Trouble Sect Rising
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Trouble Sect Rising
By Thomas
Townsfolk
Clockmaker
Clockmaker
You start knowing how many steps from the Demon to its nearest Minion.
Grandmother
Grandmother
You start knowing a good player & their character. If the Demon kills them, you die too.
Chambermaid
Chambermaid
Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Snake Charmer
Snake Charmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Mathematician
Mathematician
Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
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.
Oracle
Oracle
Each night*, you learn how many dead players are evil.
Innkeeper
Innkeeper
Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
Gambler
Gambler
Each night*, choose a player & guess their character: if you guess wrong, you die.
Monk
Monk
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
Gossip
Gossip
Each day, you may make a public statement. Tonight, if it was true, a player dies.
Ravenkeeper
Ravenkeeper
If you die at night, you are woken to choose a player: you learn their character.
Mayor
Mayor
If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Outsider
Tinker
Tinker
You might die at any time.
Sweetheart
Sweetheart
When you die, 1 player is drunk from now on.
Drunk
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Lunatic
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
Godfather
Godfather
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Poisoner
Poisoner
Each night, choose a player: they are poisoned tonight and tomorrow day.
Cerenovus
Cerenovus
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Evil Twin
Evil Twin
You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.
Demon
No Dashii
No Dashii
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Imp
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Vigormortis
Vigormortis
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Zombuul
Zombuul
Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.
Additional Information
Night order, special rules, and jinxes
Jinxes
Mathematician
Chambermaid
Mathematician · Chambermaid The Chambermaid can detect if the Mathematician will wake tonight.
Mathematician
Drunk
Mathematician · Drunk The Mathematician learns if the Drunk’s ability yielded false info or failed to work properly.
Mathematician
Lunatic
Mathematician · Lunatic The Mathematician learns if the Lunatic attacks a different player than the real Demon attacked.