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Slayer

Once per game, during the day, publicly choose a player: if they are the Demon, they die.

Die.

Jinxes

Lleech

If the Slayer slays the Lleech host, the host dies.

How to run it (Storyteller)

When the Slayer publicly names a player, check immediately: if that player is the Demon, kill them on the spot with no hesitation or delay. The nastiest edge case is the Recluse — you have discretion to let the Recluse die as if they were a Demon, so decide in advance whether the game state benefits from that outcome or not before the shot is called. Track whether the Slayer has used their ability; once fired, it is gone permanently even if the Slayer is later resurrected.

How to play

  • Hold your shot until you have strong conviction: a missed shot is dead information value and hands evil confirmation that the Demon is safe for the rest of the game.
  • Coordinate with information roles before shooting — a Investigator, Empath, or Chef read pointing at a suspect is far stronger grounds to fire than gut feeling alone.
  • Timing your shot publicly mid-day creates maximum chaos for evil; if you announce your target before nominations close, you can observe reactions and body language before the vote, which is itself information even if you miss.
  • Share your role early to establish credibility and invite cross-checks, but do not telegraph your exact target before you are ready to fire — evil players will protect the Demon if they know who you are watching.
  • Most common mistake: shooting at a player who is merely suspicious rather than genuinely likely to be the Demon, wasting the one ability that can single-handedly win the game without a vote.

How to bluff as the Slayer

  • Claim Slayer early and loudly — it is a simple, verifiable-seeming role that demands no night information, so you never have to fabricate a token or story.
  • Threaten to shoot a confirmed good player your team has nominated as a scapegoat; this makes you appear bold and focused while actually burning a threat that never materializes meaningfully.
  • Fake a missed shot on a player you know is good — announce the attempt, watch them survive, and act genuinely puzzled; this sells your claim and muddies the information pool without costing evil anything.
  • The tell that exposes a fake Slayer: shooting at a player you know is evil when you could have chosen someone safer, or conspicuously never firing when the game is nearly decided — town will notice a claimed Slayer who never pulls the trigger.

Key interactions

Recluse

The Storyteller can choose to let a Slayer shot on the Recluse succeed as if the Recluse were the Demon, killing an innocent townsfolk and wasting the Slayer's only ability — a catastrophic outcome. If you suspect the Recluse is in the game, factor in that your shot carries real false-positive risk and lean toward only firing on players with corroborating evidence.

Lleech

If the Lleech has attached to a host, shooting the host kills them, which also kills the Lleech — but that requires knowing who the host is, not who the Demon itself is. Understand that a successful shot on the host ends the Lleech, so if you have strong reason to believe a player is a Lleech host, the shot is still correct.

Poisoner

A poisoned Slayer fires a shot that the Storyteller can choose to have no effect on the Demon, and it still consumes the ability — you will not know you were poisoned until the target survives. Prioritize shooting on days when you have no reason to suspect you were visited, and cross-reference with the Monk or any protection claims before committing.