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1''VideoGame/TownOfSalem'' divides role into 4 main factions: Town, Mafia, Neutral, and Coven.
2
3Note that while most roles have an "avatar" that represents them (used for them in official art, advertisements, and so on), which are covered in the tropes below, ''in-game'' players select their avatars before they know their roles (since roles are secret); this means that in practice, for instance, your Doctor can look like a Werewolf rather than being DressedToHeal. Their associated avatars still reflect their "canonical" appearance and are used for tropes below.
4
5[[foldercontrol]]
6
7! Town
8
9The 'good' faction, with the goal of surviving until the end of the game, which means lynching the other factions. The Townies are made up of: Bodyguard, Crusader, Doctor, Escort, Investigator, Jailor, Lookout, Mayor, Medium, Psychic, Retributionist, Sheriff, Spy, Tracker, Transporter, Trapper, Vampire Hunter, Veteran, and Vigilante.
10
11[[folder:Tropes Applying to the Town]]
12* TheFettered: Their killing roles have stipulations preventing them from just going on a killing spree. Bodyguards can only kill if they go to the same house as a killing role, Crusaders are very likely to kill their own allies if they don't play their cards right, Jailors will no longer be able to kill if they kill a townie or three evils, Veterans follow the same issue as Crusaders but on a much worse scale and Vigilantes will kill themselves if they off a townie by mistake. Vampire Hunters are the only aversion, as they can kill Vampires without any restriction.
13* GoodIsDumb: Because Town starts with the least information and is by far the most susceptible to idiocy, this trope will be sworn up and down. Stupid town or some other variation of it are classic final words for an innocent being lynched.
14* HeroicSacrifice: Often a member of the town will have to sacrifice themselves to bring in a win. The Bodyguard role specializes in this, the entire point of the role being to die in defense of a fellow town member, killing an enemy in the process. Other townies may also do this by declaring their role, giving vital information to the town, even knowing that they are likely to die that night as a result. An important part of playing Town is realizing that dead town members still win if town wins, and knowing when to sacrifice yourself.
15* TheMole: Town Traitor has a random Townie working with the Mafia; they can't be told apart from regular Town roles by investigative roles, but the traitor does know who's in the Mafia and can speak to them at night, on top of retaining their role's regular abilities [[note]]though some restrictions are removed, like a traitor Jailer being able to execute innocents without losing the rest of their executions, or a Vigilante not being DrivenToSuicide after shooting a Townie[[/note]]. The Town therefore needs to wipe out the regular Mafia, then find the traitor within three days before they automatically win.
16* PoliceAreUseless: Downplayed and Averted. The Sheriff and the Investigator can both see the roles of the townspeople, but they can be sidetracked by the Framer from the Mafia's side or Blackmailed to be unable to speak. The Jailor is considered one of the more powerful roles in the game for his ability to hold away any person he likes. This can be used to prevent them from being killed or from using abilities, and can just execute the prisoner if he wants (but if he kills a fellow Townie, he loses his execute ability).
17* PhysicalMysticalTechnological: They're Technological, with most of their power coming from their ability to figure out who their enemies are and then execute them.
18* ProperlyParanoid: Every Townie (well, except the GoodIsDumb ones). There are hidden killers about, and a target on your back… The one who takes this to the extreme is the Veteran, who can go on watch at night. Anyone who visits him, friend or foe, will be shot dead on the spot.
19[[/folder]]
20
21!! Town Investigative
22
23Roles that can find information about other players. Usually have some drawback, such as the Investigator not being completely sure of his result, or the Sheriff being unable to spot some killing roles.
24
25[[folder:Investigator]]
26A private eye who secretly gathers information. He can investigate one person each night for a clue to their role, narrowing it down to three to five options.
27
28In ''Town Of Salem 2'', the Investigator's investigation works by determining whether their target (literally) has blood on their hands, detecting if a player targeted and killed someone during the night. However, the Investigator needs to keep in mind roles like executing Jailors or Vigilantes before throwing accusations. Alternatively, he can Percept a player's house to see if they were visited by any Evil roles that night.
29[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/investigator_2.png]]
30----
31* AchillesHeel: The Investigator's kill detection relies on the killer ''directly'' targeting their victim ''during the night''. This means {{Counter Attack}}ing roles (Werewolves who stay home), roles that "trap" a house (Jinxes), roles that make someone else do the dirty work (Necromancers and Shrouds), or roles that attack during the day (Conjurers) won't have any blood to find.
32* DistinguishedGentlemansPipe: He's shown with one in his avatar as part of his SherlockHomage.
33* {{Foil}}: Becomes one to the Sheriff in ''Town of Salem 2''. The Investigator can easily find murderous roles, but this leaves him blind to characters like the Enchanter or Jester. The Sheriff's specialty is detecting enemies of the town that don't rely on direct attacks, but the Coven member with the Necronomicon (who will be the one targeting town members) and neutral killing roles are seen as not suspicious.
34* GreatDetective: His basic archetype.
35* SherlockHomage: His art has him with a DistinguishedGentlemansPipe and Sherlock's distinctive deerstalker hat.
36* SherlockScan: He can narrow someone's role down to three to five possibilities based on the smallest shred of evidence, such as being covered in blood.
37[[/folder]]
38
39[[folder:Lookout]]
40An eagle-eyed observer, stealthily camping outside houses to gain information. They can watch one person at night to see who visits them.
41----
42* NosyNeighbor: The Lookout's basic character archetype.
43[[/folder]]
44
45[[folder:Sheriff]]
46The law enforcer of the town, forced into hiding from threat of murder. They can check one person each night for suspicious activity.
47[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/sheriff_6.png]]
48----
49* CripplingOverspecialization: The Sheriff can unerringly identify the allegiances of any Mafia member except the Godfather, spots Serial Killers without confusing them with Doctors, recognize a Werewolf on Full Moon nights, and can find Coven members as easily as Mafia members.
50* {{Foil}}: Becomes one to the Investigator in ''Town of Salem 2''. The Investigator can easily find murderous roles, but this leaves him blind to characters like the Enchanter or Jester. The Sheriff's specialty is detecting enemies of the town that don't rely on killing, but the Coven member with the Necronomicon (who will be the one killing town members) and neutral killing roles are seen as not suspicious.
51* WeaksauceWeakness: The Sheriff is unable to identify Arsonists, Witches, Vampires, Godfathers, or Coven members with the Necronomicon, and can only identify Werewolves half the time. This tends to lead to them being a lot less useful than Investigators.
52[[/folder]]
53
54[[folder:Spy]]
55A stealthy eavesdropper who listens in on secret conversations. He can bug a person's house to see what happened to them that night, as well as see who the Mafia and Coven visit at night.
56
57In ''Town of Salem 2'', their ability to detect who the Coven visit was removed, but their bug is now much more powerful, being able to detect everything that happens to their target, see any status effects applied to them (such as being Hexed or Doused), and is completely unable to be tricked by any method.
58[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/spy_4.png]]
59----
60* ConspicuousTrenchcoat: His official avatar sports one of these, plus a fedora and SinisterShades.
61* {{Nerf}}: He used to be able to listen to whispers and Mafia chat at night. However, this got removed in a patch.
62* SinisterShades: His official avatar has these as part of his conspicuous spy getup.
63[[/folder]]
64
65!!! Coven Exclusive
66
67[[folder:Psychic]]
68A powerful seer with a gift for finding one's secrets. On odd nights, they will have a vision of three players, at least one of which will be Evil. On even nights, they will have a vision of two players, at least one of which will be Good. Added in the ''Coven'' DLC.
69
70In ''Town of Salem 2'', this is switched to instead find good players on odd nights and evil players on even nights.
71----
72* BalanceBuff: In ''Town Of Salem 2'', they gain the ability to visit a player each night, guaranteeing they will appear in that night's vision and greatly narrowing down possibilities by visiting a confirmed good/evil player on the appropriate night.
73* DetectEvil: Downplayed:
74** On odd nights, at least one of three players will be evil — but they don't know ''who'' is the evil one.
75** Inverted and downplayed on even nights. At least one of the two players will be good, but they don't know if one of them is evil.
76* PsychicPowers: It's right in the name.
77* {{Seers}}: As mentioned above, they have a vision of 2-3 players every night.
78[[/folder]]
79
80[[folder:Tracker]]
81A skilled tracker who will follow their prey to any destination. They can follow one player and see who they visit. Added in the ''Coven'' DLC.
82[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/tracker_0.png]]
83----
84* StalkerWithoutACrush: They track someone to see who they visit.
85[[/folder]]
86
87!!! Introduced in the sequel
88
89[[folder:Coroner]]
90The Coroner is an expert on the dead, capable of determining someone's exact cause of death… and more importantly, the signs of someone being their killer. Each day, they can choose a player in the graveyard to autopsy, adding their killer's (or killers') role(s) to their investigative results. Each night, the Coroner can examine a living player, detecting roles obtained from autopsies without fail. However, any other role will return nothing.
91----
92* NoSell: There is no way to manipulate the Coroner's detection results. For example: if they have a Coven Leader in their Autopsy results and they visit the Coven Leader, they ''will'' learn about it, regardless of illusions.
93[[/folder]]
94
95[[folder:Seer]]
96The Seer is a mystic who weighs their targets on the scales of justice to learn whether they are friend or foe. Each night, the Seer chooses two other players to learn whether they are friends (they are both Town, Coven, or Apocalypse members, or two Neutral Killings with the same role) or enemies.
97----
98* ItOnlyWorksOnce: A player can only be analyzed by the Seer once per game.
99[[/folder]]
100
101!! Town Killing
102
103Town members with the capability to kill at night.
104
105[[folder:Vampire Hunter]]
106A priest turned monster hunter, this person slays Vampires. They can check one person per night and stake them if they're a Vampire; they also automatically stake any vampires who visit them. When all the vampires are dead, they turn into a Vigilante with one bullet.
107[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/vampirehunter.png]]
108----
109* CripplingOverspecialization: The Vampire Hunter can kill Vampires and '''only Vampires.''' They are virtually useless against other evil roles unless they slay all the Vampires, and even then they're only useful once.
110* {{Expy}}: The Vampire Hunter skin is called Film/VanHelsing.
111* FriendlyEnemy: Not totally, but the Vampire Hunter is one role the Mafia will not want to kill, as they can kill a big threat to the Mafia in vampires. Some Vampire Hunters will actually reveal themselves to the town, in the hope that the Mafia will leave them alone.
112* VampireHunter: Is ExactlyWhatItSaysOnTheTin, as if he or a vampire visits the other, the vampire dies regardless.
113* WoodenStake: Their weapons (at least until all the Vampires are dead and they pick up a gun). A cross-shaped stake is featured in their avatar, and they use it to kill vampires in their kill messages.
114[[/folder]]
115
116[[folder:Veteran]]
117A paranoid war hero who will shoot anyone who visits him when he's on alert. The Veteran can choose to go on alert for up to three nights per game.
118----
119* ArmorPiercingAttack: The Veteran deals a Powerful Attack, piercing through Basic Defense.
120* CounterAttack: When he goes on alert, he kills anyone who attacks him (as well as anyone else unfortunate enough to visit him).
121* MuggingTheMonster: It's not uncommon for the Mafia to try to kill a townsperson, only to find themselves on the wrong end of an Alert Veteran.
122* OneManArmy: The Veteran is the only Town role who can kill multiple players in one night, as a Veteran on alert will kill all visitors (barring the NighInvulnerable Pestilence).
123* SelfOffense: Unfortunately, even townies aren't safe from visiting him while he's on alert.
124* ShellShockedVeteran: The Veteran is a classic example of one. If he goes on alert and anyone visits him, Basic Defense be damned, they'll be dead.
125* TakingYouWithMe: A Werewolf who attacks an alerting Veteran will still kill him, but the Veteran will take them down in the process.
126[[/folder]]
127
128[[folder:Vigilante]]
129A corrupt cop who takes the law into his own hands. He can shoot up to three people per game. Should he shoot a Town member, he will commit suicide.
