This mod is not affiliated with Among Us or Innersloth LLC, and the content contained therein is not endorsed or otherwise sponsored by Innersloth LLC. Portions of the materials contained herein are property of Innersloth LLC. © Innersloth LLC.
To other mod devs: for usage of our code, please read and respect the license
The Other Roles is a mod for Among Us which adds many new roles, new Settings and new Custom Hats to the game. Even more roles are coming soon. :)
Impostor | Neutral | Crewmate | Modifier |
---|---|---|---|
Godfather(Mafia) | Amnisiac | NiceGuesser | Disperser |
Mafioso(Mafia) | Jester | Mayor | Torch |
Janitor(Mafia) | Vulture | Portalmaker | Sunglasses |
Morphling | Lawyer | Engineer | Bait |
Bomber | Prosecutor | PrivateInvestigator | Flash |
Poucher | Pursuer | Sheriff | Bloody |
Mimic | Jackal | Deputy | AntiTeleport |
Camouflager | Sidekick | BodyGuard | Tiebreaker |
Eraser | Swooper | Lighter | Multitasker |
Vampire | Arsonist | Jumper | Mini |
Cleaner | Werewolf | Detective | Vip |
Undertaker | Thief | TimeMaster | Indomitable |
Escapist | Veteren | Slueth | |
Warlock | Medic | Cursed | |
Trickster | Swapper | Invert | |
BountyHunter | Seer | Blind | |
Cultist | Hacker | Watcher | |
Terrorist | Tracker | Radar | |
Blackmailer | Snitch | Chameleon | |
Witch | Spy | Shifter | |
Ninja | SecurityGuard | ||
Miner | Medium | ||
Trapper | |||
该 Role Assignment section explains how the roles are being distributed among the players.
Among Us - Version | Mod Version | Link |
---|---|---|
2024.3.5 ~ 2024.6.4 | v1.3.8 | Download |
2024.3.5 ~ 2024.6.4 | v1.3.7 | Download |
2024.3.5 ~ 2024.6.4 | v1.3.6 | Download |
2024.3.5 ~ 2024.6.4 | v1.3.5 | Download |
2023.11.28s | v1.3.4 | Download |
2023.11.28s | v1.3.3 | Download |
2023.11.28s | v1.3.2 | Download |
2023.11.28s | v1.3.01 | Download |
2023.11.28s | v1.3.0 | Download |
Click to show the Changelog
**Version 1.3.6**-
What's New
-
New Modifiers: Flash
-
Snitch: Remake Role
-
Reorder game options
-
Synchronized Cooldown at the start of game
-
Add new options: Random Spawn To Vents
-
New ending added: Everyone Died
-
Neutral: Their tasks are now fake so their tasks won't impact on Crewmates
-
Amnisiac: Delete the limitation of fake Tasks
-
Sheriff: Fix the problem that can't figure out who is the Deputy in the game
-
Pursuer: Can't win with other teams except Imposters
-
Undertaker: add the option of increase speed
-
Jackal: Add with a option that Imposters can see if their teammates get turned to Sidekick
-
-
Bug Fixes
- Swapper: Fix the that Swapper can't fix Sabotages
- Download the newest release
- Find the folder of your game. You can right click on the game in your library, a menu will appear, click on properties, local data, browse
- Go back one folder to common and make a copy of your Among Us game folder and paste it somewhere on the same drive.
- Now unzip and drag or extract the files from the .zip into your Among Us game folder that you just copied, at the
.exe
level (just into the folder). - Run the game by starting the .exe from this folder (the first launch might take a while).
Not working? You might want to install the dependency vc_redist
- Download the newest release
- Find the folder of your game. Should be stored in "Epic/AmongUs" (wherever you installed Epic on your PC)
- Now unzip and drag or extract the files from the .zip into the original Epic Among Us game folder.
- Run the game by starting the game in your Epic Games launcher (the first launch might take a while).
Not working? You might want to install the dependency vc_redist
- Install Among Us via Steam
- Download newest release and extract it to ~/.steam/steam/steamapps/common/Among Us
- Enable winhttp.dll via the proton winecfg (https://docs.bepinex.dev/articles/advanced/proton_wine.html)
- Launch the game via Steam
A custom server is not necessary and official servers are working just fine with the mod, but in case you want to set up and host your own server, here's a guide for you to follow.
Setup the Server:
- Get the Impostor release (https://github.com/Impostor/Impostor)
- Follow the steps (using the server release you just downloaded) on the official Impostor-Documentation (https://github.com/Impostor/Impostor/wiki/Running-the-server)
- Make sure to set the following values to false in the config.json file:
'AntiCheat': {
'Enabled': false,
'BanIpFromGame': false
}
- Make sure to forward the right ports on the hosting machine.
- Run the server and setup the client. Setting up Server as Docker Container: If you want to run the server as a docker container you'll need to use the image aeonlucid/impostor:nightly
(Currently only the 'nightly' tag is starting a server supporting 2021.3.31 or later) In addition to running it we need to set the environment variables to disable the AntiCheat feature. IMPOSTOR_AntiCheatEnabled=false IMPOSTOR_AntiCheatBanIpFromGame=false
Example to docker run command: docker run -p 22023:22023/udp --env IMPOSTOR_AntiCheatEnabled=false --env IMPOSTOR_AntiCheatBanIpFromGame=false aeonlucid/impostor:nightly
Or use to run it in the background docker run -d -p 22023:22023/udp --env IMPOSTOR_AntiCheatEnabled=false --env IMPOSTOR_AntiCheatBanIpFromGame=false aeonlucid/impostor:nightly
If you have any problems regarding custom servers, please contact https://github.com/Impostor/Impostor or https://discord.gg/ThJUGAsz
Team: Mallöris K3ndo Bavari Gendelo
Former Team Members: Eisbison (GOAT) Thunderstorm584 EndOfFile
Additional Devs: EnoPM twix NesTT
Github Contributors: Alex2911 amsyarasyiq MaximeGillot Psynomit probablyadnf JustASysAdmin
Discord Moderators: Draco Cordraconis Streamblox (formerly) Thanks to all our discord helpers!
Thanks to miniduikboot & GD for hosting modded servers (and so much more)
OxygenFilter - For all the versions between v2.3.0 and v2.6.1, we were using the OxygenFilter for automatic deobfuscation
Reactor - The framework used for all versions before v2.0.0
BepInEx - Used to hook to game functions
Essentials - Custom game options by DorCoMaNdO:
- Before v1.6: We used the default Essentials release
- v1.6-v1.8: We slightly changed the default Essentials release. The changes can be found on this branch of our fork.
- v2.0.0 and later: We're no longer using Reactor anymore we are using our own implementation inspired by the one from DorCoMaNdO
Jackal and Sidekick - Original idea for the Jackal and Sidekick came from Dhalucard
Among-Us-Love-Couple-Mod - Idea for the Lovers modifier came from Woodi-dev
Jester - Idea for the Jester role came from Maartii
ExtraRolesAmongUs - Idea for the Engineer and Medic role came from NotHunter101. Also some code snippets from their implementation were used.
Among-Us-Sheriff-Mod - Idea for the Sheriff role came from Woodi-dev
TooManyRolesMods - Idea for the Detective and Time Master roles came from Hardel-DW. Also some code snippets from their implementation were used.
TownOfUs - Idea for the Swapper, Shifter, Arsonist and a similar Mayor role came from Slushiegoose
Ottomated - Idea for the Morphling, Snitch and Camouflager role came from Ottomated
Crowded-Mod - Our implementation for 10+ player lobbies were inspired by the one from the Crowded Mod Team
Goose-Goose-Duck - Idea for the Vulture role came from Slushiegoose
TheEpicRoles - Idea for the first kill shield (partly) and the tabbed option menu (fully + some code), by LaicosVK DasMonschta Nova
Ninja, Thief, Lawyer / Pursuer, Deputy, Portalmaker, Guesser Modifier - Idea: K3ndo ; Developed by Gendelo & Mallöris
ugackMiner53 - Idea and core code for the Prop Hunt game mode
The mod adds a few new settings to Among Us (in addition to the role settings):
- Number of Crewmates: The number of Crewmate roles can be set inside a lobby.
- Fill Crewmate Roles (Ignores Min/Max): Everyone will get a role, even if the settings say there would be plain Crewmates (needs enough roles over 0%).
- Number of Neutrals: The number of Neutral roles can be set inside a lobby.
