Roles of Shadows of Leão
“Trust no one. Especially the ones who speak the loudest.”
Welcome to the complete compendium of roles within Shadows of Leão. Every player in the game is assigned a secret role—each with unique powers, loyalties, and win conditions.
Some protect the realm. Some deceive with practiced charm. Others, well, they obey only the voices in their head.
Roles are grouped into six major categories—Ravagers, Shadow Council Members, Isleborn Citizens, Chaotic Influencers, Unbound, and Wanderers—each tied to different strategies and allegiances. Among the Isleborn Citizens, roles are further divided into three subgroups:
🧠 Informants – uncover hidden information
🛡️ Protectors – defend others from harm
🧬 Specialists – support the Citizen team with unique, high-impact abilities
These Citizen subgroups are separate from the more unpredictable:
🎲 Chaotic Influencers – loyal to the Citizens, but their powers add uncertainty and surprise
Use the guide below to explore each category:
Jump to a Role Category:
🦁Ravagers 🕯️Shadow Council 🧠Informants 🛡️ Protectors 🧬 Specialists 🎲 Chaotic Influencers 🌀Unbound 🧭Wanderers
“You won’t survive by knowing the rules—you’ll survive by knowing the people.”
The Ravager is an evil character. Once exiled and now reborn as something far more dangerous, the Ravager operates with brutal precision. Leading the Shadow Council as the sole killer each night, they strike swiftly and leave no room for mercy. Their claws are sharp, but their strategy is sharper.
Alignment: Shadow Council
Win Condition: The Ravager must be one of the last two standing or the Ravager & Shadow Council win if their number is equal to or greater than the Isleborn Citizens
Ravagers
"We are the roar beneath your silence."
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Special Ability: Night’s Kiss
Each Night, starting Night 2, you may choose one player to eliminate. They die immediately.
As a Ravager, you learn three not in play character bluffs.
Night 1, learn who your Shadow Council member are.
If you kill yourself, a Shadow Council member assumes your role.
If you die, the game ends and the Isleborn Citizens win unless you kill yourself. The new Nyxis does not act the same night but is now the Nyxis. Starting night 2 they begin to choose a player to eliminate.
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Special Ability: Detonatrix Protocol
Each night, the Black Widow may plant a digital bomb on a player.
Bombs remain inactive unless manually detonated.
On any night, the Black Widow may detonate all active bombs, killing all marked players.
If they opt not to detonate, this sequence repeats each night and continues until a maximum of 3 active bombs are in play.
Once 3 bombs are active, they must all detonate that night.
Passive Ability: Silent Thread
The Black Widow leaves no magical trace. Investigative abilities targeting her return as Isleborn Citizen unless they are specifically designed to detect Ravager roles.
As a Ravager, you learn three not in play character bluffs.
Night 1, learn who your Shadow Council member are.
If you kill yourself, a Shadow Council member assumes your role.
If you die, the game ends and the Isleborn Citizens win unless you kill yourself. The new Nyxis does not act the same night but is now the Nyxis. Starting night 2 they begin to choose a player to eliminate.
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Special Ability: Round on the House
Each Night, starting Night 2, you may choose one player to eliminate. They die immediately. Then, one of the two Isleborn Citizen neighbors seated to your left or right becomes Drunk until the following day, causing their ability to malfunction or provide false results. (If neither neighbor is an Isleborn Citizen, no one is affected.)
Depending on game mode, either the Architect or the Ravager chooses which neighbor is affected
As a Ravager, you learn three not in play character bluffs.
Night 1, learn who your Shadow Council member are.
If you kill yourself, a Shadow Council member assumes your role.
If you die, the game ends and the Isleborn Citizens win unless you kill yourself. The new Brewski does not act the same night but is now the Brewski. Starting night 2 they begin to choose a player to eliminate.
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Special Ability: Death’s Final Course
Each night, choose one player to poison.
On the first day, the poisoned player cannot speak but can still vote.
On the second day, the poisoned player dies.
If the game uses the Poisoned Dish Card, the game master places it in front of the player at dawn as a visual indicator of their fate.
Counterplay:
To survive, the victim must be protected by a Nurse on the same night they are poisoned.
If not protected that night, the poison takes effect, and they die the next day—no exceptions.
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Special Ability – "Settled Account"
Each night, you may write one name in your cursed ledger. That player becomes marked. If anyone (good or evil) targets the marked player at night with an active ability, or nominates them during the day (unless the nominator is Shadow Council)—the mark is triggered and the player dies instantly, bypassing all protection.
This includes investigations, healing, poison, protection, manipulation, and recruitment.
If no one targets any of your marked players by Night 4, you may manually kill one of them to reset the timer and make room for a new name.
Passive Ability – "Final Entries"
You may have up to 3 active marks at a time.
Once a name is written, it cannot be removed until the player dies.
If a marked player is revived or survives an attack, they remain marked until death.
As a Ravager, you learn three not in play character bluffs.
Night 1, learn who your Shadow Council member are.
If you kill yourself, a Shadow Council member assumes your role.
If you die, the game ends and the Isleborn Citizens win unless you kill yourself. The new Brewski does not act the same night but is now the Brewski. Starting night 2 they begin to choose a player to eliminate.
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Special Ability: Twilight Trial
Starting night 2, Each night, The Harrower selects three players (alive or ghosts). One by one, each is woken and asked—without speaking—to thumbs up/nod to stay alive or thumbs down/shake their head to die.
If any choose to die, those players die (or remain dead).
If all three choose to live, all three are executed.
If a ghost chooses to live, they resurrect if someone else chooses to die.
As a Ravager, you learn three not in play character bluffs.
Night 1, learn who your Shadow Council member are.
If you kill yourself, a Shadow Council member assumes your role.
If you die, the game ends and the Isleborn Citizens win unless you kill yourself. The new Harrower does not act the same night but is now the Harrower. Starting night 2 they begin to choose three players to eliminate.
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🌑 Special Ability — “Grave Reckoning”
(Nightly ability, starts on Night 3)
Each night from Night 3 onward, choose three living players and one ghost.
The ghost is silently awakened and asked to choose one of the three to save.
The other two players die before dawn.
If there are no ghosts on Night 3, the Mawkeeper may instead choose two players to eliminate outright (no saving phase).
Special rule:
If the Mawkeeper includes themselves in the three, and the ghost does not save them, only one other player dies.
This creates the illusion that the Mawkeeper was saved by a Nurse or Healer, potentially throwing off investigations and protective roles.As a Ravager, you learn three not in play character bluffs.
Night 1, learn who your Shadow Council member are.
If you kill yourself, a Shadow Council member assumes your role.
If you die, the game ends and the Isleborn Citizens win unless you kill yourself. The new Nyxis does not act the same night but is now the Nyxis. Starting night 2 they begin to choose a player to eliminate.
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Special Ability: Deadly Venom
Each night, the Viper selects one player to poison.
The poisoned player remains unaware until dawn when the Game Master announces their condition.
Simultaneously, the Viper secretly places an antidote on either:
The poisoned player themselves (unknown to them)
One of the poisoned player's two adjacent neighbors.
Passive Ability: Venom’s Spread
The poisoned player must guess who holds the antidote before the next night.
A correct guess cures them; an incorrect guess leads to
Their death at dawn the next day.
The neighbor without the antidote becoming poisoned, facing death the following dawn if not cured.
As a Ravager, you learn three not in play character bluffs.
Night 1, learn who your Shadow Council member are.
If you kill yourself, a Shadow Council member assumes your role.
If you die, the game ends and the Isleborn Citizens win unless you kill yourself. The new Nyxis does not act the same night but is now the Nyxis. Starting night 2 they begin to choose a player to eliminate.
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Special Ability: Plague of Fumes
Each night, the Stink Bomber chooses one player to drench in his foul concoction. That player becomes Patient Zero.
If anyone nominates or votes against Patient Zero during the following day, both Patient Zero and their accusers die instantly at dusk.
If a new target is chosen the next night, the effect is removed from the previous Patient Zero.
Passive Ability: Built-Up Pressure
If the town goes two consecutive days without any nominations, the fumes grow dangerously unstable:
On the following night, the Stink Bomber may kill a number of players equal to the night number (e.g., if this occurs on Night 3, he may eliminate 3 players).
