An ex-captain of the Salem militia is infuriated by the increase of crime on the streets – HIS streets!

Although the Vigilante was fired for his violent and rash methods of war, he still has a strong sense of justice, or so he tells himself. As the death toll in the Town rises, his anger only grows as he finds the killer's identity obvious. That night, he makes his final, heavy decision: If the law won't take down this fiend, he'll have to do it himself. He fishes the pistol out of the end table beside his bed, loading it with his two remaining bullets. One to kill, and one for backup. He usually doesn't miss, but it pays to be cautious.

Using the shadow of night as his disguise, he sneaks into the suspect's house to find him cleaning a bloody knife. "I knew it!" the Vigilante tells himself, his lips curling in disgust at the sight. Letting out a quiet, steady breath, he raises his gun and pulls the trigger. His target hits the floor, all signs of life disappearing from his now limp body. Pleased with the results, the Vigilante slips back into his home and climbs into bed. He sleeps soundly, feeling as if a heavy weight has been lifted from his shoulders.

The following morning, a panicked frenzy meets him in the square. The Doctor has been discovered dead in his home after performing surgery on a wounded patient. Nausea washes over him. He has killed a fellow Town member. Self-preservation pins his lips together during the day, and misery drags his feet back home that night. He finds his gun resting on the end table, just where he had left it after slaying an innocent soul. The weight returns, crashing down on him heavier than before. One bullet left. (credit)


  • You may choose a player to shoot at night, dealing a basic attack to them. You cannot shoot on the first night. You may only shoot three times.
  • If you kill a Town member, you will commit suicide the next night, dealing the equivalent of an Unstoppable Attack. You will still commit suicide if you are roleblocked, controlled, or jailed, and you cannot be controlled to shoot someone.
  • If a Witch or Coven Leader controls you, you are forced to shoot their second target, even if it is the first night. You can still be roleblocked from shooting. You will also still commit suicide if you were controlled into shooting a Townie.
  • If your target was jailed, you will not lose a bullet, but your target will be notified of your attempted attack.

Side Notes Edit

Suicide Edit

  • If your target was cleaned by a Janitor or turned to stone by Medusa, you will still commit suicide if they were a Town member.
  • If your target was a Disguiser appearing as a Townie, you will not die and will still be able to shoot.
  • If you are converted into a Vampire on the same night you shoot a Town member, you will not commit suicide on the following night. This informs the Town that your target was either a Disguiser or you were converted. (You cannot be converted to a Vampire on the night after shooting a Town member).
  • Suicide is considered an unstoppable attack. Any Town Protective, Guardian Angel, Potion Master, Jailor, or Witch will not stop your suicide.


Selecting Who to ShootEdit

  • Like all Townies, the Vigilante works best as a team player. Communicate in whispers to known Town Investigative roles so that you shoot only evil-doers with your bullets.
  • Compile a list of non-Mafia members in your Last Will so that you can be sure you do not accidentally shoot a confirmed member of the Town.
  • Only shoot if you are sure that your target is a non-Town role, it would be too risky otherwise. In many cases, you do not need to use your ability to win the game. 
    • An exception to this would be if the town is losing and needs to consider the possibility of luckily eliminating evil roles.
  • Even though you're on the same team, Transporters pose huge risks to a Vigilante. If you've identified someone as evil, there's a good chance a Transporter has, too, in which case they may be transporting your target with themselves or a confirmed Town. If there's a confirmed Transporter in your game, consider whispering them before you shoot someone who looks evil so they know not to transport them that night. Be wary of Blackmailers, though, as they could expose you to the Mafia.
  • If you are unsure of who to shoot, try and think about who is acting like a Jester, as they might be a member of the Mafia or a Neutral role trying to not get lynched. Therefore you can shoot them and they have a lower chance of being a Townie.
  • If you are fairly certain someone is an evil role, such as a minor bit of evidence against them or if they claimed a role that was an enemy to the Mafia, and they haven't been attacked, shoot them, especially in cases where the Town will lose majority if you don't shoot. It can clear up and expose false claims, along with confirming some Townies.
    • The downside is that some players may randomly shoot someone, even if no evidence is against them. Even if they hit a Neutral or Mafia member, in most game-modes, there is a high chance of them killing a Townie. Although this is not gamethrowing, it is frowned upon by most people because of the chance a Townie can get killed.
  • One simple self-confirmation strategy is to claim Vigilante and ask roles from everyone, similar to a Mayor game. You can threaten to shoot players who do not claim. The downside is you may get attacked by the Mafia, or worse, get controlled by a Witch to shoot a confirmed Townie.
  • Don't be afraid to shoot someone who claims a Neutral role if you think they could be a threat for the Town, because a Jester can kill an important Town member via haunt, and Witches can throw off the Town from collecting valuable information. Additionally, Mafia members sometimes try and fake Jester, giving you another reason to shoot any Jester claims.
  • Late in the game, you may be forced to shoot somewhat more blindly, based on circumstantial evidence or someone you suspect is probably Mafia. This should be avoided early on, but if you're certain the Town is about to lose its majority anyway, then it's preferable to take a risk rather than just let the Town lose. In this situation, you should rely on everything that has happened up until then to try and make the best possible guess:
    • Generally speaking, anyone who votes a member of the Mafia up to the stand when there is reasonable doubt is unlikely to be a Mafia member themselves. Guilty votes are less meaningful because Mafia members are likely to vote guilty if it's clear someone can't be saved but may try to drag their feet in the hopes that they won't get voted up to begin with.
    • If you can eliminate almost everyone from consideration as possible Mafia based on those voting patterns combined with the Last Wills from Sheriffs, confirmed Town, and so on, you should shoot whoever is left.
  • If someone is almost voted up, but the vote fails, it might be worth shooting them, even if the evidence against them is weak. This is because if they are actually a member of the Mafia, shooting them can turn the entire game around by casting suspicion on anyone who refused to vote for them (and giving you valuable information for your remaining shots). However, the accuser could be an Executioner.
    • This is especially applicable when the Mafia is near the majority. Consider the possibilities:
      • It's unlikely that the Mafia would have risked outing themselves by aggressively trying to vote someone up on their own when they're near (but not quite at) a majority, especially since they'll shortly win naturally by killing people. Additionally, if the Mafia is near a majority, smart Town members will know they must lynch someone, even if the evidence is weak. Therefore, the people voting against that person are probably not Mafia.
      • Conversely, if the person being voted up was not Mafia, the Mafia (being near a majority) would have joined in as soon as the Town started to vote up the wrong person and easily lynch them. You can point this out and usually get them off the stand with a smart Town.
        • This is known as a 'Fast Vote'.
      • Therefore, if an effort to vote someone up fails in a near-miss in the late game when the Mafia is near the majority, it's usually a sign that both the person being voted up and some or all of the people who refused to vote for them are part of the Mafia, and you should usually risk shooting the person who was voted up.
  • When there is a Bodyguard around, be careful of who you shoot. If you shoot someone that is guarded by one, both you and the Bodyguard will die, and the Town member guarded will be left open to attack.

