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Vigormortis

Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]

All doors are one door. All keys are one key. All cups are one cup, but whosoever drinketh of the water that I give shall never thirst, but the water shall be in him a well springing up into everlasting life.

Storyteller cues

Other nightsThe Vigormortis chooses a player. ◦ If that player is a Minion, poison a neighboring Townsfolk. ◦ ◦

Jinxes

Mastermind

A Mastermind that has their ability keeps it if the Vigormortis dies.

How to run it (Storyteller)

Track which dead Minion is poisoning which Townsfolk neighbor each night — that poisoning persists until the Townsfolk changes alignment or a protection overrides it. If the poisoned Townsfolk becomes non-Townsfolk (e.g. via Pit-Hag), immediately reassign poisoning to the nearest living Townsfolk neighbor. Watch for Monk protection and Soldier immunity, both of which silently negate the poison without removing it mechanically.

How to play

  • Kill your most useful Minion early only if the poison payoff is worth more than the Minion's continued actions — a Poisoner or Witch alive is often more valuable than a dead one with a passive poison.
  • Coordinate with your Minions before killing one: choose the death that places a poison on the most information-critical Townsfolk neighbor, ideally an Empath, Oracle, or Investigator who will silently receive bad info.
  • Claim a Townsfolk that plausibly explains why kills happen — Undertaker or Ravenkeeper are solid since both wake at night and have death-related abilities, making your pattern less suspicious.
  • If you kill a Mastermind, the evil team gains a safety net against your own execution: that ability persisting on a dead Minion is a powerful late-game insurance policy, so preserve it as a bluff layer.
  • The most common mistake is killing your Minions too late — by the time you need the poison to matter, good players have already cross-checked their info and locked in their reads.
  • Target the Townsfolk with the most confirmed-good status for your Demon kill rather than the poisoned neighbor; let the passive poison corrupt information while you remove threats directly.

How to fight the Vigormortis

  • A dead Minion is a red flag: if a known Minion was killed by the Demon and good info suddenly goes wrong for a living Townsfolk, suspect that Townsfolk is the poisoned neighbor and discount their claims accordingly.
  • Vigormortis creates one fewer Outsider at setup — if your player count implies N Outsiders but you find N-1 or fewer, Vigormortis is the most likely culprit and narrows the Demon pool significantly.
  • The Monk can neutralize the passive neighbor poison for a night; protect whoever sits adjacent to a confirmed dead Minion and watch if their info corrects — confirmation that the poison was real and the Minion is identified.
  • When a Minion dies to what looks like a Demon kill, publicly note their two living Townsfolk neighbors immediately so the table can treat their claims with appropriate skepticism and vote accordingly.
  • Executing the Vigormortis while a Mastermind is already dead does not save you — the Mastermind's retained ability means the evil team survives the execution, so identify and deal with the Mastermind threat before pulling the trigger on the Demon.

Key interactions

Mastermind

A Mastermind killed by Vigormortis retains their ability, meaning good can execute the Demon and still lose if the Mastermind died earlier. Evil should prioritize this setup once the Demon is at risk of being exposed; good must identify any dead Mastermind and understand the execution safety net is already active.

Monk

Monk protection on a Townsfolk adjacent to a dead Minion fully blocks the poison for that night, potentially letting a key info role get clean information. Good can deliberately Monk-protect suspected poisoned neighbors to identify who is being corrupted and validate or restore their claims.

Soldier

Soldier is outright immune to the neighbor poison, making them a useless poison target — Vigormortis should track Soldier's position and avoid placing dead Minions next to them, while good players should seat Soldier adjacent to known dead Minions to waste the poison slot.

Boomdandy

A Boomdandy killed by Vigormortis still explodes on execution, meaning evil can threaten a game-ending mass kill even after the Boomdandy is dead. Good must treat a dead Boomdandy with the same caution as a living one and avoid executing players in scenarios where the Boomdandy execution condition might be met.

Recluse

The Storyteller may rule that a Recluse killed by Vigormortis poisons their neighbor, treating the Recluse as a Minion for that interaction. This creates a false signal for good players tracking which dead characters are generating poison, and can mislead the table about which actual Minion died.