All Character Abilities Flashcards

1
Q

Acrobat

A

Outsider (Experimental)

Each night*, if either good living neighbor is drunk or poisoned, you die.

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2
Q

Al-Hadikhia

A

Demon (Experimental)

Each night*, choose 3 players (all learn who): each silently chooses to live or die, but if all live, all die.

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3
Q

Alchemist

A

Townsfolk (Experimental)

You have a not-in-play Minion ability.

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4
Q

Amnesiac

A

Townsfolk (Experimental)

Do do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.

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5
Q

Angel

A

Fabled (Any Game)

Something bad might happen to whoever is most responsible for the death of a new player.

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6
Q

Apprentice

A

Traveler (Bad Moon Rising)

On your 1st night, you gain a Townsfolk ability (if good) or a Minion ability (if evil).

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7
Q

Artist

A

Townsfolk (Sects & Violets)

Once per game, during the day, privately ask the Storyteller any yes/no question.

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8
Q

Assassin

A

Minion (Bad Moon Rising)

Once per game, at night*, choose a player: they die, even if for some reason they could not.

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9
Q

Atheist

A

Townsfolk (Experimental)

The Storyteller can break the games rules & if executed, good wins, even if you are dead. [No evil characters]

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10
Q

Balloonist

A

Townsfolk (Experimental)

Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]

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11
Q

Barber

A

Outsider (Sects & Violets)

If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters

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12
Q

Barista

A

Traveler (Sects & Violets)

Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.

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13
Q

Baron

A

Minion (Trouble Brewing)

There are extra Outsiders in play. [+2 Outsiders]

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14
Q

Beggar

A

Traveler (Trouble Brewing)

You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober and healthy.

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15
Q

Bishop

A

Traveler (Bad Moon Rising)

Only the Storyteller can nominate. At least 1 opposing player must be nominated each day.

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16
Q

Bone Collector

A

Traveler (Sects & Violets)

Once per game, at night*, choose a dead player: they regain their ability until dusk.

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17
Q

Boomdandy

A

Minion (Experimental)

If you are executed, all but 3 players die. 1 minute later, the player with the most players pointing at them, dies.

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18
Q

Bounty Hunter

A

Townsfolk (Experimental)

You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]

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19
Q

Buddhist

A

Fabled (Any Game)

For the first 2 minutes of each day, veteran players may not talk.

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20
Q

Bureaucrat

A

Traveler (Trouble Brewing)

Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.

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21
Q

Butcher

A

Traveler (Sects & Violets)

Each day, after the 1st execution, you may nominate again.

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22
Q

Butler

A

Outsider (Trouble Brewing)

Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.

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23
Q

Cannibal

A

Townsfolk (Experimental)

You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.

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24
Q

Cerenovus

A

Minion (Sects & Violets)

Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.

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25
Q

Chambermaid

A

Townsfolk (Bad Moon Rising)

Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.

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26
Q

Chef

A

Townsfolk (Trouble Brewing)

You start knowing how many pairs of evil players there are.

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27
Q

Choirboy

A

Townsfolk (Experimental)

If the Demon kills the King, you learn which player is the Demon. [+ the King]

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28
Q

Clockmaker

A

Townsfolk (Sects & Violets)

You start knowing how many steps from the Demon to its nearest Minion.

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29
Q

Courtier

A

Townsfolk (Bad Moon Rising)

Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.

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30
Q

Cult Leader

A

Townsfolk (Experimental)

Each night, you become the alignment of an alive character. If all good players choose to join your cult, your team wins.

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31
Q

Damsell

A

Outsider (Experimental)

All Minions know you are in play. If a Minion publicly guesses you (once), your team loses.

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32
Q

Deviant

A

Traveler (Sects & Violets)

If you were funny today, you cannot be exiled.

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33
Q

Devil’s Advocate

A

Minion (Bad Moon Rising)

Each night, choose a living player (different to last night): if executed tomorrow, they don’t die.

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34
Q

Djinn

A

Fabled (Any Game)

Use the Djinn’s special rule. All players know what it is.

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35
Q

Doomsayer

A

Fabled (Any Game)

If 4 or more players live, each living player may publicly choose (once per game) that a player of their own alignment dies.

