Role Encyclopedia
Understand Verdictris roles by job, evidence, risk, and counterplay.
This guide is a curated role-category overview rather than an auto-generated data dump. Verdictris roles are meant to create different kinds of table pressure: information, protection, attack threat, economic leverage, deception, public persuasion, and survival. A good player learns not only what a role can do, but also what that role can safely reveal, what it can prove, and what opponents will do to discredit it.
Verdictris is intended for teens and adults. The game includes social deception, crime themes, simulated trials, and non-graphic violence.
Common Good roles
Common Good roles usually win by making the table more accurate. Some gather information, some protect likely allies, some punish reckless attackers, and some shape trials. Their biggest weakness is overconfidence. A Good role that claims too early can become a target. A Good role that hides too long can lose credibility when the table needs proof. Strong Good play means sequencing information so it creates a pattern, not just a dramatic reveal.
Investigative roles should separate hard results from interpretation. Seeing suspicious movement, finding weak evidence, or surviving near a crime scene does not automatically prove guilt. It creates a lead. Protective roles should avoid predictable protection chains. If hostile players know who will be protected, they can attack somewhere else, frame the protected seat, or force resources into the wrong cycle.
Neutral roles
Neutral roles often play between factions. Some need to survive, some need a contract, some need a specific elimination, and some need the table to misread their incentives. The best Neutral players do not drift aimlessly. They pick a believable public identity, create enough value to stay alive, and avoid becoming the easiest vote. A Neutral role can help Good for several cycles and still pivot later when the win condition demands it.
Countering Neutral roles means asking what the player gains from each vote, not just whether the vote helped your side. A neutral-looking action can be useful, but repeated self-preserving votes may reveal that the seat is not aligned with the public claim.
Corrupt and Underworld roles
Hostile roles usually win by making true information look messy and false information look reasonable. They pressure investigators, waste protection, exploit black market items, and push the table toward bad trials. A strong corrupt seat does not need every lie to survive forever. It only needs the lie to last long enough for the wrong player to be detained, convicted, or ignored.
Underworld roles should coordinate pressure without becoming too synchronized. If every hostile seat repeats the same argument, the table can find the pattern. If each seat contributes a different doubt, the table has to spend time sorting through alternatives. Good counterplay means tracking who benefits from confusion and who repeatedly appears when the table is about to reach a useful conclusion.
Investigative, protective, and attack jobs
Investigative roles create leads. Protective roles preserve important seats. Attack roles remove threats or create fear. Each job has a public and private version. Publicly, the table sees claims, outcomes, and survival. Privately, the role sees timing, target logic, and risk. The gap between those two views is where deception lives. When you claim a role, explain why your target made sense at the time, not only what the result was.
Attack roles are powerful but noisy. Even when an attack succeeds, proximity, defense, counter-fire, or trial testimony may expose the actor. Protective roles can turn hostile aggression into evidence by forcing attackers to act through bad odds. Investigators can turn failed attacks into patterns if they track who had motive, opportunity, and a reason to redirect blame.
Economy and social manipulation roles
Economy roles interact with cash, black market access, debt, contracts, and payout pressure. Their value often grows when other players misunderstand the resource layer. Social manipulation roles affect testimony, trial momentum, trust, or public confidence. These roles are strongest when they make a normal event feel urgent or a dangerous event feel ordinary.
Passive skills and overdrive
Passive skills matter because they change what a role can do without spending a visible action. A passive may reduce suspicion, improve survival, change a roll, alter economy pressure, or provide narrow counterplay. Overdrive effects should be treated as timing tools, not buttons to press immediately. The strongest overdrive moment is usually the cycle where the table already has a theory and the role can push that theory over the line.
Role-claim counterplay
- Ask what the role could know and what it could not know.
- Compare claimed targets against public motive and timing.
- Check whether the claim explains old evidence or only reacts to new pressure.
- Watch who defends the claim without adding independent reasons.
- Do not treat a powerful role name as proof of alignment.