After this mass elimination, the pressure counter resets.
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Special Ability: Reality Inversion
Night 1: The Worldbreaker wakes and learns the identity of all Shadow Council members.
He then assigns abilities to each Shadow Council member, selecting which powers they will wield.
From this point on, the world is flipped:
The Shadows (Ravagers + Shadow Council) are considered the “good” team and aim to eliminate Informants.
Isleborn Citizens are unknowingly inverted and now win only if all Shadows are destroyed. They still believe they are playing as normal good-aligned citizens.
Passive Ability – Informant Counter
Each night after abilities are chosen, The Worldbreaker learns how many Informants are still alive.
He does not perform night kills. If he is eliminated, the game continues with inverted victory conditions intact.
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Special Ability: Stacked Deck
Each night, choose one living player. That player begins the next day with 5 automatic votes against them.
If that player is nominated, the 5 votes are immediately applied.
Threshold Rule: Any player who reaches 7 or more votes is instantly banished.
This can cause multiple banishments in a single day if multiple players cross the threshold.
Passive Ability: Shadow’s Deadline
If no banishment occurs for 3 consecutive days, the Ravagers automatically win.
Shadow Council Members
"We are the hand behind the silence. The second vote. The step you didn’t see coming."
A Shadow Council member is an evil character that supports the Ravager. Their goal is to protect the Ravager, deceive the Citizens, and disrupt the flow of the game without drawing suspicion.
While the majority do not kill directly, their abilities are designed to interfere with investigations, mislead the town, and manipulate outcomes in favor of the Shadow Council. They may cause abilities to fail, shield the Ravager from death, or create false information that throws the Citizen team off course.
Alignment: Shadow Council
Win Condition: The Ravager must be one of the last two standing or the Ravager & Shadow Council win if their number is equal to or greater than the Isleborn Citizens
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Special Ability: False Light
If you publicly claim to be the Child of Wonder, all Isleborn Citizens immediately become either delirious or stupefied for as long as you remain alive. These effects prevent correct information and disrupt abilities.
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Special Ability:
Inheritor of the Hunt – If the Ravager is eliminated, you immediately assume their role and become the new Ravager. You gain full killing power that same night. Your new identity is kept secret unless you choose to reveal it.
Passive Ability:
In Sheep’s Clothing – While you are not yet the Ravager, you appear as Isleborn Citizen to investigative roles (e.g., Titan, Watcher, Avatar). This false innocence is shattered the moment you ascend.
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The Architect will assign a Citizen as the Frienemy of Good
Passive Ability: Premeditated Betrayal
Night 1, learn the identity of the Frienemy of Good and the Ravager. If your Frienemy is voted out by your nomination and strategy, evil wins.
This ability does not activate if your Frienemy is eliminated by an ability, night kill, or banishment not initiated by you.While both Frienemies are alive, the Isleborn Citizens cannot win.
If the Frienemy of Good is banished the Evil Team wins**You will learn the character role of the Frienemy of Good
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Special Ability: Frost Cleave
Each night, the Frost Reaper chooses one target to afflict with Stupor.
The afflicted player is blocked from using abilities that night and is silenced during the day.
The silenced player cannot communicate in any form—this includes verbal speech, gestures, writing, or any other means of conveying information. However, they may still vote.
Passive Ability: Permafrost
If the Frost Reaper targets the same player for two consecutive nights, that player is afflicted with Frozen Stupor, meaning:
They permanently lose the ability to act at night.
They permanently lose the ability to communicate in any form during the day.
They may still vote.
Frozen Stupor does not wear off like regular Stupor and lasts until the Frost Reaper is eliminated.
Elimination Effect:
If the Frost Reaper is eliminated, all players afflicted by Stupor or Frozen Stupor regain their ability to act and communicate immediately.
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Special Ability: Spirit Muzzle
Each night, you may choose up to two ghost players. Those chosen ghosts cannot speak during the next day phase - no speaking, no gesturing, no communication in any form. Their silence overrides all roles or mechanics that would otherwise allow ghost interaction.
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Special Ability – Hypnotic Hold:
Each night, starting Night 1, you may choose one player to place under your hypnotic influence.
That player becomes Delirious for the rest of the game—they will receive false or misleading results from their abilities, and any effect they attempt may fail or misfire unpredictably.You may change your target up to two additional times after your initial selection.
You may return to a previous target if desired. Only one target may be hypnotized at a time.If you switch targets, the previous target returns to normal.
If you die, all hypnotic effects immediately end.
Switching targets consumes one of your two changes, regardless of who you select.
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Special Ability: Hung Jury
Each night, choose one player as your client. That player cannot be banished the following day, even if they receive a majority vote. The vote is nullified, and no banishment occurs.
The Lawyer’s protection overrides the outcome of the public vote.
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Special Ability:
🖋️ "Silent Oversight" – You may open your eyes each night whenever another Shadow Council member is called, including the Ravager. You do not act, but you observe all interactions and targets, gaining insight into your faction’s moves.Passive Ability: Unspoken Influence
As long as you are alive, you may privately instruct The Architect to reveal to you or another Shadow Council member what actions have occurred (e.g., whom the Ravager targeted) if clarity or correction is needed. This allows you to maintain smooth coordination and prevent factional missteps. This override must be subtle and used sparingly—you are the strategist, not the leader.
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Special Ability: Whisper of Death
On Night 1, you learn who the Ravager is and imbue them with Whisper of Death.
Each time the Ravager eliminates a player, that victim is marked with your spectral signature.
If the kill is not prevented or saved by the end of the night, you will wake just before dawn and hear the Whisper of the Fallen, learning the exact role of the victim (via the Architect).
If multiple Ravagers exist, you may bestow Whisper of Death on only one. If the chosen Ravager performs multiple kills, you learn the role of every marked victim.
Important Notes:
– If the kill is saved (e.g., by a Nurse or other ability), you learn nothing.
– If the victim is revived by the Sorcerer, you still learn the role because death occurred.
– If you die, Whisper of Death ends immediately and no further information will be revealed, even if previous victims were marked. -
Special Ability: Royal Override
During any vote, if at least one Isleborn Citizen casts a vote, you may override the result and choose who is eliminated instead. This power may be used every day.
Passive Ability: Royal Guard
You are publicly revealed at the start of the game.
You cannot be eliminated by vote. Only night abilities or special roles can remove you.
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Special Ability: Call of the Cosmic Beasts
Each night, you may summon one of the following powerful void creatures. Each summon may be used only once per game. Choose wisely:
The Obsidian Raven – Shrouds the sky in magical darkness. The town vote is skipped, and all Isleborn citizens are frozen, unable to vote or use their abilities the next day. (One-time use)
The Silent Stag – Silences all discussion during the next day. Players may vote, but no talking, strategizing, or defending is allowed. (One-time use)
The Hollow Wyrm – Infects all Isleborn citizens with delirium for one night, causing their abilities to malfunction or produce false results. (One-time use)
The Astral Stalker – Marks one player. If that player is eliminated the following day, the Ravager gains an immediate extra kill that night. (One-time use)
Note: Once a summon is used, it cannot be used again. You may not use more than one summon per night.
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Special Ability: Shattered Harmony
On Night One, the Dealbreaker learns which Chaotic Influencer roles were added to the game.
Once per game, you may secretly instruct the Architect to swap one or both of the Chaotic Influencer roles with different Chaotic Influencers of your choosing (from the approved role pool).
The swap takes effect the following night after you inform the Architect.
The affected players will be notified of their new roles by the Architect at that time.Passive Ability: Architect’s Sketchbook
At the start of the game, the Architect removes 2 random Isleborn Citizen roles from the setup and replaces them with 2 Chaotic Influencer roles.
This ability takes effect before roles are assigned to players. -
Special Ability: Twisted Strings
Each night, the Manipulator targets one player to become delirious. This status causes the target’s ability to malfunction or produce false results during the following day/night cycle.Investigators may receive false reads.
Nurses may fail to protect.
Killers may miss or hit the wrong target.
Any action may backfire or be misdirected.
The Game Master determines how the failure manifests, but the affected player will not know they were influenced unless it becomes evident through results.
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Special Ability – Irresistible Offer (One-Time Use)
Each night, you learn who the Ravager has chosen to eliminate.
