Each round after detectives are chosen, a percentage of the remaining players will be part of the traitor team. A fraction of those players have a chance to be a special traitor, and the others will each be a Traitor.

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

ConVar Default Type Description
ttt_traitor_pct 0.25 Float (0-1) Vanilla TTT ConVar - Percentage of players, rounded up, that will spawn as a member of the traitor team.
ttt_traitor_max 32 Integer Vanilla TTT ConVar - The maximum number of players that can spawn as a member of the traitor team.
ttt_special_traitor_pct 0.33 Float (0-1) Percentage of traitors, rounded up, that have the chance to spawn as a special traitor.
ttt_special_traitor_chance 0.5 Float (0-1) The chance that a special traitor will spawn in each individual slot made by ttt_special_traitor_pct.

Example: There are eight players in the game. ttt_traitor_pct is 0.25, ttt_special_traitor_pct is 0.33, and ttt_special_traitor_chance is 0.5 as per the default values above. 25% of the players in the game (rounded up) will spawn as members of the traitor team as ttt_traitor_pct is set to 0.25. This means there will be two players that are members of the traitor team. At most 33% of the traitor team (rounded up) can be special traitors as ttt_special_traitor_pct is set to 0.33. This means that there will be at most one special traitor. However, that player only has a 50% chance to be a special traitor as ttt_special_traitor_chance is set to 0.5. This means it is possible for the round to have zero or one special traitor. All remaining members of the traitor team will each be a Traitor.

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

Additionally, members of the traitor team are able to earn credits to spend in the shop. The following ConVars can be used to configure how credits are earned.

ConVar Default Type Description
ttt_credits_award_pct 0.35 Float (0-1) Vanilla TTT ConVar - When this percentage of non-traitor, non-jester players are dead, members of the traitor team are awarded a number of credits equal to ttt_credits_award_size.
ttt_credits_award_size 1 Integer Vanilla TTT ConVar - The number of credits awarded to members of the traitor team when the percentage determined by ttt_credits_award_pct of non-traitor, non-jester players are dead.
ttt_credits_award_repeat 1 Boolean Vanilla TTT ConVar - Whether the credit award determined by ttt_credits_award_pct and ttt_credits_award_size is handed out multiple times. (e.g. If ttt_credits_award_pct is 0.25, member of the traitor team will be awarded credits at 25% killed, 50% killed, and 75% killed.)
ttt_credits_detectivekill 1 Integer Vanilla TTT ConVar - The number of credits a member of the traitor team will receive if they kill a detective.
ttt_traitors_credits_timer 0 Integer How often in seconds to give members of the traitor team a credit. (Set to 0 to disable.)

Finally the following miscellaneous ConVars can be used to configure options that apply to all members of the traitor team.

ConVar Default Type Description
ttt_traitors_vision_enabled 0 Boolean Whether members of the traitor team can see other members of the traitor team through walls via a highlight effect.

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 traitor team, keep the following in mind:

Traitors should:
  • Win by working with other traitors to kill the innocents.
  • Have a config option to be a part of the monster team instead if the role is a thematic fit.
Traitors 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 traitors. If your role wants to interfere with the traitors' goals consider making them an innocent, detective, jester or independent.

These are just guidelines and in some special circumstances a role might be best fit as a traitor 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.

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The Traitor is the base member of the traitor team who can buy items to help defeat their enemies.

The Traitor has access to a shop containing powerful items that can be used to help the defeat other players.

Role Configuration:

ConVar Default Type Description
ttt_credits_starting 2 Integer Vanilla TTT ConVar - The number of credits a traitor should start with.
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.)

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 Assassin is assigned a target at random. They deal more damage to their target and less damage to everyone else.

At the start of each round a target is chosen randomly from among non-traitor, non-jester players. Detectives will not be chosen as targets unless there are no other valid options.

