Corrupted
**Corrupted** | Extra Miscellaneous
__Basics__
When a corrupt wolf corrupts a player, that player becomes Corrupted for the duration of the current night and the following day phase.
__Details__
During the night the corrupt wolf may select a player to corrupt. That player will become Corrupted and will be added to the Corrupted channel.
false
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Journal Holder
**Journal Holder** | Extra Miscellaneous
__Basics__
The Journal Holder has access to a journal.
__Details__
Journalists become Journal Holders as a starting ability. This gives them a journal channel in which they may write anything they wish. The journalist can target a role. When the journalist dies, one player with the targeted role will become the new Journal Holder and receive access to the journal. If there are no living players with the targeted role, the journal will be lost.
Each Journal Holder role is connected to an individual journal channel.
false
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Lover
**Lover** | Extra Miscellaneous
__Basics__
A player becomes a Lover when they are chosen by a cupid, and forms an inseparable team with that cupid.
__Details__
During Night 1, each cupid must choose one player to become their Lover. The Lover is added to the cupid’s secret channel.
The Lover and their cupid form an inseparable team; they will die if the other player dies. When this happens it is announced that the lovers died.
The Lover keeps their role, however their base alignment is combined with the cupid's base alignment (usually townsfolk). If the cupid and lover have different base alignments, they will only win when both of their base alignment's win conditions are fulfilled, forming a new alignment separate from either of their base alignments. For example, if the couple is cupid (townsfolk base alignment) and a wolf (werewolf base alignment), everyone else must die (newly formed solo cupid alignment). Or, if they’re both townsfolk base alignment (e.g. cupid and citizen), they both are part of the townsfolk alignment and can win together with the other townsfolk.
The Lover’s love overrides any other mechanic that may cause a player to change alignment for any reason; the Lover is always on the same alignment as their cupid.
This is a role that is gained on top of your original role - it does not replace it.
false
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Scarecrow
**Scarecrow** | Extra Miscellaneous | Limited
__Basics__
A Scarecrow will pass on their role to another player when they die.
__Details__
When a Scarecrow dies, they will pass on the Scarecrow role to a target they have selected. If their target is part of the townsfolk team, the target's role is erased, and they become a farmer. If they are part of the werewolf team, their role is erased, and they become a farming wolf. If their target is part of another team, then they are granted the Scarecrow role on top of their current role. The alignment of their target is never changed or affected.
A Scarecrow can select a player and update their targeted player once per phase, with 1 emergency change to be used whenever the Scarecrow wants. A Scarecrow player may choose to not target any player, which will stop their power from being used.
true
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Restaurant Customer
**Restaurant Customer** | Extra Power
__Basics__
When a *chef* chooses to send food to a player, that player becomes a Restaurant Customer for the duration of the following day phase. During this time, they get to choose whether or not to eat the food offered.
__Details__
When a *chef* selects a Restaurant Customer, their target will be added to a restaurant channel where the *chef* can anonymously communicate with them. The Restaurant Customer may choose whether to eat the food or not: they do not know whether it is charmed or poisoned.
Charmed food offers *protection* for the duration of the following night phase. Poisoned food *kills* the Restaurant Customer at the end of the following night phase.
If the Restaurant Customer eats a chef's food, they can no longer become a Restaurant Customer again, even if a different chef attempts to send them food.
At the end of the day phase, the player leaves the restaurant and loses the Restaurant Customer role.
false
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Wager Recipient
**Wager Recipient** | Extra Power
__Basics__
When a devil chooses to send the wager to a player, that player becomes the Wager Recipient for the duration of the following night phase. The Wager Recipient may choose to use one of a variety of powers: each has a cost.
__Details__
During the day the devil may select a player to offer a wager to. At the start of the following night, the player will become the Wager Recipient and will be added to the wager channel.
The Wager Recipient may sell their soul to protect or kill a player; they may choose to investigate the role of a player, at the cost of the devil learning the Wager Recipient's own role; or they may do nothing (see `$i wager` for more information). Both investigations - the wager and the devil learning the recipient's role - are affected by disguises.
At the end of the night phase, the player leaves the wager channel and loses the Wager Recipient role. Any player who is not soulless may become the Wager Recipient, including players who have previously been the Wager Recipient.
false
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Amulet Of Protection
**Amulet of Protection** | Extra Power | Limited
__Basics__
The Amulet of Protection is in play, if an Amulet Crafter is in the game.
As long as you hold the amulet, you cannot die from attacks during the night, but you may not use your abilities for this duration. Additionally, you must pass it to another player during the day.