When You Shoot a Townie Edit

  • If you shoot a fellow Town member, you may not be completely screwed. Check the next night to see if you can shoot. If you can, they were a Disguiser masquerading as a fellow Town member. Be sure to announce it out loud or write it in your Last Will.
  • If you make a mistake and shoot a Town member, don't reveal who you are the next day! The Mafia or any Neutral Killing might waste a night killing you, even though you're already doomed. You can also tell the Transporter to use you as a 'shield' for other players, as you will die anyway.
  • If you shoot a target that is cleaned or stoned on the same night, and you die of guilt, the Town will gain valuable info that the cleaned or stoned target was, in fact, a Townie, as you can only die of guilt from shooting someone from the Town. Even in death, you can still be useful.

When Your Target is ImmuneEdit

  • If you shoot somebody immune, make sure to inform the Town. No Town role has basic defense except for a Bodyguard or Doctor who uses their self-protection (even if you do shoot a [[Doctor|Doctor ]] who self-heals, you will not get a message saying that their defense was too high).
  • If somebody is accused of being a night immune role like Serial Killer or Godfather, it's sometimes a good idea to attempt to shoot them. If they are immune, you will be given a message that their defense was higher than or is at least basic. You can then write your findings in your will and announce it to the Town the next day.

Surviving the Day PhasesEdit

  • Secrecy is the key. The Vigilante is an enormous threat to all non-immune Mafia and other evils, so don't reveal your identity until asked by Investigator or if your target had Basic Defense or higher.
  • If you are aware of a Witch in-game, be careful when stating you're a Vigilante, as doing so gives the Witch a very fun toy to play with. Under no circumstances should you reveal that you are the Vigilante unless you ask a Transporter to transport you or not to transport your target, or you know an Escort can prevent you from shooting good Townies.
    • You may wish to claim Veteran, as you will not be targeted by Evils and you have the same investigation results. Be wary about claiming Veteran if there is another one in game.
  • If you're going to shoot anyone, you can call "Vig shoot (name)!". It's an indirect call for anyone not to touch the target (especially Transporter). Don't tell the Town "I am going to shoot", it's important to keep calling "Vig" to imply you are not the Vigilante and you can shoot your target anonymously. However, some experienced Mafia members may notice the double-bluff and attack you.
  • If you shoot a target and no immune message appears, but they are alive the next day, this means they were either healed by a Doctor or they are a Witch. Consider shooting them again the next night, especially if they don't say anything during the day.


  • The Vigilante is the only role that can appear in all non-Coven Expansion game modes. It can appear in all game modes in the Coven Expanion except for the Lovers game mode.
  • If the Vigilante is revived after shooting a Townie, they are able to shoot again.
  • After shooting a Townie, a Vigilante may appear to not commit suicide from guilt if they are executed by a Jailor or leave the game.
  • If a Vigilante shoots a Townie using their last bullet, the Vigilante will still commit suicide even though they have no more bullets.