Once per game, after the Ravager selects their target, the Architect will ask if you wish to activate your ability.
If you choose to activate it, the chosen player is woken privately and given a choice:
✅ Accept the offer – Join the Shadow Council, receive a second life, and gain a random, not-in-play Shadow Council ability.
❌ Reject the offer – They are immediately and permanently eliminated.
Restrictions & Rules:
If the target rejects the offer, they cannot be saved by any Nurse. The seduction is too overwhelming, overriding all protective magic.
If the Queen Bee is seduced, she remains alive, but her entire Beehive is wiped out instantly, regardless of her decision.
If the Seducer dies before using Irresistible Offer, the ability is lost permanently.
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Special Ability: Omniscient Oversight
Each Night, The Watcher is shown the Architect's Codex and learns the identity and role of every player in the game. They are privy to all moves if noted clearly in the Codex.
Appears as a Citizen if investigated
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Special Ability: Carnivorous Charm
During the Day Phase, if a player speaks directly to Venus Flytrap (calling her out, questioning her, or otherwise engaging with her), they are marked. That night, the Architect rolls for the outcome:
Day 1: 20% chance the marked player dies.
Day 2: 40% chance the marked player dies.
Day 3: 60% chance the marked player dies.
Day 4 onward: 80% chance the marked player dies.
If the roll fails, the marked player survives the night.
Passive Ability: Silent Bloom
Venus Flytrap does not need to answer or engage for her trap to spring. Even silence can kill. If she is muted, silenced, or otherwise prevented from speaking, Carnivorous Charm still functions normally.
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Special Ability: Buried Alive
Once per game during the night, choose a player and a direction, left or right. You unleash a catastrophic avalanche.
At dawn, half of the living players (rounded down) are declared “buried under snow.”
Buried players may still use their night abilities, but during the day they are limited to only one vote each (even if their role or status would normally grant them extra voting power).
Passive Ability: Breaking the Surface
If Avalanche Rider is banished, all players who were previously buried but not killed by Ravagers immediately regain their full voting power.
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Special Ability: Frost Echo
At the start of the game, you have no active power. Each time another player targets you with an ability (whether successful or blocked), you absorb a copy of that ability.
You may only use one absorbed ability per night, but you retain all abilities permanently.
Informants
“They don’t make the decisions. They just know who will.”
Informants are information-gathering Isleborn Citizens. Aligned entirely with the Isleborn, these roles specialize in uncovering secrets—who is good, who lied during the vote, or what abilities you have under cover of night.
They are not killers, protectors, or persuaders. Instead, their power lies in truth, and how they choose to share it (or not) can change everything.
Alignment: Isleborn Citizen
Win Condition: Eliminate the Ravager
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TBA
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Special Ability: Final Report
Each night, the Coroner is shown the role of one player who died or was eliminated during the previous Day Phase.
If only one player died or was eliminated, the Coroner is told their exact role.
If multiple players died or were eliminated, the Architect selects one of them at random and shows that role to the Coroner.
The Coroner does not know which player the role belongs to—only that one of the newly deceased held the revealed role.
⚠️ If the Coroner is drunk, delirious, or stupefied on the night they receive this information, the result may be incorrect.
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Special Ability: Ping Sweep
On Night 1, you learn that one of two people is a specific Shadow Council Member.
The Architect selects one Shadow Council Member role currently active in the game. You are then shown two living players — one of them holds that exact role, the other does not.
You do not learn which is which.
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Special Ability: Arcane Echo
Each night, you may select one player and tune into their magical frequency, gaining their special ability. The target does not lose access to their ability, nor are they blocked.
You will not know what the ability is until you use it. On the night it’s absorbed, the Architect will tell you:
Whether it is a day or night ability
How many targets it requires (one, two, or three)
You may use the absorbed ability that same night, or save it for any future night
You cannot use the ability on the player you copied it from.
You can only absorb abilities from players with fixed alignment, i.e. Isleborn Citizens or the Shadow Council (Ravagers and SC Members)
You cannot absorb abilities from Unbound or Wanderer roles
If you attempt to absorb one of these, the Architect will inform you that the target is “resistant to resonance.”
You may store only one ability at a time. Absorbing a new one replaces the previous, even if you haven’t used it.
If you need clarification about how an ability works, you may speak with the Architect during the following day.
Passive Ability: Shifting Aura
Due to absorbing magical signatures from both good and evil sources, Echo’s alignment becomes temporarily unstable.
If you absorb an ability from an evil-aligned player you will register as that specific evil character if investigated that night or during the following day.
This false identity will affect other roles as well—any role that interacts based on alignment or identity (e.g., Bag Lady, Frostbite Hunter, etc) will treat you as the evil character you echo.
The false reading and identity remain in effect until you absorb a new ability.
You cannot absorb from the same player twice.
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Special Ability: Foresight Fog
Each night, you are shown the identities of all players who visit you, regardless of role or intent.
You do not learn their actions—only that they came.
If no one visits, you see only swirling mist.
If under a status effect (e.g., Drunk, Delirious), the visions may be blurred, showing incorrect or missing visitors.
🌙 Passive Ability: Shroudcaller
If you are targeted for elimination at night, there’s a 50% chance the fog misguides the killer, granting you survival. This passive only works once per game.
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Passive Ability – Frostbite Traps:
Each night, before going to sleep, the Frostbite Hunter lays specialized ice traps.
At night after all deaths are complete, if the next living player to your right or left is evil, your trap will trigger.
The Architect will wake you before the night is over to alert you of this.
The identity of the trapped player is not revealed
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Special Ability: Press Inquiry
Each night, the Journalist is called by the moderator to open their eyes and investigate two players. The Journalist selects two separate individuals, and the moderator responds with:
Thumbs Up 👍 → The two players are on the same team.
Thumbs Down 👎 → The two players are on different teams.
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Special Ability: Whispered Clue
At the beginning of the game, you are told that one of two players holds a specific Chaotic Influencer role.
The Architect will tell you the two players and the role, but not which one holds it. You must use deduction, observation, and discussion to figure out which one it is.
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Special Ability: Final Flight
If you are eliminated during the night, you are immediately woken and may choose one player. You learn that player’s exact role before the next day begins.
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Special Ability: Peeking Through the Blinds
On Night 1 only, Miss Mary is awakened and told that one of two players is a specific Isleborn Citizen role. The Architect chooses the two players and the role. Miss Mary must rely on intuition, whispers, and neighborly charm to figure out who’s genuine.
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Special Ability: Revealing Flame
On Night 1 only, you may select three players. The Architect will tell you whether at least one of them is a Ravager, but not which one.
If the Fox is under a status effect (delirious, drunk, stupefied, or influenced) on Night 1, the result may be inaccurate.
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Special Ability: Ancestral Vision
If the Child of Wonder is killed by the Ravager, you will receive a vision within two nights identifying the Ravager’s role. If the Ravager has died by then, you will still learn the identity of the deceased Ravager. However, if you are delirious the night the vision occurs, you will receive false information.
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Special Ability: Crystal Clarity
Once per day phase, you may ask the Architect one yes-or-no question in private.The Architect must answer truthfully with "yes" or "no."
Any question is allowed, including ones about roles, alignments, or specific players.
The question must be clear and answerable with yes or no. No rephrasing or follow-up.
You may only ask one question per day phase.
No question may be asked twice.
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Special Ability : Echo of Truth
During the Day Phase, the Truthsayer may activate their ability once per day. When any player makes a statement, the Truthsayer may signal the Architect (Game Master) to confirm if the statement was truth or lie (only regarding in-game facts like role, action, or allegiance, not personal opinions or jokes). The Architect gives a silent nod (truth), headshake (lie) or other agreed upon signal, to the Truthsayer.
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Special Ability: Royal Insight
Each night, choose two players and learn whether one of them is the Ravager. You will not learn which one, only whether the Ravager is among them.
Passive Ability: Misjudgment
One Isleborn Citizen will always register as a Ravager to you.
This is chosen secretly by the Architect at the start of the game. Even if you pair that player with someone else, they will always create a “yes” result when tested.
This reflects the Warden’s human fallibility, despite their powerful reputation. -
Special Ability: Audit Report
Twice per game, at night, you may “pull the records” of one player. You will learn if that player visited someone, and if so, who they visited.If the player targeted multiple people that night, you learn only the primary target.
