Each round after detectives, traitors, jesters, independents, and monsters are chosen, any remaining players will be part of the innocent team. A fraction of those players have a chance to be a special innocent, and the others will each be an Innocent.

The following ConVars can be used to configure the requirements and restrictions on how innocents spawn.

ConVar Default Type Description
ttt_special_innocent_pct 0.33 Float (0-1) Percentage of innocents, rounded up, that have the chance to spawn as a special innocent.
ttt_special_innocent_chance 0.5 Float (0-1) The chance that a special innocent will spawn in each individual slot made by ttt_special_innocent_pct.

Example: There are four members of the innocent team. ttt_special_innocent_pct is 0.33, and ttt_special_innocent_chance is 0.5 as per the default values above. At most 33% of the innocent team (rounded up) can be special innocents as ttt_special_innocent_pct is set to 0.33. This means that there will be at most two special innocents. However, each of those two players only has a 50% chance to be a special innocent as ttt_special_innocent_chance is set to 0.5. This means it is possible for the round to have zero, one, or two special innocents. All remaining members of the innocent team will each be an Innocent.

If you wanted it to be possible for all members of the innocent team to be special innocents at once, set ttt_special_innocent_pct to 1. Alternately, if you always wanted the same number of special innocents in each round with no variation, set ttt_special_innocent_chance to 1. Setting either ttt_special_innocent_pct or ttt_special_innocent_chance to 0 will make it impossible for special innocents to spawn.

Instructions for using ConVars can be found on the Configuring ConVars tutorial page, and ConVars specific to configuring each role can be found below.

When designing roles it is important to make sure your role is part of the correct team. Each team has a unique identity along with strengths and weaknesses that play better with some roles than others. If you are designing a role for the innocent team, keep the following in mind:

Innocents should:
  • Win by working with other innocents and detectives to identify and kill the traitors.
Innocents should NOT:
  • Have unique win conditions. If your role requires a unique win condition consider making them a jester or independent.
  • Have any reason to kill/damage/annoy other innocents and detectives. If your role wants to cause chaos and confusion consider making them a traitor, jester or independent.
  • Use identifiable weapons/mechanics that could reveal their role to others. If your role identifiable weapons/mechanics consider the following:
    • Your role might be a better fit as a traitor. Traitors need to hide their role from others so identifiable weapons/mechanics will want to be kept hidden.
    • Your role might be a better fit as a detective. Detectives are known to all players so identifiable weapons/mechanics provide no new information.
    • Your role might be a better fit as an independent. Independents are flexible roles that can be used in many different ways so identifiable weapons/mechanics might be okay.
    • Add a mirror role to the traitor or independent team such as the Deputy and the Impersonator. A mirror role means that any identifiable weapons/mechanics can't be used to determine a player's team.

These are just guidelines and in some special circumstances a role might be best fit as an innocent even if it doesn't align with the above suggestions. However, in general following these suggestions will ensure that your role works well within the framework that Custom Roles for TTT provides.

A walkthrough for creating your own role can be found on the Create Your Own Role tutorial page.

The Innocent is the base member of the innocent team and has no special abilities.

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The Deputy is promoted to replace the detective in the event of their death.

The Deputy will only be promoted when all other detectives are dead unless ttt_deputy_impersonator_promote_any_death is enabled, in which case they will be promoted as soon as a single detective dies.

Once promoted, they have all the powers of a detective including access to Detective weapons and the ability to search bodies.

By default, there is no downside to being an un-promoted Deputy for the whole round. However, if the ttt_deputy_damage_penalty ConVar is changed from its default, they may do less damage until promoted.

The icon shown over the head of a promoted Deputy depends on the ttt_deputy_use_detective_icon setting. By default, the Detective icon will be used.

The Deputy has access to a shop, but by default it is only available once they are promoted. The ttt_deputy_shop_active_only and ttt_deputy_shop_delay ConVars can change the behavior of when the shop is available and what happens when it's used.

