Bone Collector
Once per game, at night*, choose a dead player: they regain their ability until dusk.
I collect many things. Hair. Teeth. Clothes. Fragments of poems. The dreams of lost lovers. My secret arts are not for you to know but my fee is a mere pittance. Bring me the blood of a noblewoman who died of heartbreak under a full moon, and you shall have your answers.
Storyteller cues
Other nightsThe Bone Collector might choose a dead player. ◦ If necessary, wake the chosen player to use their ability.
How to run it (Storyteller)
How to play as a good Bone Collector
- Save the ability for a dead player whose information or action is directly decisive — a dead Investigator or Empath whose second read could confirm a nomination, not a role that already gave everything it had.
- Announce your alignment and intent early so good players know to preserve key information roles; a dead Slayer or Exorcist mid-endgame can swing the game if you've telegraphed you're holding this for them.
- Coordinate with confirmed good players before you act: ask who among the dead is most valuable to revive so the town chooses the target together rather than leaving it to your guess.
- Be transparent about when you've used the ability — telling the town 'I fired last night on X' removes uncertainty and lets dead players with powerful once-per-games plan around the timing.
- Resist pressure to use the ability on day one or two when the dead pool is shallow; the ability compounds in value as more information roles die and the game nears its critical final day.
How to play as an evil Bone Collector
- Use the ability on a dead Minion or evil player if the Storyteller's setup allows, restoring a Poisoner or Assassin's once-per-game action for another swing — the town rarely tracks whether a dead evil Traveller regained ability.
- Burn the ability on a low-value dead Townsfolk early in the game to appear invested in good's cause, then spend the rest of the game as a safe information conduit for evil without ever having a real second charge to threaten anyone.
- If good players are lobbying loudly for you to revive a specific dead role, consider refusing or delaying — denying town that tempo swing while blaming indecision buys evil extra days.
- Coordinate with the Demon to time the revival of a dead Minion on the final night so their ability fires after good has already committed to a vote, maximising disruption when defense is impossible.
- As a Traveller, use your exilic vulnerability as cover: loudly threaten to leave if accused, making the town hesitant to exile you and preserving your ability for the endgame moment evil needs most.
Key interactions
A dead Philosopher revived by the Bone Collector can pick an entirely new Townsfolk ability rather than being locked into the one they originally chose, effectively giving the town a second fresh information role mid-game. Good players should plan for this by keeping the Philosopher's first pick low-value if they anticipate dying early and being revived.