This is the out of character channel! Here you can ask the Game Masters questions, and have out of character conversations, which aren't related to the game!
They inspire fear, for they understand that every game is a chance to close off the old areas in your skills and knowledge, and with that comes a mixture of doubt, contempt, disdain and apathy.
If you have been wronged, this card's appearance may bring you apprehension. On the other hand, if your actions caused pain to others, this card serves as a blessing.
The Assistant may select a player to redirect one werewolf action to. The action cannot be an attack.
Details
The Assistant may target a player. They can update this target once per phase, with 1 emergency change to be used whenever the Assistant wants. The Assistant may choose to target nobody, which will stop their power from being used.
When the Assistant is affected by a wolfish player's power, that is not an attack, it will be redirected to the target without the wolfish player being informed.
The Assistant's redirection power can only be used once per game. The Assistant is informed when their power is used, but they are not told what ability they redirected.
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. The Huntress may choose to target nobody, which will stop their power from being used.
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 and the name of whoever they killed is revealed to all.
If the Huntress did not target a living player, the Huntress’s role isn’t revealed.
Each night, the Fortune Teller may check one player’s role.
Details
Each night, the Fortune Teller can inspect a player. The Fortune Teller will be told what their role is.
Inspecting a player is an immediate ability. The Fortune Teller gains more information, but is affected by weak disguises and redirections.
Each night, the Hooker sleeps with another player. They will not be killed by attacks on them, but will be affected by those taking place at their target’s house.
Details
Since the Hooker is at the other player’s house and not at home, any attacks targeting the Hooker in the night will fail; however, if the person they’re sleeping over at is being attacked, then they both are attacked.
Choosing a player to sleep with is an immediate ability. From that point on, they will stay with that player for the rest of the night. The Hooker may also choose not to sleep with anybody.
The Hooker may not sleep with the same player two nights in a row.
Each night, the Priest may use their holy water on a player. If that player is a lycan, that player will be attacked. Otherwise, the Priest risks their own death.
Details
If the targeted player is a lycan, they are attacked. If they are townsfolk aligned, the Priest dies. If they are not lycan and not townsfolk aligned, the target isn't attacked and both the Priest and the target live.
Using holy water on a player is an end-night ability.
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. The Journalist may choose to not target any role, which will stop their power from being used.
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.
The Herald selects a role and is informed when the last player who had the role at the time of selection dies.
Details
The Herald may select a role each phase, marking all players that currently have the role. This is not a visit. When the last marked players dies, the Herald is informed. A player remains marked until they die or the Herald selects another role.
If several players die at the same time the Herald is not informed which of the players had their selected role.
The Herald does not know which players they are marking.
The Herald is not affected by any disguises or redirections.
01:11
Pack Tanner [Werewolf Power]
Basics
Each day, the Pack Tanner may disguise one player as a role of the Pack Tanner’s choosing.
Details
Each day, the Pack Tanner can weakly disguise one player; the night after, to roles affected by weak disguises, their role will appear to be what the Pack Tanner has disguised the player as.
The Pack Tanner may disguise themself, but they may not disguise the same player twice in a row. Disguising a player is an immediate effect.
If the Pack Tanner dies, the assigned player will keep their disguise for the night. The player loses their disguise at the end of the night.
The Pack Tanner is not a lycan, but is part of the wolfpack.
The Wolf is a player who acts like a regular player during the day, but secretly kills players during the night, together with all the other werewolves.
The night after the Wolf Cub dies, the wolfpack will be able to attack an additional player.
Details
Whenever a Wolf Cub dies, the other wolfpack members will be able to attack an additional player the night after the Wolf Cub's death. They are allowed to attack the same player several times, if they like.
A Wolf Cub losing their role does not cause an additional poll.
Each night, the Saboteur Wolf may select one player to disqualify from the public election poll.
Details
Each night, the Saboteur Wolf may select one player.
That player can still be voted for in the election poll in the following day phase, but should they win, nobody is elected. The selected player can still be lynched and can still vote in the election poll.
The Saboteur Wolf may not sabotage the same player two nights in a row, but can sabotage themself or others in the wolfpack.
Sabotaging is an immediate ability.
01:19
Clairvoyant Fox [Werewolf Investigative]
Basics
Each day, the Clairvoyant Fox may investigate one player, and the results will be known to both them and the Wolfpack. Once per game, the Clairvoyant Fox may alternatively join the wolfpack as a regular wolf.
Details
When the Clairvoyant Fox investigates a player, they see that player's role. If the Clairvoyant Fox survives the day, the result of the investigation is also announced to the wolfpack at the start of the night. The wolfpack only sees the result and that it is from a Clairvoyant Fox - they don't know who was checked.
The Clairvoyant Fox is neither a lycan, nor a member of the wolfpack.
If the Clairvoyant Fox chooses to join the wolfpack, they may not investigate that day, and will lose their power as they will become a regular wolf.
Joining the wolfpack and investigating a player are immediate abilities.
The investigation is affected by weak disguises and redirections.
The White Werewolf is a werewolf who is not satisfied with merely killing the townsfolk; they must kill all the werewolves as well.
Every other night, the White Werewolf may attack a member of the wolfpack.
Details (1/2)
To the werewolves, the White Werewolf will appear to be just another member of the wolfpack. However, it is the White Werewolf’s goal to win the game completely alone; even the other werewolves must die.
Starting with Night 2, the White Werewolf may attack a member of the wolfpack every other night. If they choose not to attack, they will once again have the option to attack in the following night.
Attacking a member of the wolfpack is an end-night ability.
If only werewolves and the White Werewolf are left alive, the game will continue until either all werewolves are dead or the White Werewolf is dead.
The White Werewolf imitates the most common non-WG role in the wolfpack. It is strongly disguised as that role and gains all its abilities. If there are several most common non-WG roles, an arbitrary one is chosen.
If the White Werewolf changes role, the disguise and abilities are lost.
Details (2/2)
The White Werewolf is not part of the werewolf team, but is still considered a lycan and is part of the wolfpack.
The Riding Hood wins when they are killed by a wolfish player.
Details
When the Riding Hood wins, the Riding Hood ascends and stops playing. The game continues.
The Riding Hood will win if they are killed by a wolfish player. If the Riding Hood is killed in another way, they lose. If the Riding Hood is protected they neither die nor ascend.
When the Riding Hood is killed by the wolfpack, the wolfpack may not attack anyone the following night.
When the Riding Hood ascends, the wolfish player responsible will be ability blocked the for following day and night.
If no wolfish players remain, the Riding Hood stops playing, descends and loses.
The Riding Hood is nonaligned.