130[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/vigilante_6.png]]
131----
132* CowboyCop: According to his lore, the Vigilante is an ex-captain of Salem's militia, dismissed from the force for his rashness and excessively violent approach.
133* DrivenToSuicide: If he shoots a town member, he commits suicide as a result of [[MyGodWhatHaveIDone the guilt]]. [[AvertedTrope Averted]] if he is the traitor in the [[FaceHeelTurn Town Traitor]] game mode, as a traitor Vigilante can kill town members without negative consequences. Also {{Averted|Trope}} in ''Town Of Salem 2'', as they will be killed by the Hangman for "disgracing the town" instead.
134* KatanasAreJustBetter: His avatar has one.
135* VigilanteMan: The ''[[ExactlyWhatItSaysOnTheTin Vigilante]]'' role, obviously. He's sided with the Townies and can target one player each night and kill them, hoping that he's [[VigilanteExecution hit Mafia]]. Of course, there's no guarantee that he won't [[NiceJobBreakingItHero shoot a villager]]. If he does, he commits suicide out of guilt, leaving you with two less Townies.
136* [[WhyWontYouDie Why Won't They Die]]: The name of an achievement, which you get by [[EpicFail using all your shots against roles that are Night Immune]].
137[[/folder]]
138
139!!! Introduced in the sequel
140
141[[folder:Trickster]]
142A crafty town member who knows how to lure the enemies of the town into a position where he has the advantage. Each night, the Trickster can place a Magic Mirror at a target's house. A direct attack on the target will be redirected to the Magic Mirror, saving the target and charging the mirror. While the Trickster has a Charged Magic Mirror, his next visit will instead unleash the absorbed energy onto his target, allowing the Trickster to attack as if he were the role that attacked the Mirror. However, the mirror can only be used on the Trickster himself once per game, and the mirror will shatter when hit by an Unstoppable Attack.
143----
144* CatchAndReturn: The Trickster's speciality, absorbing attacks directed at other players to launch them at whoever they wish.
145[[/folder]]
146
147[[folder:Deputy]]
148A gunslinger with pinpoint accuracy with his revolver. Capable of revealing himself to unleash a powerful attack during the day, but dies if this shot hits a town member.
149----
150* RevolversAreJustBetter: Armed with a trusty six-shooter.
151[[/folder]]
152
153!! Town Protective
154
155Town members whose job it is to save the others from death.
156
157[[folder:Bodyguard]]
158An ex-soldier who secretly makes a living by selling protection. He can protect one person from death each night; if they get attacked, he dies instead and kills their attacker. He may also use a BulletproofVest once (twice in ''Town of Salem 2'') per game.
159[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/bodyguard.png]]
160----
161* AnachronismStew: Most of the characters are drawn wearing roughly appropriate clothing for the late-seventeenth century setting of the Salem witch trials; while there are a few oddities, the Bodyguard is by far the most noticeable, wearing a bulletproof SWAT team vest and a radio earpiece.
162* BulletproofVest: They can wear one for a single night instead of guarding someone, giving them basic defense. Ironically, they can't wear it ''while'' guarding someone.
163* CounterAttack: If he's protecting somebody who gets attacked, he will die, but not before killing his killer.
164* NoSell: If he's attacked when using his BulletproofVest, he will not be harmed… unless it's via [[NoSavingThrow getting burned by the Arsonist, mauled by the Werewolf, cursed by the Hex Master's Hex, poisoned by the Poisoner, or getting killed by Pestilence]].
165* TakingTheBullet: Specializes in this; if he's protecting someone, they will not be harmed by any attacks against them... because the Bodyguard will die instead.
166* TakingYouWithMe: The Bodyguard can choose to protect someone at night and take the attacker down with him, at the cost of his life.
167[[/folder]]
168
169[[folder:Doctor/Cleric]]
170A surgeon skilled in trauma care who secretly heals people. He can heal one person each night, preventing them from dying; he can also heal himself once per game. Renamed to the Cleric in ''Town of Salem 2'', replacing his medical tools with protective barriers with the same effect.
171[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/doctor_5.png]]
172----
173* DressedToHeal: His image, as you might expect. Scrubs, scalpel, everything.
174* TheMedic: The Doctor can heal one other person every night, and can heal himself once.
175* MistakenForMurderer: If an Investigator checks the Doctor, they will find that they are either a Doctor, a Serial Killer, or a Disguiser because they are covered in blood. Combine that with [[SelfSurgery a passable way to fake Basic Defense]], and you have a recipe for paranoia.
176* NoSelfBuffs: Averted, he can heal himself on a night that may be attacked on, preventing him from getting killed by most. However, ItOnlyWorksOnce.
177* NoSell: If he's attacked on the night he heals himself, he will not be harmed… unless it's via [[NoSavingThrow getting attacked by the Werewolf, Pestilence, Arsonist, etc.]].
178* ObviousRulePatch: Neither the Doctor nor Cleric can protect a revealed Mayor; otherwise, the Mayor would simply reveal on the first day and be invincible until the hidden healer is dead.
179* SelfSurgery: He can cover himself once per game, rather than covering someone else; no matter how many times he would be killed that night, he'll heal himself from all of them.
180* ShootTheMedicFirst: All non-Town killing roles are going to be gunning for him, as he can render their efforts completely useless if allowed to live.
181[[/folder]]
182
183!!! Coven Exclusive
184
185[[folder:Crusader]]
186A divine protector whose skills in combat are only matched by the miracles he performs. He protects one person during the night, and kills one random visitor who visits them. Added in the ''Coven'' DLC.
187[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/crusader.png]]
188----
189* AnachronismStew: His avatar is a crusader from the Crusades, which took place from 1095 to 1291. The Salem witch trials, the setting of this game, started in February 1692 and ended in May 1693.
190* CompositeCharacter: His role and character combine elements of the Veteran, Ambusher, and Bodyguard, being a ex-soldier who protects a person (Bodyguard) and delivers a Powerful attack to a random target trying to visit them at night (Veteran's attack power with Ambusher's random targeting). His backstory explicitly compares him to the Bodyguard, and implies the first Crusader was a Bodyguard who came to take a more aggressive approach.
191* GuardianEntity: His role is to protect a person every night.
192* KnightTemplar: He will kill ''anyone'' who visits the person he's protecting, including other townies. Bonus points for being a literal [[UsefulNotes/TheKnightsTemplar Knight Templar]].
193* MagicKnight: He's said to be able to perform miracles, so it's implied that he grants powerful defense to one person with his magic, and then attacks one of his target's visitors.
194* SamusIsAGirl: Zig-Zagged. While the Crusader avatar was intended to identify as a male, his initial avatar is referred to as a she and uses female voice lines. This was, however, rectified in a later patch.
195* ShoutOut: A Crusader attacking five people in a single match nets an achievement titled "[[Film/MontyPythonAndTheHolyGrail Just a Flesh Wound]]".
196[[/folder]]
197
198[[folder:Trapper]]
199An intelligent woodsman with a knack for traps. He may set up a Trap at another player's house. Added in the ''Coven'' DLC. If anyone visits the trapped house, he will learn the roles of everyone who visited them... unless someone attempts an attack. In that case, the trap will protect their target and unleash a powerful attack on the would-be murderer.
200----
201* TrapMaster: It's right in his name. Traps take one day to build. He can dismantle them by selecting himself at night. He may only have one trap out at a time.
202[[/folder]]
203
204!! Town Support
205
206Other town members who can't kill, protect, or investigate, but bring their own unique strengths to the table.
207
208[[folder:Admirer]]
209A loving character who will do anything to find companionship in the chaos of the Town. Once per night, up to twice per game, they can Propose to another player, revealing their role to them in the process. If a Town Member accepts their proposal, they become Lovers, and if one of them dies, the other will die of heartbreak. To avoid this, the Admirer can Care for their Lover twice per game, granting them Powerful Defense for a night and cleansing negative status effects. However, if an evil role accepts the proposal, the Admirer enters a Toxic Relationship. The first day after entering a Toxic Relationship, the Admirer is silenced, and they are unable to Propose or Care for the rest of the game. Introduced in ''Town of Salem 2''.
210----
211* DestructiveRomance: A Toxic Relationship completely destroys the Admirer's will to love, rendering them unable to speak for a day and making it impossible to love or care for anyone else.
212* ThePowerOfLove: The Admirer is capable of granting protection equivalent to magical barriers and divine protection through the sheer devotion they have for their partner.
213[[/folder]]
214
215[[folder:Escort/Tavern Keeper]]
216A beautiful woman skilled in distraction. She can distract someone each night, canceling their action. In ''Town of Salem 2'', the role is renamed to the Tavern Keeper, who instead makes their target too drunk to act.
217[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/escort.png]]
218----
219* DisposableSexWorker: Usually, this is averted, as the Escort's roleblock is quite useful for the town, but it's invoked if she tries to distract the Serial Killer of the Werewolf on a full moon night, which will result in her death.
220* DistractedByMyOwnSexy: If messed with by the Transporter or Witch/Coven Leader, the Escort can roleblock herself. Having this happen nets the "I Look Good" achievement.
221* DistractedByTheSexy: This is what the Escort does. Your role is described as "''a beautiful woman skilled in [[SexualEuphemism distraction]].''"
222* {{Expy}}: Her avatar resembles [[Film/WhoFramedRogerRabbit Jessica Rabbit]].
223* FemmeFatale: Naturally. Her LadyInRed avatar makes this even more clear.
224* HeroicSeductress: A woman who's on the side of the Town whose main weapon is seduction.
225* HookerWithAHeartOfGold: Considering she's a townie trying to prevent murders by distracting the killers, she falls under this.
226* LadyInRed: Her avatar is depicted as wearing a red dress and her job is to [[DistractedByTheSexy temporarily distract the killers by seducing them]].
227* NotDistractedByTheSexy: Roleblocking won't work on an Escort.
228* PragmaticPansexuality: The Escort is always represented as a woman, but she can distract anybody regardless of gender. The only exceptions are those immune to role blocking.
229[[/folder]]
230
231[[folder:Medium]]
232A secret psychic who talks with the dead. She can speak with all dead people at night, and, when dead, she can speak to a single living person for one final night.
233----
234* CrystalBall: Her character icon is one of these.
235* DeadPersonConversation: After they die, they can contact one town member for a single night and pass information from the dead onto them.
236* ISeeDeadPeople: The Medium's job is to do this. They can communicate with the dead every night, and relay information back to the town from beyond the grave. They can also invoke this on one person if they die, letting the selected person see them talking to give information to write in a Will or say during the day.
237* MemeticLoser: The Medium is notorious for ''always'' being killed on the first night before it's possible for their role to provide any value. This isn't statistically true, but it's memorable enough when it happens to stick in the mind.
238[[/folder]]
239
240[[folder:Retributionist]]
241A powerful mystic who will give one person a second chance at life. They may reanimate a dead town player and use their ability on a player.
242----
243* AnimateDead: The Retributionist's post-patch power is a benevolent version of this — while they can't restore a person to proper life, they can resurrect a Townie for a single night and use their ability to aid the town.
244* BackFromTheDead: Their original power let them resurrect a deceased town player. After patch 3.2.4, this was changed to more of an AnimateDead power.
245* EvilCounterpart: InvertedTrope; the Necromancer is explicitly identified as an evil counterpart to ''them''. The Retributionist is capable of bringing a single person BackFromTheDead, while the Necromancer is stuck with an AnimateDead spell that only allows her to make temporary ghouls under her control. However, a patch has changed the Retributionist's ability to be the same as the Necromancer due to being overpowered.
246* MovesetClone: Following the 3.2.4 patch, their ability is exactly the same as the Necromancer's, though limited to Townies only instead of corpses in general.
247[[/folder]]
248
249[[folder: Transporter]]
250A man who transports people without asking any questions. They can choose two people to transport at night, causing anything aimed at one to affect the other instead, and vice-versa.
251----
252* AttackReflector: If they can identify the Mafia and predict who their targets are, the Transporter's ability allows them to do this, reflecting the attacks of the Mafia back at their members.
