Townsfolk

The Townsfolk Team wins when all players that aren’t part of the Townsfolk Team have been killed. An exception is Unaligned players, the townsfolk team does not need to kill them, however any Unaligned players that remain alive at the end of the game, but have not hit their win condition will still lose.


Click a role card for more information!


Townsfolk Miscellaneous

'Town Miscellaneous' are those town roles that do not fit any other role category. They have no active powers (besides targeting) and are not part of any group.

Alcoholic
**Alcoholic** | Townsfolk Miscellaneous
__Basics__
The Alcoholic spends the night drinking at the tavern and is thus absent for any attacks on them.
__Details__
During the night, the Alcoholic is fully immune against all attacks targeting them, though they may still be killed by other means.
The Alcoholic cannot exist without a bartender, and loses their power as soon as the last bartender dies. The Alcoholic dies at the end of the first night without a living Bartender.

false
Townsfolk
Amnesiac
**Amnesiac** | Townsfolk Miscellaneous
__Basics__
The Amnesiac has forgotten their role and only has a vague idea of what it was. They will remember it at the start of Night 2.
__Details__
From the start of the game until the start of Night 2, the Amnesiac is a normal citizen. At the start of Night 2, they will get to know their role.
This role will not be known to the rest of the players, but it will be one of three townsfolk roles that the Amnesiac is told at the start of the game.
If the Amnesiac changes into a role that has a power limited to a Day or Night that has already passed, they have to use it in the following Day or Night.
If they change into a role that receives information or is part of a group at the start of the game, the Amnesiac will receive the information or join the group directly after changing role.

false
Townsfolk
Assistant
**Assistant** | Townsfolk Miscellaneous
__Basics__
The Assistant may select a player to redirect one werewolf action to. The action cannot be an attack.
__Details__
The Assistant may target a player. They can update this target once per phase, with 1 emergency change to be used whenever the Assistant wants. The Assistant may choose to target nobody, which will stop their power from being used.
When the Assistant is affected by a wolfish player's power, that is not an attack, it will be redirected to the target without the wolfish player being informed.
The Assistant's redirection power can only be used once per game. The Assistant is informed when their power is used, but they are not told what ability they redirected.

false
Townsfolk
Bartender
**Bartender** | Townsfolk Miscellaneous
__Basics__
The Bartender can talk in the tavern without having their identity revealed.
__Details__
The Bartender has a secret channel where they can talk. Every message in that channel will be sent anonymously in the tavern chat.
If the Bartender loses their role, they lose their ability to anonymously talk in the tavern chat.
The Bartender is often used together with the Alcoholic, in which case it is important for the Bartender to remain hidden.

false
Townsfolk
Child
**Child** | Townsfolk Miscellaneous
__Basics__
The day after the Child dies, there will be two lynches instead of one.
__Details__
Whenever the Child dies, there is an additional lynch the next day. If more than one Child dies, there can be more than two lynches.
It is allowed to lynch the same player several times. This is useful in scenarios where the werewolves want to lynch an Executioner, who can avoid one lynch.
A Child losing their role does not cause an additional lynch.

false
Townsfolk
Citizen
**Citizen** | Townsfolk Miscellaneous
__Basics__
The Citizen has no special abilities.
__Details__
All the Citizens vote during the day on whomever they suspect to be an enemy and hope during the night that they won’t get killed.

false
Townsfolk
Coroner
**Coroner** | Townsfolk Miscellaneous
__Basics__
Upon every death, the Coroner is informed how that participant died.
__Details__
The Coroner will be told the cause of death for every dead player, and if multiple causes of death are present, then all causes will be revealed to the Coroner.
The Coroner is told the name of role that killed the player (if applicable) and the type of death (this can be either “attack”, “kill”, “lynch” or “true kill”), as well as the name (but not the role) of the player that died.
The Coroner is not affected by any disguises.

false
Townsfolk
Cursed Civilian
**Cursed Civilian** | Townsfolk Miscellaneous
__Basics__
If the Cursed Civilian is attacked by a wolfish player, they will turn into a wolf instead of dying.
__Details__
The Cursed Civilian is part of the townsfolk team, however they may betray their team at some point.
If attacked any other way than by a wolfish player, the Cursed Civilian will die as usual.