When the Assassin's target dies, a new target will be selected randomly from the remaining players after a short delay following the same process as before. The delay between the old target dying and the new target being selected can be configured or disabled entirely with ttt_assassin_next_target_delay.

Roles without shops can optionally be given priority over roles with shops during the target selection process. Enabling ttt_assassin_shop_roles_last will make it so non-shop roles are selected as targets first, then once no valid non-shop roles remain shop roles will be selected. Detectives are always left for last regardless of if this feature is enabled or not.

The Assassin can see an icon above their target's head through walls and can optionally also have their target highlighted if ttt_assassin_target_vision_enabled is enabled.

If the Assassin kills a player other than their target, they will fail their contract and gain a damage penalty for the rest of the round. This penalty can be configured or disabled entirely with ttt_assassin_failed_damage_penalty.

The Loot Goblin, Vampire, and Zombie can be killed by the Assassin without causing the Assassin to fail their contract, even if they aren't the Assassin's current target. This can be disabled for each role with ttt_assassin_allow_lootgoblin_kill, ttt_assassin_allow_vampire_kill, and ttt_assassin_allow_zombie_kill respectively.

The Assassin has access to a shop containing a small handful of useful items. However, if the ttt_assassin_shop_sync ConVar is enabled the Assassin will have access to all items available to the Traitor.

Role Configuration:

ConVar Default Type Description
ttt_assassin_allow_lootgoblin_kill 1 Boolean Whether the Assassin can kill a Loot Goblin without penalty, even if it is not their target.
ttt_assassin_allow_vampire_kill 1 Boolean Whether the Assassin can kill a Vampire without penalty, even if it is not their target.
ttt_assassin_allow_zombie_kill 1 Boolean Whether the Assassin can kill a Zombie without penalty, even if it is not their target.
ttt_assassin_credits_starting 1 Integer The number of credits an Assassin should start with.
ttt_assassin_failed_damage_penalty 0.5 Float (0-1) Damage penalty that the Assassin has after they have failed their contract by killing the wrong person. (e.g. 0.5 = 50% less damage.)
ttt_assassin_next_target_delay 5 Integer The delay in seconds before an Assassin is assigned their next target.
ttt_assassin_shop_roles_last 0 Boolean Whether the Assassin should target the shop roles right before Detective or not.
ttt_assassin_show_target_icon 0 Boolean Whether Assassins have an icon over their target's heads showing who to kill. (Server or round must be restarted for changes to take effect.)
ttt_assassin_target_bonus_bought 1 Boolean Whether the damage bonus that the Assassin has against their target should apply on weapons bought from the shop.
ttt_assassin_target_damage_bonus 1 Float Damage bonus that the Assassin has against their target. (e.g. 0.5 = 50% extra damage.)
ttt_assassin_target_vision_enabled 0 Boolean Whether Assassins have a visible aura around their target, visible through walls.
ttt_assassin_wrong_damage_penalty 0.5 Float (0-1) Damage penalty that the Assassin has when attacking someone who is not their target. (e.g. 0.5 = 50% less damage.)

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 Evil Twin spawns with an Good Twin and they must trick everyone else into thinking that they are the Good Twin.

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

If all Good Twins die then Evil Twins are temporarily invulnerable unless ttt_twins_invulnerability_timer is set to 0, but the reverse is also true. If all Evil Twins die then Good 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 Good 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 Hypnotist can use their brainwashing device to revive someone as a Traitor.

By default, the Hypnotist is given a brainwashing device as part of their loadout but this can be disabled via the ttt_hypnotist_device_loadout ConVar.

When ttt_hypnotist_device_shop is enabled, the Hypnotist can buy a brainwashing device from their shop. They will only be able to buy one brainwashing device each round unless ttt_hypnotist_device_shop_rebuyable is also enabled.

Detectives and the Deputy can optionally be resurrected as Impersonators instead of Traitors by enabling ttt_hypnotist_convert_detectives.

