No, YOU!
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No, YOU!
By Larkspur
Townsfolk
Chef
Chef
You start knowing how many pairs of evil players there are.
Steward
Steward
You start knowing 1 good player.
Empath
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Exorcist
Exorcist
Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
Sage
Sage
If the Demon kills you, you learn that it is 1 of 2 players.
Artist
Artist
Once per game, during the day, privately ask the Storyteller any yes/no question.
Outsider
Klutz
Klutz
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Damsel
Damsel
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Minion
Harpy
Harpy
Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Boomdandy
Boomdandy
If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.
Demon
Vortox
Vortox
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
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