253* DifficultButAwesome: A smart, well-played Transporter can win games all on their own, sometimes from positions where the Town is far behind. A poorly-played one can single-handedly cost the town the game by confusing Town Investigatives, making Vigilantes shoot town members or themselves, and so on.
254* TeleportSpam: The Transporter can do this, being able to swap two people during the night, even himself. Doing so switches all targets aimed at the two, so if one is about to be stabbed by a Serial Killer, the other person is instead. This is also the ''only'' way to avoid getting haunted by a dead Jester.
255[[/folder]]
256
257!!! Introduced in the sequel
258
259[[folder:Amnesiac (''Town of Salem 2'')]]
260A trauma patient that does not remember who he was. Each day, he will select a random dead Town member and copy their role (prioritizing Town Power roles), gaining their abilities.
261----
262* AmnesiacsAreInnocent: Amnesiacs can become a role from a person that has died. They are harmless at the start of the game because they can't do anything yet.
263* DittoFighter: He can take on the role of a random town member.
264* IdentityAmnesia: The Amnesiac's most basic theme. Their role is to remember who they were and become a new role.
265[[/folder]]
266
267[[folder:Socialite]]
268An outgoing person who seeks to bring the town together, inviting everyone to their elaborate parties.
269
270The Socialite starts the game with an empty Guest List. Each day, they can choose a player to add to the Guest List. Each night, they can start a party at a player's home. Anyone not on the Guest List will not be allowed to enter that player's home, negating all abilities uninvited guests use on that player. An ever accepting individual, the Socialite will automatically add anyone rejected to the Guest List to allow them into later parties.
271[[/folder]]
272
273!! Town Power (''Introduced in the sequel'')
274Roles that can dramatically swing the game in the town's favor; generally the most powerful roles the town has.
275[[folder:Jailor]]
276A prison guard who secretly detains and interrogates suspects. He may choose one person during the day to jail for the night, and may execute up to three jailed people per game. However, should he execute a Town member, he will lose his remaining executions. Was a Town Killing role in ''Town of Salem'' before being reclassed as a Town Power in ''Town of Salem 2''.
277[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/jailor.png]]
278----
279* EnhancedInterrogationTechniques: With the threat of executing their convict on the spot, the Jailor is the only role that can effectively interrogate someone.
280* HoistByHisOwnPetard: If he jails a Serial Killer but doesn't execute them, the Serial Killer will murder them instead. If he jails a Werewolf on a Full Moon night and doesn't execute them, [[MuggingTheMonster the results ain't pretty either]]. Jailing Pestilence results in the Jailor's death [[MuggingTheMonster regardless of execution (which won't work) or not]].
281* TheJailer: Although only temporarily, his target is put in a cell, allowing the Jailor to talk with them and execute, if necessary. In specific circumstances, this can be directly invoked — in a situation when he needs to stop an evil killing role while Investigators and Sheriffs are searching for other enemies.
282* MasterOfAll: The Jailor can mimic the abilities of a Doctor, Vigilante, Escort, and a Town Investigative. There's a reason why it's considered the most powerful role in the game, and included in almost every role-list and custom setup.
283* {{Nerf}}: Although still powerful, ''2'' took several steps to reduce the dominance of the Jailor, and particularly the meta of the Jailor claiming day 1:
284** The Jailor is no longer guaranteed to show up every game; other Town Power roles like the Mayor, Monarch, or Prosecutor might show up instead.
285** The Jailor was changed to no longer be able to jail the same target twice in a row (a change which was made to all of the roleblock capable roles).
286** Their execution was changed to be a Powerful Attack instead of an Unstoppable one (though this is only relevant for allowing a Lover to save their fellow Lover from an execution).
287** If the Jailor executes a town member, they will lose not only all of their remaining executions, but the ability to jail entirely, effectively rendering them powerless.
288** The strategy of claiming Jailor day 1 was indirectly nerfed by the introduction of the Ritualist and Doomsayer roles; if the Jailor claims immediately, they could immediately be killed by a Ritualist, massively hurting the town, or make a Doomsayer's job much easier.
289* NoSavingThrow: If he executes somebody, they're dead; not even Basic Defense, Bulletproof Vests, or healing can save them. The only way they can be saved is if an Escort, Consort, or Witch prevents the Jailor from killing them in the first place. Or unless the target is Pestilence, in which case it gets no-sold ''and'' [[MuggingTheMonster Pestilence kills him]].
290* NoSell: Being jailed by him (and not executed) is one of the ways to become nearly completely immune to attack, though an Arsonist's ignite, a Hex Master's hex, an attack by a full-powered Juggernaut, a Jester's haunt, or Pestilence could still kill you.
291* PurposelyOverpowered:
292** The Escort roleblocks at night, but the Jailor roleblocks better because it ignores roleblock immunity. The Vigilante can directly attack other players, but the Jailor directly attacks other players better because they don't die from guilt if they execute a member of the town, can execute roles that the Vigilante is unable to take down, and cannot be controlled by a Witch into killing a member of the town as easily (as the Witch can force a Vigilante to attack anyone, but can only force the Jailor to execute their jailed target, and only if they actually know who the jailed target is or guess correctly). Doctors are incapable of healing revealed Mayors, but the Jailor can jail the revealed Mayor and protect them that way as many times as it wants, especially if there's no Witch. The game is specifically designed around the Jailor being overpowered, and it's obvious due to it being the only fixed town role in the ranked role list.
293** This is more downplayed in ''2'' as the Jailor is no longer guaranteed to show up on the role list, and other Town Power roles were added to rival the Jailor's power level, but as a Town Power role, it's still designed to be able to help the town more than the other roles.
294* VigilanteMan: One of the only two Town roles (Three counting Vampire Hunter) that can kill a target of their choice. Jailor has the added benefit of Roleblocking his target (stopping said person from doing a night action), protecting them from other attacks, and being able to anonymously talk with the convict. Although this can lead to IDidntMeanToKillHim moments, when a Witch finds out that you have a high value target in your cell and makes you execute them.
295[[/folder]]
296
297[[folder:Marshal]]
298A well-respected soldier who is willing to do whatever it takes to drive evil out of the town. Twice per game, they can reveal themselves to begin a military Tribunal that allows the town to quickly vote up to two people up to the stand. During the Tribunal, the Marshall receives an extra vote, and anyone voted up is immediately killed with no opportunity to defend themselves. However, the town does not learn the roles of anyone killed until the Tribunal is over. Introduced in ''Town of Salem 2''.
299[[/folder]]
300
301[[folder:Mayor]]
302The leader of the town. The Mayor has the ability to reveal themselves at any time during the day, confirming their role and giving them 3 votes for the rest of the game. Was a Town Support role in ''Town of Salem'' before being reclassed into a Town Power role in ''Town of Salem 2''.
303[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/mayor.png]]
304----
305* AwesomeButImpractical: Revealing as the Mayor. Your role is confirmed to the Town and you get two extra votes… but every evil role will be going for you, and since you can no longer be healed by a doctor after revealing, it's all too easy to get killed the next night.
306* BigGood: The Mayor often serves this role for the Town due to his ability to reveal and take command at any time; his investigative results make him the explicit counterpart of the Godfather, the BigBad of the Mafia.
307* BriefcaseFullOfMoney: He's carrying one of these in his official avatar, suggesting that he's perhaps a bit on the corrupt side.
308* HighClassGlass: He's wearing one of these in his official avatar, emphasizing his high status. He even has the top hat to go with it.
309* MagikarpPower: The Mayor ''really'' comes into his own in the late game, where his three votes can be a deciding factor in any lynching.
310* NecessaryDrawback: Once he reveals, he may no longer be healed by a Doctor, nor be able to whisper or receive whispers from other players (though he ''can'' be protected by a Bodyguard; the one-time-only restriction prevents it from being gamebreaking), as if he ''could'' be healed, it would basically remove the drawback of being a high-priority target for evil roles.
311* QuintessentialBritishGentleman: The Mayor skin(s) have him dressed as one.
312* UltimateAuthorityMayor: The Mayor is hidden just like the rest of the Townies. But when he does come out of hiding, he's given more authority than most, counting as three votes for both lynching and for verdicts. Unfortunately, the evildoers also know exactly who you are, and you cannot be saved by the Doctor.
313[[/folder]]
314
315[[folder:Monarch]]
316A royal figure of the Town who grants honor to their allies. Once per night, up to twice per game, they can Knight another player. The Knighted player gains an extra vote during the day, and the Monarch has Basic Defense while their knight(s) are alive. Introduced in ''Town of Salem 2''
317----
318* VillainWithGoodPublicity: Not themselves, but the Monarch can easily grant this status (along with the extra votes) to evil roles if they aren't careful.
319[[/folder]]
320
321[[folder:Prosecutor]]
322One of the leaders of the Town who seeks to apply their justice. They can prosecute someone during the day, overriding the daily vote. The target prosecuted will be put on trial where only the prosecutor can vote. [[YouAreAlreadyDead His vote will always be "Guilty"]].
323----
324[[/folder]]
325
326! Mafia
327The main villain faction, with the goal of killing everyone who's not them. The Mafia is made up of: Ambusher, Blackmailer, Consigliere, Consort, Disguiser, Forger, Framer, Godfather, Hypnotist, Janitor, and Mafioso.
328
329[[folder:Tropes applying to the Mafia]]
330* TheMafia: Town of Salem is based on this commonly known trope — the Godfather rules the Mafia with an iron fist, and the whole Family is supposed to aid each other.
331* BigBadEnsemble: With the Coven in the ''Coven'' DLC. They have to kill each other in order to win. Likewise with the Serial Killer, Arsonist, and other Neutral roles that oppose them.
332* HiddenEvil: All of them start the game as this, with the mafia secretly killing a town member every night.
333* PhysicalMysticalTechnological: They're the Physical, always having straightforward killing power.
334* ChuckCunninghamSyndrome: They're completely absent in ''Town Of Salem 2''. The red color is now taken by the Neutral faction "The Horsemen Of Apocalypse".
335* OutOfFocus: Which is a bit odd considering the game was first inspired by ''Mafia.'' After the Coven appeared in the ''Coven'' DLC, a more thematically fitting opponent to the town for [[SalemIsWitchCountry the setting]], the Mafia started to lose their grip as the main antagonists, to the point that they're entirely missing in the sequel.
336[[/folder]]
337
338!! Mafia Deception
339
340Mafia members whose job it is to obfuscate investigative results and protect the Mafia from discovery. If there are no Mafia Killing roles left, one will be promoted to Mafioso.
341
342[[folder:Disguiser]]
343A master of disguise who pretends to be other people. They can choose a target of the mafia to disguise them as a living non-mafia target, confusing investigative roles.
344----
345* DeadPersonImpersonation: The Disguiser role used to function like this; if the person they select to swap with dies, they swap with them, taking on their name, avatar, and their role.
346* GenderBender: With the old Disguiser role, if a player with a male avatar disguised as one with a female avatar (or vice versa).
347* WeaksauceWeakness: With the old Disguiser role, last wills. Unfortunately, disguising as someone didn't prevent their will from being displayed… and almost everyone writes their name in their will. Since the Town tends to notice when a will pops up for someone who is still alive, Disguisers who didn't have Forgers or Janitors to cover for them would almost invariably be lynched as soon as they tried to disguise as anyone.
348[[/folder]]
349
350[[folder:Forger]]
351A crooked lawyer that replaces documents. She can choose a person and rewrite their last will and role at night, assuming they die that night. She can produce two such forgeries per game.
352[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/forger.png]]
353----
354* AmoralAttorney: According to her backstory, she's a lawyer who outright forges documents.
355* ForgingTheWill: Can rewrite last wills. This can mislead the town, especially with the help of a Consigliere.
356* PunnyName: Her avatar is called "Ms. Direction", appropriate for a role based around ''mis-direction'' by forging Last Wills and altering roles.