If the player’s ability failed (e.g., drunk, frozen), you receive a report of No activity or incorporate information
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Special Ability: Roll Call
Each night, you secretly enroll one player into your class. Upon Brecia’s death, she immediately learns if any of her students were part of The Shadows (Ravagers or Shadow Council).
Protectors
“Not all heroes strike. Some simply keep you breathing.”
Protectors are Isleborn Citizens who prevent harm from reaching their allies. They may block attacks, shield players from elimination, or cleanse negative status effects like poison, silence, or delirium. Their powers are often invisible but deeply felt when the right person survives.
Alignment: Isleborn Citizen
Win Condition: Eliminate the Ravager and restore balance to Leão
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Passive Ability: Ashen Ward
Each night, the Bag Lady and the two players seated directly beside her are protected from night attacks.
⚠ Condition: This shield only holds if both adjacent players are aligned with the Isleborn Citizens. If one registers as evil the protection fails entirely for that night
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Special Ability: Divine Declaration
If you publicly reveal your role during the Day Phase, and are not under any status effect at the time, all Isleborn Citizens immediately become immune to poison, delirious, drunk, stupefied, and influenced effects for as long as you remain alive. This ability fails completely if you are under any of those effects at the time of your announcement.
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Each night, the Iron Heart Nurse protects one player from night elimination.
Cannot protect the same player on consecutive nights.
Cannot target yourself
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Special Ability: Divine Radiance
Once per night, the Solaris Healer may shield one player with divine light, protecting them from death, poisoning, or harmful status effects.You may not heal a player consecutive nights in a row
You may not heal yourself
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Special Ability: Last Stand
Each night, choose one player to protect. If that player is marked for death, you die in their place. You cannot protect the same player on consecutive nights. -
Special Ability: Sacred Exchange
If The Heart of Leão is targeted for elimination at night while you are alive, you will die in their place. This ability triggers automatically and can only occur once per game.
You are not informed who The Heart is. You will only discover your purpose if your death is triggered by this bond.
+ The Heart of Leão [If the Heart is not in the game, remove an Isleborn Citizen and add The Heart character card to the game} -
Special Ability: Threads of Preservation
You begin the game as a ghost walking among the living, held in place by 3 Borrowed Life Auras.
Each night, if a player is marked for death, you are shown who it will be. You may choose to redirect that death to another player (not yourself).
Each redirection costs 1 Life Aura.
You may redirect one death per night.
Once all 3 Life Auras are spent, you die and become a regular ghost.
You cannot redirect a death onto yourself.
Passive Ability : Tether of the Beyond
While you have at least 1 Life Aura, you are treated as fully alive.
The Citizen team cannot win until you have returned to the ghost realm.
As long as you are alive, the Ravager may continue to kill, even after they are dead.
If the Ravager kills you while they are a ghost, the Ravagers immediately win the game.
POTENTIAL IMMUNITY -Balance Check Needed - You may be immune to vote-based banishments
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Special Ability – Elixir of the Bloomroot
Each night, choose one player to protect from elimination. However, the potent elixir blend may have unintended effects—the protected player may become delirious until the end of the following day.
You cannot protect the same player on consecutive nights.
You cannot target yourself
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Special Ability: Radiant Lockdown
Twice per game, you may declare a night of radiant lockdown. On that night, no Shadow Council or Ravager abilities activate — including kills, information gathering, or manipulation. All evil actions are nullified until dawn.
Passive Ability: Ravager’s Tie
From the start of the game, the Ravager knows your identity. If you are killed at night by the Ravager, you immediately learn who the Ravager is. At dawn, you may share this information publicly.
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Special Ability: Ruby Slipper’s Grace
As long as you live, a single pair of Ruby Slippers exists in play.
Night 2: You secretly give the slippers to a player.
Night 3 onward: The current holder may pass them to another player of their choice each night.
While holding the slippers, a Citizen cannot be killed at night.
If the slippers are given to anyone who registers evil, they immediately return to you. That night, no one is protected.
Protection only works when the slippers are passed from one Citizen to another.
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Special Ability: Warded Lawn
Each night, Simeon chooses one player to protect. That player and their immediate neighbors (the players seated directly to their left and right) are shielded from the Ravager’s attack.
Specialists
“Precision saves lives. Timing wins games.”
Specialists are Isleborn Influencers with narrowly focused but game-shifting abilities. Their presence typically leaves the Citizen team with meaningful information, outcomes, or consequences that clarify the path forward.
Whether through vengeance, sacrifice, or strategic targeting, Specialists help the Isleborn better understand who to trust—and who to fear. Some reveal alignment by dying. Others confirm players by surviving. A few bind fate itself to the flow of the game.
Alignment: Isleborn Citizen
Win Condition: Eliminate the Ravager and restore balance to Leão
“Their power doesn’t end the game. It changes it.”
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Special Ability: Banshee’s Blessing
If you are killed by the Ravager, your vengeful spirit awakens with supernatural force:
You may nominate twice per day, even while dead.
You may vote twice per nomination, using both hands.
You do not need a vote token to vote while dead.
✦ This ability does not activate if you die by any means other than the Ravager (e.g., execution, poison, assassin).
✦ If you are protected or redirected and do not die from the Ravager’s attack, the ability does not trigger.
✦ When activated, the GM should announce: “The Wailer has awakened.” -
Passive Ability: Legacy of Wisdom:
As long as the Elder is alive, all Citizens (Isleborn) retain their abilities.
If the Elder dies, all Isleborn Citizens and Specialists immediately lose their active abilities for the rest of the game.
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Passive Ability: Veil of Justice
Any player who dies at night is immediately awakened before becoming a ghost. They may make one guess as to who killed them. The Architect (GM) will confirm “Yes” or “No.”
If the guess is correct, they die with clarity.
If the guess is wrong, they die knowing who isn’t the Ravager
If you are the Fury and are killed at night, you are given three guesses instead of one. Each is answered immediately. Regardless of outcome, you still die.
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Passive Ability: Mutual Awareness
On Night 1, the three members of the Golden Triad awaken and recognize each other.
If any one of them publicly reveals their Triad membership before Night 4, the entire group loses access to their Night 4 ability—even if all three survive.
If any member dies before Night 4, the ability is lost.
If all three survive and remain hidden, they must collectively inform The Architect of their chosen ability before nominations begin on Day 3.
✨ Special Ability (Activates on Night 4): Shared Choice
If all three members survive and stay hidden until Night 4, they awaken to use one of the following four powerful one-time abilities:
🔍 1. Shared Vision
Investigate one player. & learn their role
💫 2. Ties That Bind
The Triad may revive any ghost of their choosing.
The revived player returns immediately with their original role and alignment, and may use their abilities normally starting the next night.
🌀 3. Echo of the Fallen
Choose any ghost. That player may use their ability one final time, even after death.
The ghost is awakened by The Architect and may perform their ability during the Night Phase.
This does not revive them—they remain a ghost—but gain one last strategic influence.
🛡️ 4. Golden Unity
The Golden Triad becomes immune to all attacks, poison, and role-blocking for one night.
This includes protection from Ravager attacks, silver-inflicted damage, and silencing or influence effects.
Cannot be countered by any known effect in Ravager Edition -
Passive Ability: Unbreakable Form
Golem is completely immune to night-killing attempts. If targeted for elimination at night, they survive without taking any damage. However, they are still vulnerable to daytime voting, investigative roles, and other status effects
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Special Ability: It Should’ve Been You
If you are targeted for elimination at night, the Architect may secretly redirect your death to another player—living or dead.
The number of times this may occur is left entirely to the Architect’s discretion, based on what maintains game balance and enjoyment.
Passive Ability: The Roach Remains
If you are still alive when only three players remain, and no one is banished in the final vote,
the Citizens win immediately. -
Special Ability: Heartstrings of Fate
On the first night only, Ligarius chooses two players to be Lovers.
The Game Master will tap both Lovers, who will wake briefly to recognize each other.
Lover Mechanics:
If one Lover dies, the other immediately dies from heartbreak.
Lovers cannot vote to banish each other, even as a bluff.
If they are on opposing teams, they have a new win condition which is to be the last two of the last three players.