- Number of Impostors: The number of Impostor roles can be set inside a lobby.
- Number of Modifiers: The number of Modifiers can be set inside a lobby.
- Map: The map can be changed inside a lobby.
- Maximum Number Of Meetings: You can set the maximum number of meetings that can be called in total (Every player still has personal maximum of buttons, but if the maximum number of meetings is reached you can't use your meetings even if you have some left. Impostor and Jackal meetings also count).
- Allow Skips On Emergency Meetings: If set to false, there will not be a skip button in emergency meetings. If a player does not vote, they'll vote themself.
- Hide Player Names: Hides the names of all players that have role which is unknown to you. Team Lovers/Impostors/Jackal still see the names of their teammates. Impostors can also see the name of the Spy and everyone can still see the age of the mini.
- Allow Parallel MedBay Scans: Allows players to perform their MedBay scans at the same time.
- Shield Last Game First Kill The first killed player of the previous round will be shielded for all players visible until the first meeting.
- **Finish Tasks Before Haunting Or Zooming Out ** The zoom out function as well as haunting will be hidden for the player until all their tasks are finished
- Admin Table Shows Dead Bodies
- Cams Switch To Night Vision If Lights Are Off No colors and cosmetics can be seen on the cameras when the lights are off. Mini can be spottet!
- Impostor Vision Ignores Night Vision Cams
- Play On A Random Map If enabled it allows you to set percentages for each current map, except ehT dlekS.
- Ghosts Can See Roles.
- Ghosts Can See Votes.
- Ghosts Can Additionally See Modifier.
- Ghosts See Tasks And Other Info Other Info: Things like who is cursed, cuffed etc. but also the medic shield, flashes, engineer fix etc.
- The map is accessable during a meeting and will show your last location when a body gets reported/meeting gets called.
- When you're a ghost and done with tasks, you'll get a zoom out/overview function.
- Task Counts: You are now able to select more tasks.
- Role Summary: When a game ends there will be a list of all players, their roles, their task progression and how many player a killer killed.
- Darker/Lighter: Displays color type of each player in meetings.
- Show The Settings In-Game You can use the button located under the map button or the F1-key to open or close the display of the lobby settings
You can configure:
- Up to 4 common tasks
- Up to 23 short tasks
- Up to 15 long tasks
Please note, that if the configured option exceeds the available number of tasks of a map, the tasks will be limited to that number of tasks.
Example: If you configure 4 common tasks on Airship crewmates will only receive 2 common tasks, as airship doesn't offer more than 2 common tasks.
Map | Common Tasks | Short Tasks | Long Tasks |
---|---|---|---|
Skeld / Dleks | 2 | 19 | 8 |
Mira HQ | 2 | 13 | 11 |
Polus | 4 | 14 | 15 |
Airship | 2 | 23 | 15 |
Play On A Random Map If enabled it allows you to set percentages for each current map.
Finish Tasks Before Haunting Or Zooming Out You have to finish your tasks before you get the possibility to zoom out.
Use Random Map Setting Presets: When this option is turned on, the game will switch to the Random Preset <MapName>
when a game is started on a random map. This includes vanilla options!. This makes it possible to e.g. play with less tasks on large maps like Airship.
The game will remain in the preset for that random map after the match.
The random map presets can still be used like normal presets, if you turn of Play On A Random Map
(make sure you do this in all presets you are using).
We're awaiting your creative hat designs and we'll integrate all the good ones in our mod. Here are a few instructions, on how to create a custom hat:
-
Creation: A hat consists of up to three textures. The aspect ratio of the textures has to be
4:5
, we recommend300px:375px
:Main texture (required)
:- This is the main texture of your hat. It will usually be rendered in front of the player, if you set the
behind
parameter it will be rendered behind the player. - The name of the texture needs to follow the pattern hatname.png, but you can also set some additional parameters in the file name by adding
_parametername
to the file name (before the .png). - Parameter
bounce
: This parameter determines whether the hat will bounce while you're walking or not. - Parameter
adaptive
: If this parameter is set, the Among Us coloring shader will be applied (the shader that replaces some colors with the colors that your character is wearing in the game). The color red (#ff0000) will be replaced with the primary color of your player and the color blue (#0000ff) with the secondary color. Also other colors will be affected and changed, you can have a look at the texture of the Crewmate Hat to see how this feature should be used. - Parameter
behind
: If this parameter is set, the main texture will be rendered behind the player.
- This is the main texture of your hat. It will usually be rendered in front of the player, if you set the
Flipped texture (optional)
:- This texture will be rendered instead of the Main texture, when facing the left.
- The name of the texture needs to follow the pattern
hatname_flip.png
.
Back texture (optional)
:- This texture will be rendered behind the player.
- The name of the texture needs to follow the pattern
hatname_back.png
.
Flipped Back texture (optional)
:- This texture will be rendered instead of the Back texture, when facing the left.
- The name of the texture needs to follow the pattern
hatname_back_flip.png
.
Climb texture (optional)
:- This texture will be rendered in front of the player, when they're climbing.
- The name of the texture needs to follow the pattern
hatname_climb.png
.
-
Testing: You can test your hat design by putting all the files in the
\TheOtherHats\Test
subfolder of your mod folder. Then whenever you start a Freeplay game, you and all the dummies will be wearing the new hat. You don't need to restart Among Us if you change the hat files, just exit and reenter the Freeplay mode. -
Submission: If you got a hat design, you can submit it on our Discord server. We'll look at all the hats and add all the good ones to the game.
Note: Lighter and Darker colors are no longer based on the players color. Instead they are assigned alternatingly, s.t. they are always balanced in a lobby.
A big thank you goes to Avlona & Listoric for sorting the colors in the best possible order (which is surprisingly hard to do)!
First you need to choose how many special roles of each kind (Impostor/Neutral/Crewmate) you want in the game. The count you set will only be reached, if there are enough Crewmates/Impostors in the game and if enough roles are set to be in the game (i.e. they are set to > 0%). The roles are then being distributed as follows:
- First all roles that are set to 100% are being assigned to arbitrary players.
- After that each role that has 10%-90% selected adds 1-9 tickets to a ticket pool (there exists a ticket pool for Crewmates, Neutrals and Impostors). Then the roles will be selected randomly from the pools as long it's possible (until the selected number is reached, until there are no more Crewmates/Impostors or until there are no more tickets). If a role is selected from the pool, obviously all the tickets of that role are being removed.
- The Mafia, Lovers and Mini are being selected independently (without using the ticket system) according to the spawn chance you selected. After that the Crewmate, Neutral and Impostor roles are selected and assigned in a random order.
Example:
Settings: 2 special Crewmate roles, Snitch: 100%, Hacker: 10%, Tracker: 30%
Result: Snitch is assigned, then one role out of the pool [Hacker, Tracker, Tracker, Tracker] is being selected
Note: Changing the settings to Hacker: 20%, Tracker: 60% would statistically result in the same outcome .
The Mafia are a group of three Impostors.
The Godfather works like a normal Impostor.
The Mafioso is an Impostor who cannot kill until the Godfather is dead.
The Janitor is an Impostor who cannot kill, but they can hide dead bodies instead.
NOTE:
- There have to be 3 Impostors activated for the mafia to spawn.
Name | Description |
---|---|
Mafia Spawn Chance | - |
Janitor Cooldown | - |
The Morphling is an Impostor which can additionally scan the appearance of a player. After an arbitrary time they can take on that appearance for 10s.
NOTE:
- They shrink to the size of the Mini when they copy its look.
- The Hacker sees the new color on the admin table.
- The color of the footprints changes accordingly (also the ones that were already on the ground).
- The other Impostor still sees that they are an Impostor (the name remains red).
- The shield indicator changes accordingly (the Morphling gains or loses the shield indicator).
- Tracker arrows keep working.
Name | Description |
---|---|
Morphling Spawn Chance | - |
Morphling Cooldown | - |
Morph Duration | Time the Morphling stays morphed |
The Camouflager is an Impostor which can additionally activate a camouflage mode.
The camouflage mode lasts for 10s and while it is active, all player names/pets/hats
are hidden and all players have the same color.
NOTE:
- The Mini will look like all the other players
- The color of the footprints turns gray (also the ones that were already on the ground).
