At the start of the game, the Psychopath is given an arbitrary list with one third of the town’s population, rounded up, on it. If all players on that list are dead, and the Psychopath is still alive, the Psychopath wins.
Details
When the Psychopath wins, the Psychopath ascends and stops playing. The game continues. The Psychopath can’t win when they are dead.
The Psychopath's list will always contain at least one player from every team that has at least two players.
The Psychopath may strongly disguise themself as any role. The disguise is applied immediately. They can update this disguise once per phase, with 1 emergency change to be used whenever the Psychopath wants to. If the Psychopath changes role, the disguise is lost.
Additionally, the Psychopath may choose to either investigate or weakly disguise a player each day, but not both. Their investigation is affected by all disguises, redirections and obstructions. Their disguise lasts for the current and next phase.
The Amnesiac has forgotten their role and only has a vague idea of what it was. They will remember it at the end of Day 1.
Details
From the start of the game until the end of Day 1, the Amnesiac is a normal citizen. At the end of Day 1, they will get to know their role.
This role will not be known to the rest of the players, but it will be one of three townsfolk roles that the Amnesiac is told at the start of the game.
If the Amnesiac changes into a role that has a power limited to a Day or Night that has already passed, they have to use it in the following Day or Night.
If they change into a role that receives information or is part of a group at the start of the game, the Amnesiac will receive the information or join the group directly after changing role.
Each night, the Aura Teller may check a target to determine if they are “a threat” or “not a threat”.
Details
The Aura Teller cannot see a player’s role, but they can check whether or not they are a threat. Lycans, and roles classified as killing roles show up as a threat.
The Aura Teller’s inspection is an immediate ability.
Some roles or players may be able to kill, but will not show up as threats as they are neither lycans nor a role classified as a killing role.
The Aura Teller is affected by strong disguises and redirections, but not by obstructions.
During Day 0, the Fletcher selects a target. Unless the Fletcher changes their mind before they die, their target gains the abilities of a Huntress.
Details
The Fletcher must choose a target to be “Fletcher’s Customer” at the start of the game. Their target can not be changed.
If no target is selected when Day 0 ends, a target is randomly assigned. The Fletcher cannot target themself.
Fletcher’s Customer gains a private channel and may select a target of their own who will be killed if Fletcher’s Customer is killed.
At any point while the Fletcher is alive, the Fletcher may irreversibly revoke Fletcher’s Customer's abilities. Choosing and revoking a customer are immediate abilities.
21:00
Huntress [Townsfolk Killing]
Basics
The Huntress may select a player to attack with their dying breath.
Details
The Huntress may target a player. They can update this target once per phase, with 1 emergency change to be used whenever the Huntress wants.
When the Huntress dies in any way other than by directly being lynched, their target will be attacked by them. The other player is attacked immediately and if it succeeds, the Huntress’s role is revealed to all.
If the Huntress did not target a living player, the Huntress’s role isn’t revealed.
Each night, the Pyromancer may either powder one player or ignite all currently powdered players.
Details
Each night the Pyromancer may either powder or ignite all currently powdered people.
When a Pyromancer chooses to ignite, all powdered players will be attacked by them. If a powdered player survives the attack, they still remain powdered.
Powdering is an immediate ability, and igniting is an end-night ability. Instead of powdering the Pyromancer may also unpowder.
The Pyromancer is a member of the pyro team and channel.
The Pyros win when they're the last ones alive.
The Journalist can write a journal which a certain role will receive when the Journalist dies.
Details
The Journalist has a second secret channel. There they can write any information. When the Journalist dies, access to this channel will be granted to a player with a role that the Journalist selected.
The Journalist can select a role and update their targeted role once per phase, with 1 emergency change to be used whenever the Journalist wants.
If there are several people with the same role, a random player out of those is selected. If nobody has the role (anymore), nobody gains access to the channel.
If the Journalist loses their role, the journal is lost.