The Hypnotist has access to a shop containing a small handful of useful items. However, if the ttt_hypnotist_shop_sync ConVar is enabled the Hypnotist will have access to all items available to the Traitor.

Role Configuration:

ConVar Default Type Description
ttt_hypnotist_brainwash_muted 0 Boolean Whether players brainwashed by the hypnotist should be muted.
ttt_hypnotist_convert_detectives 0 Boolean Whether to convert detectives and Deputies to Impersonator instead of just a regular traitor. Target will be automatically promoted to appear as a detective if appropriate. (Requires ttt_deputy_use_detective_icon to be enabled.)
ttt_hypnotist_credits_starting 1 Integer The number of credits a Hypnotist should start with.
ttt_hypnotist_device_loadout 1 Boolean Whether the Hypnotist's defib should be given to them when they spawn. (Server must be restarted for changes to take effect.)
ttt_hypnotist_device_shop 0 Boolean Whether the Hypnotist's defib should be purchasable in the shop. (Server must be restarted for changes to take effect.)
ttt_hypnotist_device_shop_rebuyable 0 Boolean Whether the Hypnotist's defib should be purchaseable multiple times. (Requires ttt_hypnotist_device_shop to be enabled. Server must be restarted for changes to take effect.)
ttt_hypnotist_device_time 8 Integer The amount of time in seconds the Hypnotist's device takes to use.
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 Impersonator is promoted to replace the detective in the event of their death, but they are still a member of the traitor team.

The Impersonator 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 Impersonator for the whole round. However, if the ttt_impersonator_damage_penalty ConVar is changed from its default, they may do less damage until promoted.

The icon shown over the head of a promoted Impersonator depends on the ttt_deputy_use_detective_icon and ttt_impersonator_use_detective_icon settings. ttt_deputy_use_detective_icon will change how their icon appears to non-traitors, and ttt_impersonator_use_detective_icon will change how their icon appears to other traitors. By default, the Detective icon will be used in both cases.

The Impersonator has access to a shop containing a small handful of useful items. Once they are promoted, they will also gain access to all items available to the Detective. In addition to this, if the ttt_impersonator_shop_sync ConVar is enabled the Impersonator will also have access to all items available to the Traitor.

Role Configuration:

ConVar Default Type Description
ttt_impersonator_activation_credits 0 Integer The number of credits to give the Impersonator when they are activated.
ttt_impersonator_credits_starting 1 Integer The number of credits an Impersonator should start with.
ttt_impersonator_damage_penalty 0 Float (0-1) Damage penalty that the Impersonator has before being promoted. (e.g. 0.5 = 50% less damage.)
ttt_impersonator_detective_chance 0 Float (0-1) The chance that a detective will spawn as a promoted Impersonator instead. (e.g. 0.5 = 50% chance.)
ttt_impersonator_use_detective_icon 1 Boolean Whether a promoted Impersonator should show the detective icon over their head instead of the Impersonator icon. (Only for traitors, non-traitors will use the equivalent Deputy setting.)
ttt_impersonator_without_detective 0 Boolean Whether an Impersonator can spawn without a detective in the round. Will automatically promote the Impersonator 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 Informant can scan other players to learn their role and track their location.

The Informant scanning starts as soon as they look at another player and finishes if they can maintain line of sight for a length of time determined by ttt_informant_scanner_time. They are allowed to break line of sight for a short window of time determined by ttt_informant_scanner_float_time withing interrupting their scan, but losing line of sight for any longer will abort the scan. The scanner will then go on cooldown and be unusable for an amount of time determined by ttt_informant_scanner_cooldown.

By default this scanning process happens passively, however enabling ttt_informant_requires_scanner forces the Informant to hold their scanner while scanning players. While they are holding the scanner they will appear holstered to other players.

Any information the Informant finds is automatically shared with other traitors unless ttt_informant_share_scans is disabled.

The Informant is unable to scan other traitors (to determine if one of them is the Glitch), or jesters unless ttt_informant_can_scan_glitches or ttt_informant_can_scan_jesters are enabled respectively.