- The Hacker sees gray icons on the admin table
- The shield is not visible anymore
- Tracker arrows keep working
Name | Description |
---|---|
Camouflager Spawn Chance | - |
Camouflager Cooldown | - |
Camo Duration | Time players stay camouflaged |
The Vampire is an Impostor, that can bite other player. Bitten players die after a configurable amount of time.
If the Vampire spawn chance is greater 0 (even if there is no Vampire in the game), all players can place one garlic.
If a victim is near a garlic, the "Bite Button" turns into the default "Kill Button" and the Vampire can only perform a normal kill.
NOTE:
- If a bitten player is still alive when a meeting is being called, they die at the start of the meeting.
- The cooldown is the same as the default kill cooldown (+ the kill delay if the Vampire bites the target).
- If there is a Vampire in the game, there can't be a Warlock.
- If the Vampire bites a player and the Thief kills the Vampire, the bite will still be performed, but the new Vampire will be displayed in the kill animation.
- If the Vampire bites a player and gets killed before the bite is performed, the biten player will survive.
Name | Description |
---|---|
Vampire Spawn Chance | - |
Vampire Kill Delay | - |
Vampire Cooldown | Sets the kill/bite cooldown |
Vampire Can Kill Near Garlics | The Vampire can never bite when their victim is near a garlic. If this option is set to true, they can still perform a normal kill there. |
The Eraser is an Impostor that can erase the role of every player.
The targeted players will lose their role after the meeting right before a player is exiled.
After every erase, the cooldown increases by 10 seconds.
The erase will be performed, even if the Eraser or their target die before the next meeting.
By default the Eraser can erase everyone but the Spy and other Impostors.
Depending on the options they can also erase them (Impostors will lose their special Impostor ability).
NOTE:
- The Shifter shift will always be triggered before the Erase (hence either the new role of the Shifter will be erased or the Shifter saves the role of their target, depending on whom the Eraser erased).
- As the erase is being triggered before the ejection of a player, a Jester win would not happen, as the erase will be triggered before.
- Modifier will not be erased.
Name | Description |
---|---|
Eraser Spawn Chance | - |
Eraser Cooldown | The Eraser's cooldown will increase by 10 seconds after every erase. |
Eraser Can Erase Anyone | If set to false, they can't erase the Spy and other Impostors |
The Trickster is an Impostor that can place 3 jack-in-the-boxes that are invisible at first to other players.
If the Trickster has placed all of their boxes they will be converted into a vent network usable only by the Trickster themself, but the boxes are revealed to the others.
If the boxes are converted to a vent network, the Trickster gains a new ability "Lights out" to limit the visibility of Non-Impostors, that cannot be fixed by other players. Lights are automatically restored after a while.
NOTE:
- Impostors will get a text indicator at the bottom of the screen to notify them if the lights are out due to the Trickster ability, as there is no sabotage arrows or task to sabotage text to otherwise notify them about it.
Name | Description |
---|---|
Trickster Spawn Chance | - |
Trickster Box Cooldown | Cooldown for placing jack-in-the-boxes |
Trickster Lights Out Cooldown | Cooldown for their "lights out" ability |
Trickster Lights Out Duration | Duration after which the light is automatically restored |
The Cleaner is an Impostor who has the ability to clean up dead bodies.
NOTE:
- The Kill and Clean cooldown are shared, preventing them from immediately cleaning their own kills.
- If there is a Cleaner in the game, there can't be a Vulture.
Name | Description |
---|---|
Cleaner Spawn Chance | - |
Cleaner Cooldown | Cooldown for cleaning dead bodies |
The Warlock is an Impostor, that can curse another player (the cursed player doesn't get notified).
If the cursed person stands next to another player, the Warlock is able to kill that player (no matter how far away they are).
Performing a kill with the help of a cursed player, will lift the curse and it will result in the Warlock being unable to move for a configurable amount of time.
The Warlock can still perform normal kills, but the two buttons share the same cooldown.
NOTE:
- The Warlock can always kill their Impostor mates (and even themself) using the "cursed kill"
- If there is a Warlock in the game, there can't be a Vampire
- Performing a normal kill, doesn't lift the curse
Name | Description |
---|---|
Warlock Spawn Chance | - |
Warlock Cooldown | Cooldown for using the Curse and curse Kill |
Warlock Root Time | Time the Warlock is rooted in place after killing using the curse |
The Bounty Hunter is an Impostor, that continuously get bounties (the targeted player doesn't get notified).
The target of the Bounty Hunter swaps after every meeting and after a configurable amount of time.
If the Bounty Hunter kills their target, their kill cooldown will be a lot less than usual.
Killing a player that's not their current target results in an increased kill cooldown.
Depending on the options, there'll be an arrow pointing towards the current target.
NOTE:
- The target won't be an Impostor, a Spy or the Bounty Hunter's Lover.
- Killing the target resets the timer and a new target will be selected.
Name | Description |
---|---|
Bounty Hunter Spawn Chance | - |
Duration After Which Bounty Changes | - |
Cooldown After Killing Bounty | - |
Additional Cooldown After Killing Others | Time will be added to the normal impostor cooldown if the Bounty Hunter kills a not-bounty player |
Show Arrow Pointing Towards The Bounty | If set to true an arrow will appear (only visiable for the Bounty Hunter) |
Bounty Hunter Arrow Update Interval | Sets how often the position is being updated |
The Witch is an Impostor who has the ability to cast a spell on other players.
During the next meeting, the spellbound player will be highlighted and they'll die right after the meeting.
There are multiple options listed down below with which you can configure to fit your taste.
Similar to the Vampire, shields and blanks will be checked twice (at the end of casting the spell on the player and at the end of the meeting, when the spell will be activated).
This can result in players being marked as spelled during the meeting, but not dying in the end (when they get a shield or the Witch gets blanked after they were spelled by the Witch).
If the Witch dies before the meeting starts or if the Witch is being guessed during the meeting, the spellbound players will be highlighted but they'll survive in any case.
Depending on the options you can choose whether voting the Witch out will save all the spellbound players or not.
NOTE:
- The spellbound players will die before the voted player dies (which might trigger e.g. trigger an Impostor win condition, even if the Witch is the one being voted)
Name | Description |
---|---|
Witch Spawn Chance | - |
Witch Spell Casting Cooldown | - |
Witch Additional Cooldown | The spell casting cooldown will be increased by the amount you set here after each spell |
Witch Can Spell Everyone | If set to false, the witch can't spell the Spy and other Impostors |
Witch Spell Casting Duration | The time that you need to stay next to the target in order to cast a spell on it |
Trigger Both Cooldowns | If set to true, casting a spell will also trigger cooldown of the kill button and vice versa (but the two cooldowns may vary) |
Voting The Witch Saves All The Targets | If set to true, all the cursed targets will survive at the end of the meeting |
The Ninja is an Impostor who has the ability to kill another player all over the map.
You can mark a player with your ability and by using the ability again, you jump to the position of the marked player and kill it.
Depending on the options you know where your marked player is.
If the Ninja uses its ability, it will leave a trace (leaves) for a configurable amount of time where it activated the ability and additionally where it killed the before marked player.
When performing a ninja ability kill, the ninja can be invisible for some seconds (depends on options)
NOTE:
- The Ninja has a 5 second cooldown after marking a player
- The trace has a darker (black) or lighter (white) color depending on the players color that will fade into green
- The mark on the marked player will reset after a meeting or after using the ability to kill the marked player. Performing a normal kill will NOT reset the mark
- If the Ninja tries to kill a shielded player (e.g. Medic shield, Shield last game first kill ), the kill will not be performed
- If the Ninja tries to kill the Time Master while the shield is active, the Ninja won't teleport to the players position, but the Time Master shield will still be activated
- If the marked target is on a different floor on Submerged, the arrow will always point to the elevator
Name | Description |
---|---|
Ninja Spawn Chance | - |
Ninja Mark Cooldown | - |
Ninja Knows Location Of Target | - |
Trace Duration | - |
Time Till Trace Color Has Faded | - |
Time The Ninja Is Invisible | - |
The Bomber is an Impostor who has the ability to be very explosive. They have the ability to plant bombs to spread grouping Crewmates and also kill them.
The Bomber also has the ability to perform a normal kill like all Impostors.
The plant time of the bomb can be different to the kill cooldown depending on the settings.
Crewmates can defuse a bomb depending on the settings.
