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, and will die at the end of the next night.
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.
At the start of every phase, members of the plague team are told the amount of living contaminated players.
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.
Each night, the Tattletale may check a target to determine if they are a "threat" or "not a threat". The result will be sent to another player.
Details
The Tattletale checks whether a player is a threat or not. Lycans and players with killing roles are classified as threats.
Inspecting a player in this way is an end night ability affected by strong disguises and redirections.
The results of the Tattletale's investigation will be sent to a random player with a miscellaneous role. The player will receive the name of the investigated player and whether or not they appeared as a threat, but not the name of the Tattletale.
Could not find role gallant. Did you mean gallant fox (aka Gallantfox)?
16:50
Gallant Fox [Werewolf Power]
Basics
Each day, the Gallant Fox may select a player to protect for the next two phases. The chosen player will be announced to the wolfpack. Once per game, the Gallant Fox may alternatively join the wolfpack as a regular wolf.
Details
The chosen player will be protected from attacks and lynches during the following night and day phase, though not the current day phase. The Gallant Fox may not protect the same player consecutively, and may not protect themself.
If the Gallant Fox survives the day, the wolfpack is informed at the start of the night that the Gallant Fox has chosen to protect a player, as well as who that player is.
If the Gallant Fox protects a member of the wolfpack, and the protection prevents the target from dying, the Gallant Fox is informed that their target is a member of the wolfpack.
The Gallant Fox is neither a lycan nor a member of the wolfpack.
If the Gallant Fox chooses to join the wolfpack, they may not select a player to protect, and will lose their power; their role will change to wolf.
Joining the wolfpack is an immediate abilities, but protecting their target is an end-day ability.
During Night 1, the Infecting Wolf must choose one player to convert to a wolf.
Details
If the Infecting Wolf fails to choose a player during Night 1, a random player will be selected for them. This ability can only be used once.
Infecting a player is an immediate ability.
Edge Cases:
If a member of the wolfpack or the werewolf team is picked, the power fails and wastes the ability.
If a hell team member is picked, the power fails and wastes the ability.
If a baker or butcher is picked they become a bloody butcher.
If a cupid is picked they become a cupid wolf.
If a cult group member is picked they become a cultist wolf.
The Fortune Apprentice will assume the role of the first town investigative role to die.
Details
At the start of the first day after a player with a town investigative role died or lost their role, the Fortune Apprentice will become the role of said town investigative player.
If there are several Fortune Apprentices when the role would be assumed, a random Fortune Apprentice is selected to assume the role. The rest remain Fortune Apprentices until the next town investigative role dies.
The Fortune Apprentice does not know the identity of the previous town investigative role, nor do they know the checks made by this person.
Each day, the Exorcist may remove negative effects from one player.
Details
Each day, the Exorcist can exorcise one player. Most negative effects caused by solo roles are removed from the player and the Exorcist is informed which effects were removed. Exorcising a player is an immediate effect.
The Exorcist may only exorcise each player once. A player may be exorcised multiple times by different Exorcists. The Exorcist can not undo the consequences of effects, such as a player having turned into an Undead or having joined another channel, but can still remove the effects the player has.
All the members of the solo team whose effect is cured are informed about this.
Exorcising is not considered to be a visit.
Negative Effects:
The following effects can be removed by the Exorcist:
Enchanted/Charmed - Flute Team
Powdered - Pyro Team
Demonized - Underworld Team
Contaminated - Plague Team
Doomed - Horsemen Team
The Bear may select a mammal to attack with their dying breath.
Details
The Bear may target a mammal. They can update this target once per phase, with 1 emergency change to be used whenever the Bear wants. The Bear may choose to target nobody, which will stop their power from being used.
When the Bear dies in any way other than by being mauled, their target will be attacked by them. The other mammal is attacked immediately and if it succeeds, the Bear’s species and the name of whoever they killed is revealed to all.
If the Bear did not target a living mammal, the Bear’s species isn’t revealed.
Each night, the Bear may check a target to determine if they are a "threat" or "not a threat". The result will be sent to another mammal.
Details
The Bear checks whether a mammal is a threat or not. Ursi and mammals with mauling species are classified as threats.
Inspecting a mammal in this way is an end night ability affected by strong disguises and redirections.
The results of the Bear's investigation will be sent to a random mammal with a miscellaneous species. The mammal will receive the name of the investigated mammal and whether or not they appeared as a threat, but not the name of the Bear.