Faith, Disorder & The Faithless
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Faith, Disorder & The Faithless
By SeaBound
Townsfolk
Noble
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Librarian
Librarian
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Pixie
Pixie
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
General
General
Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Preacher
Preacher
Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
Dreamer
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Innkeeper
Innkeeper
Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
Seamstress
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Philosopher
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Sage
Sage
If the Demon kills you, you learn that it is 1 of 2 players.
Farmer
Farmer
When you die at night, an alive good player becomes a Farmer.
Magician
Magician
The Demon thinks you are a Minion. Minions think you are a Demon.
Mayor
Mayor
If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Outsider
Sweetheart
Sweetheart
When you die, 1 player is drunk from now on.
Mutant
Mutant
If you are “mad” about being an Outsider, you might be executed.
Heretic
Heretic
Whoever wins, loses & whoever loses, wins, even if you are dead.
Klutz
Klutz
When you learn that you died, publicly choose 1 alive player: if they are evil, 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
Poisoner
Poisoner
Each night, choose a player: they are poisoned tonight and tomorrow day.
Fearmonger
Fearmonger
Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.
Pit-Hag
Pit-Hag
Each night*, choose a player & a character they become (if not in play). If a Demon is made, deaths tonight are arbitrary.
Psychopath
Psychopath
Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.
Demon
Al-Hadikhia
Al-Hadikhia
Each night*, you may choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.
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]
Vortox
Vortox
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Traveller
Barista
Barista
Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
Voudon
Voudon
Only you & the dead can vote. They don't need a vote token to do so. A 50% majority isn't required.
Thief
Thief
Each night, choose a player (not yourself): their vote counts negatively tomorrow.
Scapegoat
Scapegoat
If a player of your alignment is executed, you might be executed instead.
Matron
Matron
Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private.
Fabled
Hell's Librarian
Hell's Librarian
Something bad might happen to whoever talks when the Storyteller has asked for silence.
Additional Information
Night order, special rules, and jinxes
Jinxes
Heretic
Pit-Hag
Heretic · Pit-Hag Only 1 jinxed character can be in play.