The Informant has access to a shop containing a small handful of useful items. However, if the ttt_informant_shop_sync ConVar is enabled the Informant will have access to all items available to the Traitor.

Role Configuration:

ConVar Default Type Description
ttt_informant_can_scan_glitches 0 Boolean Whether the Informant should be able to scan Glitches.
ttt_informant_can_scan_jesters 0 Boolean Whether the Informant should be able to scan jesters.
ttt_informant_requires_scanner 0 Boolean Whether the Informant needs to hold the scanner item to be able to scan players.
ttt_informant_scanner_cooldown 3 Integer The amount of time in seconds the Informant's tracker goes on cooldown for after losing it's target.
ttt_informant_scanner_distance 2500 Integer The maximum distance away the scanner target can be.
ttt_informant_scanner_float_time 1 Integer The amount of time in seconds it takes for the Informant's scanner to lose it's target without line of sight.
ttt_informant_scanner_independent_mult 1 Integer The multiplier to use with the scanner time when the target is an independent (e.g. 0.5 = 50% scanner time)
ttt_informant_scanner_innocent_mult 1 Integer The multiplier to use with the scanner time when the target is an innocent (e.g. 0.5 = 50% scanner time)
ttt_informant_scanner_jester_mult 1 Integer The multiplier to use with the scanner time when the target is an jester (e.g. 0.5 = 50% scanner time)
ttt_informant_scanner_monster_mult 1 Integer The multiplier to use with the scanner time when the target is an monster (e.g. 0.5 = 50% scanner time)
ttt_informant_scanner_time 8 Integer The amount of time in seconds the Informant's scanner takes to use.
ttt_informant_scanner_traitor_mult 1 Integer The multiplier to use with the scanner time when the target is an traitor (e.g. 0.5 = 50% scanner time)
ttt_informant_share_scans 1 Boolean Whether the Informant should automatically share their information with fellow traitors or not.

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 Parasite infects players that kill them and retakes control after time.

Infected players are unaware that they are infected with the Parasite unless ttt_parasite_announce_infection or ttt_parasite_infection_warning_time are enabled. Enabling ttt_parasite_announce_infection will warn players immediately, and players will receive another warning after a length of time determined by ttt_parasite_infection_warning_time.

By default, players can rid themselves of the Parasite's infection in two ways. Either having a detective buy and use a parasite cure on them, or dying. However configuring ttt_parasite_infection_suicide_mode can allow the Parasite to respawn if the infected player kills themselves, and ttt_parasite_infection_transfer can allow the Parasite's infection to transfer to a new host if they kill the infected player.

When the Parasite takes over their host, the infected player will die and the parasite will respawn in their place with all of their host's old weapons. However this can be configured to instead respawn the Parasite back at their own body, or in a random location with ttt_parasite_respawn_mode as detailed in the ConVars table below.

The Parasite has access to a shop containing a small handful of useful items. However, if the ttt_parasite_shop_sync ConVar is enabled the Parasite will have access to all items available to the Traitor.

The Parasite can optionally be part of the monster team instead of being a traitor by enabling ttt_parasite_is_monster.

Role Configuration:

