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
Chambermaid
Townsfolk (Bad Moon Rising) Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
26
Chef
Townsfolk (Trouble Brewing) You start knowing how many pairs of evil players there are.
27
Choirboy
Townsfolk (Experimental) If the Demon kills the King, you learn which player is the Demon. [+ the King]
28
Clockmaker
Townsfolk (Sects & Violets) You start knowing how many steps from the Demon to its nearest Minion.
29
Courtier
Townsfolk (Bad Moon Rising) Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.
30
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.
31
Damsell
Outsider (Experimental) All Minions know you are in play. If a Minion publicly guesses you (once), your team loses.
32
Deviant
Traveler (Sects & Violets) If you were funny today, you cannot be exiled.
33
Devil's Advocate
Minion (Bad Moon Rising) Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
34
Djinn
Fabled (Any Game) Use the Djinn's special rule. All players know what it is.
35
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.
36
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.
37
Drunk
Outsider (Trouble Brewing) You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
38
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.
39
Empath
Townsfolk (Trouble Brewing) Each night, you learn how many of your 2 alive neighbors are evil.
40
Engineer
Townsfolk (Experimental) Once per game, at night, choose which Minions or which Demon is in play.
41
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.
42
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.
43
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]
44
Farmer
Townsfolk (Experimental) If you die at night, an alive good player becomes a Farmer.
45
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.
46
Fibbin
Fabled (Any Game) Once per game, 1 good player might get incorrect information.
47
Fiddler
Fabled (Any Game) Once per game, the Demon secretly chooses an opposing player: all players choose which of these 2 players win.
48
Fisherman
Townsfolk (Experimental) Once per game, during the day, visit the Storyteller for some advice to help your team win.
49
Flowergirl
Townsfolk (Sects & Violets) Each night*, you learn if a Demon voted today.
50
Fool
Townsfolk (Bad Moon Rising) The 1st time you die, you don't.
51
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.
52
Gambler
Townsfolk (Bad Moon Rising) Each night*, choose a player & guess their character. If you guess wrong, you die.
53
Gangster
Traveler (Experimental) Once per day, you may choose to kill an alive neighbor, if your other alive neighbor agrees.
54
General
Townsfolk (Experimental) Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
55
Goblin
Minion (Experimental) If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
56
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]
57
Golem
Outsider (Experimental) You may only nominate once per game. When you do, if the nominee is not the demon, they die.
58
Goon
Outsider (Bad Moon Rising) Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
59
Gossip
Townsfolk (Bad Moon Rising) Each day, you may make a public statement. Tonight, if it was true, a player dies.
60
Grandmother
Townsfolk (Bad Moon Rising) You start knowing a good player & their character. If the Demon kills them, you die too.
61
Gunslinger
Traveler (Trouble Brewing) Each day, after the 1st vote has been tallied, you may choose a player that voted: they die.
62
Harlot
Traveler (Sects & Violets) Each night*, choose a living player: if they agree, you learn their character, but you both might die.
63
Hell's Librarian
Fabled (Any Game) Something bad might happen to whoever talks when the Storyteller has asked for silence.
64
Heretic
Outsider (Experimental) Whoever wins, loses & whoever loses, wins, even if you are dead.
65
Huntsman
Townsfolk (Experimental) Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+ the Damsel]
66
Imp
Demon (Trouble Brewing) Each night*, choose a player: they die. If you will yourself this way, a Minion becomes the Imp.
67
Innkeeper
Townsfolk (Bad Moon Rising) Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
68
Investigator
Townsfolk (Trouble Brewing) You start knowing that 1 of 2 players is a particular Minion.
69
Judge
Traveler (Bad Moon Rising) Once per game, if another player nominated, you may choose to force the current execution to pass or fail.
70
Juggler
Townsfolk (Sects & Violets) On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
71
King
Townsfolk (Experimental) Each night, if the dead outnumber the living, you learn 1 alive character. The Demon knows who you are.
72
Klutz
Outsider (Sects & Violets) When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
73
Legion
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
Leviathan
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
Librarian
Townsfolk (Trouble Brewing) You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
76
Lil' Monsta
Demon (Experimental) Each night, Minions choose who babysits Lil' Monsta's token & "is the Demon." A player dues each night*. [+1 Minion]
77
Lleech
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
Lunatic
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
Lycanthrope
Townsfolk (Experimental) Each night*, choose an alive player: if good, they die, but they are the only player that can die tonight.
80
Magician
Townsfolk (Experimental) The Demon thinks you are a Minion. Minions think you are a Demon.
81
Marionette
Minion (Experimental) You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
82
Mastermind
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
Mathematician
Townsfolk (Sects & Violets) Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.