false
Townsfolk
Devout Villager
**Devout Villager** | Townsfolk Miscellaneous
__Basics__
The Devout Villager is a normal citizen, with one exception: they can never change role.
__Details__
When a role changing ability affects the Devout Villager, it fails. If the infecting wolf tries to infect the devout villager the infection fails and nothing happens. If a vampire tries to demonize the Devout Villager it happens normally, however if the Devout Villager is attacked they will die instead of turning undead.

false
Townsfolk
Fortune Apprentice
**Fortune Apprentice** | Townsfolk Miscellaneous
__Basics__
The Fortune Apprentice will assume the role of the first *town investigative* role to die.
__Details__
At the start of the first day after a player with a *town investigative* role died or lost their role, the Fortune Apprentice will become the role of said *town investigative* player.
If there are several Fortune Apprentices when the role would be assumed, a random Fortune Apprentice is selected to assume the role. The rest remain Fortune Apprentices until the next town investigative role dies.
The Fortune Apprentice does not know the identity of the previous *town investigative* role, nor do they know the checks made by this person.

false
Townsfolk
Idiot
**Idiot** | Townsfolk Miscellaneous
__Basics__
If the Idiot dies for the first time, they instead live, but lose their voting power.
__Details__
The first time the Idiot is lynched, attacked or killed, they will survive.
However, the Idiot loses their vote and is informed about this.
If the Idiot is Mayor, they will still have their Mayor vote.

false
Townsfolk
Journalist
**Journalist** | Townsfolk Miscellaneous
__Basics__
The Journalist can write a journal which a certain role will receive when the Journalist dies.
__Details__
The Journalist has a second secret channel. There they can write any information. When the Journalist dies, access to this channel will be granted to a player with a role that the Journalist selected.
The Journalist can select a role and update their targeted role once per phase, with 1 emergency change to be used whenever the Journalist wants. The Journalist may choose to not target any role, which will stop their power from being used.
If there are several people with the same role, a random player out of those is selected. If nobody has the role (anymore), nobody gains access to the channel.
If the Journalist loses their role, the journal is lost.

false
Townsfolk
Macho
**Macho** | Townsfolk Miscellaneous
__Basics__
If attacked, the Macho will be told the name of their attacker and will not die until the end of the next day.
__Details__
If the Macho is attacked during the night, they will survive until the end of the next day. At the end of that day, the Macho dies.
If it’s a group that attacked the Macho, the attacker’s name is told to the Macho.
If the Macho is attacked multiple times in a single night, they will not be killed by any of them, and the attacker they are informed of will be chosen randomly.
If the Macho is lynched, they will die as usual.

false
Townsfolk
Ranger
**Ranger** | Townsfolk Miscellaneous
__Basics__
The Ranger may select a player to reveal with their dying breath.
__Details__
The Ranger may target a player. They can update this target once per phase, with 1 emergency change to be used whenever the Ranger wants. The Ranger may choose to target nobody, which will stop their power from being used.
When the Ranger dies in any way other than by directly being lynched, their target will be revealed in story time. The Ranger’s role, their target, and their role will be revealed to all.
If the Ranger did not target a living player, the Ranger’s role isn’t revealed.
The Ranger is affected by strong disguises.

false
Townsfolk
Runner
**Runner** | Townsfolk Miscellaneous
__Basics__
Once per game, if attacked by a wolfish player, the Runner shall escape.
__Details__
When they are attacked by a wolfish player, the Runner will not die, but will be vulnerable to future attacks.
If a Runner is targeted by any attack other than by a wolfish player's attack, they will die the first time.
Runners are informed that they were attacked. If a Runner evades a wolfpack attack, the wolfpack is told their target ran away. If a Runner evades any other attack, the wolfish player responsible is informed instead.

false
Townsfolk
Town Crier
**Town Crier** | Townsfolk Miscellaneous
__Basics__
The Town Crier learns the role of another townsfolk at the start of Night 1.
__Details__
The Town Crier will be told the role and identity of one other arbitrary person from the Townsfolk team at the start of Night 1. This information is one-directional.
The information given is not influenced by any other powers, and therefore is completely reliable.

false
Townsfolk
Trickster
**Trickster** | Townsfolk Miscellaneous
__Basics__
On all public polls the Trickster's vote is counted as negative one.
__Details__
When the Trickster votes on public polls, their vote appears normally, however internally it is counted with the value -1.
While they have the mayor's extra vote, the Trickster's vote is counted as -2 instead.
Results of players that receive 0 or less votes are not displayed.
If the Trickster loses their role, their vote will count as that of a normal player.

false
Townsfolk


Townsfolk Power

'Town Power' are those town roles that have an active power, but do not qualify for either Town Investigative, Town Group or Town Killing.