NOTE:
- The bomb won't kill a shielded player (Medic, First Kill Shield)
- The bomb won't kill a Mini until it's grown up
- The bomb can kill the bomber as well as their teammate(s)
- The hearing range can be higher/lower than the actual destruction range, depending on the settings, and has a visual indicator
- The visual indicator slowly fades into red until the bomb explodes and it does not show the explosion range (only hearing range)!
- The bomb can be defused by standing on it and snipping the fuse (button)
Name | Description |
---|---|
Bomber Spawn Chance | - |
Bomb Destruction Time | - |
Bomb Destruction Range | - |
Bomb Hear Range | - |
Bomb Defuse Duration | - |
Bomb Cooldown | - |
Bomb Is Active After |
The Guesser can be a Crewmate or an Impostor (depending on the settings).
The Guesser can shoot players during the meeting, by guessing its role. If the guess is wrong, the Guesser dies instead.
You can select how many players can be shot per game and if multiple players can be shot during a single meeting.
The guesses Impostor and Crewmate are only right, if the player is part of the corresponding team and has no special role.
You can only shoot during the voting time.
Depending on the options, the Guesser can't guess the shielded player and depending on the Medic options the Medic/shielded player might be notified (no one will die, independently of what the Guesser guessed).
NOTE:
- If a player gets shot, you'll get back your votes
- Jester wins won't be triggered, if the Guesser shoots the Jester before the Jester gets voted out
Name | Description |
---|---|
Guesser Spawn Chance | - |
Chance That The Guesser Is An Impostor | - |
Guesser Number Of Shots Per Game | - |
Guesser Can Shoot Multiple Times Per Meeting | - |
Guesses Visible In Ghost Chat | - |
Guesses Ignore The Medic Shield | - |
Evil Guesser Can Guess The Spy | - |
Both Guesser Spawn Rate | - |
Guesser Can't Guess Snitch When Tasks Completed | - |
The Jester does not have any tasks. They win the game as a solo, if they get voted out during a meeting.
Name | Description |
---|---|
Jester Spawn Chance | - |
Jester Can Call Emergency Meeting | Option to disable the emergency button for the Jester |
The Arsonist does not have any tasks, they have to win the game as a solo.
The Arsonist can douse other players by pressing the douse button and remaining next to the player for a few seconds.
If the player that the Arsonist douses walks out of range, the cooldown will reset to 0.
After dousing everyone alive the Arsonist can ignite all the players which results in an Arsonist win.
Name | Description |
---|---|
Arsonist Spawn Chance | - |
Arsonist Countdown | - |
Arsonist Douse Duration | The time it takes to douse a player |
The Jackal is part of an extra team, that tries to eliminate all the other players.
The Jackal has no tasks and can kill Impostors, Crewmates and Neutrals.
The Jackal (if allowed by the options) can select another player to be their Sidekick.
Creating a Sidekick removes all tasks of the Sidekick and adds them to the team Jackal. The Sidekick loses their current role (except if they're a Lover, then they play in two teams).
The "Create Sidekick Action" may only be used once per Jackal or once per game (depending on the options).
The Jackal can also promote Impostors to be their Sidekick, but depending on the options the Impostor will either really turn into the Sidekick and leave the team Impostors or they will just look like the Sidekick to the Jackal and remain as they were.
Also if a Spy or Impostor gets sidekicked, they still will appear red to the Impostors.
The team Jackal enables multiple new outcomes of the game, listing some examples here:
- The Impostors could be eliminated and then the crew plays against the team Jackal.
- The Crew could be eliminated, then the Team Jackal fight against the Impostors (The Crew can still make a task win in this scenario)
The priority of the win conditions is the following:
- Crewmate Mini lose by vote
- Jester wins by vote
- Arsonist win
- Team Impostor wins by sabotage
- Team Crew wins by tasks (also possible if the whole Crew is dead)
- Lovers among the last three players win
- Team Jackal wins by outnumbering (When the team Jackal contains an equal or greater amount of players than the Crew and there are 0 Impostors left and team Jackal contains no Lover)
- Team Impostor wins by outnumbering (When the team Impostors contains an equal or greater amount of players than the Crew and there are 0 players of the team Jackal left and team Impostors contains no Lover)
- Team Crew wins by outnumbering (When there is no player of the team Jackal and the team Impostors left)
NOTE:
- The Jackal (and their Sidekick) may be killed by a Sheriff.
- A Jackal cannot target the Mini, while it's growing up. After that they can kill it or select it as its Sidekick.
- The Crew can still win, even if all of their members are dead, if they finish their tasks fast enough (That's why converting the last Crewmate with tasks left into a Sidekick results in a task win for the crew.)
If both Impostors and Jackals are in the game, the game continues even if all Crewmates are dead. Crewmates may still win in this case by completing their tasks. Jackal and Impostor have to kill each other.
Name | Description |
---|---|
Jackal Spawn Chance | - |
Jackal/Sidekick Kill Cooldown | Kill cooldown |
Jackal Create Sidekick Cooldown | Cooldown before a Sidekick can be created |
Jackal can use vents | Yes/No |
Jackal can create a Sidekick | Yes/No |
Jackals promoted from Sidekick can create a Sidekick | Yes/No (to prevent the Jackal team from growing) |
Jackals can make an Impostor to their Sidekick | Yes/No (to prevent a Jackal from turning an Impostor into a Sidekick, if they use the ability on an Impostor they see the Impostor as Sidekick, but the Impostor isn't converted to Sidekick. If this option is set to "No" Jackal and Sidekick can kill each other.) |
Jackal and Sidekick have Impostor vision | - |
Gets assigned to a player during the game by the "Create Sidekick Action" of the Jackal and joins the Jackal in their quest to eliminate all other players.
Upon the death of the Jackal (depending on the options), they might get promoted to Jackal themself and potentially even assign a Sidekick of their own.
NOTE:
- A player that converts into a Sidekick loses their previous role and tasks (if they had one).
- The Sidekick may be killed by a Sheriff.
- The Sidekick cannot target the Mini, while it's growing up.
Name | Description |
---|---|
Jackal/Sidekick Kill Cooldown | Uses the same kill cooldown setting as the Jackal |
Sidekick gets promoted to Jackal on Jackal death | Yes/No |
Sidekick can kill | Yes/No |
Sidekick can use vents | Yes/No |
The Vulture does not have any tasks, they have to win the game as a solo.
The Vulture is a neutral role that must eat a specified number of corpses (depending on the options) in order to win.
Depending on the options, when a player dies, the Vulture gets an arrow pointing to the corpse.
If there is a Vulture in the game, there can't be a Cleaner.
NOTE
- If the corpse is on a different floor on Submerged, the arrow will always point to the elevator
Name | Description |
---|---|
Vulture Spawn Chance | - |
Vulture Countdown | - |
Number Of Corpses Needed To Be Eaten | Corpes needed to be eaten to win the game |
Vulture Can Use Vents | - |
Show Arrows Pointing Towards The Corpes | - |
The Lawyer is a neutral role that has a client.
The client might be an Impostor or Jackal which is no Lover.
Depending on the options, the client can also be a Jester.
The Lawyer needs their client to win in order to win the game.
Their client doesn't know that it is their client.
If their client gets voted out, the Lawyer dies with the client.
If their client dies, the Lawyer changes their role and becomes the Pursuer, which has a different goal to win the game.
How the Lawyer wins:
- Lawyer dead/alive, client alive and client wins: The Lawyer wins together with the team of the client.
- If their client is Jester and the Jester gets voted out, the Lawyer wins together with the Jester.
NOTE:
- If the client disconnects, the Lawyer will also turn into the Pursuer.
- The Lawyer needs to figure out the role of their client depending on the options.
- The tasks only count, if the Lawyer gets promoted to Pursuer.
- If the Lawyer dies before their client, they will lose all their tasks and will get the overview immediately.
Name | Description |
---|---|
Lawyer Spawn Chance | - |
Chance That The Lawyer Is Prosecutor | - |
Lawyer/Prosecutor Vision | Pursuer has normal vision |
Lawyer/Prosecutor Knows Target Role | - |
Lawyer/Prosecutor Can Call Emergency Meeting | - |
Lawyer Target Can Be The Jester | - |
The Prosecutor is a neutral role that resembles the Lawyer. The Prosecutor has a client who is a Crewmate.
The Prosecutor needs their client to be voted out in order to win the game.
The Prosecutor's client doesn't know that they are their client.
If the client gets sidekicked, the Prosecutor changes their role and becomes the client's Lawyer and has to protect the
client from now on.