Role Configuration:

ConVar Default Type Description
ttt_deputy_activation_credits 0 Integer The number of credits to give the Deputy when they are activated.
ttt_deputy_credits_starting 0 Integer The number of credits a Deputy should start with.
ttt_deputy_damage_penalty 0 Float (0-1) Damage penalty that the Deputy has before being promoted. (e.g. 0.5 = 50% less damage.)
ttt_deputy_shop_active_only 1 Boolean Whether the Deputy's shop should be available only after they activate.
ttt_deputy_shop_delay 0 Boolean Whether the Deputy's purchased shop items should be held until they activate.
ttt_deputy_use_detective_icon 1 Boolean Whether a promoted Deputy should show the detective icon over their head instead of the Deputy icon.
ttt_deputy_without_detective 0 Boolean Whether a Deputy can spawn without a detective in the round. (This will automatically promote the Deputy when they spawn.)
ttt_deputy_impersonator_promote_any_death 0 Boolean Whether Deputy/Impersonator should be promoted when any detective dies rather than only after all detectives have died.
ttt_deputy_impersonator_start_promoted 0 Boolean Whether Deputy/Impersonator should start the round promoted.
ttt_single_deputy_impersonator 0 Boolean Whether only a single Deputy or Impersonator should spawn in a round.
ttt_single_deputy_impersonator_chance 0.5 Float (0-1) The chance that a Deputy should have an opportunity to spawn instead of an Impersonator. (e.g. 0.7 = 70% chance for Deputy, 30% chance for Impersonator. Requires ttt_single_deputy_impersonator to be enabled.)

A list of ConVars shared by every role and instructions for using ConVars can be found on the Configuring ConVars tutorial page.

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The Doctor has access to healing items that can help heal themselves and their team mates.

The Doctor has access to a shop where they can buy a health station or parasite cure to help administer treatments.

Role Configuration:

ConVar Default Type Description
ttt_doctor_credits_starting 1 Integer The number of credits a Doctor should start with.
ttt_doctor_cure_mode 2 Integer (0-2) How to handle using a cure on someone who is not infected:
  1. Kill nobody, but use up the cure.
  2. Kill the person who uses the cure.
  3. Kill the person the cure is used on.
ttt_doctor_cure_rebuyable 0 Boolean Whether the cure can be bought multiple times.
ttt_doctor_cure_time 3 Integer The amount of time in seconds the cure takes to use.
ttt_single_doctor_quack 0 Boolean Whether only a single Doctor or Quack should spawn in a round.
ttt_single_doctor_quack_chance 0.5 Float (0-1) The chance that a Doctor should have an opportunity to spawn instead of a Quack. (e.g. 0.7 = 70% chance for Doctor, 30% chance for Quack. Requires ttt_single_doctor_quack to be enabled.)

A list of ConVars shared by every role and instructions for using ConVars can be found on the Configuring ConVars tutorial page.

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The Glitch appears as a Traitor to members of the traitor team but they are actually a member of the innocent team.

Members of the traitor team will believe the Glitch is one of their own, but the Glitch won't know who the traitor team members are.

When there is Glitch in the round, traitor team text and voice chat are blocked to make it difficult to communicate and identify the Glitch.

If ttt_glitch_use_traps is enabled, the Glitch can use traitor traps and loot credits from dead players. This helps the Glitch blend in with other members of the traitor team.

For further customization, the ttt_glitch_mode ConVar can be used to change how the Glitch appears to the members of the traitor team.

Role Configuration:

ConVar Default Type Description
ttt_glitch_chat_block_mode 1 Integer (0-3) How to handle Glitch chat blocking:
  1. Don't block.
  2. Always block when there's a Glitch.
  3. Block while a Glitch is alive.
  4. Block until all Glitches are confirmed by inspecting their body.
ttt_glitch_mode 0 Integer (0-2) The way in which the Glitch appears to traitors:
  1. Appears as a regular Traitor.
  2. Can appear as a special traitor.
  3. Causes all traitors, regular or special, to appear as regular traitors and appears as a regular traitor themselves.
ttt_glitch_use_traps 0 Boolean Whether Glitches can see and use traitor traps. This also allows them to loot credits for traps that require them.

A list of ConVars shared by every role and instructions for using ConVars can be found on the Configuring ConVars tutorial page.

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The Good Twin spawns with an Evil Twin and they must convince everyone else who the real Good Twin is.

Twins are unable to damage each other unless there are no other non-jester players alive.

If all Evil Twins die then Good Twins are temporarily invulnerable unless ttt_twins_invulnerability_timer is set to 0, but the reverse is also true. If all Good Twins die then Evil Twins will become invulnerable.

Role Configuration:

ConVar Default Type Description
ttt_twins_invulnerability_timer 20 Integer How long (in seconds) the twins should be made invulnerable for if only one type of twin is alive. (Set to 0 to disable. ConVar shared with the Evil Twin.)