Cleric
**Cleric** | Townsfolk Power
__Basics__
When all hope seems lost, with no mayor alive, the Cleric can once bless another player and themself, protecting them for the night.
__Details__
After Night 1, the Cleric may once per game bless a player at night. When they do so, they also bless themself. However, the Cleric may only use their powers if no mayor exists. Blessing a player is an immediate ability.
When the Cleric blesses a player, they cannot be killed by any attacks throughout the rest of the night.
If a blessed player evades an attack, the attacker is told "Your target survived because they were blessed".

false
Townsfolk
Exorcist
**Exorcist** | Townsfolk Power
__Basics__
Each day, the Exorcist may remove negative effects from one player.
__Details__
Each day, the Exorcist can exorcise one player. Most negative effects caused by solo roles are removed from the player and the Exorcist is informed which effects were removed. Exorcising a player is an immediate effect.
The Exorcist may only exorcise each player once. A player may be exorcised multiple times by different Exorcists. The Exorcist can not undo the consequences of effects, such as a player having turned into an Undead or having joined another channel, but can still remove the effects the player has.
All the members of the solo team whose effect is cured are informed about this.

_Negative Effects:_
The following effects can be removed by the Exorcist:

Enchanted/Charmed - Flute Team
Powdered - Pyro Team
Demonized - Underworld Team
Contaminated - Plague Team
Doomed - Horsemen Team

false
Townsfolk
Fletcher
**Fletcher** | Townsfolk Power
__Basics__
During Day 0, the Fletcher selects a target. As long as the Fletcher is alive, the chosen target will have the abilities of a huntress.
__Details__
The Fletcher must choose a target to be “fletcher’s customer” at the start of the game. Their target cannot be changed.
If no target is selected when Day 0 ends, a target is randomly assigned. The Fletcher cannot target themself.
The fletcher’s customer gains a private channel and may select a target who will be killed if fletcher’s customer is killed.
If the Fletcher dies, the customer’s power is lost.

false
Townsfolk
Grandma
**Grandma** | Townsfolk Power
__Basics__
Each night, the Grandma may choose exactly two players. The next day, these selected players have no vote: the Grandma will have two votes instead.
__Details__
Removing players' votes is an immediate ability. Players with removed votes may still vote on public polls, but it will not be counted.
The Grandma's vote appears to be a normal vote, but can count as 0 or 2 votes, depending on whether the Grandma chooses to use their power. The Grandma must select either exactly two players simultaneously, or no players at all.
The two chosen players will be added to a private channel, where the Grandma can anonymously talk to them. At the end of the day, the players are removed and the votes are restored (even if the Grandma is dead at that point).
If the Grandma selects a player with several votes (e.g. another Grandma), the targeted player only loses 1 of their votes.
Players with negative votes or no vote will experience no change in vote value (and the Grandma is informed), but are still added to the channel. The Mayor's extra vote can never be removed by the Grandma.
The Grandma may select themself. The Grandma is not affected by redirections.

false
Townsfolk
Herald
**Herald** | Townsfolk Power
__Basics__
The Herald selects a role and is informed when the last player who had the role at the time of selection dies.
__Details__
The Herald may select a role each phase, marking all players that currently have the role. This is not a visit. When the last marked players dies, the Herald is informed. A player remains marked until they die or the Herald selects another role.
If several players die at the same time the Herald is not informed which of the players had their selected role.
The Herald does not know which players they are marking.
The Herald is not affected by any disguises or redirections.

