
Cheerleader
You start knowing 1 townsfolk that’s in play. Once per game, during the day, you may privately ask if they are alive.
Townsfolk

You start knowing 1 townsfolk that’s in play. Once per game, during the day, you may privately ask if they are alive.
Townsfolk

You start knowing the closest outsider's character (or that 0 are in play). Once per game, during the day, you may privately ask if they are alive.
Townsfolk

You start knowing the closest minion's character. Once per game, during the day, you may privately ask if they are alive.
Townsfolk

You start knowing a player. Each night*, If they are dead, choose a player: If they are a minion, they die and learn you.
Townsfolk

Each night, learn a character. Each day, you may publicly guess a player: You learn if they are that character tonight.
Townsfolk

Each night*, If you were 'mad' today that you are a character, you learn who it is. If they're not in the game, this info is arbitrary. [+1 or -1 outsider]
Townsfolk

The first time you vote for a minion, you learn a good player that night
Townsfolk

Each night, you may choose a player: If they’re evil, they learn you. If you chose no one: learn what the most recently chosen player chose or learnt.
Townsfolk

Once per game*, at night, choose a player: if they aren't the demon, they lose their ability. The Rebel cannot kill or die.
Townsfolk

Once per game*, at night, choose a player: they are drunk tonight and and are nominated immediately. No other nominations may occur today.
Townsfolk

Once per game, during the day, you may privately tell the storyteller a player and a message. Tonight, they lose their ability until dawn and wake to learn the message.
Townsfolk

Once per game, during the day, you may privately tell the storyteller to make either a minion or the demon drunk tonight.
Townsfolk

If you are publicly wrong at any point, you might die.
Townsfolk

A player is hexed, even if you are dead. On night 4, you learn who it is.
Outsider

When a player chooses you as the target of an ability, if they’re evil, they’re drunk until a minion dies.
Outsider

A player is drunk, even if you are dead. Each night*, the drunkenness moves clockwise to the next alive townsfolk.
Outsider

Each night, you are told something. you are 'mad' about this tomorrow or a player might die tonight.
Outsider

Each night*, choose a player: if they aren't the demon, they die. You start knowing the Hall Monitor. You and the demon don't know each other. [+ Hall Monitor]
Minion

You start knowing a good player. If you nominate and execute them, the closest 2 alive townsfolk die tonight. [+0 to +1 outsider]
Minion

When you are executed, publicly choose a player: they die and you live. You lose this ability when just 3 players are alive.
Minion

Each night, choose 2 players: The 1st player is hexed to the 2nd player.
Minion

Each night*, choose a player: they die. If an alive player publicly says "Bloody Mary" 3 times in a row, you choose 2 alive players tonight instead.
Demon

Each night*, choose a player: they die. You also have the abilities of the last outsider that died and the last townsfolk or minion you killed. [+1 outsider]
Demon

Each night*, choose a player: they die. Players that target you are hexed to the last player you chose.
Demon

Each night*, choose a player: they die, or if a player was 'mad' that they are Mothman today, instead choose 1 of their alive neighbors: You die and they become an evil Mothman at dawn.
Demon




