A list of ConVars shared by every role and instructions for using ConVars can be found on the Configuring ConVars tutorial page.

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The Infected turns into a Zombie if the round goes on for too long.

By default, the Infected can be seen by any role that is allied with Zombies, but this can be disabled via the ttt_infected_show_icon ConVar.

Once the Infected succumbs and turns into a Zombie, they will be healed to full health unless ttt_infected_full_health is disabled.

If the ttt_infected_respawn_enabled ConVar is enabled, the Infected will also respawn as a Zombie if they are killed.

The Infected will come back as a prime Zombie, meaning they have all the abilities and stat bonuses that a Zombie spawning into the round normally would have, unless ttt_infected_prime is disabled.

In order to warn the other players of their infection, the Infected periodically lets out an audible cough. This can be disabled by ttt_infected_cough_enabled or adjusted by ttt_infected_cough_timer_min and ttt_infected_cough_timer_max.

Role Configuration:

ConVar Default Type Description
ttt_infected_block_win 0 Boolean Blocks other teams from winning and causes the Infected to succumb immediately when they would have. Only used when ttt_infected_is_jester or ttt_infected_is_independent are enabled.
ttt_infected_cough_enabled 1 Boolean Whether the Infected coughs periodically.
ttt_infected_cough_timer_max 60 Integer The maximum time between Infected coughs.
ttt_infected_cough_timer_min 30 Integer The minimum time between Infected coughs.
ttt_infected_full_health 1 Boolean Whether the Infected's health is refilled when they become a Zombie.
ttt_infected_is_independent 0 Boolean Whether the Infected should be treated as am independent.
ttt_infected_is_jester 0 Boolean Whether the Infected should be treated as a jester.
ttt_infected_prime 1 Boolean Whether the Infected will become a prime Zombie.
ttt_infected_respawn_enabled 0 Boolean Whether the Infected will respawn as a Zombie when killed.
ttt_infected_show_icon 1 Boolean Whether to show the Infected icon over their head for Zombies and Zombie allies.
ttt_infected_succumb_time 180 Integer Time in seconds for the Infected to succumb to their disease.

A list of ConVars shared by every role and instructions for using ConVars can be found on the Configuring ConVars tutorial page.

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The Mercenary can buy items to help defeat their enemies.

The weapons that the Mercenary has available in their shop is subject to the ttt_mercenary_shop_mode ConVar. Be default, they will have all weapons that can be bought by both Traitors and Detectives. For example, assuming Detectives can buy "radar" and the "juggernaut suit" and the Traitors can buy "radar" and the "banana bomb" then the Mercenary will have the "radar" added to their shop since it is available in both.

Role Configuration:

ConVar Default Type Description
ttt_mercenary_credits_starting 1 Integer The number of credits a Mercenary should start with.
ttt_mercenary_shop_mode 2 Integer (0-4) What additional items are available to the Mercenary in the shop:
  1. (Disabled) Nothing.
  2. (Union) Weapons available to either the Traitor or the Detective.
  3. (Intersect) Only weapons available to both the Traitor and the Detective.
  4. (Detective) All weapons available to the Detective.
  5. (Traitor) All weapons available to the Traitor.

A list of ConVars shared by every role and instructions for using ConVars can be found on the Configuring ConVars tutorial page.

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The Paramedic can use their defibrillator to revive another player.

By default, the Paramedic is given a defibrillator as part of their loadout but this can be disabled via the ttt_paramedic_device_loadout ConVar.

When ttt_paramedic_device_shop (and ttt_shop_for_all, see below) are enabled, the Paramedic can buy a defibrillator from their shop.

Any player resurrected by the Paramedic's defibrillator retains their previous role, with the exception of detective-like roles (e.g. Detective, promoted Deputy, promoted Impersonator, etc.) which are converted to the regular role for their team (Innocent, Traitor, etc.). This behavior can be changed by enabling ttt_paramedic_defib_as_innocent, causing all players to come back as Innocents.