After Night 1:
Ligarius acts as a regular Citizen, with no further powers.
Passive Ability – Final Shot:
Ligarius may choose to bind himself as one of the Lovers if he desires.
If he does so, he will share the fate of his chosen soulmate—if they die, he dies as well.
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Special Ability: Knowledge of Alchemical Secrets
The Sorcerer’s deep understanding of alchemical secrets has allowed them to craft two powerful elixirs, each of which may only be used once per game:
Elixir of Life – Revives a player who has died during the current day.
Elixir of Death – Instantly eliminates a player during the day.
Both potions must be used during the day and are announced publicly when activated.
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Passive Ability: Righteous Reckoning
Once per game, if Toussaint is nominated by a Citizen, the nominating player is immediately eliminated. No further nominations or eliminations may be made that day. The Town Meeting ends immediately. -
Special Ability: Trueheart’s Choice
Once per game, at night, the Valiant Prince may choose one player.If he correctly identifies The Swan Princess, she immediately transforms into a random not-in-play Citizen role, assigned by The Architect.
She learns her new role and gains that ability, breaking free from Cursed Grace.
The Valiant Prince has one chance — use it wisely.
+Swan Princes [If Swan Princess is not in the game, remove a Citizen role and add the Swan Princess}
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Special Ability: Bond of Beasts
Each night, Ursa the Werebear wakes and attempts to identify the Werelion.If successful, the Bond is formed:
That following night both Ursa and the Werelion are awakened to choose one player to Mark for Death.
This ability can only activate once.
If Ursa is under any status effect except silence (such as drunk, delirious, stupefied, or frozen) when she correctly identifies the Werelion, the bond fails permanently, and the ability is lost.
+Werelion [If Werebear is added to the game, add the Werelion]
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Special Ability – Day of Reckoning
Once per game, during the Day Phase, the Werelion may stand and publicly proclaim their belief that they have identified the Ravager.
They must strike one player by name:
If the chosen player is the Ravager, they die immediately, regardless of protection or role.
If the chosen player is not the Ravager:
They survive, but lose all abilities for one full day and night cycle.
If they had any form of protection, it is nullified during the upcoming night. They are completely vulnerable to elimination.
This ability cannot be undone once declared. The Werelion may only strike once.
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Special Ability: One Wish Only
Once per game, you may privately approach The Architect and make a single wish. Your wish may benefit yourself, another player, or the entire game. Examples include:
“I wish to survive the next attack.”
“I wish for [Player X] to lose their ability.”
“I wish to bring back a ghost.”
“I wish to change my alignment.”
Your wish will be granted, but every wish comes with a cost—one you will not know until after the wish is made. The Architect alone determines the consequence, and it may affect you, your target, or the broader game. The price is never negotiable.
Passive Ability – Architect’s Blessing
Once you speak your wish, if the Architect is unable to immediately fulfill the wish and assign its cost, you are temporarily granted the Architect’s Blessing of Light.
While under this blessing, you are immune to night killings and cannot be eliminated by vote or banishment.
The blessing ends as soon as your wish is granted and its cost paid. From that moment on, you return to a normal state and are once again vulnerable.
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Details coming soon…
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Special Ability: A Moment of Grace
Once per game, during any Day Phase, you may quietly stand and say:
"There’s still good in this circle."
You may immediately do the following:Protect one living player: They cannot be banished during that day and cannot be eliminated during the following night.
Grant one ghost 30 seconds to speak freely, regardless of role. The Architect will time and moderate the speech.
This is a one-time act of selfless intervention. You may not use this ability after you’ve died.
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Special Ability – Ravager’s Chill:
Each night, Valkyra may choose two players. Both players become frozen:
They cannot use their ability that night or the next day.
Their frozen status is not revealed publicly.
These players can still speak and vote, but their abilities are fully suppressed.
If Valkyra is eliminated, frozen effects immediately end, and no future freezes can occur.
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Special Ability: Whisper of Death
Twice per game, you may choose a player. That player becomes a Death Dealer and gains the ability Assassinate.
Death Dealer Ability – Assassinate
The night a player is turned into a Death Dealer, they may immediately attempt an assassination.
They must decide within 5 seconds of learning their new role.
If they do not act in time, they retain the ability and may use it during any future Day Phase.
At Night: If the Death Dealer is under any status effect that same night (Drunk, Manipulated, Frozen, Silenced, etc.), the assassination fails.
During the Day: Status effects do not affect the ability — the assassination always works.
When Assassinate is used, the chosen target dies instantly, bypassing nominations, votes, or protections (unless a role specifically prevents death).
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Special Ability: War Alchemy
Once per game, in his secret lab, the Strategist brews a decisive concoction that locks in the form of evil.
He may choose which Ravager role manifests or which Shadow Council roles are in play.
He cannot choose both. Once chosen, the enemy faction is fixed for the remainder of the game.
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Special Ability: Requip Fairy Armory
Each night, Titania may equip one of her legendary armors:
Dragon Armor 🐉 – Titania equips dragon-scale armor, granting her a 50% chance to survive a night attack. (The Architect resolves this with a coin flip.)
Bladequeen Armor ⚔️ – Titania equips her executioner’s blade and chooses one player to kill.
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Special Ability: Jester’s Charm
If Silly Sim makes at least one other player laugh during the Day Phase (acknowledged by The Architect), he gains Night Immunity that evening. The protection must be renewed each day through laughter.
Passive Ability: Ripple of Joy
When Silly Sim is eliminated (by vote or night attack), he awakens once more the following night to perform a final act of kindness. He chooses one living Citizen to receive Night Immunity for that night only. After this gift is given, Sim passes on and no longer influences the game.
Chaotic Influencers
“Loyal to the island. Wild by design.”
Chaotic Influencers are Isleborn Citizens who introduce…unpredictable outcomes into the game. They do not harm the Citizen team intentionally, but their powers tend to cause more harm than good.
Alignment: Isleborn Citizen
Win Condition: Eliminate the Ravager and restore balance to Leão
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Special Ability: Volatile Demise
If the Bombshell is killed by the Ravager, they detonate, causing the death of both their living neighbors (one seated clockwise and one seated counter-clockwise).
If a neighbor is protected, they survive.
If a neighbor is already dead, they are skipped—no explosion spreads beyond the two adjacent seats.
If the Bombshell is executed by vote or killed by any other faction, the explosion does not trigger.
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Special Ability: Clean Sweep
Once per night, choose one player:If they are cursed, poisoned, or under any negative status effect (except Marked for Death), you remove the effect.
If they have no negative effect, you accidentally impose a negative status effect on them.
Accidental Negative Effects (if target is clean):
The Architect randomly applies one of the following:
Delirious → Night action fails. (Default effect for simplicity)
Mute Dust → Cannot nominate anyone the next day.
Heavy Hands → Vote counts as zero in the next vote.
Rotten Luck → Any investigation result about them is false.
Sour Breath → Neighbors (left and right) become drunk.
👉 Note: For simplicity, the default accidental effect is Delirious, unless the Architect wants to spice things up with other effects.
👉 Note: Cannot remove the Marked for Death status -
Passive Ability – Ravager’s Ruse
You start the game believing you are the Ravager.
Night 1, the Architect wakes you and shows you 1–3 players, falsely identifying them as your Shadow Council.
The true Ravager is secretly shown:
Their actual Shadow Council
You as the true Crazy Ol’ Ruckus
Special Ability: Delusion of Grandeur
Each night starting Night 2, you wake and choose one player to “eliminate,” believing you are the Ravager.
Your action has no effect—you do not kill anyone.
The true Ravager is informed of your targets each night.
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Special Ability: Windshift Delivery
Once per game, the Courier chooses a player. Starting that night, all abilities targeting that player (positive or negative) are redirected to their left neighbor.
The Courier may change the chosen player on Nights 2, 4, and 6.
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This variant introduces Cupid, the Wild-Hearted, Ligarius’ twin brother, as a chaotic wildcard who randomly pairs players every night.
Unlike Ligarius, who binds Lovers with serious consequences, Cupid plays for fun, pairing people for laughs or disaster.
His arrows create unexpected alliances, awkward duos, and potentially disastrous team-ups, forcing players to adapt on the fly.