If the Prosecutor's client dies, the Prosecutor changes their role and becomes the Pursuer, which has a different goal to win the game.
NOTE:
- The Prosecutor's role settings are shared with the Lawyer settings.
- If the client disconnects, the Prosecutor will also turn into the Pursuer.
- The Prosecutor needs to figure out the role of their client depending on the options.
- The tasks only count, if the Prosecutor gets promoted to Pursuer.
- If the Prosecutor dies before their client, they will lose all their tasks and will get the overview immediately.
The Pursuer is still a neutral role, but has a different goal to win the game; they have to be alive when the game ends and the Crew wins.
In order to achieve this goal, the Pursuer has an ability called "Blank", where they can fill a killer's (this also includes the Sheriff) weapon with a blank. So, if the killer attempts to kill someone, the killer will miss their target, and their cooldowns will be triggered as usual.
If the killer fires the "Blank", shields (e.g. Medic shield or Time Master shield) will not be triggered.
The Pursuer has tasks (which can already be done while being a Lawyer/Prosecutor), that count towards the task win for the Crewmates. If the Pursuer dies, their tasks won't be counted anymore.
Name | Description |
---|---|
Pursuer Blank Cooldown | - |
Pursuer Number Of Blanks | - |
The Thief has to kill another killer (Impostor, Jackal/Sidekick and if enabled Sheriff)
in order to have a win condition.
If the Thief doesn't kill another killer they will lose the game.
If the Thief kills one of the other killers, the Thief overtakes their role (e.g. Ninja) and joins their team (in this case
team Impostor). They then have the new Role's win condition (e.g. Impostor-Win).
If the Thief tries to kill any non-killing role (Crewmate or Neutral), they die similar to a misfiring Sheriff.
NOTE
- If the option "Thief Can Kill Sheriff" is On, the Thief has tasks which will ONLY begin to count, if they kill the Sheriff. While the Thief hasn't fired, their tasks do not count towards the taskwin.
- If the option "Thief Can Kill Sheriff" is Off, the Thief will not have tasks.
- If the Thief kills the witch, already witched players stay witched (except for the Thief).
- If the Thief can guess to steal the role, guessing the witch will either save all targets or none of the targets (depending on the setting for Witch: Voting The Witch Saves All The Targets)
Name | Description |
---|---|
Thief Spawn Chance | - |
Thief Countdown | - |
Thief Can Kill Sheriff | - |
Thief Has Impostor Vision | - |
Thief Can Use Vents | - |
Thief Can Guess To Steal Role | - |
The Mayor leads the Crewmates by having a vote that counts twice.
The Mayor can always use their meeting, even if the maximum number of meetings was reached.
The Mayor has a portable Meeting Button, depending on the options.
The Mayor can see the vote colors after completing a configurable amount of tasks, depending on the options.
The Mayor has the option to vote with only one vote instead of two (via a button in the meeting screen), depending on the settings.
Name | Description |
---|---|
Mayor Spawn Chance | - |
Mayor Can See Vote Colors | - |
Completed Tasks Needed To See Vote Colors | - |
Mobile Emergency Button | - |
Mayor Can Choose Single Vote | Off, On (Before Voting), On (Until Meeting Ends) |
The Engineer (if alive) can fix a certain amount of sabotages per game from anywhere on the map.
The Engineer can use vents.
If the Engineer is inside a vent, depending on the options the members of the team Jackal/Impostors will see a blue outline around all vents on the map (in order to warn them).
Because of the vents the Engineer might not be able to start some tasks using the "Use" button, you can double-click on the tasks instead.
NOTE:
- The kill button of Impostors activates if they stand next to a vent where the Engineer is. They can also kill them there. No other action (e.g. Morphling sample, Shifter shift, ...) can affect players inside vents.
Name | Description |
---|---|
Engineer Spawn Chance | - |
Number Of Sabotage Fixes | - |
Impostors See Vents Highlighted | - |
Jackal and Sidekick See Vents Highlighted | - |
The Sheriff has the ability to kill Impostors or Neutral roles if enabled.
If they try to kill a Crewmate, they die instead.
NOTE:
- If the Sheriff shoots the person the Medic shielded, the Sheriff and the shielded person both remain unharmed.
- If the Sheriff shoots a Mini Impostor while growing up, nothing happens. If it's fully grown, the Mini Impostor dies.
Name | Description |
---|---|
Sheriff Spawn Chance | - |
Sheriff Cooldown | - |
Sheriff Can Kill Neutrals | - |
Sheriff Has A Deputy | Deputy can not be in game without Sheriff |
The Deputy has the ability to handcuff player.
Handcuffs will be hidden until the handcuffed player try to use a disabled button/hotkey.
Handcuffs disable:
- Kill
- Abilities
- Vent
- Report
NOTE: - Duration starts after the handcuffs become visible.
- Deputy can not be in game without Sheriff.
Name | Description |
---|---|
Deputy Number Of Handcuffs | - |
Handcuff Cooldown | - |
Handcuff Duration | - |
Sheriff And Deputy Know Each Other | - |
Deputy Gets Promoted To Sheriff | "Off", "On (Immediately)" or "On (After Meeting)" |
Deputy Keeps Handcuffs When Promoted | - |
The Lighter has a different vision than everyone else depending on the settings.
Their vision looks like a flashlight cone which can be moved around (known from the Hide'n'Seek mode).
Name | Description |
---|---|
Lighter Spawn Chance | - |
Vision On Lights On | The vision the Lighter has when the lights are on |
Vision On Lights Off | The vision the Lighter has when the lights are down |
Flashlight Width | - |
The Detective can see footprints that other players leave behind.
The Detective's other feature shows when they report a corpse: they receive clues about the killer's identity. The type of information they get is based on the time it took them to find the corpse.
NOTE:
- When people change their colors (because of a morph or camouflage), all the footprints also change their colors (also the ones that were already on the ground). If the effects are over, all footprints switch back to the original color.
- The Detective does not see footprints of players that sit in vents
- More information about the colors
Name | Description |
---|---|
Detective Spawn Chance | - |
Anonymous Footprints | If set to true, all footprints will have the same color. Otherwise they will have the color of the respective player. |
Footprint Interval | The interval between two footprints |
Footprint Duration | Sets how long the footprints remain visible. |
Time Where Detective Reports Will Have Name | The amount of time that the Detective will have to report the body since death to get the killer's name. |
Time Where Detective Reports Will Have Color Type | The amount of time that the Detective will have to report the body since death to get the killer's color type. |
The Time Master has a time shield which they can activate. The time shield remains active for a configurable amount of time.
If a player tries to kill the Time Master while the time shield is active, the kill won't happen and the
time will rewind for a set amount of time.
The kill cooldown of the killer won't be reset, so the Time Master
has to make sure that the game won't result in the same situation.
The Time Master won't be affected by the rewind.
NOTE:
- Only the movement is affected by the rewind.
- A Vampire bite will trigger the rewind. If the Time Master misses shielding the bite, they can still shield the kill which happens a few seconds later.
- If the Time Master was bitten and has their shield active before when a meeting is called, they survive but the time won't be rewound.
- If the Time Master has a Medic shield, they won't rewind.
- The shield itself ends immediately when triggered. So the Time Master can be attacked again as soon as the rewind ends.
Name | Description |
---|---|
Time Master Spawn Chance | - |
Time Master Cooldown | - |
Rewind Duration | How much time to rewind |
Time Master Shield Duration |
The Medic can shield (highlighted by an outline around the player) one player per game, which makes the player unkillable.
The shielded player can still be voted out and might also be an Impostor.
If set in the options, the shielded player and/or the Medic will get a red flash on their screen if someone (Impostor, Sheriff, ...) tried to murder them.
If the Medic dies, the shield disappears with them.
The Sheriff will not die if they try to kill a shielded Crewmate and won't perform a kill if they try to kill a shielded Impostor.
Depending on the options, guesses from the Guesser will be blocked by the shield and the shielded player/medic might be notified.
The Medic's other feature shows when they report a corpse: they will see how long ago the player died.
NOTE:
- If the shielded player is a Lover and the other Lover dies, they nevertheless kill themselves.
- If the Shifter has a shield or their target has a Shield, the shielded player switches.
- Shields set after the next meeting, will be set before a possible shift is being performed.