false
Townsfolk
Hooker
**Hooker** | Townsfolk Power
__Basics__
Each night, the Hooker sleeps with another player. They will not be killed by attacks on them, but will be affected by those taking place at their target’s house.
__Details__
Since the Hooker is at the other player’s house and not at home, any attacks targeting the Hooker in the night will fail; however, if the person they’re sleeping with is being attacked, then they both are attacked.
If the person they are sleeping with is protected, the Hooker does not share the protection.
Choosing a player to sleep with is an immediate ability. From that point on, they will stay with that player for the rest of the night. The Hooker may also choose not to sleep with anybody.
The Hooker may not sleep with the same player two nights in a row.

false
Townsfolk
Medium
**Medium** | Townsfolk Power
__Basics__
Each night, the Medium may ask the dead players one question.
__Details__
During each night the Medium has access to a second secret channel, where they can ask a question, once day starts the channel is locked, and a Yes/No poll is created.
All dead participants are able to vote on it during the day. Of course, there can be members of all teams in the dead participants.
The question needs to be one simple yes/no question without any hidden meaning to it. Not voting as a dead participant should not give the Medium any information.
Once the day ends, the poll is closed, and the Medium gains access to the second secret channel again.

false
Townsfolk
Royal Knight
**Royal Knight** | Townsfolk Power
__Basics__
Once per game, the Royal Knight may cancel the lynch.
__Details__
After Day 1, the Royal Knight may cancel the lynch at any time of day or night, and it will apply to the current or upcoming lynch. If there are several lynches, the Royal Knight may only cancel one of them: they may choose which one.
Cancelling the lynch is an immediate ability. However, the fact that the lynch has been cancelled will only be revealed at the end of the day.
The Royal Knight also chooses whether they want to be revealed or not. If they choose to be revealed, both their role and name are announced: otherwise, neither is.

false
Townsfolk
Stalker
**Stalker** | Townsfolk Power
__Basics__
Each day, starting Day 2, the Stalker may assign two extra invisible votes to a player in the current day’s lynch poll.
__Details__
Each day, starting Day 2, the Stalker may threaten a player. That player will have two more invisible votes against them on the daily lynch poll. If there are multiple lynch polls, it will add invisible votes for that player on all of them. These additional votes are not revealed, instead the threatened player may win the lynch even if they dont have the most votes. The threatened player is not informed that they are threatened. Threatening a player is an immediate day ability.

false
Townsfolk
Cursebearer
**Cursebearer** | Townsfolk Power | Limited
__Basics__
The Cursebearer is a member of the townsfolk team who imitates and is seen as a wolf role.
__Details__
The Cursebearer imitates another in-play werewolf team role. They are strongly disguised as that role and are a lycan if that role is. Additionally, they can use all the powers that role can use, with some exceptions: any power that would result in joining the wolfpack or in a role change fails; any power that would result in the Cursebearer's role changing instead results in a loss of power as described below.
When the last player that originally started out with the role that the Cursebearer is imitating dies, the Cursebearer is informed and loses their power.
When the Cursebearer loses their power they will not be able to use any of their abilities anymore, but they will keep their disguise and they will still be seen as a lycan if they were imitating a lycan.

true
Townsfolk
Ravenkeeper
**Ravenkeeper** | Townsfolk Power | Limited
__Basics__
Each night, the Ravenkeeper may assign one of its ravens to a player. The Ravenkeeper will learn if an ability is used on of the players with a raven.
__Details__
The Ravenkeeper starts out with 1 raven for every 5 players in the game (rounded down). Each night, the Ravenkeeper may assign one raven to another player. Assigning a raven is an *immediate effect*.
The first time an ability is used on a player with a raven, the raven heads back to the Ravenkeeper and lets the Ravenkeeper learn the type of ability that was used and which player it was used on. Ravens can usually only report on one ability, except when several abilities are used at the same time at the end of a phase (in this case the Ravenkeeper will learn all the ability types, but not duplicates).
The Ravenkeeper is affected by *redirections*, however the Ravenkeeper will know a raven got redirected when it returns and reports on an ability.
If there are several Ravenkeepers, their ravens are separate.
During the day, the Ravenkeeper may recall a raven. Recalling is an immediate effect.
The Ravenkeeper cannot send several ravens to the same player, and attempting to do so results in failure.

true
Townsfolk


Townsfolk Investigative

'Town Investigative' are those town roles that can actively investigate.