Details to follow
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Special Ability: Lost in the Sauce
On Night 1, you’re too intoxicated to think clearly—but you still cause trouble.
You unknowingly cause one Isleborn Citizen, to become permanently drunk for the rest of the game.
That player’s ability may fail or behave unpredictably.
You do not learn who you affected, and they are not informed.
Passive Ability: Sober Up
At the start of Night 3, the haze lifts.
You are assigned a new role by the Architect from the Isleborn or Wanderer pool.
The Architect may assign one role or offer you multiple options to choose from.
You wake up twice on Night 3:
First, to learn your new role and abilities.
Later, to immediately use your new ability that same night.
You continue waking separately from your new faction, keeping your new identity hidden from others.
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Passive Ability: Neon Mirage
If Flicker is investigated by any role, their alignment and role appear as something random — it can show as good, evil, or neutral. This only affects investigation results; it does not block night kills, nominations, or votes.At the start of the game, the Architect (Game Master) secretly assigns two or three random roles (one good, one evil, optionally one neutral) that Flicker will show up as if investigated.
For example:
If an Investigator checks Flicker, they see:
→ Good Check: The Radiant Healer
→ Evil Check: The Watcher
→ Neutral Check (if used): The Queen Bee
This keeps it simple and avoids the GM juggling chaos
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Passive Ability: Rocking Chair Ambush:
Each night, Grandma booby-traps her home, ready to take down anyone foolish enough to visit her.
The first person to visit Grandma that night is eliminated immediately—unless protected by a Nurse.
If the Nurse protects the visitor, they survive but cannot act that night (except for passive abilities).
If no one visits, nothing happens.
Tough as Old Bones: Grandma cannot be killed at night by any means. The only way to remove Grandma is by voting her out during the day.
Ironfang’s Last Stand: If she is voted out, she automatically shoots one person (of her choice) before leaving the game
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Special Ability: Soulroot Bond
If the Ravager eliminates you at night, the Ravagers instantly win the game, regardless of how many players are left.
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Special Ability: Chaotic Mischief
Karen & Kevin’s abilities activate automatically in order, progressing through the list night by night.
(Night 1) Uniformed Accusation
Karen & Kevin choose one player to be automatically placed on the nomination ticket for elimination the next day.
Their accusations are loud and unavoidable, ensuring that the town must consider the target in the vote.
(Night 2) Do You Even Live Here?
Karen & Kevin choose one player.
If that player’s left and right neighbors are NOT the same alignment as the chosen player, a warning is issued.
The Game Master decides whether the warning is:
Private: Only Karen & Kevin receive the information
(Night 3) I Want to Speak with Your Manager
Karen & Kevin force a player to have a random defender.
The target must select a person seated 3 seats to their left or 3 seats to their right to defend them.
The target may say only one sentence in their own defense before the defender takes over.
(Night 4) Customer’s Always Right
Karen & Kevin choose one person. That person’s vote counts as two votes in the next banishment.
(Night 5) I'll Be the Judge
Karen & Kevin pick two players to face elimination.
Each nominee gets one sentence to defend themselves.
The town votes in silence, choosing who to banish—the other is saved.
If there is a tie, only one of them dies instead of both. They both are eliminated.
This vote does not need the minimum 50% of votes
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Passive Ability: Buy One, Get One
If Petty Betty is eliminated — whether by night attack or daytime vote — she may immediately choose any player to take down with her.
The selected player dies alongside her, no matter their role or alignment. Betty makes her choice right before removal, ensuring she gets the last word (and the last hit). -
Special Ability: Unleash the Beast
Once per game, if you survive a vote-based elimination, you may immediately kill up to 3 players of your choosing during that Day Phase. Their eliminations are immediate and bypass protection.
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Passive Ability: Misaligned Aura
Ralph is a citizen through & through but if Ralph is investigated, he appears as a Shadow Council member or Ravager (whichever is more beneficial based on the Architect’s discretion). He suffers the same negative effects as the evil team when roles or effects target them specifically. However, he also benefits from any boons granted to evil players, i.e. Brewski’s drunk effect.
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Special Ability : Tether Protocol
Each night, choose a player to shadow. During the next day, you may only vote if that player casts a vote.
You may choose not to vote.
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Passive Ability – Final Retribution:
If Supersaint is successfully banished during the day by a town vote, a celestial force intervenes:
They do not die. Instead, they are touched by an angel and granted a second life.
However, two players are immediately banished in their place:
The person who nominated them.
The nearest person to their right who also voted against them.
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Passive Ability: Cursed Grace
If any Shadow Council member publicly identifies The Swan Princess by name and reveals themselves as Shadow Council, the Shadow Council immediately wins the game.
Only one total guess is allowed by the entire Shadow Council.
If a guess is wrong, no other Shadow Council guesses count for the rest of the game.
The Ravager cannot fake being a Minion making the guess; only actual Shadow Council members can trigger this.
If The Swan Princess dies before being guessed, the passive ends, and she is no longer a threat.
Passive Ability: Wings of Escape
If the Valiant Prince correctly chooses The Swan Princess during the night, she transforms into a random not-in-play Citizen role, assigned by The Architect. She learns her new role and immediately gains its abilities, losing Cursed Grace.
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Passive Ability: Massive Starvation
When Top Chef is eliminated, Massive Starvation spreads across Leão, lasting three full nights.
During this time, all Isleborn Citizens are stupefied, causing their abilities to fail or malfunction unpredictably.
If the Ravager survives all three nights, the Shadow Council automatically wins, even if outnumbered.
If the Ravager is eliminated before the starvation ends, the Isleborn win immediately, and the curse is broken.
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Special Ability: The Balance of Fate
On Day 3, if Tranos is still alive, the Crown of Sunderlight activates:
Every other player, beginning with the one seated immediately to her left, is silently and irrevocably eliminated until half the living players (rounded down) are gone.
Tranos is publicly revealed upon activation. This ability cannot be blocked or delayed.
Passive Ability: I Am Inevitable
If Tranos is eliminated at night, the Crown of Sunderlight fractures, and on the following night, she selects a new bearer.
The new bearer inherits her ability, but the crown activates on Day 4 instead of Day 3.
This transfer can only happen once—if the new bearer is eliminated before using it, the ability is lost forever.
If Tranos is voted out during the day, she may immediately choose one player to eliminate with her as her crown erupts in divine retribution.
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Special Ability: Neighborhood Shuffle
Once per day phase, you may rise, place your paw gently over your heart, and announce:
“It’s a beautiful day in the neighborhood.”
When you do, the Architect pauses all conversations, and you may rearrange up to 5 living players, placing them in seats of your choosing.Seat changes should be made prior to open & private discussions begin but can be used as a tool to halt conversations as well.
After the shuffle, the Architect declares: “The neighborhood has been reshuffled.”
From that point until dusk,Players may only whisper to their immediate left or right neighbors.
Whispering to anyone else is forbidden.
Public conversation remains open to all.
Adjacency Suspension Clause: Any abilities or effects that depend on adjacency (e.g., protection, poison, tethering, detection) are temporarily suspended and will reactivate at dusk once seating stabilizes.
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Special Ability: Exhausted Compliance
When there are exactly six players left, you automatically vote for every nominee.
Your vote counts even if you’re silenced, frozen, delirious, or influenced.
You may not abstain or refuse to vote during this phase. Your tired soul has given in completely. -
Special Ability: Judgment Mandate
As long as you are alive, at least one banishment must occur each day.If no player is banished by the time nominations close, both of your immediate neighbors (left and right) are automatically banished at the end of voting.
If you nominate a player, votes against them count as triple for that day’s tally.
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Special Ability: The Pinky Promise
At the start of the game, the Pinky Princess secretly makes a Pinky Promise with three players. Each believes she has promised to protect them, but in truth she secretly assigns one of three designations:
👑 Crown – While the Princess is alive, the Crown cannot be killed at night or banished during the day. If the Princess dies, the Crown immediately dies with her.
💕 Charm – The Princess immediately learns the Charm’s alignment. While she is alive, the Charm’s vote against her will never count (even if cast).
💀 Curse – At any time, the Princess may secretly tell the Architect to trigger the Curse’s death. The Curse will die the following dawn, announced as if killed in the night.