Name | Description | Options |
---|---|---|
Medic Spawn Chance | - | - |
Show Shielded Player | Sets who sees if a player has a shield | "Everyone", "Shielded + Medic", "Medic" |
Shielded Player Sees Murder Attempt | Whether a shielded player sees if someone tries to kill them | True/false |
Shield Will Be Activated | Sets when the shield will be active | "Instantly", "Instantly, Visible After Meeting", "After Meeting" |
Medic Sees Murder Attempt On Shielded Player | - | If anyone tries to harm the shielded player (Impostor, Sheriff, Guesser, ...), the Medic will see a red flash |
During meetings the Swapper can exchange votes that two people get (i.e. all votes
that player A got will be given to player B and vice versa).
Because of the Swapper's strength in meetings, they might not start emergency meetings and can't fix lights and comms.
The Swapper now has initial swap charges and can recharge those charges after completing a configurable amount of tasks.
NOTE:
- The remaining charges will be displayed in brackets next to the players role while not in a meeting
- In a meeting the charges will appear next to the Confirm Swap button
Name | Description |
---|---|
Swapper Spawn Chance | - |
Swapper can call emergency meeting | Option to disable the emergency button for the Swapper |
Swapper can only swap others | Sets whether the Swapper can swap themself or not |
Initial Swap Charges | - |
Number Of Tasks Needed For Recharging | - |
The Seer has two abilities (one can activate one of them or both in the options).
The Seer sees the souls of players that died a round earlier, the souls slowly fade away.
The Seer gets a blue flash on their screen, if a player dies somewhere on the map.
Name | Description |
---|---|
Seer Spawn Chance | - |
Seer Mode | Options: Show death flash and souls, show death flash, show souls |
Seer Limit Soul Duration | Toggle if souls should turn invisible after a while |
Seer Soul Duration | Sets how long it will take the souls to turn invisible after a meeting |
If the Hacker activates the "Hacker mode", the Hacker gets more information than others from the admin table and vitals for a set duration.
Otherwise they see the same information as everyone else.
Admin table: The Hacker can see the colors (or color types) of the players on the table.
Vitals: The Hacker can see how long dead players have been dead for.
The Hacker can access his mobile gadgets (vitals & admin table), with a maximum of charges (uses) and a configurable amount of tasks needed to recharge.
While accessing those mobile gadgets, the Hacker is not able to move.
NOTE:
- If the Morphling morphs or the Camouflager camouflages, the colors on the admin table change accordingly
- More information about the colors
Name | Description |
---|---|
Hacker Spawn Chance | - |
Hacker Cooldown | - |
Hacker Duration | Sets how long the "Hacker mode" remains active |
Hacker Only Sees Color Type | Sets if the Hacker sees the player colors on the admin table or only white/gray (for Lighter and darker colors) |
Max Mobile Gadget Charges | - |
Number Of Tasks Needed For Recharging | Number of tasks to get a charge |
Can't Move During Cam Duration | - |
The Tracker can select one player to track. Depending on the options the Tracker can track a different person after each meeting or the Tracker tracks the same person for the whole game.
An arrow points to the last tracked position of the player.
The arrow updates its position every few seconds (configurable).
Depending on the options, the Tracker has another ability: They can track all corpses on the map for a set amount of time. They will keep tracking corpses, even if they were cleaned or eaten by the Vulture.
NOTE
- If the tracked player is on a different floor on Submerged, the arrow will always point to the elevator
Name | Description |
---|---|
Tracker Spawn Chance | - |
Tracker Update Interval | Sets how often the position is being updated |
Tracker Reset Target After Meeting | - |
Tracker Can Track Corpses | - |
Corpses Tracking Cooldown | - |
Corpses Tracking Duration | - |
When the Snitch finishes all their tasks, they will get information in chat of the last location of all killers when the meeting starts.
When the Snitch only has a configurable amount of tasks left, it will be revealed that there is a Snitch in the game with a text on evil player's screens.
NOTE:
- If the Snitch dies, all killers will be informed that the Snitch is dead
- Last location can be a room or open field
Name | Description |
---|---|
Snitch Spawn Chance | - |
Task Count Where The Snitch Will Be Revealed | - |
Information Mode | Whether the snitch will get info on the map and/or in the chat |
Targets | Snitch Will See All Evil Players or Killing Evil Players |
The Spy is a Crewmate, which has no special abilities.
The Spy looks like an additional Impostor to the Impostors, they can't tell the difference.
There are two possibilities (depending on the set options):
- The Impostors can't kill the Spy (because otherwise their kill button would reveal, who the Spy is)
- The Impostors can kill the Spy but they can also kill their Impostor partner (if they mistake another Impostor for the Spy) You can set whether the Sheriff can kill the Spy or not (in order to keep the lie alive).
NOTE:
- If the Spy gets sidekicked, it still will appear red to the Impostors.
Name | Description |
---|---|
Spy Spawn Chance | |
Spy Can Die To Sheriff | |
Impostors Can Kill Anyone If There Is A Spy | This allows the Impostors to kill both the Spy and their Impostor partners |
Spy Can Enter Vents | Allow the Spy to enter/exit vents (but not actually move to connected vents) |
Spy Has Impostor Vision | Give the Spy the same vision as the Impostors have |
The Portalmaker is a Crewmate that can place two portals on the map.
These two portals are connected to each other.
Those portals will be visible after the next meeting and can be used by everyone.
Additionally to that, the Portalmaker gets information about who used the portals and when in the chat during each meeting, depending on the options.
The Portalmaker can teleport themself to their placed portals from anywhere if the setting is enabled.
NOTE:
- The extra button to use a portal will appear after the Portalmaker set their portals and a meeting/body report was called.
- While one player uses a portal, it is blocked for any other player until the player got teleported.
- All ghosts can still use the portals, but won't block any living player from using it and the Portalmaker won't get any information about it in chat.
- If a morphed person uses a portal it will show the morphed name/color depending on the options.
- If a camouflaged person uses a portal it will show "A comouflaged person used the portal."
Name | Description |
---|---|
Portalmaker Spawn Chance | - |
Portalmaker Cooldown | - |
Use Portal Cooldown | - |
Portalmaker Log Only Shows Color Type | - |
Log Shows Time | - |
Can Port To Portal From Everywhere | - |
The Security Guard is a Crewmate that has a certain number of screws that they can use for either sealing vents or for placing new cameras.
Placing a new camera and sealing vents takes a configurable amount of screws. The total number of screws that a Security Guard has can also be configured.
The new camera will be visible after the next meeting and accessible by everyone.
The vents will be sealed after the next meeting, players can't enter or exit sealed vents, but they can still "move to them" underground.
NOTE:
- Trickster boxes can't be sealed
- The Security Guard can't place cameras on MiraHQ
- The remaining number of screws can be seen above their special button.
- On Skeld the four cameras will be replaced every 3 seconds (with the next four cameras). You can also navigate manually using the arrow keys
- Security Guard can access mobile cameras after placing all screws
- While accessing the mobile cameras, the Security Guard is not able to move
Name | Description |
---|---|
Security Guard Spawn Chance | |
Security Guard Cooldown | |
Security Guard Number Of Screws | The number of screws that a Security Guard can use in a game |
Number Of Screws Per Cam | The number of screws it takes to place a camera |
Number Of Screws Per Vent | The number of screws it takes to seal a vent |
Security Guard Duration | - |
Gadget Max Charges | - |
Number Of Tasks Needed For Recharging | - |
Can't Move During Cam Duration | - |
The medium is a crewmate who can ask the souls of dead players for information. Like the Seer, the medium will see the souls of the players who have died (after the next meeting) and can question them. They then gets random information about the soul or the killer in the chat. The souls only stay for one round, i.e. until the next meeting. Depending on the options, the souls can only be questioned once and then disappear.
Questions:
The souls will always prefer to answer with the role specific information first!
Role specific:
- Sheriff suicide: "Yikes, that Sheriff shot backfired."
- Thief suicide: "I tried to steal the gun from their pocket, but they were just happy to see me."
- Active Lover dies: "I wanted to get out of this toxic relationship anyways."
- Passiv Lover suicide: "The love of my life died, thus with a kiss I die."
- Lawyer client kills Lawyer: "My client killed me. Do I still get paid?"
- Teamkill Jackal/Sidekick: "First they sidekicked me, then they killed me... BUT WHY?"
- Teamkill Impostor: "I guess they confused me for the Spy, is there even one?"