357[[/folder]]
358
359[[folder:Framer]]
360A skilled counterfeiter who manipulates information. They can choose one person to frame each night, making that person appear to be Mafia to any Investigators or Sheriffs who investigate them that same night.
361----
362* AwesomeButImpractical: Before they were buffed, Framers would only be effective if they visited the same person as the Sheriff or Investigator, as their frame up would only affect them on that night. Now, it's permanent until they are investigated.
363* BalanceBuff: Originally, Framers only made their target appear suspicious on that night. 3.3.0 made their frame last until a Townie investigates them.
364* {{Frameup}}: Makes innocents appear to be members of the Mafia to Investigators and Sheriffs.
365[[/folder]]
366
367[[folder:Janitor]]
368A sanitation expert working for organized crime. They can choose a person to clean at night, concealing their role and last will. The Janitor can perform 3 such cleanings maximum.
369[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/janitor_0.png]]
370----
371* CleanupCrew: The Janitor can clean up the body of the Mafia's kill, meaning the town won't know what role they were or what was written in their Last Will.
372* EvilCounterpart: To Mediums and Retributionists, as all three roles involve finding out information from the dead. Invest's will see all three roles together, which is why Janitors will often pretend to be Mediums or Retributionists. The Medium is also the only role who is able to counter the Janitor's ability by finding out the cleaned information from the dead.
373* LostWillAndTestament: If the Janitor from the Mafia reaches someone who is killed by them, he will wipe out the target's Last Will and role.
374* PunnyName: The skin representing him is named "Yuan Itor." As in "Jan Itor."
375[[/folder]]
376
377[[folder:Hypnotist]]
378A skilled hypnotist who can alter the perception of others. They may sneak into a player's house at night and plant a memory, creating false feedback for the target (such as being attacked, but healed). Added in the ''Coven'' DLC.
379[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/hypnotist.png]]
380----
381* AscendedExtra: Prior to the 3.3.0 patch, the Hypnotist was restricted to an alternate game mode in the Coven expansion. As of 3.3.0, they can now be played in the base game.
382* BaldOfEvil: His avatar hasn't a single hair on his head and is working with the Mafia to kill people.
383* DeadlyDoctor: His avatar invokes this image through wearing a doctor's coat and carrying a large syringe.
384* FakeMemories: Hypnotized players will receive false feedback, such as a message saying that you were attacked but healed, or that you were role-blocked.
385* SpottingTheThread: There's an odd error with the Hypnotist's poison message that can easily out them; for actual Poisoners, the message notes that you will die ''unless'' you are healed the following night, but the Hypnotist's fake message doesn't have this footnote, outing their presence.
386* TookALevelInBadass: Like the other Mafia roles, he can become a Mafioso if there are no kill-capable roles left in the group.
387[[/folder]]
388
389!! Mafia Killing
390
391The main antagonists of the game. These roles can kill at night, and wish to remove all obstacles to Mafia supremacy from the town.
392
393[[folder:Godfather]]
394The leader of organized crime. He can kill someone each night, either by ordering the Mafioso to do so (if there is one) or by killing them himself (if there isn't).
395[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/godfather.png]]
396----
397* BigBad: This is the Godfather's role in the game. He is the leader of TheMafia.
398* TheDon: As long as he has a Mafioso under him, the Godfather does personally not kill other townspeople, instead ordering the Mafioso to do it in his place. Like the Serial Killer, he can't die at night. However, he will take matters into his own hands if he has no one to kill for him…
399* TheDreaded: In-game, he is on par with the Serial Killer (immune to Basic Attacks and able to kill someone each night) with the added benefit of having trusted allies.
400* {{Expy}}: His avatar resembles [[Film/TheGodfather Don Vito Corleone]].
401* RightHandCat: The update that introduced his avatar also introduced a small white pet cat; the advertisements of the two of them deliberately evoked this trope.
402* VillainWithGoodPublicity: The Godfather is the only member of the Mafia who can't be detected by the Sheriff, since he has a cover as an upstanding businessman.
403[[/folder]]
404
405[[folder:Mafioso]]
406[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/mafioso.png]]
407
408A hitman for organized crime, trying to work his way to the top. If there's a Godfather, the Mafioso is the one who kills for him; if not, or if the Godfather is distracted or jailed, the Mafioso decides who to kill on his own. If the Godfather is killed while the Mafioso is still alive, then they'll become the new Godfather.
409----
410* ConspicuousTrenchcoat: Much like the Spy, his avatar wears one. The Mafioso wears a brown one, though.
411* TheDragon: The Mafioso, when there's both a Mafioso and a Godfather. TheConsigliere can also fill the role of TheLancer to the Godfather, since their role gives them the most information about who to target for murder, framing, distraction, and blackmail.
412* DragonAscendant: If the Mafia has a Godfather and the Godfather dies, he will automatically become the new Godfather.
413* EvilCounterpart: To the Vigilante, being the Mafia member who guns people down as opposed to the Townie who does so. Aside from the Vigilante's three bullets limitation, their abilities are pretty much identical.
414* ProfessionalKiller: His job is to kill people at the Godfather's direction (or his own, if the Godfather is not available).
415* ScaryBlackMan: His in-game avatar is dark-skinned, and he is one of the most feared and sought-after evil roles for any faction.
416[[/folder]]
417
418[[folder:Ambusher]]
419A stealthy killer who lies in wait for the perfect moment to strike. He may choose to lie in wait outside a target's house. One of the target's visitors will be killed. Added in the ''Coven'' DLC.
420----
421* AscendedExtra: Like the Hypnotist, the Ambusher was restricted to an alternate Coven expansion game mode, but was brought into the base game in 3.3.0.
422* EvilCounterpart: To the Trapper; with both roles requiring lying in wait for visitors who will be killed.
423* FatalFlaw: If multiple players visit his target, the surviving player(s) will learn his name and tell the town about it.
424* StealthExpert: He ambushes one player who visits his target. Subverted if more than one person visits, as every other visitor will know his name and identity.
425[[/folder]]
426
427!! Mafia Support
428
429Mafia members whose job it is to aid their teammates by discovering information and shutting down opposition.
430
431[[folder:Blackmailer]]
432An eavesdropper who uses information to keep people quiet. He can hear whispers and choose one person each night to blackmail, preventing them from talking the next day.
433----
434* {{Blackmail}}: His role is to use information to prevent townies from talking during the day.
435* EvilCounterpart: Was originally one to the Spy, as both were able to hear townie whispers. However, Spy got nerfed and only Blackmailers retained this ability. However, they still show up together in an Investigator's findings.
436[[/folder]]
437
438[[folder:Consigliere]]
439A corrupted investigator who gathers information for the Mafia. He can check one person for their exact role each night.
440----
441* TheConsigliere: Due to his special ability allowing for more knowledge about citizens than anyone else in the game, this is often his role in the Mafia of Salem; good Mafiosos and Godfathers listen when their Consigliere gives them advice.
442* DetectiveMole: The Consigliere has the ability to see other people's exact roles, unlike the Sheriff or Investigator, and can claim to be a Sheriff or Investigator to keep Townies away from his Mafia friends.
443* EvilCounterpart: To the Investigator. His backstory even states that he's an Investigator gone bad, and they share Investigative results and have similar abilities; for this reason, Consiglieres will often pose as Investigators.
444* OhCrap: The achievement for finding a Veteran (meaning there's a good chance that they're on alert and you just got yourself killed) is called "Uh Oh".
445* SherlockScan: Even more than the Investigator. He can flawlessly determine someone's role in a single night. (Unless they've been doused or hexed.)
446* TheSmartGuy: Naturally is this to the Mafia due to being an investigator.
447[[/folder]]
448
449[[folder:Consort]]
450A beautiful dancer working for organized crime. She can distract someone each night, canceling their action.
451[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/consort.png]]
452----
453* DisposableSexWorker: Invoked if she roleblocks a Serial Killer or a Werewolf on a full moon night, which will cause the killer to kill her; this makes Escorts and Consorts the people most likely to be killed by the Serial Killer or the Werewolf. Assuming she kept a decent will, though, this will often result in them getting lynched. One of her achievements, "Dangerous Profession", is earned when she roleblocks the Serial Killer and gets herself killed.
454* EvilCounterpart: To the Escort; they have similar concepts, identical abilities, and share an Investigation result, meaning that Consorts will often pose as Escorts.
455* FemmeFatale: Even moreso than the Escort, since she's basically an evil version of that role; she uses her womanly wiles to seduce and distract members of the Town.
456* PragmaticPansexuality: Like the Escort, she'll have fun with anybody regardless of gender and is working with a group out to destroy everybody else.
457[[/folder]]
458
459! Neutrals
460A variety of individuals with their own goals not associated with the Town, Mafia, or Coven. The Neutrals are made up of: Amnesiac, Arsonist, Executioner, Guardian Angel, Jester, Juggernaut, Pestilence, Pirate, Plaguebearer, Serial Killer, Survivor, Werewolf, and Witch.
461
462!! Neutral Benign
463
464Neutral roles who do not have to harm others, but have no allegiance to the town and as such serve as wild cards.
465
466[[folder:Amnesiac]]
467A trauma patient that does not remember who he was. He can remember who he was by selecting a role from the graveyard, taking on that role's goal and abilities. Reworked to a "Town Support" role in ''Town of Salem 2'' (see the Town Support section for details on the sequel's version)
468[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/amnesiac.png]]
469----
470* AmnesiacsAreInnocent: Amnesiacs can become a role from a person that has died. They are harmless at the start of the game because they can't do anything yet.
471* CriminalAmnesiac: The Amnesiac can choose to do this, if he remembers he was a Serial Killer, Arsonist, or Mafia and wreaks havoc.
472* DittoFighter: He can take on the role of any person that was killed.
473* IdentityAmnesia: The Amnesiac's most basic theme. Their role is to remember who they were and become a new role.
474* NeutralNoLonger: Once they remember a role. Though they can still remember they are another neutral role, such as Survivor, or, in rare cases, [[ShapedLikeItself another Amnesiac]] (which gets you the "I am who I am" achievement).
475* NoPointsForNeutrality: A example without a KarmaMeter. Should the Amnesiac survive till the end of the game without remembering a role, they will lose. Originally, they were able to win if they weren't killed until the end, like a Survivor without vests, but this was removed in a patch, as this wasn't the point of the Amnesiac.
476[[/folder]]
477
478[[folder:Survivor]]
479A neutral character who just wants to live. He can put on a bulletproof vest at night 4 times, protecting himself from attacks. The Survivor can win with any faction.
480----
481* BulletProofVest: He can wear one up to four times per game, blocking any attacks that night (aside from Powerful and Unstoppable Attacks).
482* EvilCounterpart: Or more accurately a Neutral Counterpart to the Bodyguard, as both have bulletproof vests to protect themselves from Basic attacks. His backstory actually involves being a Bodyguard who abandoned his duties and only became concerned with surviving.
483* HeelFaceRevolvingDoor: Some survivors will play it this way, [[ChronicBackstabbingDisorder siding with whoever is likeliest to win at the current moment]]. This is still risky, as other players might get sick of not being able to trust the Survivor.
484* KickTheDog: Survivors are subject to this twofold; many evil roles claim to be a Survivor, putting the role under scrutiny, while actual Survivors are not obligated to help the town and may even side with an evil party if it means they survive. Thus, many Survivors are lynched on a whim to keep evils from an extra potential vote.
485* NeutralityBacklash: Since Survivors cannot be relied for votes nor investigations and since Survivors' win condition can be achieved with whatever faction that stand still, they're not precisely trusted. Even if you never vote guilty, Survivors can easily become a wasted vote for any faction, so that's also why Survivors often need to claim a townie role instead just so they wouldn't get killed at first chance.
486* NoSell: If he's attacked when using his BulletproofVest, he will not be harmed… unless it's via [[NoSavingThrow getting burned by the Arsonist]], [[ArmorPiercingAttack mauled by the werewolf]], [[DrivenToSuicide a dead Jester's haunting]], being attacked by [[OneHitKill the Pestilence]] or a Juggernaut, or a Hex Master's hex.
