Extension Cord
Written by Viva La Sam
* - Not the first night
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. . . .
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
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Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.
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Each night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
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Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+ the Damsel]
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. . . .
Once per game, during the day, visit the Storyteller for some advice to help your team win.
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You have the ability of the most recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
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If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
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All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
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1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
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Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
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You think you are a good character but you are not. The Demon knows who you are. [You neighbor the Demon]
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If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.
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If there are 5 or more players alive & the Demon dies, you become the Demon (Travellers don't count.)
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Sentinel
- There might be 1 extra or 1 fewer Outsider in play.
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Djinn
- Use the Djinn's special rule. All players know what it is.
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Mathematician
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Marionette
: The Mathematician might learn if the Marionette's ability yielded false info or failed to work properly.
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Spy
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Damsel
: If the Spy is (or has been) in play, the Damsel is poisoned.
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Marionette
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Huntsman
: If the Marionette thinks that they are the Huntsman, the Damsel was added during setup.
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