Role Configuration:

ConVar Default Type Description
ttt_paramedic_defib_as_innocent 0 Boolean Whether the Paramedic's defib brings back everyone as a regular Innocent role.
ttt_paramedic_defib_as_is 0 Boolean Whether the paramedic's defib brings back everyone as their previous role.
ttt_paramedic_defib_detectives_as_deputy 0 Boolean Whether the paramedic's defib brings back detective roles as a promoted deputy.
ttt_paramedic_defib_time 8 Integer The amount of time in seconds the Paramedic's defib takes to use.
ttt_paramedic_device_loadout 1 Boolean Whether the Paramedic's defib should be given to them when they spawn. (Server must be restarted for changes to take effect.)
ttt_paramedic_device_shop 0 Boolean Whether the Paramedic's defib should be purchasable in the shop. (Requires ttt_shop_for_all to be enabled. Server must be restarted for changes to take effect.)
ttt_paramedic_device_shop_rebuyable 0 Boolean Whether the Paramedic's defib should be purchaseable multiple times. (requires ttt_paramedic_device_shop to be enabled. Server must be restarted for changes to take effect.)
ttt_paramedic_revive_muted 0 Boolean Whether players revived by the paramedic should be muted.
ttt_single_paramedic_hypnotist 0 Boolean Whether only a single Paramedic or Hypnotist should spawn in a round.
ttt_single_paramedic_hypnotist_chance 0.5 Float (0-1) The chance that a Paramedic should have an opportunity to spawn instead of a Hypnotist. (e.g. 0.7 = 70% chance for Paramedic, 30% chance for Hypnotist. Requires ttt_single_paramedic_hypnotist to be enabled.)

A list of ConVars shared by every role and instructions for using ConVars can be found on the Configuring ConVars tutorial page.

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The Phantom can haunt their killer for a chance to respawn.

If the Phantom is killed, they will be resurrected if the person that killed them then dies.

Each time the Phantom is killed with ttt_phantom_weaker_each_respawn enabled, they will respawn with half as much health (down to a minimum of 1).

When the Phantom is killed and ttt_phantom_announce_death is enabled, all detectives (and promoted detective-like roles) are notified.

To help the Phantom's killer be identified, ttt_phantom_killer_smoke and/or ttt_phantom_killer_footstep_time can be set to envelope the Phantom's killer in a shroud of smoke or have them leave behind bloody footprints, respectively.

By default, when the Phantom is killed they haunt their killer. While haunting a player, the Phantom can use one of their haunting abilities to try and get their killer killed, causing them to respawn. This behavior can be disabled by disabling ttt_phantom_killer_haunt.

The haunting abilities that the Phantom has are:

  • Attack - Make the haunted player use their current weapon for a short time
  • Drop Weapon - Make the haunted player drop their current weapon
  • Jump - Make the haunted player jump
  • Move - Make the haunted player move in the specified direction for a short time
Each of these abilities can be adjusted or disabled via the ConVars listed below.

Role Configuration:

ConVar Default Type Description
ttt_phantom_announce_death 0 Boolean Whether to announce to detective likes that a Phantom has been killed or respawned.
ttt_phantom_cure_time 3 Integer The amount of time in seconds the phantom exorcism device takes to use. (Requires ttt_traitor_phantom_cure or ttt_quack_phantom_cure to be enabled.)
ttt_phantom_haunt_saves_lover 1 Boolean Whether the Phantom's lover should survive if the Phantom is haunting a player.
ttt_phantom_killer_footstep_time 0 Integer The time in seconds a Phantom's killer's footsteps should show before fading. (Set to 0 to disable.)
ttt_phantom_killer_haunt 1 Boolean Whether to have the Phantom haunt their killer.
ttt_phantom_killer_haunt_attack_cost 100 Integer The amount of power to spend when a Phantom is making their killer attack via a haunting. (Set to 0 to disable.)
ttt_phantom_killer_haunt_drop_cost 75 Integer The amount of power to spend when a Phantom is making their killer drop their weapon via a haunting. (Set to 0 to disable.)
ttt_phantom_killer_haunt_jump_cost 50 Integer The amount of power to spend when a Phantom is making their killer jump via a haunting. (Set to 0 to disable.)
ttt_phantom_killer_haunt_move_cost 25 Integer The amount of power to spend when a Phantom is moving their killer via a haunting. (Set to 0 to disable.)
ttt_phantom_killer_haunt_power_max 100 Integer The maximum amount of power a Phantom can have when haunting their killer.
ttt_phantom_killer_haunt_power_rate 10 Integer The amount of power to regain per second when a Phantom is haunting their killer.
ttt_phantom_killer_haunt_power_starting 0 Integer The amount of power to the Phantom starts with.
ttt_phantom_killer_haunt_without_body 1 Boolean Whether the Phantom can use their powers after their body is destroyed.
ttt_phantom_killer_smoke 0 Boolean Whether to show smoke on the player who killed the Phantom.
ttt_phantom_respawn 1 Boolean Whether the phantom should respawn when their killer is killed.
ttt_phantom_respawn_health 50 Integer The amount of health a Phantom will respawn with.
ttt_phantom_respawn_limit 0 Integer The amount of times a Phantom can respawn. Set to 0 to have no limit.
ttt_phantom_weaker_each_respawn 0 Boolean Whether a Phantom respawns with half as much HP each time they respawn, down to a minimum of 1 HP.
ttt_quack_phantom_cure 0 Boolean Whether to allow the Quack to buy the phantom exorcism device which can remove a haunting Phantom. (Server must be restarted for changes to take effect.)
ttt_traitor_phantom_cure 0 Boolean Whether to allow the traitor to buy the phantom exorcism device which can remove a haunting Phantom. (Server must be restarted for changes to take effect.)
ttt_single_phantom_parasite 0 Boolean Whether only a single Phantom or Parasite should spawn in a round.
ttt_single_phantom_parasite_chance 0.5 Float (0-1) The chance that a Phantom should have an opportunity to spawn instead of a Parasite. (e.g. 0.7 = 70% chance for Phantom, 30% chance for Parasite. Requires ttt_single_phantom_parasite to be enabled.)