487* ProperlyParanoid: His description and victory icon all play up his paranoia; given the state of the town, you can hardly blame him.
488* SoleSurvivor: The Survivor is, well, the sole survivor of a previous town.
489* WildCard: The Survivor wins with ''anyone'' (even ''[[OmnicidalManiac Pestilence]]'', of all roles) so long as they're alive at the end of the game. As a result, they have no loyalty to anyone, and while they're mostly harmless, they can vote on lynchings and sway the balance of power in the town as a result. Claiming to be a Survivor is also a common cover for evil roles, so Survivor claims are often lynched or murdered very early on to avert this.
490[[/folder]]
491
492!!! Coven Exclusive
493
494[[folder:Guardian Angel]]
495An Angel whose only goal is the protection of their charge. She can [[HealingHands heal]] or [[DispelMagic purge]] their target, but she can only do it twice per game. Added in the ''Coven'' DLC.
496[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/guardian_angel.png]]
497----
498* AngelUnaware: She's an angel who's disguised as a townie.
499* ArchangelUriel: Her avatar skin is referred to as Uriel by the game.
500* ArchEnemy: Implied to be this to Beelzebub, since his [[DyingMomentOfAwesome death animation]] has her defeating him in an epic FightScene.
501* AscendToAHigherPlaneOfExistence: When she "dies", she returns to Heaven.
502* FallenAngel: She will become a Survivor with no vests when her target dies.
503* GoodCounterpart: To the Executioner. While the Executioner tries to lynch their target at all costs, the Guardian Angel tries to save theirs at all costs.
504* GuardianAngel: Just in case the name didn't give it away, this is their whole shtick — they have a charge, and need to ensure they survive at all costs.
505* HeroicSacrifice: She can win even if she's dead so long as her charge survives, and she can still use her powers on them even in death; therefore, it's not impossible for a Guardian Angel to sacrifice themself to draw attention away from their target.
506* KnightTemplar: Her target can be evil, but she must keep them alive, no matter what. They can even win with [[OmnicidalManiac Pestilence and the Juggernaut]], so long as her target is alive.
507%% MercyKill: Many Guardian Angels claim on Day 1, providing their death does not impact their chance of winning.
508* MyMasterRightOrWrong: Her target can range from a townie to a member of the Mafia or Coven to a Neutral Killing. All that matters is that her charge survives to the end of the game.
509* WeCannotGoOnWithoutYou: If both her and her target die, then she'll lose the game.
510[[/folder]]
511
512!! Neutral Chaos
513
514[[folder:Vampire]]
515A bloodthirsty Vampire that bites and converts Townies to Vampires at night. They will kill Mafia and Coven members, Witches, Guardian Angels, Pirates, and below level 2 Juggernauts instead of converting them.
516[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/vampires.png]]
517----
518* ClassicalMovieVampire: His avatar, complete with the OminousOperaCape and HighCollarOfDoom.
519* DaywalkingVampire: Vampires are, much like other town inhabitants, immune to sunlight.
520* DemotedToExtra: In ''Town Of Salem 2'', they now have their own game mode and can't appear anywhere else.
521* {{Expy}}: The Vampire has two skins: Literature/{{Dracula}} and Film/{{Nosferatu}}.
522* FurAgainstFang: Vampires must beat Werewolves in order to win.
523* TheVirus: A Vampire bite converts people into other Vampires. Mafia and Coven, roles with Basic Defense, Neutral Evil roles, and Neutral Chaos and Guardian Angel roles can't be converted.
524* WithUsOrAgainstUs: Vampires must either convert all Towns and Neutrals to their faction, or lynch/kill anyone who can't be converted or refuses to cooperate.
525[[/folder]]
526
527!!! Coven Exclusive
528
529[[folder:Pestilence]]
530One of the HorsemenOfTheApocalypse. He can rampage in a player's house each night, killing anyone who visits his target. He also attacks anyone who visits him. Added in the ''Coven'' DLC.
531----
532* AchillesHeel: Pestilence is vulnerable to being lynched, despite his immunity to all other forms of damage. This also makes him very vulnerable to good will-keeping, as someone noting they're visiting his house then dying will instantly draw suspicion.
533* AwesomeButImpractical:
534** Becoming Pestilence is '''AWESOME'''… but since they can only be killed by lynching, it starts a Pestilence hunt that will probably get you killed. Even worse, ''Pestilence's presence is announced loud and clear as soon as the whole town is infected,'' meaning you'll have to act quickly before they can catch you.
535** The Necromancer can resurrect Pestilence as a zombie and send them towards an opponent, all but ensuring their death. ''This will kill the Necromancer.''
536** An Amnesiac remembering that they were Pestilence, for the exact same reason as the Plaguebearer becoming Pestilence. Namely, even assuming they haven't been outed as an Amnesiac beforehand, their presence is ''immediately'' announced to the town in the morning, leaving them wide open for lynching.
537* DemonicPossession: Implied to be how the Plaguebearer turns into Pestilence, since his appearance doesn't change at all.
538* HumanoidAbomination: Whatever he looks like, he's definitely ''not'' human. He skirts the line between humanoid and AnimalisticAbomination due to being a {{Bird Pe|ople}}rson.
539* TheJuggernaut: He has [[ArmorPiercingAttack Powerful attack]] and [[NighInvulnerable Invincible defense]]. He kills ''anyone'' who visits him or his target. The only way to kill him is by lynching. Hell, [[UnstoppableForceMeetsImmovableObject if the Juggernaut and Pestilence fight each other]], '''the Juggernaut ''DIES.'''''
540* LackOfEmpathy: Normally, losing your Lover [[DeathByDespair causes you to die of a "broken heart."]] Not Pestilence.
541--> "You care not for a lover, for a horseman feels no love, no pain, no happiness."
542* MuggingTheMonster: Anybody who he visits or who visits him dies. That includes all the other Evil roles. If the Jailor jails him, he {{No Sell}}s any execution and kills the Jailor regardless of execution or not.
543* NighInvulnerable: Pestilence cannot be killed by anything that isn't lynching, ''period''. [[NoSavingThrow The Arsonist's fire? The Jailor's execution? The Jester's Haunting?]] He {{No Sell}}s ''all'' of them. He's also immune to Roleblocking or controlling.
544* OmnicidalManiac: Pestilence wants ''everyone'' dead. He can only win the game with the [[WildCard Survivor, the Pirate]], or (theoretically) another Pestilence, a distinction shared only with the AxCrazy Juggernaut.
545* OneWingedAngel: Pestilence is the transformed form of the Plaguebearer.
546* StoryBreakerPower: By far the most powerful role in the game, topping even the Juggernaut. ''Nothing'' can kill him aside from lynching, and he can kill multiple targets at once. While it is [[MagikarpPower a difficult task]] to achieve Pestilence, the rewards for this are certainly worthwhile.
547* TookALevelInBadass: Before becoming the NighInvulnerable Pestilence, he used to be a Plaguebearer with no attack, no defence, and no abilities other than spreading the disease.
548* UnstoppableForceMeetsImmovableObject: Should Pestilence be attacked by a fully powered-up Juggernaut, a message to this effect occurs, with Pestilence being the Immovable Object and the Juggernaut being the Unstoppable Force. Pestilence wins out in the end. There's even an achievement for bearing witness to this event.
549--> ''An unstoppable force meets an invincible object. The ground beneath your feet shudders!''
550* WasOnceAMan: He used to be the Plaguebearer, and then he transformed into a Horseman of the Apocalypse.
551[[/folder]]
552
553[[folder:Pirate]]
554A swashbuckler with [[{{Greed}} an obsession with gold]]. He can {{Plunder}} a player each night. Added in the ''Coven'' DLC.
555[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/pirate_1.png]]
556----
557* AboveGoodAndEvil: The Pirate is one of the few roles that doesn't take sides. They indiscriminately plunder and kill Town, Mafia, or Neutral Evils, but they can also win with anyone. It's not uncommon for them to pick a side once they've collected their booty, or even before then.
558* DressedToPlunder: His avatar resembles a stereotypical pirate, right down to the skull-and-crossbones hat and the hook-hand.
559* LuckBasedMission: Plundering is completely luck-based. Only one of the Pirate's attacks can successfully beat the defender's choice of defense, leaving them with only a 33% chance of successfully plundering. Not to mention, the Pirate has no defense at all and may die at any time to an attack. Good luck trying to get the achievements, by the way. One of them is that you have to '''lose ten duels in a single game'''.
560* PirateBooty: His goal is to successfully plunder the belongings of at least two players.
561* TacticalRockPaperScissors: How the plundering system works. The attacking player can attack with a [[SinisterScimitar Scimitar]], a [[RoyalRapier Rapier]], or a [[{{Handguns}} Pistol]]. The defending player can [[NonchalantDodge Sidestep]], [[InstantArmor wear a Chainmail]], or [[ScrewThisImOuttaHere Backpedal]]:
562** Scimitar beats Sidestep (wide cleave hits dodging foe), but loses to Chainmail (blocks it) and Backpedal (out of range).
563** Rapier beats Chainmail (pierces it), but loses to Sidestep (dodges it) and Backpedal (out of range).
564** Pistol beats Backpedal (ranged attack beats moving backwards), but loses to Chainmail (blocks it) and Sidestep (dodges it).
565* TalkLikeAPirate: His system messages are written like this. For instance:
566--> Avast! Yer scimitar's slash be stopped by chainmail. Ye lost th' duel! (Scimitar vs Chainmail)
567* WildCard: Like the Survivor, they can win with anyone. ''Unlike'' the Survivor, they need to kill at least two people first.
568[[/folder]]
569
570[[folder:Plaguebearer]]
571[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/plaguebearer.png]]
572
573An acolyte of [[HorsemenOfTheApocalypse Pestilence]] who spreads disease among the Town. He can infect one person each night. Any infected players will spread the disease by visiting other players or being visited. Once all players have been infected, the Plaguebearer evolves into the [[NighInvulnerable near-invincible]] Pestilence. Added in the ''Coven'' DLC.
574----
575* BirdPeople: Appears to be an anthropomorphic bird. [[TookALevelInBadass At first.]]
576* DiscardAndDraw: In terms of weaknesses. He only has basic defense early game and no killing power. Once he becomes Pestilence and gains absolute invincibility to anything but hanging, this is announced to the entire town, leading them on a witch hunt to lynch them quickly.
577* EvilCounterpart: To the Doctor, infecting people rather than healing them. His backstory actually describes him as a doctor who went rogue.
578* MagikarpPower: The Plaguebearer starts out with no attack, no defence, and no abilities other than spreading the disease (which does nothing in itself.) However, if he manages to infect the whole town, he becomes NighInvulnerable and [[TheJuggernaut nearly-unstoppable]] Pestilence.
579* PlagueDoctor: His icon appears to be one. However, he does the exact opposite by spreading the plague.
580* PlagueMaster: The Plaguebearer's whole shtick is this - they created a refined version of ThePlague and are bentt on spreading it to everyone in town.
581* OneWingedAngel: Transforms into Pestilence once everyone in the Town gets infected.
582* TookALevelInBadass: His only ability is to spread disease by visiting others, and has no attack or defence at all. Once everybody is infected, however, he becomes the NighInvulnerable and [[TheJuggernaut nearly-unstoppable]] Pestilence.
583* TheVirus: Anybody who he visits becomes infected, and anyone who visits an infected person will become infected too.
584[[/folder]]
585
586!! Neutral Evil
587
588Neutral roles that do not directly work with the Mafia, but still cause trouble for the town.
589
590[[folder:Executioner]]
591[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/executioner_6.png]]
592
593An obsessed lyncher who will stop at nothing to execute his target, who is always a townie. His goal is to manipulate the town to get his target lynched. Should his target be killed at night before they can be lynched, he will turn into a Jester. In ''Town of Salem 2'', they become able to choose their target, and can choose a new target if the original dies without being hung. If their target is found guilty, the Executioner can immediately Torment a town member who abstained or voted Guilty, dealing an Unstoppable Attack to them. Afterwards, they will leave the town victorious.