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36
Q

Dreamer

A

Townsfolk (Sects & Violets)

Each night, choose a player (not yourself or Travelers): you learn 1 good & 1 evil character, 1 of which is correct.

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37
Q

Drunk

A

Outsider (Trouble Brewing)

You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.

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38
Q

Duchess

A

Fabled (Any Game)

Each day, 3 players may choose to visit you. At night*, each visitor learns how many visitors are evil, but 1 gets false info.

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39
Q

Empath

A

Townsfolk (Trouble Brewing)

Each night, you learn how many of your 2 alive neighbors are evil.

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40
Q

Engineer

A

Townsfolk (Experimental)

Once per game, at night, choose which Minions or which Demon is in play.

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41
Q

Evil Twin

A

Minion (Sects & Violets)

You & an opposing player know each other. If the good player is executed, evil wins. Good can’t win if you both live.

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42
Q

Exorcist

A

Townsfolk (Bad Moon Rising)

Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn’t wake tonight.

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43
Q

Fang Gu

A

Demon (Sects & Violets)

Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]

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44
Q

Farmer

A

Townsfolk (Experimental)

If you die at night, an alive good player becomes a Farmer.

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45
Q

Fearmonger

A

Minion (Experimental)

Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.

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46
Q

Fibbin

A

Fabled (Any Game)

Once per game, 1 good player might get incorrect information.

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47
Q

Fiddler

A

Fabled (Any Game)

Once per game, the Demon secretly chooses an opposing player: all players choose which of these 2 players win.

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48
Q

Fisherman

A

Townsfolk (Experimental)

Once per game, during the day, visit the Storyteller for some advice to help your team win.

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49
Q

Flowergirl

A

Townsfolk (Sects & Violets)

Each night*, you learn if a Demon voted today.

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50
Q

Fool

A

Townsfolk (Bad Moon Rising)

The 1st time you die, you don’t.

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51
Q

Fortune Teller

A

Townsfolk (Trouble Brewing)

Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.

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52
Q

Gambler

A

Townsfolk (Bad Moon Rising)

Each night*, choose a player & guess their character. If you guess wrong, you die.

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53
Q

Gangster

A

Traveler (Experimental)

Once per day, you may choose to kill an alive neighbor, if your other alive neighbor agrees.

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54
Q

General

A

Townsfolk (Experimental)

Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.

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55
Q

Goblin

A

Minion (Experimental)

If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.

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56
Q

Godfather

A

Minion (Bad Moon Rising)

You start knowing which Outsiders are in play. If you died today, choose a player tonight: they die. [-1 or +1 Outsider]

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57
Q

Golem

A

Outsider (Experimental)

You may only nominate once per game. When you do, if the nominee is not the demon, they die.

58
Q

Goon

A

Outsider (Bad Moon Rising)

Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.

59
Q

Gossip

A

Townsfolk (Bad Moon Rising)

Each day, you may make a public statement. Tonight, if it was true, a player dies.

60
Q

Grandmother

A

Townsfolk (Bad Moon Rising)

You start knowing a good player & their character. If the Demon kills them, you die too.

61
Q

Gunslinger

A

Traveler (Trouble Brewing)

Each day, after the 1st vote has been tallied, you may choose a player that voted: they die.

62
Q

Harlot

A

Traveler (Sects & Violets)

Each night*, choose a living player: if they agree, you learn their character, but you both might die.

63
Q

Hell’s Librarian

A

Fabled (Any Game)

Something bad might happen to whoever talks when the Storyteller has asked for silence.

64
Q

Heretic

A

Outsider (Experimental)

Whoever wins, loses & whoever loses, wins, even if you are dead.

65
Q

Huntsman

A

Townsfolk (Experimental)

Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+ the Damsel]

66
Q

Imp

A

Demon (Trouble Brewing)

Each night*, choose a player: they die. If you will yourself this way, a Minion becomes the Imp.

67
Q

Innkeeper

A

Townsfolk (Bad Moon Rising)

Each night*, choose 2 players: they can’t die tonight, but 1 is drunk until dusk.

68
Q

Investigator

A

Townsfolk (Trouble Brewing)

You start knowing that 1 of 2 players is a particular Minion.