A list of ConVars shared by every role and instructions for using ConVars can be found on the Configuring ConVars tutorial page.

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The Revenger is assigned a random player as soulmate to protect.

If their soulmate is killed, the Revenger's goal becomes tracking down and exacting revenge against their soulmate's killer.

To accomplish this, the Revenger is shown the location of their soulmate's killer via radar-like pings that update on a configurable interval (see ttt_revenger_radar_timer below).

Furthermore, if ttt_revenger_damage_bonus is configured, the Revenger will gain a damage bonus against their soulmate's killer.

Role Configuration:

ConVar Default Type Description
ttt_revenger_damage_bonus 0 Float Extra damage that the Revenger deals to their lover's killer. (e.g. 0.5 = 50% extra damage.)
ttt_revenger_drain_health_rate 3 Integer How often, in seconds, health will be drained from a Revenger whose lover has died.
ttt_revenger_drain_health_to -1 Integer The amount of health to drain the Revenger down to after their lover has died. (Setting to 0 will kill them. Set to -1 to disable.)
ttt_revenger_radar_timer 15 Integer The amount of time in seconds between radar pings for the Revenger's lover's killer.

A list of ConVars shared by every role and instructions for using ConVars can be found on the Configuring ConVars tutorial page.

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The Scout learns which special traitor roles are in play.

Role Configuration:

ConVar Default Type Description
ttt_scout_alert_targets 0 Boolean Whether players whose roles are revealed by the Scout should be notified..
ttt_scout_delay_intel 0 Integer How long (in seconds) to delay the information that is given to the Scout.
ttt_scout_hidden_roles "" Empty string String Names of roles that cannot be revealed by the Scout, separated with commas. Do not include spaces or capital letters.
ttt_scout_reveal_independents 0 Boolean Whether independent roles should also be revealed to the Scout.
ttt_scout_reveal_jesters 0 Boolean Whether jester roles should also be revealed to the Scout.
ttt_scout_reveal_monsters 1 Boolean Whether monster roles should also be revealed to the Scout.

A list of ConVars shared by every role and instructions for using ConVars can be found on the Configuring ConVars tutorial page.

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The Trickster can activate traps like members of the traitor team.

The Trickster can also loot credits from corpses, in case a traitor trap or traitor button requires payment.

Role Configuration:

ConVar Default Type Description
ttt_trickster_credits_starting 0 Integer The number of credits a Trickster should start with.

A list of ConVars shared by every role and instructions for using ConVars can be found on the Configuring ConVars tutorial page.

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The Turncoat can switch sides and join the traitor team.

The Turncoat is given a one-time-use Team Changer device which moves them to the traitor team, changes their health to the amount set by the ttt_turncoat_change_health ConVar, and announces their role to everyone.

If ttt_turncoat_change_innocent_kill is enabled, the Turncoat will automatically change teams if they kill a member of the innocent team.

Role Configuration:

ConVar Default Type Description
ttt_turncoat_change_health 10 Integer The amount of health to set the Turncoat to when they change teams.
ttt_turncoat_change_innocent_kill 0 Boolean Whether to change the Turncoat's team when they kill a member of the innocent team.
ttt_turncoat_change_max_health 1 Boolean Whether to change the Turncoat's max health when they change teams.

