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TTT 2 Anarchy: List of all Roles and what they do

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Same as normal TTT.


Same as normal TTT, however the DNA scanner uses an updated model, and behaves slightly differently, instead of acting like a clone of the Radar, you instead can follow the DNA from the actual device itself. It also makes it much easier to tell what you can get DNA from, and it'll let you know if multiple sources of DNA found are all from the same person.


Same as normal TTT.  Are informed as to the identity of the Jester if there is currently one in the round. Traitor team chat is disabled if a Spy has spawned in the round.



A standalone role that has the goal of wanting to get themselves killed. If they die, they have a chance of either instantly winning the round, or triggering one of 6 other effects. The Jester is informed as to which effect is in play at the start of the round. They cannot inflict any kind of damage to another player outside of rare exceptions(they can still ignite someone with a flare gun, for example), and they cannot detonate explosive barrels. Traitor Roles are informed as to their identity. If the Jester kills themselves, they will not trigger their win condition and will remain dead.


List of Jester Effects:

  1. The Jester Wins when killed.
  2. The Jester's respawns 3 seconds later with a random role opposite of their killer.
  3. The Jester Respawns after their killer dies with a random role opposite of their killer.
  4. The jester Respawns after their killer dies with the same role as their Killer.
  5. The Jester Respawns 3 second later with a random role opposite of their killer and their killer dies.
  6. The Jester Respawns 3 seconds later with the same role of their killer, and their killer dies.
  7. The Jester respawns 3 seconds later with a random opposite role of their killer and their killer dies, unless their killer was a Traitor, in which case the Jester simply dies.



A standalone role. They win by killing everyone else, not counting the Jester. They have access to the Traitor Shop, but cannot use Traitor Traps and are not allied with the Traitors. They spawn with a special Sidekick Deagle that comes with one shot. The shot regenerates overtime if you fail to shoot someone with it. Upon hitting a player with the Sidekick Deagle, they become a Sidekick and allied with the Jackal. If the person shot with the Sidekick Deagle was a Detective, they continue to display as a Detective for the innocent team. If the person shot with the Sidekick Deagle was originally a Traitor or a Spy, they will continue to display as a Traitor for the Traitor Team, however the T's chat will be re-enabled if it was the Spy converted. If the original Jackal dies and the Sidekick is still alive, the Sidekick will become a new Jackal and gain their own Sidekick Deagle.



A standalone Role. They win by killing everyone else, not counting the Jester. They have the ability to come back to life three times in a round, but each time they respawn they have less health and deal less damage. They will respawn at a random spawnpoint when killed.


A standalone Role. They win by killing everyone else. People they kill with their fists or guns(Provided they still hit the corpse with their fists within a few seconds) come back as Infected on the side of the Infected. People revived this way have 30 health, are visible as a zombie skin and are armed with fists that can kill someone in 2 hits. They also gain a speed boost. The infected IS able to kill the Jester without giving the Jester a win. However, if the original Infected is killed, all other infected also perish. 



An innocent Role. Appears as a Traitor to the Traitor team, and is able to 'fake' buy items from the T shop. The spy is not informed as to who the Traitors are. Spies will appear as a Traitor when their body is Ided. While the Spy is alive, Traitors are unable to use team chat. 



A Traitor Role. Starts with no credits unlike the normal Traitor, however they are given a target. Upon killing their target, they gain a guaranteed Credit. They gain a new target once their original target is killed. They do not gain the Credit if their target dies from any method outside of the Hitman himself killing them. Of note is that they are able to obtain the Spy as their target, revealing his identity. 



A standalone Role. They want to mark a certain percentage of the total amount of people(displayed on their hud) with their paintball gun. Only living people count towards this Quota. The total amount of people needing to be marked reduces as the amount of living players decreases, but will no longer reduce at a certain amount. Alongside their paintball gun, they spawn with a single use defib that can revive a dead player as their original role. They can only deal heavily reduced damage to Marked players, and cannot damage unmarked players. 



A innocent Role. Spawns with a special Holy Deagle. The Holy Deagle has limited ammo that it slowly regenerates overtime. Shooting an innocent role with the Holy Deagle(Not counting detectives) adds them to the priest's Brotherhood. Someone who is apart of the Brotherhood sees the name of all other Brotherhood members highlighted in green on the scoreboard. If the Priest shoots an infected or sidekick with the Holy Deagle, they are killed. If they shoot a Marker, every member of the Brotherhood gets considered as Marked. Shooting any other evil role simply kills the Priest. If the Priest is converted into An infected or turned into a sidekick by the Jackal, ALL members of the brotherhood will also be affected. If a player's role is changed to an evil role after they are introduced into the brotherhood, they remain inside the Brotherhood.


An innocent Role. Spawns with a special Ankh they can place down. The Pharaoh will revive at the Ankh if they are killed, and the Ankh grants a slow health regeneration while within its Radius. However, placed Ankhs can be destroyed permanently by anyone, and have 500 health. Upon reviving, the Ankh will be destroyed and the Pharaoh will only have 50 health. Reviving is on a 10 second delay after death. Upon playing the Ankh, one of the Traitors will be transformed into the Graverobber. The Graverobber behaves the same as a normal Traitor, however they have the ability to steal the Pharaoh's Ankh for their own use. Additionally, anyone standing near the ankh will slowly regenerate health over time.



A Traitor Role. They spawn with a one use defib that can revive any dead player as a Traitor. The revived player will not appear as alive on the scoreboard if their body was already ided. Players revived are given the Thrall role, which behaves identically to the default Traitor. Mesmerists do not start with credits.


A neutral Role. Like the Jester, they want to be killed. Upon being killed, they respawn with the same role as their killer. They cannot win the round without having been killed and changing to another team. Unlike the Jester, they are capable of dealing damage.


An innocent Role. Players are not informed they are the Wrath. Has no special abilities. However, if they are killed by an innocent, they respawn 15 seconds later on the Traitor team, and now win with the Traitors. 


An Innocent Role. Starts with access to the Detective shop and a single credit they can spend to buy an item. Appears as a Grey Icon on the Detective's Radar informing them of their identity.



An neutral role. Upon investigating a body, becomes the role of the dead person. Cannot win without assuming a role. All players are informed when the Amnesiac claims a role, as well as what role they claimed.  The Amnesiac deals reduced damage to players until they obtain a role from a body. If the Amnesiac claims a role that is normally unique, such as the Marker, they are considered as being on that original person's team(Example: Amnesiac becomes the Restless, they are now allied to the original Restless). Amnesiac counts as an evil role in regards to the Priest. 

Edited by Cpt.Haxray

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