Passive Ability – Fragile Strings
If the Pinky Princess dies by any means, all three promise-bound players die with her — but only if all three are still alive.
If the Curse dies, this passive is removed permanently. From then on, if she dies, the other two survive.
Counter-Passive – Ravager’s Hunt
On Night 1, the Ravager is told: “The Pinky Princess is in this game.”
Each night that the Curse remains alive, the Ravager gets closer to discovering her seat:
Night 1: The Architect shows the Ravager 6 players (including the Princess).
Night 2: One random player is removed from that group (leaving 5).
Night 3: Another is removed (leaving 4).
This continues until either the Curse is eliminated, or the Ravager identifies her.
If the pool narrows to just the Princess, the Ravager learns her exact seat.
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Special Ability: Heart’s Bond
On Night 1, the Hopeless Romantic chooses one player to be his True Love. He learns their alignment (Citizen, Ravager, or Unbound) but not their specific role. The Ravager knows you’re in play.
Passive Ability – Wrath of Love
If the Hopeless Romantic’s True Love dies by banishment or night kill:
That same night, the Hopeless Romantic flies into a grief-fueled rampage, killing everyone except three survivors of his choice.
The Hopeless Romantic is eliminated during the rampage.
From then on, the game continues with only the three chosen survivors.
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Special Ability: Phantom Mirage
Once per night, choose one player to serve as your phantom decoy.
If you are targeted by any night ability (e.g., kill, investigation, protection), the effect is redirected to the chosen decoy.
That player suffers all consequences as if they were you.
You are informed if the redirection occurs successfully.
You may not choose the same decoy two nights in a row.
Passive Ability: Ghoststep
You cannot be detected by tracking or watching abilities.
Any attempt to observe your movements (e.g., seeing who you visited or who visited you) will return no result.
You remain invisible to roles that monitor nighttime activity.
Wanderers
The Wanderers are wildcards—mysterious individuals who arrive from beyond Leão's borders, never on time and always leaving early. Their goals are often personal, and their allegiances are unpredictable. Some walk alone. Others tip the balance at just the right moment. Their impact is rarely subtle.
This role type is ideal for players who may join late or leave early. Unlike all other roles, Wanderers and their abilities are publicly revealed from the start and play with open identities.
Alignment: Good or Evil - The Architect assigns their alignment based on game balance or current conditions.
Win Condition: Depends on the alignment they are assigned
The land did not call us. We walked in anyway.
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Special Ability: “Final Shot” 🎯
Every day, after the first vote is tallied, Andy may do the following:
Choose any player who voted in that day's vote.
Throw a rock at them — if she hits, that player dies immediately, taking them out of the game.
Rules & Limits:
This ability triggers only once per day and only after the first vote count is revealed.
Andy must select from players who actually cast a vote, regardless of target.
The kill takes place instantly after voting, and the player is removed before discussion resumes.
If Andy is blocked or eliminated before this, the ability cannot be used that day.
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Special Ability: Doomed Hex
Once per game, you may hex one player. That player is marked by a curse.⚠️ If the marked player is ever nominated by anyone, they are immediately eliminated, bypassing all protections, healing, or saving abilities.
The hex remains active until it’s triggered — it does not expire.
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Special Ability:
First Light, Final Form – On the first night she enters the game, Delilah awakens alone and selects any unused role, regardless of alignment. She permanently inherits that role’s ability.
Afterward, she or the Architect chooses her alignment—Isleborn, or Shadow Council (if appropriate). Her chosen alignment is kept secret from the rest of the players. -
Special Ability – Echo of the Lyre:
Once per game, at any time (day or night), Orpheus may lift a single status effect — poison, delirium, stupefaction, influence, freeze, silence, or even death — from any player, excluding themself.If undoing death, the player returns immediately at full capacity.
This ability overrides all protection and immunity mechanics.
May not be used in response to exile or voluntary exits.
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Special Ability – Gift of Fire (Once per game)
Choose a player during the night. That player:
Becomes immune to all forms of elimination & status effects that night, including poison, silence, and direct attacks.
The next day, they are compelled to speak, even if normally restricted (e.g., silenced or frozen).
They must reveal a previously unknown, undeniable truth that could sway the course of the game.
Valid truths may include:
Their true role, if it hasn’t been publicly claimed
The confirmed role or alignment of another player
A clear fact they’ve witnessed or learned (e.g., “X visited Y and Y died,” “I saw someone protect Z,” etc.)
The truth must be impactful and previously unknown.
Repeating obvious or already public knowledge is not allowed.⚠️ Failure to Comply Results In Penalties (Architect’s Choice):
If the chosen player refuses, lies, or fails to deliver a meaningful truth, the following may occur:
Loss of vote for the day
Temporary or permanent loss of their ability
Immediate death for defying the Flame
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Special Ability: Coward's Clause
Once per day, you may attempt to kill one of your two living neighbors—but only if the other living neighbor agrees.
Your neighbors are the two living players directly next to you (one clockwise and one counter-clockwise). Dead players are skipped.
You must clearly declare your intent to use your ability. The Architect (Game Master) must be present to witness and confirm any agreement.
If one neighbor agrees, the other dies immediately.
If both neighbors agree to kill the other, you must choose who dies.
If neither agrees, the ability fails and cannot be used again until the next day.
Once your ability is used (even if the target survives due to protection), you may not use it again that day.
You may use persuasion, guilt trips, or emotional appeals to gain agreement—but cannot use bribes that break game rules (e.g., sharing role cards).
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Special Ability: Majority Mover
Each night, choose a player (not yourself): their vote will count as 3 votes the next day.
The chosen player’s vote counts as three every time they vote that day.
If The Politician dies or is exiled, the empowered player immediately loses the triple vote.
When supporting exile nominations, the chosen player's vote only counts as 1, as exile mechanics ignore all vote-altering abilities.
The GM counts votes aloud around the circle. Everyone will know who has the triple vote, though The Politician’s identity remains hidden unless exposed.
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Special Ability: Shapeshift
The Druid may shift into one of three animal forms. Each form may only be used once:
Wolf Form - Choose one player to eliminate alongside the Ravager.
If the Ravager’s kill succeeds → the Druid’s attack also succeeds.
If the Ravager’s kill fails → the Druid’s attack fails as well.
Bear Form – Any ability used against the Druid that night fails.
Cannot be killed by the Ravager.
Cannot be afflicted by any status (manipulated, redirected, or silenced).
Any investigative ability produces a false favorable result (i.e. appears as Citizen if evil, etc).
Owl Form – Choose one player. The Druid learns that a chosen target is one of two roles (e.g., Manipulator or Soul Collector).
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Special Ability: Gobsnatched
Twice per game, if you nominate a player who is successfully banished, you may immediately eliminate one additional player of your choice.
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Special Ability: Gobsmacked
Twice per game, if you nominate a player and that player is not banished (the vote fails), you may immediately eliminate the nominee yourself.
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Special Ability: Sugar Rush
Up to 3 times per game, you may select a player at night. That player immediately gains a “Sugar Rush,” allowing them to use their ability a second time that night.
If the ability is one-time, Sugar Rush restores it for a second use later in the game.
If the ability is nightly, they are woken a second time that same night to act again.
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Special Ability: Serpent’s Chain
On Night 1, you secretly choose one Snake Charmer.
As long as the Snake Charmer lives, you cannot be killed by any means.
If the Snake Charmer dies, you die immediately as well.
Once per game, during the Day Phase, you may trigger the Serpent’s Chain:
You choose a starting player.
That player must choose another player to save (3 seconds max).
The chain continues until only two players remain unchosen.
You decide which of the two remains in the game, and the other is eliminated instantly.
Timing Rule: Each player has 3 seconds to decide.
If they hesitate or time out, they automatically place themselves in the final two.
The previous chooser must then select someone else.
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Special Ability: Sideline Fury
On Night 1 (or when the Coach enters the game), The Architect secretly assigns the Protégé.
The next morning, all players learn: “The Coach and the Protégé share the same alignment.”
If anyone nominates the Protégé, the Coach may instantly eliminate the nominator with Sideline Fury.
The nomination still stands, and voting continues as normal.
The Coach may choose to retaliate or not each time.
Unbound
“We are neither loyal nor lost. We are free.”
