Harpy Diem
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Harpy Diem
By Kaza
Townsfolk
Noble
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Clockmaker
Clockmaker
You start knowing how many steps from the Demon to its nearest Minion.
Bounty Hunter
Bounty Hunter
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
Empath
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
High Priestess
High Priestess
Each night, learn which player the Storyteller believes you should talk to most.
Sailor
Sailor
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
Snake Charmer
Snake Charmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Oracle
Oracle
Each night*, you learn how many dead players are evil.
Savant
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Slayer
Slayer
Once per game, during the day, publicly choose a player: if they are the Demon, they die.
Huntsman
Huntsman
Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
Tea Lady
Tea Lady
If both your alive neighbors are good, they can't die.
Magician
Magician
The Demon thinks you are a Minion. Minions think you are a Demon.
Outsider
Goon
Goon
Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
Tinker
Tinker
You might die at any time.
Damsel
Damsel
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Drunk
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
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.
Devil's Advocate
Devil's Advocate
Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
Witch
Witch
Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Scarlet Woman
Scarlet Woman
If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Demon
Lleech
Lleech
Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.
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.
Vigormortis
Vigormortis
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
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]
Traveller
Judge
Judge
Once per game, if another player nominated, you may choose to force the current execution to pass or fail.
Harlot
Harlot
Each night*, choose a living player: if they agree, you learn their character, but you both might die.
Bone Collector
Bone Collector
Once per game, at night*, choose a dead player: they regain their ability until dusk.
Apprentice
Apprentice
On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).
Barista
Barista
Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
Additional Information
Night order, special rules, and jinxes
Jinxes
Scarlet Woman
Fang Gu
Scarlet Woman · Fang Gu If there would be two Demons, one of which was the Scarlet Woman, the Scarlet Woman remains the Scarlet Woman.
Lleech
Slayer
Lleech · Slayer If the Slayer slays the Lleech host, the host dies.