Jump then Fall
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Jump then Fall
By Marelyn C
Townsfolk
Librarian
Librarian
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Empath
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Fortune Teller
Fortune Teller
Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Monk
Monk
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
Artist
Artist
Once per game, during the day, privately ask the Storyteller any yes/no question.
Pacifist
Pacifist
Executed good players might not die.
Outsider
Drunk
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Recluse
Recluse
You might register as evil & as a Minion or Demon, even if dead.
Minion
Devil's Advocate
Devil's Advocate
Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
Widow
Widow
On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.
Demon
Imp
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Fang Gu
Fang Gu
Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Additional Information
Night order, special rules, and jinxes