A list of ConVars shared by every role and instructions for using ConVars can be found on the Configuring ConVars tutorial page.

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The Veteran gets a buff if they are the last member of the innocent team left alive.

When the Veteran is the last remaining member of the innocent team, they are warned via an on-screen message and they become "active". Enabling ttt_veteran_announce makes the announcement global so all players can see it.

The Veteran has access to a shop, but by default it is only available when they are active. The ttt_veteran_shop_active_only and ttt_veteran_shop_delay ConVars can change the behavior of when the shop is available and what happens when it's used.

By default, the Veteran is also healed to full health when they become active. This can be disabled by changing the ttt_veteran_full_heal ConVar.

Role Configuration:

ConVar Default Type Description
ttt_veteran_activation_credits 0 Integer The number of credits to give the Veteran when they are activated.
ttt_veteran_announce 0 Boolean Whether to announce to all other living players when the Veteran is the last remaining innocent.
ttt_veteran_damage_bonus 0.5 Float Damage bonus that the Veteran has when they are the last innocent alive. (e.g. 0.5 = 50% more damage.)
ttt_veteran_full_heal 1 Boolean Whether the Veteran gets a full heal upon becoming the last remaining innocent or not.
ttt_veteran_heal_bonus 0 Integer The amount of bonus health to give the Veteran when they are healed as the last remaining innocent.
ttt_veteran_shop_active_only 1 Boolean Whether the Veteran's shop should be available only after they activate.
ttt_veteran_shop_delay 0 Boolean Whether the Veteran's purchased shop items should be held until they activate.
ttt_veteran_shop_mode 0 Integer (0-4) What additional items are available to the Veteran in the shop:
  1. (Disabled) Nothing.
  2. (Union) Weapons available to either the Traitor or the Detective.
  3. (Intersect) Only weapons available to both the Traitor and the Detective.
  4. (Detective) All weapons available to the Detective.
  5. (Traitor) All weapons available to the Traitor.

A list of ConVars shared by every role and instructions for using ConVars can be found on the Configuring ConVars tutorial page.

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The Vindicator respawns as an independent if they are killed to take their revenge.

If they are killed, the Vindicator will respawn as an independent who need to track down their killer and get revenge. As they are no longer part of the innocent team they do not win with their old team and must kill their killer to win the round.

The Vindicator must be the one to get the killing blow on their killer. If someone else gets the kill, the Vindicator will not win. By default, if the Vindicator's killer kills themselves, it counts as a win for the Vindicator as well. This can be disabled by changing the ttt_vindicator_target_suicide_success ConVar.

What happens to the Vindicator when their target is killed depends on the values of ttt_vindicator_kill_on_success and ttt_vindicator_kill_on_fail. By default, the Vindicator is killed if they fail to kill their killer but will live for the remainder of the round if they are successful.

Role Configuration:

ConVar Default Type Description
ttt_vindicator_announcement_mode 1 Integer (0-2) Who is notified when the Vindicator respawns:
  1. No one.
  2. The Vindicator's killer.
  3. Everyone.
ttt_vindicator_can_see_jesters 0 Boolean Whether jesters are revealed (via overhead icons, color/icon on the scoreboard, etc.) to Vindicators when they are on the independent team.
ttt_vindicator_kill_on_fail 1 Boolean Whether the Vindicator should be killed if they fail to kill their target.
ttt_vindicator_kill_on_success 0 Boolean Whether the Vindicator should be killed after they kill their target.
ttt_vindicator_prevent_revival 0 Boolean Whether the Vindicator should be killed if they are revived after having died due to failing or succeeding in killing their target.
ttt_vindicator_respawn_delay 5 Integer Delay between the Vindicator dying and respawning in seconds.
ttt_vindicator_respawn_health 100 Integer The amount of health a Vindicator will respawn with.
ttt_vindicator_target_suicide_success 1 Boolean Whether the Vindicator's killer killing themselves should count as a win for the Vindicator.
ttt_vindicator_update_scoreboard 0 Boolean Whether Vindicators show dead players as missing in action when they are on the independent team.

A list of ConVars shared by every role and instructions for using ConVars can be found on the Configuring ConVars tutorial page.

The following roles can be configured to be a special innocent instead of their default team: Sapper.