ConVar Default Type Description
ttt_parasite_announce_infection 0 Boolean Whether players are notified immediately when they are infected with the Parasite.
ttt_parasite_credits_starting 1 Integer The number of credits a Parasite should start with.
ttt_parasite_infection_saves_lover 1 Boolean Whether the Parasite's lover should survive if the Parasite is infecting a player. (Only applies if Cupid has paired the Parasite with another player.)
ttt_parasite_infection_suicide_mode 0 Integer (0-2) The way to handle when a player infected by the Parasite kills themselves:
  1. Do nothing.
  2. Respawn the Parasite.
  3. Respawn the Parasite only if the infected player killed themselves with a console command like "kill".
ttt_parasite_infection_time 45 Integer The time it takes in seconds for the Parasite to fully infect someone. Set to 0 to only respawn the parasite when their killer is killed.
ttt_parasite_infection_transfer 0 Boolean Whether the Parasite's infection will transfer if the Parasite's killer is killed by another player. (Requires ttt_parasite_infection_time to be higher than 0.)
ttt_parasite_infection_transfer_reset 1 Boolean Whether the Parasite's infection progress will reset if their infection is transferred to another player.
ttt_parasite_infection_warning_time 0 Integer The time in seconds after infection to warn the victim with an ambiguous message. (Set to 0 to disable.)
ttt_parasite_is_monster 0 Boolean Whether the Parasite should be treated as a member of the monster team.
ttt_parasite_killer_footstep_time 0 Integer The time in seconds a Parasite's killer's footsteps should show before fading. (Set to 0 to disable.)
ttt_parasite_killer_smoke 0 Boolean Whether to show smoke on the player who killed the Parasite.
ttt_parasite_respawn_health 100 Integer The health on which the Parasite respawns.
ttt_parasite_respawn_limit 0 Integer The amount of times a Parasite can respawn. Set to 0 to have no limit.
ttt_parasite_respawn_mode 0 Integer (0-2) The way in which the Parasite respawns:
  1. Take over host.
  2. Respawn at the Parasite's body.
  3. Respawn at a random location.
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 Quack can buy healing items and fake healing items that kill players instead of healing them.

The Quack has access to a shop where they can buy real and fake versions of the health station and the parasite cure. However, if the ttt_quack_shop_sync ConVar is enabled the Quack will also have access to all items available to the Traitor.

The fake health station available to the Quack is a bomb that detonates whenever a non-traitor tries to use it. If ttt_quack_station_bomb is enabled, the Quack will also be able to buy a station bomb which can convert pre-existing health stations into bombs.

The fake parasite cure will do nothing by default, but can be configured to either killer the player who the cure is used on or the player who used the cure with ttt_quack_fake_cure_mode as detailed in the ConVars table below.

Role Configuration:

ConVar Default Type Description
ttt_quack_credits_starting 1 Integer The number of credits a Quack should start with.
ttt_quack_fake_cure_mode 0 Integer (0-2) How to handle using a fake 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_quack_fake_cure_time -1 Integer The amount of time in seconds the fake parasite cure takes to use. (Set to -1 to use the same time as ttt_doctor_cure_time.)
ttt_quack_fake_cure_rebuyable 0 Boolean Whether the fake cure can be bought multiple times.
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_quack_station_bomb 0 Boolean Whether the Quack should be able to buy a device which converts a health station to a bomb station.
ttt_quack_station_bomb_time 4 Integer The amount of time in seconds the station bomb takes to plant.
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 Spy steals the name and player model of players they kill.

By default, the Spy is given a flare gun as part of their loadout which can be used to burn bodies but this can be disabled via the ttt_spy_flare_gun_loadout ConVar.

When ttt_spy_flare_gun_shop is enabled, the Spy can buy a flare gun from their shop. They will only be able to buy one flare gun each round unless ttt_spy_flare_gun_shop_rebuyable is also enabled.

When killing a player, the Spy will steal both their name and player model, however these can each be individually disabled by disabling ttt_spy_steal_name or ttt_spy_steal_model respectively.

When the Spy steals another player's model their first-person hands will switch to that of the stolen player model and they will receive an alert to remind them that they have switched player model. These can both be disabled individually by disabling ttt_spy_steal_model_hands or ttt_spy_steal_model_alert respectively.

The Spy has access to a shop containing a small handful of useful items. However, if the ttt_spy_shop_sync ConVar is enabled the Spy will have access to all items available to the Traitor.

