Uh-Oh, Love Comes to Town - Depending on whether this player is from The Syndicate or RateYourMusic, every night it can attempt to seduce a player from the opposite forum. If the target follows Uh-Oh's vote the subsequent day, then it is successfully seduced. Thereafter, all powers that target one player will be redirected to the other. In addition, if one of them is lynched, the other will die in its place. If the seduced player dies first, then Uh-Oh may try to seduce another player.
Don't Worry About the Government - Works at the government building, waiting for people to visit him. At the start of every even day period, he gains anonymous temporary BTSC with one player who has never visited him before. Every odd night, any player may PM the host offering to visit him, but only one of the first five players to PM the host will be selected.
Pulled Up - Every time a non-civilian player is lynched, its vote increases by 1. Conversely, if three civilian players are lynched consecutively, its vote decreases by 1. Its vote can be worth negative.
Warning Sign – Whenever Warning Sign receives votes against it in a lynch cast by a member of the opposite forum, the subsequent night a message is sent to a randomly selected player of the same forum. That message notifies that player that Warning Sign received vote(s) the previous day. The number of players that receive a message is equal to the number of votes from the opposing forum that Warning Sign took.
Found a Job – Every night, it will find a job for two players, one from each forum. Both players will have the duration of the following day period to perform their job. Then during the night period, Found a Job will then declare one of them the winner and the other one a loser. The winner will be able to use their night power twice that night, while the loser will be blocked. Both players will submit their power twice without knowing whether they have won or lost.
Take Me to the River – Takes two players to the river every night, one from each forum, and pushes them in the water. One of them will be blocked for the night; the other will be removed from the subsequent day's lynch poll. The fates of both players are randomly determined.
I Zimbra – Insanifies a player of its choice every night, forcing that player to speak in another language of its choice the subsequent day. If that player is from the same forum as I Zimbra, its vote is worth x3; if it is from the opposing forum, it is worth negative x3. The value of the insanified player's vote is unknown to everyone except I Zimbra.
Memories Can't Wait – As long as it is alive, if a mafia is lynched and a civilian was lynched the previous day, another day will follow, skipping the night.
Air – Hits one player in the face every night, redirecting their night power to another player. Their new target must be from the opposite forum of their original target. Because of this, Air will send in two names for its target's new power, one from each forum.
Heaven – Every night, Heaven receives a snippet of BTSC from the spectator chatroom.
Animals – They like to laugh at people. They're setting a bad example. (Secrets)
Born Under Punches (The Heat Goes On) – Kills a player of its choice every even night. If the kill is against a fellow civilian, there is a 50% chance of failure. If it fails to kill three times, it dies.
Crosseyed and Painless – Can role check one player of its choice every night, but must wait for the results. When it role checks, it must decide at that time how long to wait for the results. It must wait a minimum of one day/night cycle to receive results. If it waits one cycle, results have a 40% chance of being correct, with otherwise a 60% chance of a false randomized result. For every day/night cycle that it waits to receive its results, the accuracy of the role check increases by 20%. If it waits four cycles, the role check will be 100% accurate, with no chance of a false randomized result.
The Great Curve – During one night of its choice, it may uncover the true vote tallies for the previous day's lynch, including all vote manipulation.
Once in a Lifetime – Asks a player a multiple choice question every night. It must alternate between members of the two forums. If it correctly predicts its target's answer, they both gain an extra vote to be used at any time. If it is incorrect, Once in a Lifetime must vote the same player as it did yesterday; if that player is dead, then it loses one of its extra votes.
Houses in Motion – I'm walking a line. (Secrets)
Seen and Not Seen – During any night, it may try to change its face. "Changing its face" effectively switches the forum this player is from when it comes to all forum-driven role powers, unbeknownst to everyone else. For example, if this player is actually from The Syndicate, it may elect to change its face, and thereafter it is secretly from RateYourMusic, and a power that would previously have affected it because it was from The Syndicate only no longer will do so. It takes two full cycles before this change takes effect.
Girlfriend Is Better – Because of its hypnotizing, persuasive big suit, it cannot be lynched. However, if it is targeted at night with a power, it has a 50% chance of affecting another randomly selected civilian as well.
Slippery People – If targeted by a mafia night kill, it has a 50% chance of taking its killer to the grave with it.
Swamp – If targeted by a mafia night kill, it dies, but its killer cannot use their night power or kill the subsequent two nights.
This Must Be the Place (Naive Melody) – Can protect one or two players from nightkills each night; if protecting two players, both players must be from the same forum. If it protects two players, then the subsequent night it can only protect one player from the same forum or two players from the opposite forum. It may choose to protect itself, but once it does so, all further protections have a 50% chance of failure.
And She Was – She doesn't care to be bothered; she just wants to space out. For every day that she receives no votes at any time, she starts all subsequent lynches with one negative vote against her. For every night that she is not affected by any night actions, she gains a 10% chance of avoiding each future night action. Negative votes and night action evasion are cumulative.
Road to Nowhere – May pardon one lynch of any player other than itself. If nightkilled, there will be two lynches in a row; if lynched, there will be two nights in a row.
Love for Sale – Every night, it offers to sell its subsequent lynch vote to all players. The first player that PMs the host accepting the deal may control how Love for Sale votes the subsequent day. (Secrets)
Wild Wild Life – During one night of its choice, it may decide to randomly redirect the night targets of all players from the opposite forum.
Blind – Cannot be night killed. At the start of the game, its vote will go to the person voted. In future lynches, however, Blind may not know who it actually is voting for. Any time that a civilian is lynched, then its lynch vote is secretly randomized among the player it voted and the one alphabetically above and below its vote. For every civilian lynch, the possible vote recipient range is increased by one player above and below its current range. In contrast, any time that a mafia is lynched, the range decreases by one player above and below its current range.
No Compassion – They say compassion is a virtue, but I don't have the time. (Secrets)
Thank You for Sending Me an Angel – As long as it is alive, this player uncovers the role of every player that the mafia team successfully nightkills. Once in the game, it may borrow the power of any role the mafia has killed. If it carries out the kill, it cannot perform its normal night power.
Life During Wartime – As long as it is alive, if the mafia fails to kill on an odd night for whatever reason, they may execute a kill the following night. If it carries out the kill, it cannot perform its normal night power.
Drugs – Slips drugs to a player of its choice every even night. That player will start every subsequent lynch with two votes against them. If it carries out the kill, it cannot kill any player it hasn't drugged.
Burning Down the House – Burns down a player’s house every odd night, blocking that player the current night. That player has a 50% chance of being blocked the subsequent night as well, unable to act out of depression. If it carries out the kill, it cannot perform its normal night power.
Making Flippy Floppy – Makes flippy floppy with a player of its choice every night. In doing so, it redirects that player's power to it. Assuming it survives, it may choose to continue making flippy floppy during subsequent nights, bypassing double targeting rules. If its target does not use a night power, nothing happens. It cannot make flippy floppy with the same player for more than three consecutive nights. If it carries out the kill, it cannot kill a player it has targeted at any time with its normal night power.
(Nothing But) Flowers – Can't get used to the lifestyle brought about by the new players. Its vote is worth x3 against players from the opposite forum. It cannot be harmed by night powers used by players from the same forum. If it carries out the kill, it cannot kill players from the same forum.
Psycho Killer – Better run run run run run run run awayyyyyyy. (Secrets)