__Details__
While you cannot die through an attack, you can still die by other means. If that happens, the amulet disappears. The same happens if the Amulet Crafter dies.
During the day, you must pass it to a player who has not previously held the amulet. Selecting a target and passing the amulet is an end-day ability. Should you choose no or an invalid target, the amulet shatters, resulting in you dying (not an attack) and the amulet disappearing.
During the night, you are obstructed from using any of your abilities.
Holders of the amulet do not know who gave them the amulet, nor do they know who has previously held it.
true
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Fletchers Customer
**Fletcher's Customer** | Extra Killing
__Basics__
The Fletcher's Customer may select a player to attack with their dying breath.
__Details__
The Fletcher's Customer may target a player. They can update this target once per phase, with 1 emergency change to be used whenever the Fletcher's Customer wants. The Fletcher's Customer may choose to target nobody, which will stop their power from being used.
When the Fletcher's Customer dies in any way other than by being lynched, their target will be attacked by them. The other player is attacked immediately and if it succeeds, their status as Fletcher's Customer’s is revealed to all.
If the Fletcher's Customer did not target a living player, the Fletcher’s Customer isn’t revealed.
At any point while the Fletcher is alive, the Fletcher may irreversibly revoke Fletcher’s Customer's abilities.
false
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Guardian
**Guardian** | Extra Elected
__Basics__
The Guardian protects the town. When there are 15 or fewer players, the Guardian may choose one player. This player cannot be killed by attacks during the current night. When there are more than 15 players, they may choose up to two.
__Details__
The Guardian chooses their protected player(s) during the night, and they will be protected from attacks during the current night.
They may not protect a player who was protected by a Guardian in the previous night, but may protect themself and/or alternate between two or more players.
Any attack against a player protected by the Guardian fails, however a protected player may still die through other means.
The Guardian is elected on the first full day with a living Mayor, a living Reporter and no living Guardian.
Protecting players from attacks is an immediate effect.
The Guardian may resign at the end of any phase.
The Guardian gains an additional secret channel, which is reused for any subsequent Guardians.
false
Extra
Mayor
**Mayor** | Extra Elected
__Basics__
The Mayor can post in #story_time.
When the number of living players are two-thirds of the total players or fewer, the Mayor receives an extra vote in polls.
When there are more living players than that, each night, the Mayor instead chooses whether a second lynch will take place during the next day.
__Details__
The Mayor's extra vote cannot be nullified, stolen, or removed under any circumstances.
If the Mayor would normally have a negative vote, the extra vote becomes a negative vote too.
The Mayor may choose to resign at any point during a phase, but will only lose the role at the end of the phase.
Choosing a double lynch is an immediate action.
If the number of living players are no more than two-thirds of the total players, the Mayor immediately gains the extra vote and loses the ability to choose whether there is an additional lynch. If this happens after they have chosen to have an additional lynch, but before the lynch poll occurs, the additional poll will still be created.
The Mayor gains an additional secret channel, which is reused for any subsequent Mayors.
false
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Reporter
**Reporter** | Extra Elected
__Basics__
The Reporter is notified of the roles of the dead.
__Details__
The Reporter has access to a secret channel with the roles of the dead.
The roles given are always the role that the player was originally assigned; a dog who chooses to become a fortune teller, then gets turned into an undead and finally dies will be shown to the Reporter as 'dog'.
The Reporter is immune to disguises and redirections.
The Reporter is elected on the first full day with a living Mayor and no living Reporter.
The Reporter may resign at the end of any phase.
The Reporter gains an additional secret channel, which is reused for any subsequent Reporters.
false
Extra
Monarch
**Monarch** | Extra Elected | Limited
__Basics__
The Monarch is elected during Day 0.
They may select a heir, who will inherit the Monarch role, should the Monarch die.
Additionally, they are granted an extra vote.
__Details__
The Monarch can *only* be elected once, usually this is during Day 0, but if no Monarch is elected, the election will reoccur until a Monarch is elected. After a Monarch is elected, there will not be any further Monarch elections for the remainder of the game. However, if the Monarch dies, the role is passed on to their heir. The Monarch must select another player as their heir; they can update this target once per phase, with 1 emergency change to be used whenever the Monarch wants. If no heir is selected, a random player is chosen. However, this only applies to the original Monarch; players who gain the Monarch role through the heir mechanic may opt to not select an heir.
The heir is not aware of being selected by the Monarch.
The heir's vote appears normally on votes: however, an additional vote is counted internally, and the total vote count in the vote results will be correct. This extra vote is a special vote that works as the Mayor's extra vote does-
When the heir becomes the new Monarch, they are *not* revealed.
Picking an heir is an immediate ability.
true
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