At the start of the game, the Amulet Crafter is the first holder of the Amulet of Protection. Whoever holds the amulet is protected from attacks during the night, but must pass it to another player during the day.
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If the Amulet Crafter or the current holder die, the amulet shatters. When the amulet shatters, the current holder is attacked. Afterwards, the amulet is out of play and won't be passed anymore. The Amulet Crafter may also manually choose to shatter the amulet at the end of the night, but may not do so during Night 1.
The Amulet Crafter must pass the amulet during Day 0.
When passing the amulet, up to three players may be specified (either at once or separately) and the amulet will be passed to the first player who has not previously had the amulet. Selecting a target is an immediate effect and, should the selection fail, the holder is immediately informed (and if applicable, the next selection is attempted). However, passing the amulet is an end-day ability. If the holder of the amulet does not or cannot choose a player to pass the amulet to, it shatters at the end of the day, instead of being passed.
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Holders of the amulet do not know who gave them the amulet, nor do they know who has previously held it.
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. If a Pyromancer is powdered and ignited, and thus attacked, the ignition fails and the attacker is informed.
Powdering is an immediate ability, and igniting is an end-night ability.
If the Pyromancer's powdering fails (e.g. because their target is already powdered) they are informed that their powdering failed.
The Pyromancer is a member of the pyro team and channel. The pyro team wins when all other players are dead or unaligned.
The Wisp visits a person each day, igniting them if they are powdered or powdering them if not.
Details (1/2)
The Wisp may visit one person each day as an immediate ability. If the person has been powdered, then the Wisp ignites the visited person at the end of the day. If the Wisp dies or is lynched during the day, the ignition will not occur.
If the visited person is not powdered, the Wisp powders that person. This is an immediate action.
The Wisp is only informed at the end of the day whether they powdered or attacked the person they visited.
The Wisp may not visit themself.
The Wisp is a member of the pyro team, but not a member of the pyro channel. They do not know the other members of their team.
If the pyros ignite the Wisp then the Wisp will be told that they were ignited, but will not be attacked. Whoever ignited the Wisp will be informed the name of the player and that they could not be ignited. This message is different from other ways that the ignition could fail.
Details (2/2)
When no members of the pyro channel are alive, the Wisp is immediately informed and turns into a pyromancer, joining the pyro channel.
If several Wisps exist when the last member of the pyro channel dies, all of them turn into pyromancers and join the pyro channel.
The Plague Bearer's disease is lethal and highly contagious. Their desire is to kill off all other players.
Details (1/2)
The Plague Bearer starts the game with rodents that carry the plague. They have one rodent for every five players in the game (rounded).
If there are several Plague Bearers then they know each other and their rodent counts are combined. Each Plague Bearer may use one rodent per night.
Each night, the Plague Bearer may free one of their rodents to contaminate another player. Contaminated players will be affected by the disease. The Plague Bearer cannot be contaminated.
If the Plague Bearer attempts to contaminate an already contaminated player, they are informed, but the rodent is still used up. Contaminating a player is an immediate ability.
Any player who visits or is visited by a contaminated player immediately becomes contaminated themselves. All types of action (target, attack, investigation, etc) are considered visits.
At the start of the second night after being contaminated, the player is informed that they are contaminated.
Details (2/2)
At the end of the second night after being contaminated, the player will die. This is not an attack. Should the player still be alive afterwards, they remain contaminated, but will not die due to being contaminated again.
If no members of the plague team or channel remain, all players stop being contaminated: they are not informed of this.
If the Plague Bearer attempts to use a rodent on the Plague Doctor, the attempt fails, the Plague Doctor immediately dies (this is not an attack), and the rodent is not used up.