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Deviant

If you were funny today, you cannot die by exile.

Twas the lady's quip, forsooth.

How to run it (Storyteller)

The Deviant's protection from exile is entirely contingent on whether the Storyteller judges them to have been 'funny today' — meaning genuinely amusing to the real-life group, not just claiming to be. This is a subjective social call, so set expectations clearly at the start of the game: the standard is real table laughter or entertainment, not meta-gaming attempts. If the Deviant made a sincere, memorable comedic contribution before the exile vote concludes, they survive the exile; if not, the exile resolves normally. Use this mechanic to reward genuine roleplay and table energy, not to protect players who game the definition of funny.

How to play as a good Deviant

  • Invest genuinely in being funny throughout the day so your exile protection is credibly established before any vote is called — the table needs to have already laughed, not be told they should have.
  • Use your exile immunity to speak loudly and take unpopular stances; if you survive an exile attempt it signals your value to town and can redirect suspicion toward a real threat.
  • Coordinate with confirmed good players to make yourself an attractive exile target for evil, burning their vote on you if you've been funny, then using the failed exile to validate your claim.
  • Be transparent about your Deviant status early — good town benefits from knowing the exile economy, and hiding your role wastes its strategic value.
  • If you're dying to a demon nomination and exile is the town's only recourse, actively be funny in the eleventh hour to buy another day and give town more information.

How to play as an evil Deviant

  • Establish your comedic reputation early and consistently — your protection only works if the Storyteller already judges you funny before the exile vote closes, so don't wait until you're in the hot seat.
  • Use the threat of a failed exile to discourage town from nominating you at all, effectively acting as a free distraction or blocker without the vote ever being called.
  • Let your Deviant status be known to evil teammates so they don't waste political capital trying to save you; instead they can spend their influence redirecting exile attempts onto good players.
  • Bait frustrated town players into nominating you on a day you've been especially funny, burning the exile opportunity and leaving a good player protected for another round.
  • Avoid over-relying on the ability — if the Storyteller rules you weren't funny, you die; keep a credible cover story or alignment argument ready in case the protection fails.

Key interactions

Poisoner

There is no documented interaction between the Poisoner and Deviant because Deviant has no night ability to poison. The Deviant's exile protection is a social-mechanical rule adjudicated by the Storyteller, not a game-state ability, so poison status is irrelevant to it.