594----
595* MiscarriageOfJustice: This is the Executioner's goal in a nutshell. His target, who he wishes to get executed (dying of other causes won't work, it has to be through the justice system) is ''never'' evil, even by accident, but that's not stopping him. Can be {{Averted|Trope}} in ''Town of Salem 2'', as now anyone can be an Executioner target.
596* PlayingTheVictimCard: The evil players can accuse Townies who found out they're evil of being an Executioner.
597* {{Revenge}}: This is the main goal of the Executioner's life — getting revenge on his target.
598* TaintedVeins: Has orange veins along his arms and under his chin.
599* VillainousBSOD: If his target is killed at night, he turns into a [[DeathSeeker Jester]].
600* UnfulfilledPurposeMisery: Again, he becomes a {{Death Seek|er}}ing Jester if his target is killed at night.
601* WildCard: The Executioner doesn't really care who wins between town, mafia, and neutral so long as their specific target is voted out. They don't even care if they die after that vote is won because they already got their win. Thus, an Executioner might build up trust by going after the mafia, but the mafia also might knowingly go along with their lies to secure an ally. And after that win, the Executioner is dead weight who only contributes by voting, but that vote can easily swing which side wins the larger game.
602* WinsByDoingAbsolutelyNothing: Possible, if very rare. The Executioner wants their target to be lynched, but they don't have to actually be involved in said lynching. If the target is unlucky enough to get framed by someone else or draw suspicion on his own, they might get lynched despite the Executioner not doing anything.
603** This has a higher chance of happening in the sequel (though the odds of this succeeding are still low). Since Executioners now choose their targets, it is completely possible for their target to be actually evil (or even a ''Jester'').
604[[/folder]]
605
606[[folder:Jester]]
607A crazed lunatic whose life goal is to be publicly executed. Afterwards, his ghost haunts someone who didn't vote innocent, killing them in turn. Executioners turn into Jesters if their target is killed at night.
608[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/jester.png]]
609----
610* AccompliceByInaction: The Jester used to be only able to kill those who voted Guilty, but a rework enabled them to cause an abstainer in the vote against them to die of guilt as well.
611* DeathSeeker: ZigZagged. His goal is specifically to get himself executed. No other method of dying will do — it ''has'' to be lynching.
612* DoWellButNotPerfect: The Jester needs to act suspicious enough so that he is lynched, but not so suspicious that he's read as a Jester, in which case he'll simply be ignored or a Jailor or Vigilante will kill him at night, denying him of victory.
613* DrivenToSuicide: He inflicts this on one townie who didn't vouch his innocence, making them kill themself out of guilt.
614* HappyHarlequinHat: His official art shows him like this, and it's also featured in his victory icon (which only appears if nobody else manages a win).
615* NoSavingThrow: Whoever gets haunted by the Jester will commit suicide, even if they have a BulletproofVest, are healed, have Basic Defense, or are jailed by the Jailor that night. Not even a Transporter can alter the target of Jester guilt. The only being that won't commit suicide at all is Pestilence, courtesy of his NighInvulnerable defence and complete LackOfEmpathy.
616* ObfuscatingStupidity: The Jester's goal is to be hanged by the rest of the town. This is one of many tactics people use.
617* TakingYouWithMe: When the Jester is lynched, he chooses someone to feel guilty about killing them and commit suicide the following night. This doesn't work on people who voted innocent, but it does work on abstainers.
618* ViolationOfCommonSense: Where everybody else tries their best to avoid getting lynched, the Jester's ''modus operandi'' is to try to act so suspicious that it happens to him.
619* WildCard: Since a Jester's only goal is to get lynched, they tend to do and claim things that are drastically out of line with other people's goals and can swing games in unexpected directions. And after they're killed, their decision of who to haunt can be extremely unpredictable, since they don't have any loyalty to any of the game's factions.
620[[/folder]]
621
622[[folder:Witch]]
623A voodoo master who can control other people's actions, she gets to control someone each night and learn their role. Replaced by the Coven Leader in the ''Coven'' DLC.
624[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/witch_8.png]]
625----
626* AmazingTechnicolorPopulation: She sports green skin, in contrast to the more realistic skin tones of the other roles.
627* EvilCounterpart: To the Investigator, much like the Consigliere, as witches can find out exact roles of a player.
628* EvilIsOneBigHappyFamily: The Witch can win with anyone except the Town.
629* HeelFaceRevolvingDoor: Particularly in Mafia VS Neutrals games, where the Witch only has to make it until the end to win.
630* HotWitch: Her avatar in the witch's cauldron daily reward is quite attractive, displaying cleavage.
631* PowersViaPossession: The Witch class can do this if she possesses someone with a night ability, using it for herself.
632* PsychicAssistedSuicide: Can invoke this by targeting a Mafioso, Vigilante, or doused Arsonist against themselves.
633* PutOnABus: Absent from games in the Coven expansion, with the Coven Leader inheriting her PowersViaPossession.
634* RobeAndWizardHat: In her avatar; the pointed witch hat is also her in-game icon.
635* SinisterSchnoz: She's evil, and sports a Pinocchio-like pointed nose to emphasise this.
636* WitchClassic: Her avatar, right down to the RobeAndWizardHat.
637[[/folder]]
638
639!!! Introduced in the sequel
640
641[[folder:Doomsayer]]
642A prophet who heralds a dark future for the unlucky members of the town. Every night, the Doomsayer can attempt to guess the roles of three players, Dooming them if all three are guessed correctly. The more evil a player is, the less specific the Doomsayer needs to be when guessing[[note]]Coven roles merely need to be guessed as Coven, Neutral roles have to be guessed from their category, and Town roles need to be guessed exactly. In addition, Town Investigative roles cannot be targeted at all[[/note]]. Doomed players are dealt an Unstoppable Attack the next day. After successfully Dooming their targets, the Doomsayer leaves town and wins alongside any other winning roles.
643----
644* InstantWinCondition: The moment the Doomsayer successfully Dooms their targets, they leave the town in victory. They also immediately gain Invincible Defense, preventing anyone from interfering with their exit.
645* ScrewThisImOutOfHere: Once the Doomsayer Dooms their targets, they leave town since they've already won.
646* UnblockableAttack: A Doomsayer correctly guessing 3 players' roles deals them an unstoppable attack, which will kill anyone that doesn't have an [[NighInvulnerability Invincible]] level defense.
647
648[[/folder]]
649
650!! Neutral Killing
651
652Independent criminals who want to kill everyone, including the Mafia.
653
654[[folder:Arsonist]]
655A pyromaniac that wants to burn everyone. Each night, he can douse someone in gasoline; or he can ignite all doused targets, killing them all at once.
656[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/arsonist_7.png]]
657----
658* AxCrazy: His goal is to "live to see everyone burn."
659* TheDreaded: It wouldn't be an exaggeration to say that an Arsonist is one of (if not ''the'') top priority targets for both the town and other evil roles, since he's hostile to them both and [[OneHitPolykill can kill several people at once with no chance of survival]] when he ignites them.
660* HoistByHisOwnPetard: This can happen if there's more than one Arsonist — one douses the other, and then the doused Arsonist lights up. Since this targets ''everyone'' doused by the Arsonist role(s), the result is the doused Arsonist burning himself up. Averted if a Witch attempts to control the Arsonist to douse himself, since targeting himself only causes him to ignite his doused targets.
661* KillItWithFire: The Arsonist's whole shtick. Once a night, he can douse anyone he wants with gas and chooses when to light them up. The scary part? ''[[NoSavingThrow No Basic Defense or healing or bulletproof vest will protect you.]]''
662* NoSavingThrow: Getting torched by him cannot be prevented by the Doctor's healing, a BulletproofVest, or any form of Defense. The only way to survive is to be [[NighInvulnerable Pestilence]] or protected by a GuardianAngel.
663* OneHitPolykill: His ignition instantly kills anyone who happens to be doused, ignoring any Defense or [[NoSell protective abilities]] (bar the above two). Amusingly, [[HoistByHisOwnPetard the Arsonist himself is not exempt from this.]]
664* {{Pyromaniac}}: He loves to watch people burn, and is out to burn the town (complete with citizens) to cinders to satisfy this desire.
665[[/folder]]
666
667[[folder:Serial Killer]]
668A psychotic criminal who wants everyone to die. He can kill someone every night.
669[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/serialkiller.png]]
670----
671* AxCrazy: Described in-game as "A psychotic criminal who wants everyone to die."
672* BitchInSheepsClothing: His Lore presents him as a NiceGuy towards the others in the day. At night, [[SerialKiller however]]…
673* ExactlyWhatItSaysOnTheTin: The only roles he can't kill are the ones with Basic Defense like he does, but he can be killed by an Arsonist's ignite, Veteran if he visits while on alert, a Werewolf on a full moon night, or a Jailor's execution.
674* {{Expy}}: The Serial Killer skin is called Series/{{Dexter}}.
675* LostWillAndTestament: If they choose not to use their "Cautious" ability, anyone they kill have their Last Will torn up and bloodied, rendering it unintelligible.
676* MorallyAmbiguousDoctorate: A Serial Killer will appear in the same investigation results as the Doctor, but this is subverted as their only similarity is their tendency to work with bloodstained sharp objects.
677* NotDistractedByTheSexy: An Escort or Consort trying to roleblock him will just get herself stabbed. Even if he chooses not to kill them, he'll ignore them.
678* ObviousRulePatch: He doesn't just have roleblock immunity, he ''kills'' Escorts and Consorts if they visit him. This used to work against him, though, thanks to last wills, as many players write who they visit before the night's over. Thus, an Escort killed by a Serial Killer would pin their last visit as the most suspicious target. Now, the Serial Killer has the ability to go Cautious and not kill roleblockers, and if he doesn't go Cautious, he splatters the last will with blood and makes it unreadable, making the Escort's visiting history unreadable and requiring a Tracker or Lookout to figure out where the Escort went.
679* PsychoKnifeNut: His weapon is a bloodstained knife, which he uses to stab and kill people with.
680* SerialKiller: ExactlyWhatItSaysOnTheTin. His goal is to kill someone every single night.
681* SlasherSmile: His character skin has him wear a crazed grin at almost all times. He's also an utterly unhinged serial murderer with a penchant for extreme violence.
682[[/folder]]
683
684[[folder:Werewolf]]
685A beast that hides under the skin of a man. He can go on a rampage every Full Moon, killing his target and all of their visitors. Note that in ''Town of Salem'', "every full moon" means "every even-numbered night".\
686
687In ''Town Of Salem 2'', the Werewolf gains a new "Track Scent" ability it can use at night while in human form (in other words, when it's not a Full Moon). On these nights, it can choose a target to memorize the scent of. After obtaining a scent, the Werewolf will track that player for the rest of the game, learning who they visit each night.
688[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/werewolf.png]]
689----
690* ArmorPiercingAttack: Neither {{Bulletproof Vest}}s nor Basic Defense can protect against him if he goes on a rampage.
691* FurAgainstFang: Vampires are on the hit-list for Werewolves.
692* MuggingTheMonster: Anyone who attempts to kill a Werewolf staying home at night during a full moon will be killed instead. However, if a Werewolf who stays home is visited by a bodyguard, [[TakingYouWithMe they kill each other]].
693* MutualKill: If a Werewolf visits a Veteran on alert during a full moon, they will kill each other.
694* OneManArmy: Werewolves have the ability to kill all visitors of a target they pick.
695* OurWerewolvesAreDifferent: On every full moon night, the Werewolf gains the power to visit someone and kill them. Incidentally, he also gains the counter-kill ability to kill whoever visits him on the night of a full moon if he stays home.
696* OneHitPolykill: Werewolves are among one of the most dangerous and feared roles in the game due to their ability to kill all visitors of a target they pick. This is a common tactic by Werewolves to attack a revealed townie (especially the Jailor) who asks for protection, which will kill all Town Protects, Lookouts, and sometimes Spies who were on them.
