Specifically it is:
Mind Control
Pure Role-blockers
Abductors
Protectors
Investigators
Night Kills/Conversions (The War Vet (or equivalent) is sort of an exception, in that he'll kill anyone who targets them on THEIR turn, rather than his)
Mind Control gets to direct what action another player takes that night. (Which could be do nothing)
Roleblockers stop another player from performing an action. In Paranormal, Roleblockers block another role-blocker before any other role-blocks take effect.
Abductors remove a player from the game temporarily (or permanently). An abducted player therefore cannot be protected, investigated, or killed.
Protectors stop night kills
Investigators gain knowledge about a target
Night Kills and Faction Conversions happen last, unless it's a reactionary effect.
This isn't the only way you could set thing up, of course, but I find that it works pretty well for that game. More importantly, these rules are set out so that everyone knows what is going on and can plan accordingly.
Making plans only to discover after the fact that they failed because you didn't know a rule that wasn't written anywhere tends to make people rather upset. Unless you're running a Bastard Game, you want your players to know everything they're going to have to know to play. Some information may need to be sent with a role PM if it's information the rest of the players shouldn't know, but in general everyone has more fun when they don't get blindsided by unexpected rules.
The challenge is mafia is generally outsmarting the other players, not worrying about being outsmarted by the mod or the rules.