Aura Teller
**Aura Teller** | Townsfolk Investigative
__Basics__
Each night, the Aura Teller may check a target to determine if they are “a threat” or “not a threat”.
__Details__
The Aura Teller cannot see a player’s role, but they can check whether or not they are a threat. Lycans, and roles classified as killing roles show up as a threat.
The Aura Teller’s inspection is an immediate ability.
Some roles or players may be able to kill, but will not show up as threats as they are neither lycans nor a role classified as a killing role.
The Aura Teller is affected by strong disguises and redirections.

false
Townsfolk
Crowd Seeker
**Crowd Seeker** | Townsfolk Investigative
__Basics__
The Crowd Seeker may investigate up to 3 players each night by guessing their roles. Each correct guess is confirmed.
__Details__
The Crowd Seeker can select up to three different players each night, and guess for each of them what their role could be.
They may use several of their gueses for one player, however all guesses have to be made at the same time. All correct guesses will be confirmed.
The Crowd Seeker is affected by all disguises and redirections. The Crowd Seeker’s seeking is an immediate ability.

false
Townsfolk
Fortune Teller
**Fortune Teller** | Townsfolk Investigative
__Basics__
Each night, the Fortune Teller may check one player’s role.
__Details__
Each night, the Fortune Teller can inspect a player. The Fortune Teller will be told what their role is.
Inspecting a player is an immediate ability. The Fortune Teller is affected by weak disguises and redirections.

false
Townsfolk
Huntsman
**Huntsman** | Townsfolk Investigative
__Basics__
Each night, the Huntsman may check a target to determine if they are “part of the wolfpack” or not.
__Details__
The Huntsman cannot see a player’s role, but they can check whether a player is in the wolfpack.
The Huntsman’s inspection is an immediate ability. Since the Huntsman does not check the role itself, they are not affected by any disguises, but are affected by redirections.

false
Townsfolk
Innkeeper
**Innkeeper** | Townsfolk Investigative
__Basics__
Each night, the Innkeeper may check any role to determine the number of players currently alive with that role.
__Details__
Each night the Innkeeper can get a status on a specific role. Checking the status of a specific role will let the Innkeeper know how many players with that role are left in the game. Checking the status of a specific role is an immediate ability.
Checking status on roles works on any role whether in the game or not. The Innkeeper is affected by strong disguises.

false
Townsfolk
Oracle
**Oracle** | Townsfolk Investigative
__Basics__
Every night, the Oracle can select two players and see if they have the same alignment as each other. Each player can only be selected once.
__Details__
Each night, the Oracle can inspect two players. The Oracle will be told whether they have the same alignment.
The Oracle can select itself as one of the two players, but can only select each player once throughout the game.
Inspecting players is an immediate ability. Nonaligned roles have the same alignment as each other: roles with differing alignments do not. A nonaligned role does not have the same alignment as an aligned role.
Some unaligned roles may gain alignments during the game (e.g. Cupid).
The Oracle is not affected by disguises, but is affected by redirections.

false
Townsfolk
Tattletale
**Tattletale** | Townsfolk Investigative | Limited
__Basics__
Each night, the Tattletale may check a target to determine if they are a "threat" or "not a threat". The result will be sent to another player.
__Details__
The Tattletale checks whether a player is a threat or not. Lycans and players with killing roles are classified as threats.
Inspecting a player in this way is an end night ability affected by strong disguises and redirections.
The results of the Tattletale's investigation will be sent to a random player with a miscellaneous role. The player will receive the name of the investigated player and whether or not they appeared as a threat, but not the name of the Tattletale.

true
Townsfolk


Townsfolk Group

'Town Group' are those town roles that start out as part of a group, with other players of the Townsfolk team.

Baker
**Baker** | Townsfolk Group
__Basics__
There is always more than one Baker. All the Bakers have a secret channel where they can communicate with the other Bakers securely.
Whenever the wolves kill a Baker for the first time, they will be able to attack twice in the following night.
__Details__
Bakers share a private channel, where they can communicate with each other.
When the Wolfpack kills a Baker for the first time, they will be able to kill an additional player in the next night.