697[[/folder]]
698
699!!! Coven Exclusive
700
701[[folder:Juggernaut]]
702An unstoppable force that only gets stronger with each kill. Added in the ''Coven'' DLC.
703----
704* AwesomeButImpractical: He becomes more powerful with every kill. Unfortunately, he is extremely hard to win with since he has only Basic defence, inconsistent attack power, and the only way to boost his power involves giving his presence away to the town.
705* AxCrazy: He's a brute whose goal is to kill everyone who would oppose him.
706* CharacterLevel: He gains a new ability whenever he kills someone.
707** After killing one player, he'll be able to attack every night.
708** After killing two players, he'll rampage [[labelnote:*]]Meaning his attack now hits everyone at a house, including the target and anyone visiting them that night[[/labelnote]] when he attacks.
709** After killing [[RuleofThree three]] players, he'll [[NoSavingThrow ignore effects that would protect a player]].
710* BaldOfEvil: If his icon is true, he is bald. He is also an AxCrazy brute killing anything in his way.
711* TheJuggernaut: It's in the name. Once he starts killing enough, he becomes nearly unstoppable when on the offensive - only [[NighInvulnerable Pestilence]] can survive a fully-powered Juggernaut. Lynching, Powerful attacks, and Pestilence himself can stop him, though.
712* {{Lunacy}}: Before killing anyone, the Juggernaut can only attack on Full Moon nights.
713* IncreasinglyLethalEnemy: He gains power as he kills enemies, as detailed under the {{Character Level}}s entry.
714* SecretCharacter: Appears as "???" on the Role wheel and is referred as a "secret role" in the website. This role also has a decreased chance of being rolled.
715* TookALevelInBadass: The role's gimmick is to gain new abilities after each successful kill.
716* UnstoppableForceMeetsImmovableObject: Should a fully levelled-up Juggernaut and Pestilence attack each other, the entire town will receive this message, [[BraggingRightsReward as well as an achievement for having witnessed it happening]]. Thanks to game mechanics, Pestilence wins. [[labelnote:Explanation]]Pestilence has a Powerful attack and Invincible defense, overriding the Juggernaut's Basic defense and Unstoppable attack. [[/labelnote]]
717* UnstoppableRage: When the Vigilante points a gun at him in his backstory, the Juggernaut immediately flies into one of these and butchers [[HoistByHisOwnPetard the Godfather]] and the Vigilante alike.
718
719[[/folder]]
720
721!!!Introduced in the sequel
722
723[[folder:Shroud]]
724A malevolent spirit who haunts the town, seeking the deaths of those who intrude on its home. The Shroud is a neutral role that only wins with other Shrouds. Every night, it can attack a player or "Shroud" them. A Shrouded player is filled with homicidal urges, attacking anyone they visit that night. The game will temporarily treat them as a killing role, making them vulnerable to Bodyguards and Crusaders and making Investigators and Coroners see them as murderers. If a Shrouded player doesn't visit anyone, the Shroud will attack them instead.
725----
726[[/folder]]
727
728!! Neutral Apocalypse (''Town Of Salem 2'')
729The acolytes of the HorsemenOfTheApocalypse, Neutral roles that only win with themselves. [[MagikarpPower Weak at the start of the game, but can transform into destructive forces that can tear through the rest of the town with ease if not stopped early]].
730
731[[folder:Plaguebearer]]
732A peculiar doctor who is an acolyte of the Horseman of Pestilence. Plaguebearer himself is similar to his ''[=ToS1=]'' counterpart, being able to infect a target player and spreading his plague to everyone who visits him or an infected player or is visited by an infected player. When all non-Apocalypse players are infected, Plaguebearer transforms into Pestilence, and his Plague is transformed into 1 stack of Pestilence. Players will add one stack of Pestilence to anyone they visit and gain one stack of Pestilence if they visit the Horseman of Pestilence, and die immediately upon reaching three stacks. The Horseman of Pestilence can visit a player each night to instantly apply a lethal amount of Pestilence.
733----
734
735* BalanceBuff: Yes, Pestilence of all roles actually got buffed. Now it has up to three allies in a game and doesn't even need to directly visit players to kill them (though it does kill faster when it shows up in person).
736[[/folder]]
737
738[[folder:Baker]]
739A seemingly friendly breadmaker who is an acolyte of the Horseman of Famine. The Baker's duty is to feed the rest of the town, giving bread to a non-Apocalypse player each night to feed them. When there are three fed players alive in the town (or when all alive players are fed if there are less than 3 people alive), a Famine begins, and the Baker transforms into the Horseman of Famine. If the Horseman of Famine survives until the next day, all non-Apocalypse players without bread immediately die of starvation, and the three fed players will have three days until they succumb to the same fate. Every night, the Horseman of Famine can visit a fed player to reduce this timer by one day.
740----
741* DeathByIrony: An old version of the Baker was capable of dying from starvation if they didn't accomplish their goal fast enough, the method of killing they would have used as a Horseman.
742* GradualGrinder: Once the Baker becomes Famine, it will slowly kill the players who got bread (the players without bread die immediately unless Famine is hanged on the day it transforms). Even when Famine directly visits players, it only accelerates their death instead of causing death immediately.
743[[/folder]]
744
745[[folder:Berserker]]
746A monstrous bruiser who is an acolyte of the Horseman of War. The ''[=ToS2=]'' version of the Juggernaut, their mechanics are similar; at first, the Berserker can only attack during the full moon. After getting a single kill, the Berserker can start attacking every night. After two kills, the Berserker's attack becomes a rampage. After three kills, he transforms into War, gaining an Unstoppable Rampaging Attack, an Invincible Defense, and the ability to target two players every night.
747----
748* SuspiciouslySimilarSubstitute: The Berserker works pretty much identically to the Juggernaut from the first game.
749[[/folder]]
750
751[[folder:Soul Collector]]
752A dark figure who is an acolyte of the Horseman of Death. Every night, the Soul Collector will reap a soul from the underworld. In addition, the Soul Collector can visit another player. If the player they visit dies, they will claim their soul as well. After collecting six souls, they transform into Death, and a race against time begins. If Death survives until the end of the day, he immediately summons an Apocalypse, killing all non-Apocalypse members for an instant victory.
753----
754* InstantWinCondition: Once they collect six souls, they transform into Death. If they aren't lynched by the day's end, [[RocksFallEveryoneDies everyone dies]].
755[[/folder]]
756
757! Coven
758The Coven is a group of witches that seeks the town's destruction. This faction was added in the ''Coven'' DLC[[note]]In their original appearance, all Coven roles were considered "Coven Evil"[[/note]] and expanded to become the main enemy faction in ''Town of Salem 2''.
759
760[[folder:Tropes Applying to the Coven]]
761* AmazonBrigade: Every Coven member is female and they all have killing power at one point or another.
762* BigBadEnsemble: With TheMafia. They have to kill each other in order to win. Likewise with other Neutral roles that oppose them, such as the Vampires.
763* BlackMagicianGirl: They're all female magic users who use their powers offensively.
764* PhysicalMysticalTechnological: They're the Mystical, using magic to kill their enemies.
765* SalemIsWitchCountry: While there can be more than one witch before the DLC, the game was mostly focused on TheMafia and other criminals like serial killers. After the ''Coven'' DLC, witches have become more diverse and prominent. As such, the game leans more towards this trope once the Coven is present.
766* TookALevelInBadass: This happens to one of them once she gets the [[TomeOfEldritchLore Necronomicon]]. It enhances their natural abilities and grants them Detection Immunity, making them much more dangerous and difficult for the town to root out.
767[[/folder]]
768
769!! Coven Deception
770
771Members of the coven who seek to mislead the town, redirecting their attention to the wrong targets.
772
773[[folder:Dreamweaver]]
774A nightmare-inducing mystic who torments her victims into acting unpredictably. Each night, she can invade the dreams of a target player. If they are a town member, they become Dreamwoven. A Dreamwoven townie will become insomniac if they are not visited by another Town member, preventing them from using abilities. Introduced in ''Town of Salem 2''.\
775
776With the Necronomicon, her target is dealt a basic attack when their dreams are invaded.
777----
778* NoOntologicalInertia: If she dies, insomniac Townies are returned to normal.
779[[/folder]]
780
781[[folder:Enchanter]]
782A spellweaver capable of bending the truth to draw suspicion onto her targets. Each night, she can Enchant a target player, making them seem suspicious to the next investigative role that inspects her target. She can also Alterate her victim, causing them to display a fake role and last will if they die that night.\
783
784With the Necronomicon, she deals a basic attack when enchanting her target.
785----
786* CompositeCharacter: Acts as the Coven's version of the Mafia's Framer and Forger.
787[[/folder]]
788
789[[folder:Illusionist]]
790A specialist in glamour capable of hiding traces of the Coven's influence. Each night, she can place an illusion over a Coven member, causing investigative roles to see them as a friendly Town member. Introduced in ''Town of Salem 2''.\
791
792If she has the Necronomicon, she can instead attack an enemy of the Coven each night.
793----
794[[/folder]]
795
796[[folder:Medusa]]
797A snake-haired monster gifted with a gaze that turns people to stone, leaving no trace of who they were. She can choose to [[TakenForGranite Stone Gaze]] thrice per game, killing all her visitors at night, hiding their roles and last wills. Introduced in Town Of Salem's ''Coven'' DLC.\
798
799In ''Town of Salem 2'', she instead visits a single target each night. If their target dies, they become stoned, hiding their role and last will from the Town. However, she can no longer kill directly without the Necronomicon, which upgrades her visit to a basic attack.
800[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/medusa_59.png]]
801----
802* CompositeCharacter: Her stoning mechanic is essentially the Janitor's cleaning mechanic but in a different name, and she plays very similarly to the Veteran before getting the Necronomicon.
803* EvilCounterpart: Both Medusa and the Veteran can stay home three nights and kill the exact same roles. Veteran can survive basic attacks and can't be role blocked, while Medusa makes victims' roles impossible to identify and gains the option to go out with the Necronomicon. Her lore claims her to be a former Vet.
804%%* GorgeousGorgon: Well, she ''is'' the TropeMaker, after all.
805* LostWillAndTestament: Similar to the Janitor, any of her victims will have their last will and role hidden from the town.
806* RuleOfThree: She can only Stone Gaze thrice in a game.
807* SuspiciouslySimilarSubstitute: In ''Town of Salem 2'', she becomes a more dangerous version of the Janitor.
808* TookALevelInBadass: In the first game, the Necronomicon allows her to visit players and turn them to stone, as opposed to waiting at her home for them to come to her.
809[[/folder]]
810
811!!Coven Killing
812
813Members of the Coven proficient in killing without the need of the Necronomicon.
814
815[[folder:Conjurer]]
816A powerful mage who wields the stars themselves as a weapon. Once per game, she can perform an Astral Powerful Attack during the day by dropping a meteor on a target player. Introduced in ''Town of Salem 2''.\
817
818When she has the Necronomicon, she becomes capable of performing a basic attack each night.
819----
820* EvilCounterpart: Acts as one to the Deputy as a daytime killing role.
821* MeteorSummoningAttack: This is the role's entire shtick.
822[[/folder]]
823
824[[folder:Jinx]]
825A bringer of misfortune who brings doom to those who cross her path. Each night, she can wait at a target's home, killing a single non-Coven player who visits her target. However, any other non-coven visitors will see her, learning her role in the process. Introduced in ''Town of Salem 2''.\
826
827With the Necronomicon, her target will also be attacked.
828----
829* SuspiciouslySimilarSubstitute: Essentially the Coven's version of the Mafia's Ambusher.
830[[/folder]]
831
832[[folder:Ritualist]]
833A master of blood magic, capable of assassinating careless targets through any protections they have prepared. Up to three times per game, she can perform a blood ritual by attempting to guess the role of another player. If she guesses correctly, they are hit with an Unstoppable Attack. This is an Astral visit, making attempts to protect her target futile. However, such power comes with high risk: if she guesses incorrectly, she will immediately be revealed to the entire town. Introduced in ''Town of Salem 2''.\
834
835With the Necronomicon, she can forgo the blood ritual to perform a basic attack each night.