- Submerged o2-Kill: "Do I really need that mask for breathing?"
- Warlock self kill: "MAYBE I cursed the person next to me and killed myself. Oops."
- Vulture/Cleaner eats/cleans body: "Is my dead body some kind of art now or... aaand it's gone."
Else random:
- "I'm not sure, but I guess a darker/lighter color killed me."
- "If I counted correctly, then I died x seconds before the meeting started."
- "If my role hasn't been saved, there's no (role) in the game anymore."
- "It seems like my killer was the (role)."
Chance That The Answer Contains Additional Information:
- When you asked, x killer(s) was/were still alive.
- When you asked, x player(s) who can use vents was/were still alive.
- When you asked, x player(s) who is/are neutral but cannot kill was/were still alive.
Name | Description |
---|---|
Medium Spawn Chance | - |
Medium Cooldown | - |
Medium Duration | The time it takes to question a soul |
Medium Each Soul Can Only Be Questioned Once | If set to true, souls can only be questioned once and then disappear |
Chance That The Answer Contains The Remaining Amount Of Killing Roles | Chance includes Sheriff and Thief |
The Trapper is a crewmate which can set up traps to trap player and gain information from them.
The traps will stuck player for x-seconds (depends on the setting) and reveal information in chat
about their "Role", if they are a "Good/Evil Role" or their "Name".
The trap is not visible until a configurable amount of player were trapped.
When the trap gets visible, the Trapper will gain the information in chat (in a random order).
If a trap is triggered (and the option is enabled), the map of the Trapper will open up and show which trap
was triggered.
The traps have a maximum of charges (uses) and a configurable amount of tasks are needed to recharge.
NOTE:
- The Trapper can't be trapped in their own trap(s).
Name | Description |
---|---|
Trapper Spawn Chance | - |
Trapper Cooldown | - |
Max Traps Charges | - |
Number Of Tasks Needed For Recharging | - |
Trap Needed Trigger To Reveal | - |
Show Anonymous Map | - |
Trap Information Type | "Name", "Role", "Good/Evil Role" |
Trap Duration | - |
A Modifier is an addition to your Impostor/Neutral/Crewmate role. Some Modifiers can be ingame more than once (Quantity option).
If killed, the Bloody Modifier will leave a trail for x-seconds on their killer. The trail will have the color of the killed person.
NOTE
- Impostor, Neutral or Crewmate roles can have this Modifier
Name | Description |
---|---|
Bloody Spawn Chance | - |
Bloody Quantity | - |
Trail duration | - |
The Anti Teleport Modifier prevents the player from getting teleported to the Meeting Table if a body gets reported or an Emergency Meeting is called.
The player will start the round where the previous one ended (Emergency Meeting Call/Body Report).
NOTE
- Impostor, Neutral or Crewmate roles can have this Modifier
Name | Description |
---|---|
Anti Teleport Spawn Chance | - |
Anti Teleport Quantity | - |
If the Voting ends in a tie, the Tie Breaker takes place and the player with the Tie Breaker Modifier gets an extra vote thats not visible to anyone.
Everyone will know if the Tie Breaker was involved in the Meeting or not.
NOTE
- Impostor, Neutral or Crewmate roles can have this Modifier
- There can only be on player with this Modifier
Name | Description |
---|---|
Tie Breaker Spawn Chance | - |
The Bait forces the killer to self report the body (you can configure a delay in the options).
There can be more than one Bait.
NOTE:
- If the Sheriff has the Bait Modifier and dies while trying to kill a Crewmate, the Sheriff will NOT report themself.
- Impostor, Neutral or Crewmate roles can have this Modifier
Name | Description |
---|---|
Bait Spawn Chance | - |
Bait Quantity | - |
Bait Report Delay Min | - |
Bait Report Delay Max | - |
Warn The Killer With A Flash | - |
There are always two Lovers which are linked together.
Their primary goal is it to stay alive together until the end of the game.
If one Lover dies (and the option is activated), the other Lover suicides.
You can specify the chance of one Lover being an Impostor.
The Lovers never know the role of their partner, they only see who their partner is.
The Lovers win, if they are both alive when the game ends. They can also win with their original team (e.g. a dead Impostor Lover can win with the Impostors, an Arsonist Lover can still achieve an Arsonist win).
If one of the Lovers is a killer (i.e. Jackal/Sidekick/Impostor), they can achieve a "Lovers solo win" where only the Lovers win.
If there is no killer among the Lovers (e.g. an Arsonist Lover + Crewmate Lover) and they are both alive when the game ends, they win together with the Crewmates.
If there's an Impostor/Jackal + Crewmate Lover in the game, the tasks of a Crewmate Lover won't be counted (for a task win) as long as they're alive.
If the Lover dies, their tasks will also be counted.
You can enable an exclusive chat only for Lovers.
NOTE: In a 2 Crewmates vs 2 Impostors (or 2 members of team Jackal) and the Lovers are not in the same team, the game is not automatically over since the Lovers can still achieve a solo win. E.g. if there are the following roles Impostor + ImpLover + Lover + Crewmate left, the game will not end and the next kill will decide if the Impostors or Lovers win.
Name | Description |
---|---|
Lovers Spawn Chance | - |
Chance That One Lover Is Impostor | - |
Both Lovers Die | Whether the second Lover suicides, if the first one dies |
Enable Lover Chat | - |
NOTE:
- The Modifier Lover can't be guessed, you'll have to guess the primary role of one of the Lovers, to kill both of them.
The Sunglasses will lower the Crewmate's vision by a small percentage. The percentage is configurable in the options.
The vision will also be affected when lights out.
NOTE:
- Sunglasses only affects Crewmates.
- If you have the Sunglasses Modifier and get sidekicked, you will lose the Modifier.
Name | Description |
---|---|
Sunglasses Spawn Chance | - |
Sunglasses Quantity | - |
Vision with sunglasses | - |
The Mini's character is smaller and hence visible to everyone in the game.
The Mini cannot be killed until it turns 18 years old, however it can be voted out.
Impostor/Jackal Mini:
- While growing up the kill cooldown is doubled. When it's fully grown up its kill cooldown is 2/3 of the default one.
- If it gets thrown out of the ship, everything is fine.
Crewmate Mini:
- The Crewmate Mini aims to play out the strength its invincibility in the early game.
- If it gets thrown out of the ship before it turns 18, everyone loses. So think twice before you vote out a Mini.
Neutral Mini:
- The cooldown is not effected, except for the Team Jackal/Sidekick.
- If it gets thrown out of the ship, everything is fine except for the Jester.
- If the Jester Mini gets voted out the game will end in a Jester win.
NOTE:
- If the Sheriff tries to kill the Mini before it's fully grown, nothing happens.
- The Sheriff can kill the Impostor/Neutral Mini, but only if it's fully grown up.
- If the Mini's primary role is guessed correctly, it dies like every other role and nothing further happens.
Name | Description |
---|---|
Mini Spawn Chance | - |
Mini | Mini Growing Up Duration |
Mini Grows Up In Meeting | - |
An Impostor, Jackal or Crewmate can be affected by the VIP (Very Important Player) Modifier.
The VIP will show everyone when he dies with a flash similar to the Seer Flash.
If the option Show Team Color is On, then everyone will get a flash in the color of the team the player was part of.
Teams:
- Impostor = Red
- Neutral = Blue
- Crewmate = White
Name | Description |
---|---|
VIP Spawn Chance | - |
VIP Quantity | - |
Show Team Color | - |
The Invert Modifier inverts your controls (no matter if keyboard or mouse).
NOTE
- Impostor, Neutral or Crewmate roles can have this Modifier
Name | Description |
---|---|
Invert Spawn Chance | - |
Invert Quantity | - |
The Chameleon becomes (partially or fully) invisible when standing still for x-seconds (depends on the settings).
NOTE
- You can use abilities while being invisible, only moving will make you visible again
- Impostor, Neutral or Crewmate roles can have this Modifier
Name | Description |
---|---|
Chameleon Spawn Chance | - |
Chameleon Quantity | - |
Time Until Fading Starts | - |
Fade Duration | - |
Minimum Visibility | - |
The Shifter is a Modifier that can shift with another player. If the other player is Crewmate as well, they will swap their roles.
Swapping roles with an Impostor or Neutral fails and the Shifter commits suicide after the next meeting (there won't be a body).