Role Configuration:

ConVar Default Type Description
ttt_spy_flare_gun_loadout 1 Boolean Whether the Spy should have a flare gun given to them when they spawn. (Server must be restarted for changes to take effect.)
ttt_spy_flare_gun_shop 0 Boolean Whether the Spy should have a flare gun be purchasable in the shop. (Server must be restarted for changes to take effect.)
ttt_spy_flare_gun_shop_rebuyable 0 Boolean Whether the Spy should be able to purchase the flare gun multiple times. (Requires ttt_spy_flare_gun_shop to be enabled. Server must be restarted for changes to take effect.)
ttt_spy_steal_from_respawning 1 Boolean Whether the Spy should steal the identity of their victim even if that player is respawning.
ttt_spy_steal_model 1 Boolean Whether the Spy should change to the victim's playermodel after killing a player.
ttt_spy_steal_model_alert 1 Boolean Whether the Spy should see an alert message displaying who they are disguised as after killing a player.
ttt_spy_steal_model_hands 1 Boolean Whether the Spy should change to the victim's playermodel's 1st-person hands after killing a player.
ttt_spy_steal_name 1 Boolean Whether the Spy should change to the victim's name after killing a player. (When other players look at the Spy and see their info under the crosshair.)

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 Vampire can drain players and bodies of blood to heal, leaving only a pile of bones behind as evidence.

The Vampire is given fangs as part of their loadout. These can be used to drain players and bodies of blood and also to temporarily turn invisible and gain a speed boost.

By default, Vampires are only able to drain dead bodies but enabling ttt_vampire_drain_enabled will allow living players to be drained as well.

While a living player is being drained they are frozen in place, but will still be able to talk unless ttt_vampire_drain_mute_target is enabled. If the Vampire dies or releases early when draining a target, the target will remain frozen for a short duration determined by ttt_vampire_fang_unfreeze_delay.

Draining players or bodies will not only heal the Vampire, it will also allow the Vampire to go above their maximum health value up to a higher maximum determined by ttt_vampire_fang_overheal and ttt_vampire_fang_overheal_living as detailed in the ConVars table below.

Vampire's can optionally convert other players into Vampire thralls with their fangs if ttt_vampire_convert_enabled is enabled. While draining their target of blood they can release early to convert their target into a Vampire thrall instead of killing them. If ttt_vampire_drain_first is enabled, releasing early will kill the target and the full duration of the drain is needed to covert players into Vampire thralls instead.

Any Vampire that spawns into a round at the beginning is known as a prime Vampire. Prime Vampires are special compared to Vampire thralls (the Vampires created by the prime), in that by default only the Prime vampire can convert other player into Vampire thralls. This behaviour can be disabled via the ttt_vampire_prime_only_convert ConVar. Furthermore, the prime Vampire can have an extra hold over their thralls, preventing or reflecting friendly fire, and killing or releasing their thralls in the event of the prime Vampire's death. Both of these options are disabled by default but can be configured with ttt_vampire_prime_friendly_fire and ttt_vampire_prime_death_mode as detailed in the ConVars table below.

The Vampire has access to a shop containing a small handful of useful items. However, if the ttt_vampire_shop_sync ConVar is enabled the Vampire will have access to all items available to the Traitor.

The Vampire can optionally be an independent or part of the monster team instead of being a traitor by enabling ttt_vampire_is_independent or ttt_vampire_is_monster respectively.

Role Configuration:

