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Icon |
Character |
Text |
 |
Steward |
You start knowing 1 good player. |
 |
High Priestess |
Each night, learn which player the Storyteller believes you should talk to most. |
 |
Preacher |
Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability. |
 |
Cult Leader |
Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins. |
 |
Monk |
Each night*, choose a player (not yourself): they are safe from the Demon tonight. |
 |
Exorcist |
Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight. |
Icon |
Character |
Text |
 |
Heretic |
Whoever wins, loses & whoever loses, wins, even if you are dead. |
 |
Zealot |
If there are 5 or more players alive, you must vote for every nomination. |
Icon |
Character |
Text |
 |
Cerenovus |
Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed. |
 |
Goblin |
If you publicly claim to be the Goblin when nominated & are executed that day, your team wins. |
Icon |
Character |
Text |
 |
Kazali |
Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders] |
 |
Imp |
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp. |