All Character Abilities Flashcards
Acrobat
Outsider (Experimental)
Each night*, if either good living neighbor is drunk or poisoned, you die.
Al-Hadikhia
Demon (Experimental)
Each night*, choose 3 players (all learn who): each silently chooses to live or die, but if all live, all die.
Alchemist
Townsfolk (Experimental)
You have a not-in-play Minion ability.
Amnesiac
Townsfolk (Experimental)
Do do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Angel
Fabled (Any Game)
Something bad might happen to whoever is most responsible for the death of a new player.
Apprentice
Traveler (Bad Moon Rising)
On your 1st night, you gain a Townsfolk ability (if good) or a Minion ability (if evil).
Artist
Townsfolk (Sects & Violets)
Once per game, during the day, privately ask the Storyteller any yes/no question.
Assassin
Minion (Bad Moon Rising)
Once per game, at night*, choose a player: they die, even if for some reason they could not.
Atheist
Townsfolk (Experimental)
The Storyteller can break the games rules & if executed, good wins, even if you are dead. [No evil characters]
Balloonist
Townsfolk (Experimental)
Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]
Barber
Outsider (Sects & Violets)
If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters
Barista
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.
Baron
Minion (Trouble Brewing)
There are extra Outsiders in play. [+2 Outsiders]
Beggar
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.
Bishop
Traveler (Bad Moon Rising)
Only the Storyteller can nominate. At least 1 opposing player must be nominated each day.
Bone Collector
Traveler (Sects & Violets)
Once per game, at night*, choose a dead player: they regain their ability until dusk.
Boomdandy
Minion (Experimental)
If you are executed, all but 3 players die. 1 minute later, the player with the most players pointing at them, dies.
Bounty Hunter
Townsfolk (Experimental)
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
Buddhist
Fabled (Any Game)
For the first 2 minutes of each day, veteran players may not talk.
Bureaucrat
Traveler (Trouble Brewing)
Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.
Butcher
Traveler (Sects & Violets)
Each day, after the 1st execution, you may nominate again.
Butler
Outsider (Trouble Brewing)
Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.
Cannibal
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.
Cerenovus
Minion (Sects & Violets)
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Chambermaid
Townsfolk (Bad Moon Rising)
Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Chef
Townsfolk (Trouble Brewing)
You start knowing how many pairs of evil players there are.
Choirboy
Townsfolk (Experimental)
If the Demon kills the King, you learn which player is the Demon. [+ the King]
Clockmaker
Townsfolk (Sects & Violets)
You start knowing how many steps from the Demon to its nearest Minion.
Courtier
Townsfolk (Bad Moon Rising)
Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.
Cult Leader
Townsfolk (Experimental)
Each night, you become the alignment of an alive character. If all good players choose to join your cult, your team wins.
Damsell
Outsider (Experimental)
All Minions know you are in play. If a Minion publicly guesses you (once), your team loses.
Deviant
Traveler (Sects & Violets)
If you were funny today, you cannot be exiled.
Devil’s Advocate
Minion (Bad Moon Rising)
Each night, choose a living player (different to last night): if executed tomorrow, they don’t die.
Djinn
Fabled (Any Game)
Use the Djinn’s special rule. All players know what it is.
Doomsayer
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.
Dreamer
Townsfolk (Sects & Violets)
Each night, choose a player (not yourself or Travelers): you learn 1 good & 1 evil character, 1 of which is correct.
Drunk
Outsider (Trouble Brewing)
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Duchess
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.
Empath
Townsfolk (Trouble Brewing)
Each night, you learn how many of your 2 alive neighbors are evil.
Engineer
Townsfolk (Experimental)
Once per game, at night, choose which Minions or which Demon is in play.
Evil Twin
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.
Exorcist
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.
Fang Gu
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]
Farmer
Townsfolk (Experimental)
If you die at night, an alive good player becomes a Farmer.
Fearmonger
Minion (Experimental)
Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.
Fibbin
Fabled (Any Game)
Once per game, 1 good player might get incorrect information.
Fiddler
Fabled (Any Game)
Once per game, the Demon secretly chooses an opposing player: all players choose which of these 2 players win.
Fisherman
Townsfolk (Experimental)
Once per game, during the day, visit the Storyteller for some advice to help your team win.
Flowergirl
Townsfolk (Sects & Violets)
Each night*, you learn if a Demon voted today.
Fool
Townsfolk (Bad Moon Rising)
The 1st time you die, you don’t.
Fortune Teller
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.
Gambler
Townsfolk (Bad Moon Rising)
Each night*, choose a player & guess their character. If you guess wrong, you die.
Gangster
Traveler (Experimental)
Once per day, you may choose to kill an alive neighbor, if your other alive neighbor agrees.
General
Townsfolk (Experimental)
Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Goblin
Minion (Experimental)
If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
Godfather
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]