There is something about roleblocking I never quite understood: do they only stop active roles(ie roles that send a command like a doctor or a normal cop) or do they also stop passive abilities like bulletproof and self watcher?
Usually I assume the second but I don't remember if I ever got into a situation that clarified that doubt.
For example, would a roleblock+kill combination kill a bulletproof or a roleblock command been seen by a targeted self watcher?
Is the roleblocker standardized in the community?
Let me answer this a little bit better so we aren't just saying "/shrug gamerunner's discretion."
The standardized roleblocker blocks active abilities. When I say active, I mean, if you looked at the game runner's sheet, if there is a spot for a target or a result then it is active.
I make that differentiation because in your example, you call a self-watcher passive and I see why you say that but for these purposes, it is active. It is an action that has to trigger each night to get a result so it can be roleblocked (that said some gamerunners will override that standard which is within their grounds as long as they specifically state it in the watcher's role PM, the roleblocker does not need to be informed).
The most common examples of what can not be roleblocked are bulletproofs (the bulletproof is already there, it does not need to "activate" each night, it is just always activated) and automatic commuters (odd night/even night and the like, different from someone who has to actually send a command to commute, those have to be blocked).
All that above is what is standard, there are ways the gamerunner can tweak those assuming they specifically state it in someone's role PM, it's usually bad design to stray from the above and not actually tell anyone in the game and it should always be in a role pm so that a flip reveals that info to everyone.