69
Q

Judge

A

Traveler (Bad Moon Rising)

Once per game, if another player nominated, you may choose to force the current execution to pass or fail.

70
Q

Juggler

A

Townsfolk (Sects & Violets)

On your 1st day, publicly guess up to 5 players’ characters. That night, you learn how many you got correct.

71
Q

King

A

Townsfolk (Experimental)

Each night, if the dead outnumber the living, you learn 1 alive character. The Demon knows who you are.

72
Q

Klutz

A

Outsider (Sects & Violets)

When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.

73
Q

Legion

A

Demon (Experimental)

Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]

74
Q

Leviathan

A

Demon (Experimental)

If more than 1 good player is executed, evil wins. All players know you are in play. After day 5, evil wins.

75
Q

Librarian

A

Townsfolk (Trouble Brewing)

You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)

76
Q

Lil’ Monsta

A

Demon (Experimental)

Each night, Minions choose who babysits Lil’ Monsta’s token & “is the Demon.” A player dues each night*. [+1 Minion]

77
Q

Lleech

A

Demon (Experimental)

Each night*, choose a player: they die. You start by choosing an alive player: they are poisoned – you die if (& only if) they die.

78
Q

Lunatic

A

Outsider (Bad Moon Rising)

You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.

79
Q

Lycanthrope

A

Townsfolk (Experimental)

Each night*, choose an alive player: if good, they die, but they are the only player that can die tonight.

80
Q

Magician

A

Townsfolk (Experimental)

The Demon thinks you are a Minion. Minions think you are a Demon.

81
Q

Marionette

A

Minion (Experimental)

You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]

82
Q

Mastermind

A

Minion (Bad Moon Rising)

If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.

83
Q

Mathematician

A

Townsfolk (Sects & Violets)

Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character’s ability.

84
Q

Matron

A

Traveler (Bad Moon Rising)

Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private.

85
Q

Mayor

A

Townsfolk (Trouble Brewing)

If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.

86
Q

Mezepheles

A

Minion (Experimental)

You start knowing a secret word. The 1st good player to say this word becomes evil that night.

87
Q

Minstrel

A

Townsfolk (Bad Moon Rising)

When a Minion dies by execution, all other players (except Travelers) are drunk until dusk tomorrow).

88
Q

Monk

A

Townsfolk (Trouble Brewing)

Each night*, choose a player (not yourself): they are safe from the Demon tonight.

89
Q

Moonchild

A

Outsider (Bad Moon Rising)

When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.

90
Q

Mutant

A

Outsider (Sects & Violets)

If you are “mad” about being an Outsider, you might be executed.

91
Q

Nightwatchman

A

Townsfolk (Experimental)

Once per game, at night, choose a player: they learn who you are.

92
Q

No Dashii

A

Demon (Sects & Violets)

Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.

93
Q

Noble

A

Townsfolk (Experimental)

You start knowing 3 players, 1 and only 1 of which is evil.

94
Q

Oracle

A

Townsfolk (Sects & Violets)

Each night*, you learn how many dead players are evil.

95
Q

Pacifist

A

Townsfolk (Bad Moon Rising)

Executed good players might not die.

96
Q

Philosopher

A

Townsfolk (Sects & Violets)

Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.

97
Q

Pit-Hag

A

Minion (Sects & Violets)

Each night*, choose a player & character they become (if not in play). If a Demon is made, deaths tonight are arbitrary.

98
Q

Pixie

A

Townsfolk (Experimental)

You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.

99
Q

Po

A

Demon (Bad Moon Rising)

Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.

100
Q

Poisoner

A

Minion (Trouble Brewing)

Each night, choose a player: they are poisoned tonight and tomorrow day.

101
Q

Politician

A

Outsider (Experimental)

If you were the player most responsible for your team losing, you change alignment & win, even if dead.

102
Q

Poppy Grower

A

Townsfolk (Experimental)

Minions & Demons do not know each other. If you die, they learn who each other are that night.

103
Q

Preacher

A

Townsfolk (Experimental)

Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.

104
Q

Professor

A

Townsfolk (Bad Moon Rising)

Once per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.

105
Q

Psychopath

A

Minion (Experimental)

Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.