836----
837[[/folder]]
838
839!!Coven Power
840
841The leaders of the coven, capable of powerful offensive and manipulative abilities.
842
843[[folder:Coven Leader]]
844[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/coven_leader_1.png]]
845
846A voodoo master who can control the actions of others, she gets to control someone each night and learn their role. Replaced the Witch in the ''Coven'' DLC.\
847
848In ''Town Of Salem 2'', she instead acts as the coven's front line, and always starts with the Necronomicon. With her unparalleled knowledge of the Coven's powers, she can choose to Retrain a Coven member (including herself) once per night and up to twice per game, giving them the opportunity to change their role to any Coven role not currently part of the group. However, Coven Utility and Coven Deception roles can only become other Utility/Deception roles.
849----
850* BigBad: She's the leader of the Coven, and she shares this role with [[TheDon the Godfather]].
851* DecompositeCharacter: Both the Witch and Coven Leader are present in ''Town of Salem 2''.
852* LifeDrain: With the ''Necronomicon'', she drains the life force of the person she controls (AKA dealing a basic attack to them).
853* MovesetClone: Due to replacing the Witch in ''Coven'', she shares the same power with her.
854* PowersViaPossession: She can do this if she possesses someone with a night ability, using it for herself.
855* PsychicAssistedSuicide: Can invoke this by targeting a Mafioso, Vigilante, or doused Arsonist against themselves.
856* ReplacementGoldfish: To the Witch, which is unavailable in the ''Coven'' expansion.
857* SuspiciouslySimilarSubstitute: In ''Town of Salem 2'', the Coven Leader acts as the coven version of the Godfather/Mafioso. She always gets the ''Necronomicon'' first, and her ability is a straightforward immunity against attacks or a more powerful attack.
858* TookALevelInBadass: In the first game, her controlled target is dealt a basic attack and she will gain basic defense at night when she wields the Necronomicon.
859[[/folder]]
860
861[[folder:Hex Master]]
862A spell slinger with a proficiency in [[{{Curse}} hexes]], she may choose to hex a player each night. Once all non-coven players have been hexed, they will all die in an [[NoSavingThrow Unstoppable attack.]]
863[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/hex_master.png]]
864----
865* AwesomeButImpractical: Unleashing the [[OneHitKill Unstoppable Hex]] as Hex Master. Every non-Coven needs to be hexed, and the Hex Master can only hex one person a night. It's likely the hexed targets or the Hex Master themselves will be killed before that.
866* {{Frameup}}: In ''Town of Salem 1'', Hexed players will show up under the Hex Master's investigative results, and sheriffs will find hexed players to be members of the Coven. Unlike the Framer, this lasts throughout the game. [[{{Nerf}} This aspect of her was removed in Town of Salem 2, with the ability given to the Enchanter]].
867* OneHitKill: Her Unstoppable Hex is an instant kill against anything shy of Pestilence.
868* TookALevelInBadass: With the ''Necronomicon'', she will gain astral attacks, which means she no longer directly visits her target, avoiding Bodyguards, Lookouts, Werewolves, and Veterans on alert. She also gains basic attacks, which means your target at night will be killed. Players who were hexed when she doesn't possess the Necronomicon yet are still hexed, so they will all be dealt an [[NoSavingThrow Unstoppable attack]] if they remain alive together with the Coven members only.
869* TotalPartyKill: If all non-Coven players are hexed and the Hex Master is still alive, all hexed players will be dealt an Unstoppable Hex at night, instantly killing all but [[NighInvulnerable Pestilence]] (who can then be lynched).
870[[/folder]]
871
872[[folder:Witch]]
873Returning from Town of Salem, The Witch reclaims her role from her debut with the ability to control who a target player visits each night, learning their role in the process.\
874
875With the Necronomicon, she deals a basic attack to the person she controls.
876----
877TheBusCameBack: Returns after her absence in the ''Coven'' DLC.
878[[/folder]]
879
880!!Coven Utility
881
882Members of the coven who can support their allies.
883
884[[folder:Necromancer]]
885[[FallenHero A failed Retributionist]] who has a grudge against the Town, she may reanimate a dead player and use their ability on a player. Introduced in the Town of Salem ''Coven'' DLC.
886[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/necromancer_5.png]]
887----
888* AnimateDead: As described above, she can create zombies from dead players who use their abilities on your second target. Each zombie can be used once before it rots.
889* DangerousForbiddenTechnique: She can reanimate ''[[HumanoidAbomination Pestilence]]'' if he is lynched after transforming, but be warned that [[EvilIsNotAToy this WILL kill you as well!]] Only use this as a last resort if you believe it will potentially push the game in the Coven's favor.
890* EvilCounterpart: Is this to the Retributionist, able to repeatedly resurrect fragile soulless ghouls instead of a single person body and soul. The game outright calls her a failed one.
891* NoSell: When wielding the Necronomicon, a Trickster's attempt to DrawAggro will merely result in the Trickster dying to her ghoul as the Necromancer performs her originally intended action.
892* OurGhoulsAreCreepier: The Necromancer may resurrect one dead townie as a zombie to go out and kill a specified target once per night. The zombie perishes thereafter and no townie can be resurrected twice. These limitations do not exist in the ghoul, a creature the Necromancer can summon if they are the keeper of the Necronomicon. No corpse is needed and although only one ghoul can be summoned per night, a zombie and ghoul can be send out at the same time. Ghouls are astral visitors and therefore cannot be seen by Trackers, Lookouts, or Trappers. If they encounter a defense, they destroy or kill it, but in turn are destroyed themself.
893* TookALevelInBadass: With the Necronomicon, she can summon a ghoul to perform a Basic attack against your target by selecting yourself.
894[[/folder]]
895
896[[folder:Poisoner]]
897A woman who lives in the woods and has a knowledge of poisonous plants, she may choose to poison a player each night. Poisons take one day to take effect. Introduced in the Town of Salem ''Coven'' DLC.\
898
899In ''Town of Salem 2'', she instead shares a beverage with her target, rendering them too drunk to act that night. Her poison instead becomes a one-use tactic used alongside her role block, but otherwise acts the same as in the first game. When equipped with the Necronomicon, her role block also deals a basic attack to her target, allowing her to attack roles such as self-protecting Clerics or alerting Veterans without fail.
900[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/poisoner.png]]
901----
902* AnimalMotifs: Frogs, due to the way her body is positioned and that she has a pet frog named Spikey she expels poisons from.
903* AfterActionHealingDrama: Poison must be removed by healing ''immediately'' after being poisoned, since poisons take one day to take effect.
904* EvilCounterpart: The Coven's main roleblocker to oppose the Town's Tavern Keeper in ''Town of Salem 2''.
905* FatalFlaw: Without the Necronomicon, her poisons can be healed by a Doctor or cured by a Guardian Angel. If the Poisoner has the Necronomicon, the only way you will survive is if your Guardian Angel cures you or you have defense.
906* PoisonIsEvil: A poison expert who wants to kill everyone who would oppose the Coven.
907* PoisonousPerson: She specialises in poisoning other people, dealing a basic attack to them after one day passes.
908* SuspiciouslySimilarSubstitute: Becomes one to the Consort in ''Town of Salem 2'', replacing them as the EvilCounterpart of the Escort/Tavern Keeper.
909* TookALevelInBadass: In the first game, her poison cannot be cleansed while she wields the Necronomicon. Therefore, poisoned players [[YouAreAlreadyDead are already dead]].
910[[/folder]]
911
912[[folder:Potion Master]]
913An experienced alchemist with potent recipes for potions. She may choose to use a [[HealingPotion heal]], [[TheReveal reveal]], or [[PoisonMushroom attack potion]] on a player. Introduced in the Town of Salem ''Coven'' DLC.\
914
915In ''Town Of Salem 2'', her potions no longer have a cooldown, but she can only use the attack potion when she has the Necronomicon.
916[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/potionmaster.png]]
917----
918* AlchemyIsMagic: As described above, she's an alchemist who brews potions and give them to players.
919* AnimalMotifs: Moths. Aside from her actually transforming into one when she moves to and from her house, her outfit evokes the appearance of a moth: the feathers in her hat resemble a moth's feathery antennae, the goggles resemble a moth's reflective eyes, and her dark cloak resembles a moth's wings.
920* EvilCounterpart: Can be considered one to the Doctor, as she is able to heal other players as she pleases.
921* TheFairFolk: Has the appearance of a fairy, but is an evil witch aligned with the Coven.
922* TheRedMage: With her potions, she can heal people and discover their roles.
923* RuleOfThree: In the first game, each potion has a three day cooldown. Unless she has the Necronomicon.
924* TookALevelInBadass: In the first game, holding the Necronomicon means her potions no longer have a cooldown.
925* WhiteHairBlackHeart: Her avatar has white hair, and she is a member of the [[BigBadEnsemble Coven]].
926[[/folder]]
927
928[[folder:Voodoo Master]]
929A practitioner of spiritual magic who seeks to silence those who would speak out against the coven. Every night, she can make a voodoo doll of another player. That player becomes silenced, preventing them from talking in chat or voting until the end of the day. Introduced in ''Town of Salem 2''.\
930
931With the Necronomicon, her voodoo is a basic attack in addition to a silence.
932----
933* SuspiciouslySimilarSubstitute: Acts as the Coven's version of the Blackmailer.
934[[/folder]]
935
936[[folder:Wildling]]
937An unholy creature with superior vision and hearing to the ordinary humans it wishes death upon. Every night, the Wildling chooses a target player. That night, the Wildling can see who visits, and is visited by, its target. In addition, it can eavesdrop on whispers during the day. Introduced in ''Town of Salem 2''.\
938
939With the Necronomicon, it will deal a basic attack to its tracked prey.
940----
941* CompositeCharacter: The Coven's answer to the Lookout (sees who visits its target), the Tracker (sees who its target visits), and the Blackmailer/original Spy (can read other player's whispers).
942* SuperSenses: Has the highest information gathering potential out of any role thanks to its [[ComboPlatterPowers wide combination of abilities]].
943[[/folder]]
944
945! [=NPCs=]
946Character either featured in the tie-in stories or available as skins but don't have a released role.
947
948[[folder:Santa Claus]]
949Santa Claus, who was exactly as the stories say up until the Witches invaded his home and ruined his life forever.
950----
951* AnArmAndALeg: As Wartorn Santa, he lost an arm which he replaced with a sharp candy cane.
952* ArchEnemy: To the Witches, who he despises for the TraumaCongaLine they put him through.
953* BadassSanta: Became one as Wartorn Santa. He's noticeably much more muscular than his regular build, and it's heavily implied that he's gone through at least a few battles.
954* TraumaCongaLine: Thanks to the Witches, he was forced to watch as his elves and reindeer were all zombified, then had to cut off his own arm [[LifeOrLimbDecision to save himself from frostbite]] after they caused an avalanche to crush him. Having been driven out of his own home, he then had to return and [[MercyKill put down his zombified elves and reindeer]], on top of losing Robot Santa to a falling sleigh only moments after freeing him from the Witches magic. Santa's had it rough.
955* TookALevelInBadass: As Wartorn Santa, he's become all buff and muscled; he also [[AnArmAndALeg lost an arm]] which he replaced with a sharp candy cane.
956[[/folder]]
957
958[[folder:Beelzebub]]
959----
960* ArchEnemy: To Uriel, who was summoned to beat him and can be seen fighting and killing him in his Death Animation.
961* BigRedDevil: As literal as the trope can get, given he's Beelzebub.
962* FlamingSword: Wields one of these.
963* EvilCounterpart: To Uriel, being the devil to her angel.
964* GoodWingsEvilWings: Has a pair of demonic wings he can use to fly.
965* HornedHumanoid: Sports devil horns.
966* RedAndBlackAndEvilAllOver: Wears black armor with red flesh underneath.
967[[/folder]]

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