ConVar Default Type Description
ttt_vampire_can_see_jesters 1 Boolean Whether jesters are revealed (via overhead icons, color/icon on the scoreboard, etc.) to Vampires. (Requires ttt_vampire_is_independent to be enabled.)
ttt_vampire_convert_enabled 0 Boolean Whether Vampires have the ability to convert living targets to a Vampire thrall using their fangs.
ttt_vampire_credits_award_pct 0.35 Float (0-1) When this percentage of non-vampire ally, non-jester players are dead, Vampires are awarded a number of credits equal to ttt_vampire_credits_award_size. (Requires ttt_vampire_is_independent or ttt_vampire_is_monster to be enabled.)
ttt_vampire_credits_award_repeat 1 Boolean Whether the credit award determined by ttt_vampire_credits_award_pct and ttt_vampire_credits_award_size is handed out multiple times. (e.g. If ttt_vampire_credits_award_pct is 0.25, Vampires will be awarded credits at 25% killed, 50% killed, and 75% killed. Requires ttt_vampire_is_independent or ttt_vampire_is_monster to be enabled.)
ttt_vampire_credits_award_size 1 Integer The number of credits awarded to Vampires when the percentage determined by ttt_vampire_credits_award_pct of non-vampire ally, non-jester players are dead. (Requires ttt_vampire_is_independent or ttt_vampire_is_monster to be enabled.)
ttt_vampire_credits_starting 1 Integer The number of credits a Vampire should start with.
ttt_vampire_damage_reduction 0 Float (0-1) The fraction an attacker's bullet damage will be reduced by when they are shooting a Vampire. (e.g. 0.5 = 50% less damage.)
ttt_vampire_drain_credits 0 Integer How many credits a Vampire should get for draining a living target.
ttt_vampire_drain_enabled 1 Boolean Whether Vampires have the ability to drain a living target's blood using their fangs.
ttt_vampire_drain_first 0 Boolean Whether Vampires should drain a living target's blood first rather than converting first.
ttt_vampire_drain_mute_target 0 Boolean Whether players being drained by a Vampire should be muted.
ttt_vampire_fang_dead_timer 0 Integer The amount of time fangs must be used to fully drain a dead target's blood. (Set to 0 to use the same time as ttt_vampire_fang_timer.)
ttt_vampire_fang_heal 50 Integer The amount of health a Vampire will heal by when they fully drain a target's blood.
ttt_vampire_fang_overheal 25 Integer The amount over the Vampire's normal maximum health that the Vampire can heal to by drinking blood.
ttt_vampire_fang_overheal_living -1 Integer The amount over the Vampire's normal maximum health that the Vampire can heal to by drinking blood from living players. (Set to -1 to use the same amount as ttt_vampire_fang_overheal instead.)
ttt_vampire_fang_timer 5 Integer The amount of time fangs must be used to fully drain a target's blood.
ttt_vampire_fang_unfreeze_delay 2 Integer The number of seconds before players who were frozen in place by the fangs should be released if the Vampire stops using the fangs on them.
ttt_vampire_is_independent 0 Boolean Whether Vampires should be treated as members of the independent team.
ttt_vampire_is_monster 0 Boolean Whether Vampires should be treated as members of the monster team.
ttt_vampire_kill_credits 1 Boolean Whether Vampires receive credits when they kill other players. (Requires ttt_vampire_is_independent or ttt_vampire_is_monster to be enabled.)
ttt_vampire_loot_credits 1 Boolean Whether the Vampire can loot credits from a dead player.
ttt_vampire_prime_death_mode 0 Integer (0-2) What to do when the prime Vampire(s) are killed:
  1. Do nothing.
  2. Kill all Vampire thralls.
  3. Revert all Vampire thralls to their original role.
ttt_vampire_prime_friendly_fire 0 Integer (0-2) How to handle friendly fire damage to the prime Vampire(s) from their thralls:
  1. Do nothing.
  2. Reflect damage back to the attacker.
  3. Negate damage to the prime Vampire.
ttt_vampire_prime_only_convert 1 Boolean Whether only prime Vampires are allowed to convert other players.
ttt_vampire_show_target_icon 0 Boolean Whether Vampires have an icon over other players' heads showing who to kill. (Server or round must be restarted for changes to take effect.)
ttt_vampire_update_scoreboard 1 Boolean Whether Vampires show dead players as missing in action (Requires ttt_vampire_is_independent to be enabled.)
ttt_vampire_vision_enabled 0 Boolean Whether Vampires have their special vision highlights enabled.

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 part of the traitor team instead of their default team: Zombie.