106
Q

Pukka

A

Demon (Bad Moon Rising)

Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.

107
Q

Puzzlemaster

A

Outsider (Experimental)

1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.

108
Q

Ravenkeeper

A

Townsfolk (Trouble Brewing)

If you die at night, you are woken to choose a player: you learn their character.

109
Q

Recluse

A

Outsider (Trouble Brewing)

You might register as evil & as a Minion or Demon, even if dead.

110
Q

Revolutionary

A

Fabled (Any Game)

2 neighboring players are known to be the same alignment. Once per game, 1 of them registers falsely.

111
Q

Riot

A

Demon (Experimental)

Nominees die, but may nominate again immediately (on day 3, they must). After day 3, your team wins. [All Minions are Riot]

112
Q

Sage

A

Townsfolk (Sects & Violets)

If the Demon kills you, you learn that it is 1 of 2 players.

113
Q

Sailor

A

Townsfolk (Bad Moon Rising)

Each night, choose an alive player: either you or they are drunk until dusk. You can’t die.

114
Q

Saint

A

Outsider (Trouble Brewing)

If you die by execution, your team loses.

115
Q

Savant

A

Townsfolk (Sects & Violets)

Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.

116
Q

Scapegoat

A

Traveler (Trouble Brewing)

If a player of your alignment is executed, you might be executed instead.

117
Q

Scarlet Woman

A

Minion (Trouble Brewing)

If there are 5 or more players alive & the Demon dies, you become the Demon. (Travelers don’t count.)

118
Q

Seamstress

A

Townsfolk (Sects & Violets)

Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.

119
Q

Sentinel

A

Fabled (Any Game)

There might be 1 extra or 1 fewer Outsider in play.

120
Q

Shabaloth

A

Demon (Bad Moon Rising)

Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.

121
Q

Slayer

A

Townsfolk (Trouble Brewing)

Once per game, during the day, publicly choose a player: if they are the Demon, they die.

122
Q

Snake Charmer

A

Townsfolk (Sects & Violets)

Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.

123
Q

Snitch

A

Outsider (Experimental)

Minions start knowing 3 not-in-play characters.

124
Q

Soldier

A

Townsfolk (Trouble Brewing)

You are safe from the Demon.

125
Q

Spirit of Ivory

A

Fabled (Any Game)

There can’t be more than 1 extra evil player.

126
Q

Spy

A

Minion (Trouble Brewing)

Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.

127
Q

Storm Catcher

A

Fabled (Experimental)

Name a good character. If in play, they can only die by execution, but evil players learn which player it is.

128
Q

Sweetheart

A

Outsider (Sects & Violets)

When you die, 1 player is drunk from now on.

129
Q

Tea Lady

A

Townsfolk (Bad Moon Rising)

If both your alive neighbors are good, they can’t die.

130
Q

Thief

A

Traveler (Trouble Brewing)

Each night, choose a player (not yourself): their vote counts negatively tomorrow.

131
Q

Tinker

A

Outsider (Bad Moon Rising)

You might die at any time.

132
Q

Town Crier

A

Townsfolk (Sects & Violets)

Each night*, you learn if a Minion nominated today.

133
Q

Toymaker

A

Fabled (Any Game)

The Demon may choose not to attack & must do this at least once per game. Evil players get normal starting info.

134
Q

Undertaker

A

Townsfolk (Trouble Brewing)

Each night*, you learn which character died by execution today.

135
Q

Vigormortis

A

Demon (Sects & Violets)

Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]

136
Q

Virgin

A

Townsfolk (Trouble Brewing)

The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.

137
Q

Vortox

A

Demon (Sects & Violets)

Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.

138
Q

Voudon

A

Traveler (Bad Moon Rising)

Only you & the dead can vote. They don’t need a vote token to do so. A 50% majority isn’t required.

139
Q

Washerwoman

A

Townsfolk (Trouble Brewing)

You start knowing that 1 of 2 players is a particular Townsfolk.

140
Q

Widow

A

Minion (Experimental)

On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.

141
Q

Witch

A

Minion (Sects & Violets)

Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.

142
Q

Zombuul

A

Demon (Bad Moon Rising)

Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.