Spoiler:
Powerroles depends on rolls.
3/6 inv
2/6 prevent
1/6 killing
Investigative:
Innocent Child: Confirmed townie. Reveals from start of game.
Role Oracle. Every night can choose someone. If dying, role of last targeted person will be revealed (without alignment).
Role Cop. Every night can target person and reveal their role (without alignment).
Tracker. Every night can target person and see who he/she visit this night.
Parity Cop. Every night can target person. If last checked have different alignment than previous target (mafia/town) will get "Doesn't match", otherwise "Match".
Cop with N0. On start of the game can choose person and learn if this person is member of mafia, on other nights can also do that.
Prevent:
Bodyguard. Every night can choose person, if this person was attacked, will take bullet instead.
Doctor. Every night can choose person and protect from one kill.
Roleblocker. Every night can choose person and block their night actions.
Jailkeeper. Every night can choose person and protect from all kill attempts, but will also roleblock.
Killing:
Vigilante. At night can try to kill. Can have 1-2 or infinity bullets.
Mafia:
Watcher. Every night can choose person and learn all visitors of said target.
Tells:
Vigilante always will shot at first opportunity. Should probably do something with that, but helpful for deducing setup.
Statistically, every role from every group exist, but we can lack killing roles in favor of others.
Child will reveal at start. If we have child, other PR is more powerful.
Mafia will always roll 2 roles or less. It's impossible to have more than 3 town PR.
3 kills =
Impossible to have more than 1 investigative. Protective and Killing is possible.
3/6 inv
2/6 prevent
1/6 killing
Investigative:
Innocent Child: Confirmed townie. Reveals from start of game.
Role Oracle. Every night can choose someone. If dying, role of last targeted person will be revealed (without alignment).
Role Cop. Every night can target person and reveal their role (without alignment).
Tracker. Every night can target person and see who he/she visit this night.
Parity Cop. Every night can target person. If last checked have different alignment than previous target (mafia/town) will get "Doesn't match", otherwise "Match".
Cop with N0. On start of the game can choose person and learn if this person is member of mafia, on other nights can also do that.
Prevent:
Bodyguard. Every night can choose person, if this person was attacked, will take bullet instead.
Doctor. Every night can choose person and protect from one kill.
Roleblocker. Every night can choose person and block their night actions.
Jailkeeper. Every night can choose person and protect from all kill attempts, but will also roleblock.
Killing:
Vigilante. At night can try to kill. Can have 1-2 or infinity bullets.
Mafia:
Watcher. Every night can choose person and learn all visitors of said target.
Tells:
Vigilante always will shot at first opportunity. Should probably do something with that, but helpful for deducing setup.
Statistically, every role from every group exist, but we can lack killing roles in favor of others.
Child will reveal at start. If we have child, other PR is more powerful.
Mafia will always roll 2 roles or less. It's impossible to have more than 3 town PR.
3 kills =
clusterfuck
, we have two vigs and probably Innocent Child/BodyGuard. It's blatant if IC though.Impossible to have more than 1 investigative. Protective and Killing is possible.