chat — details make you an easy target.
Tutorial: During discussion, use your ability and select both a target and a role guess.
Phantom
shifter
After being voted out, gets one limited haunting ability affecting the living.
· 1 use/match · 10s duration
Strategy & counterplay
Strategy: Save the haunt for a moment that maximizes chaos among the remaining Operators.
Counterplay: The haunt is a single use and telegraphed to living players when it triggers.
Tutorial: After ejection, use your ability once from the Echo state.
Vampire
shifter
Marks a player who dies after a delay unless the mark is interrupted by a Medic shield.
Cooldown 60s · 30s duration · 70px range
Strategy & counterplay
Strategy: Mark early and establish an alibi before the delayed death occurs.
Counterplay: A Medic shield placed before the timer expires fully negates the mark.
Tutorial: Use your ability on a target; the elimination resolves automatically after the delay.
Cleaner
shifter
Can remove a body before it is reported, resetting the investigation trail.
Cooldown 40s · 60px range
Strategy & counterplay
Strategy: Clean up remote kills quickly to buy time before anyone finds the scene.
Counterplay: Missing players are eventually noticed even without a body.
Tutorial: Interact with an unreported body to remove it.
Jammer
shifter
Can temporarily disable cameras and role information systems.
Cooldown 45s · 15s duration
Strategy & counterplay
Strategy: Jam Security and Tracker abilities right before making a move.
Counterplay: Jamming is visible on the affected consoles as an outage warning.
Tutorial: Use your ability to disable info systems for a short time.
Illusionist
shifter
Creates a temporary fake player projection to mislead witnesses.
Cooldown 50s · 15s duration
Strategy & counterplay
Strategy: Project a decoy in one room while acting elsewhere to split attention.
Counterplay: Projections do not respond to chat pings or interact with tasks.
Tutorial: Use your ability to spawn a decoy at your position that walks a short patrol.
Jester
outlier
Wins independently if the group votes them out.
Strategy & counterplay
Strategy: Act just suspicious enough to get voted out without being obvious about it.
Counterplay: Confirm-eject settings and careful voting reduce accidental Jester wins.
Tutorial: You have no combat ability. Your only goal is to be ejected by vote.
Survivor
outlier
Wins if alive when any other faction wins. Has a limited number of self-shields.
· 2 uses/match
Strategy & counterplay
Strategy: Stay neutral in accusations and avoid drawing elimination attempts.
Counterplay: Self-shields are limited — repeated targeted attempts will eventually succeed.
Tutorial: Use your ability on yourself to block one elimination attempt.
Arsonist
outlier
Marks players over time and can ignite all marked targets at once once enough are marked.
Cooldown 20s · 60px range
Strategy & counterplay
Strategy: Mark players individually while blending in, then ignite for a mass elimination.
Counterplay: Being marked has no visible tell, but igniting takes a moment the Arsonist must stay near a marked target for.
Tutorial: Use your ability on nearby players to mark them; use it again once ready to ignite all marks.
Bounty Hunter
outlier
Receives a specific elimination target. Wins by getting that target eliminated while surviving.
Strategy & counterplay
Strategy: Build a case against your target without revealing your true motive.
Counterplay: The target does not know they are marked, so ordinary suspicion play still applies.
Tutorial: Check your objective panel for your current target.
Executioner
outlier
Receives one innocent target. Wins if that target is voted out.
Strategy & counterplay
Strategy: Quietly build suspicion on your target through the discussion phase.
Counterplay: If your target dies to other causes, you convert to a Survivor for the rest of the match.
Tutorial: Check your objective panel for your assigned innocent target.
Amnesiac
outlier
Can inherit the role and faction of a player who has already died.
· 1 use/match
Strategy & counterplay
Strategy: Wait for a strong role to be eliminated, then remember it to inherit their abilities and win condition.
Counterplay: Once remembered, the Amnesiac behaves exactly like the inherited role from that point on.
Tutorial: Open your ability menu after any player dies to remember their role.
Chaos Agent
outlier
Receives rotating mini-objectives and wins independently by completing enough of them.
Strategy & counterplay
Strategy: Prioritize objectives that overlap with normal Operator behavior to stay hidden.
Counterplay: Objectives are individually harmless, but a Chaos Agent completing many quickly can be noticed.
Tutorial: Check your objective panel for your current mini-objective and its progress.