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1 | Visions of Doom v8 | |||||||||||||||||||||||||
2 | Character | Character Type | Ability | |||||||||||||||||||||||
3 | Omniscient | Townsfolk | You start knowing all characters which are either in play or bluffs. If evil publicly guesses you (once), your team loses, even if you are dead. (+1 outsider) | |||||||||||||||||||||||
4 | Pessimist | Townsfolk | On the first night, predict whether you will die at day or at night. If you are correct, choose a character that night. Learn whether they are alive and in-play. | |||||||||||||||||||||||
5 | Palm Reader | Townsfolk | On the first night, choose at least 2 players (not you). Learn how many of your choices are townsfolk. The demon might register falsely. | |||||||||||||||||||||||
6 | Secret Light | Townsfolk | On the first night, all good players learn that you are in play and are mad that you are not, or else they might be executed. | |||||||||||||||||||||||
7 | Undercover | Townsfolk | You are mad that you are an arbitrary character, or you might be executed. Each night, choose two alive players. Learn one character who is among them. | |||||||||||||||||||||||
8 | Telepathist | Townsfolk | Each night, if no player chose you, learn one character who woke that night. | |||||||||||||||||||||||
9 | Scarecrow | Townsfolk | Each night*, choose an alive player. Any players who choose you tonight choose that player instead. If the demon would die, you die instead. | |||||||||||||||||||||||
10 | Prophet | Townsfolk | Each night*, choose an alive player (different to last night). If they die, learn how many evil characters are alive. | |||||||||||||||||||||||
11 | Daredevil | Townsfolk | Each night*, choose an alive player. If they are not a townsfolk, you die and are the only one to die tonight. | |||||||||||||||||||||||
12 | Fatalist | Townsfolk | Each day, you may publicly predict one character that will be executed. At night, learn whether you were correct. | |||||||||||||||||||||||
13 | Visionary | Townsfolk | Each day, you may visit the storyteller to learn two predictions that could happen before dawn. That night, learn how many came true. | |||||||||||||||||||||||
14 | Hotshot | Townsfolk | Once per game, during the day, publicly guess the character of each living player. If correct, good wins. | |||||||||||||||||||||||
15 | Charmed | Townsfolk | If your living townsfolk neighbor was chosen by a player last night, you are chosen instead. | |||||||||||||||||||||||
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17 | Fated | Outsider | You are mad that you are an arbitrary character or else you might be executed. | |||||||||||||||||||||||
18 | Sommelier | Outsider | Each night, choose an alive player. The nearest living townsfolk (including them) is drunk even if you are dead, until you choose someone new. | |||||||||||||||||||||||
19 | Muddle | Outsider | You might register as any character. | |||||||||||||||||||||||
20 | Cassandra | Outsider | Each day, you may learn a prediction from the storyteller in private. If it occurs before tomorrow, your team will lose (whether you learned it or not). | |||||||||||||||||||||||
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22 | Conspirator | Minion | On the first night, pick a day number. If the demon is executed that day, your team wins, even if you are dead. If just 3 players live, you lose this ability. | |||||||||||||||||||||||
23 | Hex | Minion | Whenever a good player chooses you - either by nomination or at night - they are poisoned and the previously poisoned player becomes sober, even if you are dead. | |||||||||||||||||||||||
24 | Confounder | Minion | Each night, choose a non-demon player. They may register as any character until tomorrow night. | |||||||||||||||||||||||
25 | Silence | Minion | Each night*, choose a player and guess their character. If you are correct, they are poisoned. | |||||||||||||||||||||||
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27 | Myasma | Demon | Each night, choose a character. They are poisoned until dusk. Then choose a player*. They die. (-1 outsider) | |||||||||||||||||||||||
28 | Nergal | Demon | Each night*, choose a player. They die. You start by choosing two good players. They might register as evil & as minion or demon (+1 outsider). | |||||||||||||||||||||||
29 | Ferr | Demon | Each night*, choose a player. They die. Then, once per game, you may choose a good player. They learn you are the demon, minions become drunk. If you survive the next day, your team wins. | |||||||||||||||||||||||
30 | Pandoras | Demon | On the first night, a good player is "cursed." They register as evil & minion or demon. Each night*, they choose a living player, who dies. If they choose you or die, evil wins. | |||||||||||||||||||||||
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38 | Waiting Room | (discarded or on the verge) | ||||||||||||||||||||||||
39 | Disciple | Townsfolk | On the first night, choose a player. If they are alive and all other living players are evil, good wins, even if you are dead. | |||||||||||||||||||||||
40 | Pandoras (old) | One good player is cursed. If they die, evil wins. Each night*, the cursed chooses a living player. If good, they die. If evil, another player dies. If another is mad that Pandoras is in play, the next night death is arbitrary. Once per game, you may publicly guess the cursed. If correct, evil wins. (+ 1 outsider) | ||||||||||||||||||||||||
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42 | Hex (old) | Minion | Townsfolk who choose you at night are poisoned. | |||||||||||||||||||||||
43 | Pessimist (old) | Townsfolk | On the first night, predict how many nights you will survive (including tonight). If correct, choose a character that night. If they are in play, learn which player is that character. If not, | |||||||||||||||||||||||
44 | Optimist | Townsfolk | Each night, if a player was executed, learn the name of a player of the same alignment. | |||||||||||||||||||||||
45 | Guiding Light | Townsfolk | Each night*, choose a living player. They learn that they were chosen by the guiding light. | |||||||||||||||||||||||
46 | Blackmailer | Minion | Each night, choose two players. The first is mad that the second is good, or they might be executed. | |||||||||||||||||||||||
47 | Wayward | Outsider | If you die, all good powers have arbitrary targets that night. | |||||||||||||||||||||||
48 | Narcissist | |||||||||||||||||||||||||
49 | Solipsist | Outsider | The Storyteller will break the rules if you are in the game. You win alone if no one finds out. You may ask the storyteller in private what rules have been broken. | |||||||||||||||||||||||
50 | Artificer | Townsfolk | If you were not nominated today, you may choose to be the only one who dies tonight. | |||||||||||||||||||||||
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52 | Oligarch | Outsider | At the start of the game, choose two players. If you and they are the only players alive, you win alone. The first time one would die at night, they survive. | |||||||||||||||||||||||
53 | Wayward | Outsider | If you are ever chosen at night, another player is chosen instead. | |||||||||||||||||||||||
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