_Edge Cases:_
If a Baker is infected by the infecting wolf, they will become a bloody butcher rather than a wolf: all other Bakers will become butchers.
If a Baker loses their role in some other way, the bakers will disband and all powers related to the bakers will no longer activate.

false
Townsfolk
Butcher
**Butcher** | Townsfolk Group
__Basics__
The Butcher is like the baker group, a group of trusted players; except for that exactly one Butcher is a werewolf!
__Details__
There is always more than one Butcher. All the Butchers have a secret channel where they can communicate with the other Butchers securely.
Exactly one Butcher is actually a disguised werewolf spy called the bloody butcher.
If a Butcher is infected by the infecting wolf their role changes to bloody butcher, instead of wolf.

false
Townsfolk
Cult Member
**Cult Member** | Townsfolk Group
__Basics__
The Cult Member shares a secret channel with the other cultists, where they can communicate among themselves securely. Each night, the cult votes to attack one player.
__Details__
The Cult Member is part of the cult. After Night 1, the cult can attack one player each night. When the cult leader dies, the cult can no longer attack at night.
The cult decides their victims by voting on whom they suspect most. The cult’s attack is an end-night ability.
Any member of the cult, who no longer has their original role, can still vote on who to attack.

false
Townsfolk
Juror
**Juror** | Townsfolk Group
__Basics__
The Jurors have a secret channel where they can communicate among themselves securely. During nights, the jury votes to investigate a player.
If the jury successfuly investigates a non-town role, it is announced.
__Details__
The Juror is part of the jury. The jury can vote to investigate a player each night.
The jury recieves the result of the investigation at the end of the night. If the result of the investigation shows a non-town role, the role is announced publicly.
The jury is disbanded if there are 1 or fewer Jurors left; this means the jury is active only if at least two Jurors are alive.
Any member of the jury, even if they lose their role, can still vote on who to investigate.
One of the Jurors that has voted for the jury's target is randomly chosen as the investigator, who performs the investigations.
The jury is affected by weak disguises. These effects are seen from the investigator's perspective.

false
Townsfolk


Townsfolk Killing

'Town Killing' are those town roles that can in some way attack/kill/lynch other players. This can be a one-time ability or one with several uses. If a role also qualifies for another category, Town Killing is prioritized.

Apothecary
**Apothecary** | Townsfolk Killing
__Basics__
Each night, the Apothecary may poison a player, killing them at the end of the next night. Alternatively, they may cure the player they last poisoned.
__Details__
The Apothecary starts the game with three flasks of poison and a single antidote.
When the Apothecary poisons a player, that player will be killed at the end of the next night (this is not an attack). Poison is applied at start day, so the Apothecary will only poison a player if the Apothecary survives the night.
Instead of poisoning a player, the Apothecary may also use their antidote to cure the player they have previously poisoned, saving them from death.
Players are not notified of being poisoned or cured.
Both actions are immediate abilities.

false
Townsfolk
Assassin
**Assassin** | Townsfolk Killing
__Basics__
After night 1, the Assassin may choose one player to attack during the night.
__Details__
The Assassin has a total of 3 knives they can use throughout a game to attack. The Assassin’s attack is an end-night ability.

false
Townsfolk
Barber
**Barber** | Townsfolk Killing
__Basics__
Once per game, the Barber may choose to immediately attack one player during the day.
__Details__
After Day 1, at any time during the day, the Barber may once attack another player.
The Barber’s attack is an immediate ability. It is not revealed that the attack was executed by a Barber.

false
Townsfolk
Cult Leader
**Cult Leader** | Townsfolk Killing
__Basics__
The Cult Leader acts as a cult member, but if the Cult Leader dies then the cult loses its ability to attack at night.
__Details__
The Cult Leader is part of the cult. After Night 1, the cult can attack one player each night.
If at any point there is no living Cult Leader, the cult is disbanded and can no longer attack at night.
All members of the cult can vote, even if they have lost their original role.
The cult decides their victims by voting on whom they wish to attack.
The cult’s attack is an end-night ability and is always reactively executed by a Cult Leader.