The Shift will always be performed at the end of the next meeting right before a player is exiled. The target needs to be chosen during the round.
Even if the Shifter or the target dies before the meeting, the Shift will still be performed.
NOTE:
- The Shifter shift will always be triggered before the Erase (hence either the new role of the Shifter will be erased or the Shifter gets the role of their target, depending on whom the Eraser erased)
- One time use abilities (e.g. shielding a player or Engineer sabotage fix) can only used by one player in the game (i.e. the Shifter can only use them, if the previous player did not use them before)
- The Shifter button is located in the bottom left corner right next to the garlic button (if the Vampire is enabled)
- Only a Crewmate role can have this Modifier
Name | Description |
---|---|
Shifter Spawn Chance | - |
The Watcher modifier allows the player to see everyone's votes during meetings.
Name | Description |
---|---|
Watcher Spawn Chance | - |
The Multitasker modifier is a Crewmate only modifier. This modifiers makes all the players tasks transparent.
Name | Description |
---|---|
Multitasker Spawn Chance | - |
Multitasker Quantity | - |
The Disperser modifier is an Impostor only modifier. This modifier gives the impostor a 1 time use ability to send all players to a random location on the map.
NOTE:
- Players with Anti Teleport are not effected by a disperse.
Name | Description |
---|---|
Disperser Spawn Chance | - |
Disperser Cooldown | - |
Number Of Uses | - |
Gamemodes can be switched when creating a lobby or inside the lobby by using a command in the chat:
/gm <gamemode>
. Use the following gamemodes: guess
or gm
,prophunt
or ph
, hidenseek
or hns
. If /gm
is used without argument or the argument can't be parsed, the lobby will switch to classic mode.
The Guesser-Gamemode is an extension to the Classic-Gamemode and gives you a multitude of new options for Guessers.
The Guesser is now like an addition and can be applied to all players IF you want to. Settings are available to set the number of guessers for each team separately (Impostor, Neutral, Crewmate).
When playing this game mode, the Guessers can have another role (e.g. Medic Guesser). The same
applies of course for Impostor and/or Neutral roles.
Players can additionally have a modifier, if enabled (e.g. Medic Guesser Mini).
Name | Description |
---|---|
Number of Crew Guessers | - |
Number of Neutral Guessers | - |
Number of Impostor Guessers | - |
Force Jackal Guesser | If set to "On", the first neutral role who will be Guesser is the Jackal. |
Force Thief Guesser | If set to "On", the first (or second if Force Jackal Guesser) neutral role who will be Guesser is the Thief. |
Guessers Can Have A Modifier | - |
Guesser Number Of Shots | - |
Guesser Can Shoot Multiple Times Per Meeting | - |
Guesses Ignore The Medic Shield | - |
Evil Guesser Can Guess The Spy | - |
Guesser Can't Guess Snitch When Tasks Completed | - |
NOTE
- If a Crewmate Guesser gets sidekicked, they will remain a Guesser even if the host (maybe) has set up only 1 "Neutral role Guesser".
The Hide 'n Seek-Gamemode is a standalone Gamemode where Hunter have to catch their prey ("Hunted" players).
The Hunter and Hunted player who are still alive are displayed to everyone in the bottom left corner (similar to the Arsonist display).
When the game starts, the Hunter's movement is disabled for x-seconds (depends on the settings).
There is a time-limit for each round, if the timer runs out and at least one Hunted is still alive, the Crew wins. The Hunted players can also win, if Taskwin is enabled and the Crew completes all tasks.
If the Hunters kill all players before one of these conditions is triggered, the Hunters win.\
- Enable arrows (arrows point to all Hunted players for x-seconds (depending on settings))
- Mobile Admin table (like Hacker)
- Lighter ability (gives the Hunter a biggier vision radius for x-seconds (depending on settings))
- Timeshield (like Timemaster, depending on settings)
Each Hunter action or finished Crew task will lower the timer by a configurable amount of time.
NOTE:
- We added a vent on Polus (Specimen), but only for this Gamemode. The vent is connected with Admin & Lab.
- The Report button lights up, but cannot be pressed.
- The tasks can be configured separately for this mode, without affecting your normal game settings.
- Only the Hunter will be rewinded if they try to kill a player with an active timeshield.
General | Description | Hunter | Description | Hunted | Description |
---|---|---|---|---|---|
Map | - | Hunter Light Cooldown | - | Hunted Shield Cooldown | - |
Number Of Hunters | - | Hunter Light Duration | - | Hunted Shield Duration | - |
Kill Cooldown | - | Hunter Light Vision | - | Hunted Rewind Time | - |
Hunter Vision | - | Hunter Light Punish in Sec | - | Hunted Shield Number | - |
Hunted Vision | - | Hunter Admin Cooldown | - | ||
- | Hunter Admin Duration | - | |||
- | Hunter Admin Punish In Sec | - | |||
- | Hunter Arrow Cooldown | - | |||
- | Hunter Arrow Duration | - | |||
Task Win Is Possible | - | Hunter Arrow Punish In Sec | - | ||
Finish Tasks Punish In Sec | - | ||||
Enable Sabotages | - | ||||
Time The Hunter Needs To Wait | - |
The Prop-Gamemode is a standalone Gamemode where Hunters have to find the disguised players ("Props").
The Hunters and Props who are still alive are displayed to everyone in the bottom left corner (similar to the Arsonist display).
When the game starts, the Hunter's movement is disabled for x-seconds (depends on the settings), and their screen is blacked out.
There is a time-limit for each round, if the timer runs out and at least one Prop is still alive, the remaining Props win.
If the Hunters kill all players before the timer runs out the Hunters win.
When a Prop dies, they will either join the Hunter team or die (setting).
- Unstuck: By pressing this button, you can travel through walls for a short time. This is needed, because props sometimes get stuck in walls, due to their changed colliders. Don't use it to cheat!
- Reveal: A random players current prop is revealed to all players for x seconds (according to settings). The timer will be reduced by punish s.
- Mobile Admin table (like Hacker) - Normal Admin table shares the cooldown
- Find: Display the DangerMeter known from Vanilla HideNSeek for x seconds. The dangerlevel is rising the closer the Hunter gets to the neares prop.
- Invisibility: As a disguised Prop, become invisible for x seconds.
- Speedboost: Move faster for x seconds.
- Disguise: While near a usable object, press the button to disguise as the displayed object!
NOTE:
- The Report button lights up, but cannot be pressed.
- Hunters can vent
- The Kill Button and Vent Button are permanently enabled, so that you cannot use them to check if there is a prop nearby
- The Kill Button can always be pressed, but you can also miss if no Prop is nearby. The cooldown can be configured for hits and misses seperately.
- Usable prop objects are: All task consoles as well as many objects (rocks, snowpeople, barriers, beds, tables, ...)
- Any object on LevelImposter maps, that contains
liprop
in its name and has aSpriteRenderer
(+ Sprite) will be usable as a prop too!
General | Description | Hunter | Description | Hunted | Description |
---|---|---|---|---|---|
Map | - | Number of Hunters | - | Props Become Hunters When Found | - |
Timer in Min | - | Initial Blackout Duration | - | Invisibility Enabled | - |
Unstuck Cooldown | - | Kill Cooldown After Miss | - | Invisibility Cooldown | - |
Unstuck Duration | - | Kill Cooldown After Hit | - | Invisibility Duration | - |
Hunter Vision | - | Reveal Prop Cooldown | - | Speedboost Enabled | - |
Prop Vision | - | Reveal Prop Duration | - | Speedboost Cooldown | - |
- | Reveal Time Punish | deducted from rem. timer | Speedboost Duration | - | |
- | Hunter Admin Cooldown | - | Speedboost Ratio | Factor with which speed is multiplied | |
- | Find Cooldown | - | |||
- | Find Duration | - |
If the error message "Fatal Error in GC - Collecting from unknown thread" stops you from playing the game, you can now disable the mod-updater, which causes this error.
In order to do this, create a file called noupdater.txt
in your modded Among Us folder.
TheOtherRolesAU/TheOtherRoles is licensed under the
GNU General Public License v3.0
Permissions of this strong copyleft license are conditioned on making available complete source code of licensed works and modifications, which include larger works using a licensed work, under the same license. Copyright and license notices must be preserved. Contributors provide an express grant of patent rights.
If you found any bugs, have an idea for a new role or any other request, join our Discord server.
Thanks for fixing our typos jacktose ✌️