84
Matron
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
Mayor
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
Mezepheles
Minion (Experimental) You start knowing a secret word. The 1st good player to say this word becomes evil that night.
87
Minstrel
Townsfolk (Bad Moon Rising) When a Minion dies by execution, all other players (except Travelers) are drunk until dusk tomorrow).
88
Monk
Townsfolk (Trouble Brewing) Each night*, choose a player (not yourself): they are safe from the Demon tonight.
89
Moonchild
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
Mutant
Outsider (Sects & Violets) If you are "mad" about being an Outsider, you might be executed.
91
Nightwatchman
Townsfolk (Experimental) Once per game, at night, choose a player: they learn who you are.
92
No Dashii
Demon (Sects & Violets) Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
93
Noble
Townsfolk (Experimental) You start knowing 3 players, 1 and only 1 of which is evil.
94
Oracle
Townsfolk (Sects & Violets) Each night*, you learn how many dead players are evil.
95
Pacifist
Townsfolk (Bad Moon Rising) Executed good players might not die.
96
Philosopher
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
Pit-Hag
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
Pixie
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
Po
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
Poisoner
Minion (Trouble Brewing) Each night, choose a player: they are poisoned tonight and tomorrow day.
101
Politician
Outsider (Experimental) If you were the player most responsible for your team losing, you change alignment & win, even if dead.
102
Poppy Grower
Townsfolk (Experimental) Minions & Demons do not know each other. If you die, they learn who each other are that night.
103
Preacher
Townsfolk (Experimental) Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
104
Professor
Townsfolk (Bad Moon Rising) Once per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.
105
Psychopath
Minion (Experimental) Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.
106
Pukka
Demon (Bad Moon Rising) Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
107
Puzzlemaster
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
Ravenkeeper
Townsfolk (Trouble Brewing) If you die at night, you are woken to choose a player: you learn their character.
109
Recluse
Outsider (Trouble Brewing) You might register as evil & as a Minion or Demon, even if dead.
110
Revolutionary
Fabled (Any Game) 2 neighboring players are known to be the same alignment. Once per game, 1 of them registers falsely.
111
Riot
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
Sage
Townsfolk (Sects & Violets) If the Demon kills you, you learn that it is 1 of 2 players.
113
Sailor
Townsfolk (Bad Moon Rising) Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
114
Saint
Outsider (Trouble Brewing) If you die by execution, your team loses.
115
Savant
Townsfolk (Sects & Violets) Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
116
Scapegoat
Traveler (Trouble Brewing) If a player of your alignment is executed, you might be executed instead.
117
Scarlet Woman
Minion (Trouble Brewing) If there are 5 or more players alive & the Demon dies, you become the Demon. (Travelers don't count.)
118
Seamstress
Townsfolk (Sects & Violets) Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
119
Sentinel
Fabled (Any Game) There might be 1 extra or 1 fewer Outsider in play.
120
Shabaloth
Demon (Bad Moon Rising) Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.
121
Slayer
Townsfolk (Trouble Brewing) Once per game, during the day, publicly choose a player: if they are the Demon, they die.
122
Snake Charmer
Townsfolk (Sects & Violets) Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
123
Snitch
Outsider (Experimental) Minions start knowing 3 not-in-play characters.
124
Soldier
Townsfolk (Trouble Brewing) You are safe from the Demon.
125
Spirit of Ivory
Fabled (Any Game) There can't be more than 1 extra evil player.
126
Spy
Minion (Trouble Brewing) Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
127
Storm Catcher
Fabled (Experimental) Name a good character. If in play, they can only die by execution, but evil players learn which player it is.
128
Sweetheart
Outsider (Sects & Violets) When you die, 1 player is drunk from now on.
129
Tea Lady
Townsfolk (Bad Moon Rising) If both your alive neighbors are good, they can't die.
130
Thief
Traveler (Trouble Brewing) Each night, choose a player (not yourself): their vote counts negatively tomorrow.
131
Tinker
Outsider (Bad Moon Rising) You might die at any time.
132
Town Crier
Townsfolk (Sects & Violets) Each night*, you learn if a Minion nominated today.
133
Toymaker
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
Undertaker
Townsfolk (Trouble Brewing) Each night*, you learn which character died by execution today.
135
Vigormortis
Demon (Sects & Violets) Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
136
Virgin
Townsfolk (Trouble Brewing) The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
137
Vortox
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
Voudon
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
Washerwoman
Townsfolk (Trouble Brewing) You start knowing that 1 of 2 players is a particular Townsfolk.
140
Widow
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
Witch
Minion (Sects & Violets) Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
142
Zombuul
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.