false
Townsfolk
Executioner
**Executioner** | Townsfolk Killing
__Basics__
After Day 1, if the Executioner is lynched, it will be prevented, and a player chosen by the Executioner will be lynched in their place.
__Details__
The Executioner may target a player. This target can be updated once per phase, with 1 emergency change to be used whenever the Executioner wants to. Targeting a player is an immediate effect. The Executioner may choose to target nobody, which will stop their power from being used.
If the Executioner would be lynched, their target is (indirectly) lynched instead. If there is no target, the Executioner is lynched.
When the Executioner changes the lynch, their role is revealed to all, and the targeted player is lynched immediately.
This ability will only work once. Future lynches will behave as normal.

false
Townsfolk
Huntress
**Huntress** | Townsfolk Killing
__Basics__
The Huntress may select a player to attack with their dying breath.
__Details__
The Huntress may target a player. They can update this target once per phase, with 1 emergency change to be used whenever the Huntress wants. The Huntress may choose to target nobody, which will stop their power from being used.
When the Huntress dies in any way other than by directly being lynched, their target will be attacked by them. The other player is attacked immediately and if it succeeds, the Huntress’s role and the name of whoever they killed is revealed to all.
If the Huntress did not target a living player, the Huntress’s role isn’t revealed.

false
Townsfolk
Mad Scientist
**Mad Scientist** | Townsfolk Killing
__Basics__
The Mad Scientist has two test subjects, from two different teams. If killed, their targeted subject will also die.
__Details__
At the start of the game, the Mad Scientist is assigned two players, called test subjects, with which they share an additional secret channel. The test subjects do not know the identity of the Mad Scientist. They interrogate their subjects and, before the Mad Scientist dies, they must choose one of the two assigned players to take with them to their death.
If the Mad Scientist has not targeted a subject when they die, a random subject will be killed.
The two subjects always start on two different teams, and never as unaligned.
The Mad Scientist can choose a target, even if the target is already dead. Attacking the other player is an immediate ability.
When the Mad Scientist kills, they are revealed as the Mad Scientist.

false
Townsfolk
Priest
**Priest** | Townsfolk Killing
__Basics__
Each night, the Priest may use their holy water on a player. If that player is a lycan, that player will be attacked. Otherwise, the Priest risks their own death.
__Details__
If the targeted player is a lycan, they are attacked. If they are townsfolk aligned, the Priest dies. If they are not lycan and not townsfolk aligned, the target isn't attacked and both the Priest and the target live.
Using holy water on a player is an end-night ability.

false
Townsfolk
Witch
**Witch** | Townsfolk Killing
__Basics__
Once per game, at night, the Witch may choose three players to protect from any attack for one night. Once per game, at night, the Witch may attack one player.
__Details__
The Witch has two potions; a potion of life and a potion of death.
Each night, they can choose whether they want to use either of those potions. Each potion can only be used once. They can also be used simultaneously in one night.
If they use the potion of life, then three players, which the Witch chooses, as well as the Witch themself are protected from attacks during that night (immediate).
If they use the potion of death, they can choose one player to attack (end-night).

false
Townsfolk
Amulet Crafter
**Amulet Crafter** | Townsfolk Killing | Limited
__Basics__
At the start of the game, the Amulet Crafter is the first holder of the *Amulet of Protection*. Whoever holds the amulet is protected from attacks during the night, but must pass it to another player during the day.
__Details__
If the Amulet Crafter or the current holder die, the amulet shatters. When the amulet shatters, the current holder is attacked. Afterwards, the amulet is out of play and won't be passed anymore. The Amulet Crafter may also manually choose to shatter the amulet at the end of the night, but may not do so during Night 1.
The Amulet Crafter must pass the amulet during Day 0.
When passing the amulet, up to three players may be specified (either at once or separately) and the amulet will be passed to the first player who has not previously had the amulet. Selecting a target is an immediate effect and, should the selection fail, the holder is immediately informed (and if applicable, the next selection is attempted). However, passing the amulet is an end-day ability. If the holder of the amulet does not or cannot choose a player to pass the amulet to, it shatters at the end of the day, instead of being passed.
Holders of the amulet do not know who gave them the amulet, nor do they know who has previously held it.

true
Townsfolk