MOONVEIL VILLAGE · PUBLIC ROLE CATALOG

Meet everyone
in the village.

Browse all 250 playable roles. No sign-in or game room needed.

Four classic roles and 246 distinct two-ability combinations built from 23 powers. Advanced roles belong to the Village team: choose one of your two abilities each night, or rest. These are combination roles, not 250 unrelated mechanics.

All Roles is the default: the game automatically draws from the full catalog. The lobby also recommends themed pools for 5–8, 9–15, 16–22, 23–30, 31–45, 46–60, 61–80 and 81–100 players. No roles need unlocking or adding one at a time. Advanced combinations remain experimental.

Showing 250 of 250 roles

Classic roleWolves team

Wolf

Hidden enemy

Know the other wolves. At night, choose a non-wolf to attack. The wolves’ most-chosen target is attacked; ties are random.

Classic roleVillage team

Seer

Information

At night, inspect another living player. Learn privately whether they are a Wolf. You may share or conceal your information.

Classic roleVillage team

Guardian

Protection

At night, protect one living player, including yourself. You cannot protect the same person on consecutive nights.

Classic roleVillage team

Villager

Deduction

At night, submit Ready without a target. During the day, discuss the evidence and vote to banish a wolf.

Two-ability roleVillage team

Lantern Archivist

Information

Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Archivist Pathfinder

Information

Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Pathfinder Lookout

Information

Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lookout Surveyor

Information

Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Surveyor Cartographer

Information

Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Cartographer Warden

Information / Protection

Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Warden Ferryman

Protection

Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Ferryman Bellkeeper

Protection / Control

Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Bellkeeper Duelist

Control / Attack

Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Duelist Veilweaver

Attack / Deception

Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Veilweaver Inkworker

Deception

Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Inkworker Standardbearer

Deception / Voting

Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Standardbearer Hushkeeper

Voting

Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hushkeeper Advocate

Voting

Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Advocate Hermit

Voting / Protection

Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hermit Courier

Protection / Information

Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Courier Herald

Information

Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Herald Speaker

Information / Voting

Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Speaker Avenger

Voting / Attack

Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Avenger Trapper

Attack

Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Trapper Gatekeeper

Attack / Protection

Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Gatekeeper Chronicler

Protection / Information

Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Chronicler Lantern

Information

Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lantern Pathfinder

Information

Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Archivist Lookout

Information

Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Pathfinder Surveyor

Information

Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lookout Cartographer

Information

Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Surveyor Warden

Information / Protection

Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Cartographer Ferryman

Information / Protection

Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Warden Bellkeeper

Protection / Control

Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Ferryman Duelist

Protection / Attack

Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Bellkeeper Veilweaver

Control / Deception

Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Duelist Inkworker

Attack / Deception

Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Veilweaver Standardbearer

Deception / Voting

Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Inkworker Hushkeeper

Deception / Voting

Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Standardbearer Advocate

Voting

Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hushkeeper Hermit

Voting / Protection

Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Advocate Courier

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hermit Herald

Protection / Information

Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Courier Speaker

Information / Voting

Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Herald Avenger

Information / Attack

Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Speaker Trapper

Voting / Attack

Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Avenger Gatekeeper

Attack / Protection

Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Trapper Chronicler

Attack / Information

Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Gatekeeper Lantern

Protection / Information

Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Chronicler Archivist

Information

Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lantern Lookout

Information

Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Archivist Surveyor

Information

Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Pathfinder Cartographer

Information

Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lookout Warden

Information / Protection

Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Surveyor Ferryman

Information / Protection

Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Cartographer Bellkeeper

Information / Control

Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Warden Duelist

Protection / Attack

Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Ferryman Veilweaver

Protection / Deception

Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Bellkeeper Inkworker

Control / Deception

Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Duelist Standardbearer

Attack / Voting

Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Veilweaver Hushkeeper

Deception / Voting

Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Inkworker Advocate

Deception / Voting

Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Standardbearer Hermit

Voting / Protection

Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hushkeeper Courier

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Advocate Herald

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hermit Speaker

Protection / Voting

Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Courier Avenger

Information / Attack

Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Herald Trapper

Information / Attack

Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Speaker Gatekeeper

Voting / Protection

Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Avenger Chronicler

Attack / Information

Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Trapper Lantern

Attack / Information

Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Gatekeeper Archivist

Protection / Information

Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Chronicler Pathfinder

Information

Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lantern Surveyor

Information

Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Archivist Cartographer

Information

Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Pathfinder Warden

Information / Protection

Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lookout Ferryman

Information / Protection

Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Surveyor Bellkeeper

Information / Control

Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Cartographer Duelist

Information / Attack

Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Warden Veilweaver

Protection / Deception

Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Ferryman Inkworker

Protection / Deception

Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Bellkeeper Standardbearer

Control / Voting

Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Duelist Hushkeeper

Attack / Voting

Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Veilweaver Advocate

Deception / Voting

Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Inkworker Hermit

Deception / Protection

Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Standardbearer Courier

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hushkeeper Herald

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Advocate Speaker

Voting

Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hermit Avenger

Protection / Attack

Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Courier Trapper

Information / Attack

Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Herald Gatekeeper

Information / Protection

Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Speaker Chronicler

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Avenger Lantern

Attack / Information

Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Trapper Archivist

Attack / Information

Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Gatekeeper Pathfinder

Protection / Information

Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Chronicler Lookout

Information

Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lantern Cartographer

Information

Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Archivist Warden

Information / Protection

Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Pathfinder Ferryman

Information / Protection

Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lookout Bellkeeper

Information / Control

Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Surveyor Duelist

Information / Attack

Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Cartographer Veilweaver

Information / Deception

Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Warden Inkworker

Protection / Deception

Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Ferryman Standardbearer

Protection / Voting

Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Bellkeeper Hushkeeper

Control / Voting

Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Duelist Advocate

Attack / Voting

Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Veilweaver Hermit

Deception / Protection

Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Inkworker Courier

Deception / Information

Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Standardbearer Herald

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hushkeeper Speaker

Voting

Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Advocate Avenger

Voting / Attack

Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hermit Trapper

Protection / Attack

Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Courier Gatekeeper

Information / Protection

Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Herald Chronicler

Information

Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Speaker Lantern

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Avenger Archivist

Attack / Information

Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Trapper Pathfinder

Attack / Information

Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Gatekeeper Lookout

Protection / Information

Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Chronicler Surveyor

Information

Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lantern Warden

Information / Protection

Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Archivist Ferryman

Information / Protection

Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Pathfinder Bellkeeper

Information / Control

Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lookout Duelist

Information / Attack

Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Surveyor Veilweaver

Information / Deception

Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Cartographer Inkworker

Information / Deception

Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Warden Standardbearer

Protection / Voting

Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Ferryman Hushkeeper

Protection / Voting

Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Bellkeeper Advocate

Control / Voting

Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Duelist Hermit

Attack / Protection

Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Veilweaver Courier

Deception / Information

Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Inkworker Herald

Deception / Information

Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Standardbearer Speaker

Voting

Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hushkeeper Avenger

Voting / Attack

Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Advocate Trapper

Voting / Attack

Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hermit Gatekeeper

Protection

Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Courier Chronicler

Information

Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Herald Lantern

Information

Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Speaker Archivist

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Avenger Pathfinder

Attack / Information

Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Trapper Lookout

Attack / Information

Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Gatekeeper Surveyor

Protection / Information

Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Chronicler Cartographer

Information

Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lantern Ferryman

Information / Protection

Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Archivist Bellkeeper

Information / Control

Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Pathfinder Duelist

Information / Attack

Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lookout Veilweaver

Information / Deception

Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Surveyor Inkworker

Information / Deception

Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Cartographer Standardbearer

Information / Voting

Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Warden Hushkeeper

Protection / Voting

Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Ferryman Advocate

Protection / Voting

Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Bellkeeper Hermit

Control / Protection

Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Duelist Courier

Attack / Information

Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Veilweaver Herald

Deception / Information

Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Inkworker Speaker

Deception / Voting

Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Standardbearer Avenger

Voting / Attack

Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hushkeeper Trapper

Voting / Attack

Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Advocate Gatekeeper

Voting / Protection

Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hermit Chronicler

Protection / Information

Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Courier Lantern

Information

Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Herald Archivist

Information

Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Speaker Pathfinder

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Avenger Lookout

Attack / Information

Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Trapper Surveyor

Attack / Information

Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Gatekeeper Cartographer

Protection / Information

Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Chronicler Warden

Information / Protection

Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lantern Bellkeeper

Information / Control

Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Archivist Duelist

Information / Attack

Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Pathfinder Veilweaver

Information / Deception

Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lookout Inkworker

Information / Deception

Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Surveyor Standardbearer

Information / Voting

Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Cartographer Hushkeeper

Information / Voting

Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Warden Advocate

Protection / Voting

Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Ferryman Hermit

Protection

Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Bellkeeper Courier

Control / Information

Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Duelist Herald

Attack / Information

Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Veilweaver Speaker

Deception / Voting

Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Inkworker Avenger

Deception / Attack

Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Standardbearer Trapper

Voting / Attack

Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hushkeeper Gatekeeper

Voting / Protection

Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Advocate Chronicler

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hermit Lantern

Protection / Information

Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Courier Archivist

Information

Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Herald Pathfinder

Information

Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Speaker Lookout

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Avenger Surveyor

Attack / Information

Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Trapper Cartographer

Attack / Information

Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Gatekeeper Warden

Protection

Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Chronicler Ferryman

Information / Protection

Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lantern Duelist

Information / Attack

Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Archivist Veilweaver

Information / Deception

Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Pathfinder Inkworker

Information / Deception

Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lookout Standardbearer

Information / Voting

Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Surveyor Hushkeeper

Information / Voting

Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Cartographer Advocate

Information / Voting

Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Warden Hermit

Protection

Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Ferryman Courier

Protection / Information

Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Bellkeeper Herald

Control / Information

Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Duelist Speaker

Attack / Voting

Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Veilweaver Avenger

Deception / Attack

Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Inkworker Trapper

Deception / Attack

Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Standardbearer Gatekeeper

Voting / Protection

Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hushkeeper Chronicler

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Advocate Lantern

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hermit Archivist

Protection / Information

Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Courier Pathfinder

Information

Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Herald Lookout

Information

Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Speaker Surveyor

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Avenger Cartographer

Attack / Information

Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Trapper Warden

Attack / Protection

Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Gatekeeper Ferryman

Protection

Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Chronicler Bellkeeper

Information / Control

Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lantern Veilweaver

Information / Deception

Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Archivist Inkworker

Information / Deception

Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Pathfinder Standardbearer

Information / Voting

Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lookout Hushkeeper

Information / Voting

Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Surveyor Advocate

Information / Voting

Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Cartographer Hermit

Information / Protection

Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Warden Courier

Protection / Information

Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Ferryman Herald

Protection / Information

Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Bellkeeper Speaker

Control / Voting

Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Duelist Avenger

Attack

Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Veilweaver Trapper

Deception / Attack

Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Inkworker Gatekeeper

Deception / Protection

Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Standardbearer Chronicler

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hushkeeper Lantern

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Advocate Archivist

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hermit Pathfinder

Protection / Information

Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Courier Lookout

Information

Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Herald Surveyor

Information

Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Speaker Cartographer

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Avenger Warden

Attack / Protection

Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Trapper Ferryman

Attack / Protection

Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Gatekeeper Bellkeeper

Protection / Control

Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Chronicler Duelist

Information / Attack

Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lantern Inkworker

Information / Deception

Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Archivist Standardbearer

Information / Voting

Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Pathfinder Hushkeeper

Information / Voting

Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Lookout Advocate

Information / Voting

Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Surveyor Hermit

Information / Protection

Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Cartographer Courier

Information

Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Warden Herald

Protection / Information

Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Ferryman Speaker

Protection / Voting

Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Bellkeeper Avenger

Control / Attack

Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Duelist Trapper

Attack

Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Veilweaver Gatekeeper

Deception / Protection

Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Inkworker Chronicler

Deception / Information

Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Standardbearer Lantern

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hushkeeper Archivist

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.

Two-ability roleVillage team

Advocate Pathfinder

Voting / Information

Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.

Two-ability roleVillage team

Hermit Lookout

Protection / Information

Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.