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Mutant

If you are “mad” about being an Outsider, you might be executed.

I am not a freak! I am a human being! Have mercy!

How to run it (Storyteller)

The Mutant's ability is entirely in your hands: if you judge that they are 'mad' about being an Outsider — meaning they are actively and convincingly claiming to be an Outsider in a way that could damage the good team — you MAY execute them immediately, outside of the normal nomination process. The nastiest edge case is a Mutant who openly claims Outsider but frames it as deceptive misdirection (e.g., 'I'm the Mutant and I'm pretending not to be an Outsider'); use your judgment on whether that counts as madness, but err toward executing only clear, sustained public claims. Watch for Mutants who quietly confirm their Outsider status to one player in private — that usually doesn't rise to the threshold of 'mad.'

How to play

  • Stay silent about being an Outsider for as long as possible: your entire threat to the evil team is that you can be silently confirmed as good without giving them anything to work with, but the moment you loudly claim Outsider you risk a storyteller execution.
  • Bluff a Townsfolk role as your public cover — this is the primary line of play. You have a fixed identity (Outsider) you must hide, so picking a plausible Townsfolk role early and committing to it protects you completely from your own ability.
  • Madness threshold matters: privately telling your trusted allies you are the Mutant to establish your innocence is generally safe, but making a broad public declaration of 'I am an Outsider' is the trigger you must avoid.
  • Use your hiddenness as late-game proof: if you survive to final three without ever claiming Outsider, you can reveal then — the storyteller is unlikely to execute you with execution already on the table, and your reveal clears you as good.
  • Most common mistake: panicking mid-game and revealing your Outsider status to the whole group in order to clear yourself from a demon read, which hands the storyteller a reason to execute you and wastes your safety entirely.

How to bluff as the Mutant

  • Bluffing as Mutant is a strong move for evil players because it telegraphs 'I have a reason to hide my role' and generates sympathy — claim it quietly to one or two players rather than broadcasting it, mirroring how a real Mutant would play.
  • Pair the Mutant bluff with a Townsfolk cover: tell your trusted confidants you are the Mutant but publicly claim a Townsfolk role, so your story is internally consistent and you appear to be playing correctly.
  • Use the bluff to explain away suspicious behavior — if you were caught in a lie about your role, claiming 'I was hiding because I'm the Mutant and didn't want to be executed' is a believable and hard-to-disprove retroactive justification.
  • The tell that exposes a fake Mutant: a real Mutant is meticulous about never publicly declaring Outsider status, so if you as an evil bluffer accidentally slip into broad public Outsider claims, savvy players will notice the storyteller isn't executing you and suspect the bluff.
  • Avoid over-claiming: a fake Mutant who brings up their ability constantly draws scrutiny. Real Mutants let the bluff sit quietly; mention it once to a key player and let the paranoia do the work.

Key interactions

Poisoner

A poisoned Mutant's ability is broken, meaning the storyteller cannot execute them for madness even if they loudly claim Outsider. This is only relevant if the Storyteller would otherwise have executed them — the Mutant should not rely on being poisoned as a safety net, but a savvy evil Poisoner might poison the Mutant specifically to let a good-team Mutant safely out themselves and burn their own cover.