The Unbound walk the line between chaos and clarity. They begin the game without a fixed alignment, free to observe, shift, or manipulate as they choose. Some may choose a side. Others may find one forced upon them.
Their presence adds tension to every vote and twist to every alliance. With shifting motives and powerful abilities, the Unbound often serve as the most unpredictable figures in all of Leão.
Alignment: Starts as Isleborn Citizen by default
(unless otherwise stated or affected by game mechanics)Win Condition: Determined by their final alignment at game’s end
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Special Ability: Elemental Attunement
Each night, the Avatar may use one elemental ability. They start with Airbending and unlock additional elements by assigning Past Avatars as players die. The elemental effects are based on their chosen path.
Path of Light (protective, supportive)
Airbending – Evasion: Automatically evade the first night action that targets you.
Earthbending – Protection: Shield a player from all night attacks.
Waterbending – Healing: Heal one player from a fatal effect (cannot self-heal).
Firebending – Eliminate: One-time use to eliminate a player.
Path of Dark (aggressive, manipulative)
Airbending – Silence: Prevent a player from speaking or voting the next day.
Earthbending – Block: Cancel a player's night ability.
Waterbending – Corrupt: Target a player; if protected by a Nurse, the protector is revealed to you.
Firebending – Eliminate: One-time use to eliminate a player.
Passive Ability – Ascendant Trial
You walk the world alone. Your victory depends not on loyalty—but on conquest.
You win by eliminating (through direct kill or nomination) at least one player from each of the following categories:
Ravager
Shadow Council
Informant
Unbound
Wanderer (if in play)
Eliminated targets must die while you are alive for them to count.
Categories not present in the game are not required.Each Past Avatar you assign becomes aligned to you, regardless of their original faction.
Past Avatars (Spirit Guidance)
You may assign a Past Avatar when a player dies. You gain one elemental ability from them plus a unique one-time use power.
You may have up to 3 Past Avatars at a time.
If a Past Avatar opens their eyes at night to view roles, they lose their bond and cannot provide their bonus ability.
Past Avatar Powers:
Zano (Fire): Use Firebending one additional time.
Terra (Earth):
Light: Grants a one-night unbreakable shield.
Dark: Reflects one attack—attacker dies.
Rema (Water):
Light: Revive one dead player.
Dark: Bind a player to your cause. They must vote with you or die. Their alignment changes to match yours.
Kota (Air): Gain insight into a player’s role or alignment.
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Special Ability: Borrowed Breath
On Night 3, you may
Choose one dead player and channel their ability as your own.
When you do, you adopt their alignment.
On Night 4, you are protected from Death & Silence
On Night 5, you may:
Channel the same ghost from Night 3 again—this locks in their alignment permanently.
Choose a second ghost—you gain their ability and their alignment becomes your permanent alignment.
Note: You may only use the channeled ability once. It does not refresh across nights.
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Special Ability – Inheritance of Fate
At the start of the game, the Architect reveals four random roles currently in play as Facilitator Cards.
Daisy selects one of these roles at random as her destined inheritance.
She is told the role and, unless the Architect decides otherwise for balance, she is also told the player who holds that role.
Her alignment shifts immediately. However, if investigated, the results will not reflect that she’s good or evil
If that player is eliminated, Daisy immediately transforms, inheriting their alignment, abilities, and win condition.
The transformation is silent, known only to the Architect unless Daisy reveals herself.
She now acts as the role’s capacity seamlessly
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Special Ability: Dragon Awakening
The Dragon Rider must survive until Night 3 to summon their dragon and unlock a one-time ability, chosen at random or via card draw.
Dragon Awakening Abilities
1️⃣ Dragon’s Wrath – Eliminates up to three players of their choice.
2️⃣ Dragon’s Insight – Forces one player to publicly reveal their role.
3️⃣ Dragon’s Blessing – Protects two players from all attacks for one night.
4️⃣ Dragon’s Roar – Silences all players the next day. No discussion, strategies, or information sharing—only voting is allowed.
5️⃣ Dragon’s Pact – Permanently bonds with one player:The Dragon Rider and bonded player cannot die at night for the rest of the game.
If either is banished during the day, the other is banished as well.
If the bonded player is Shadow Council, the Dragon Rider is converted to the Shadow Council granting the Ravager Dragon’s Fire which allows two kills per night.
6️⃣ Dragon’s Favor – The Dragon Rider may choose any of the above abilities instead of rolling randomly.
Passive Ability: “Dragon Bond”
If the Dragon Rider dies before Night 3, their dragon awakens the next night and kills one random player in revenge.
The Dragon Rider can be seduced by the Seducer. If they are recruited to the Shadow Council this way:
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Passive Ability: Lonely Thread
If Hollow Widow is among the last five players alive, she automatically switches alignment to whichever faction (good or evil) is weaker in number. This switch is silent — no announcement is made. If the factions are tied, she remains Unbound until one side becomes numerically weaker. -
Special Ability – Thread of Death
On Night 1, the three Fates wake together and each secretly marks one player as their Thread of Death.
No two Fates may mark the same player.
These marks are permanent and undetectable.
The marked players may be of any alignment.
Passive Ability – Inevitable End
If all three marked targets die at any point during the game — by vote, attack, poison, or other means — the Fates immediately win, regardless of how many players remain.
If Night 4 begins and:
All three Fates are still alive, and
None of their marked targets have died,
The Fates awaken and may unanimously eliminate one player.
Each Fate may not vote to eliminate their own chosen target.This can only happen once, and is lost if even one Fate dies before Night 4.
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Special Ability: Forbidden Favor
3 times per game, at night, the Temptress may secretly offer a Forbidden Favor to a player.
The Architect wakes the chosen player and whispers:
“The Temptress offers you a Forbidden Favor. Do you accept?”
If the player ACCEPTS:
The Temptress chooses 1 of 5 favors to bestow
Velvet Shield – You are immune to all negative effects tonight and tomorrow.
Undeniable Allure – You cannot be nominated or voted against during the next day.
Cleansing Kiss – Any status effect currently on you is immediately removed.
Vengeful Mark – If you are investigated tonight, the investigator is delirious and dies.
Golden Tongue – Your vote counts as three tomorrow.
The Temptress learns their role and joins their faction.
The player may use their favor immediately or as defined in the description.
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Details to come…
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Special Ability: Harbinger’s List
On Night 1, select 3 players. If all 3 die at any point in the game and you are among the final 3 players, the Four Horsemen win.
Passive Ability: Death’s Echo
If you are eliminated, your list remains active. If all 3 targets die while you are dead, your contribution to the win condition still counts.Win Condition: All Four Horsemen (War, Famine, Pestilence, Death) must each use their ability successfully at least once. If this occurs, only one of them must survive to be among the final 3 players for the Four Horsemen to win.
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Special Ability: Viral Touch
Twice per game, infect one player. That player becomes delirious for the rest of the game. From then on, any player they nominate becomes infected as well.
Win Condition: All Four Horsemen (War, Famine, Pestilence, Death) must each use their ability successfully at least once. If this occurs, only one of them must survive to be among the final 3 players for the Four Horsemen to win.
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Special Ability: Starve the Circle
Each night, choose one player. That player becomes afflicted with Hunger and will die in two days unless they are saved on the same night Hunger is inflicted.
The player is not informed they are hungry unless a role reveals it.
Death by Hunger is announced at daybreak when it occurs.
Win Condition: All Four Horsemen (War, Famine, Pestilence, Death) must each use their ability successfully at least once. If this occurs, only one of them must survive to be among the final 3 players for the Four Horsemen to win.
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Special Ability – Incite Conflict
Once per game, during the Night Phase, you select two living players to enter a Duel Phase.
During the next Day Phase:
All living players must vote between the two duelists.
Players who refuse or cannot decide will have their vote default to the duelist seated closest to them.
The duelist with the most votes is immediately eliminated.
In the event of a tie, both duelists are eliminated.
Passive Ability: Blood Keeps Boiling
If the target of your Duel is saved from banishment by any other ability (e.g., Sorcerer, Saint effect, immunity), it still counts as if they were banished and brought back—your ability is considered successful.
Win Condition: All Four Horsemen (War, Famine, Pestilence, Death) must each use their ability successfully at least once. If this occurs, only one of them must survive to be among the final 3 players for the Four Horsemen to win.