Exorcist
“In the name and by the power of Our Lord Jesus Christ. We command you, begone and fly far from the Church of God, from the souls made by God in His image and redeemed by the precious blood of the divine Lamb.”
Identity: Exorcist
Alignment: Good
Category: Townsfolk
Ability: Each night but the first, choose a player (different from last night): the Demon, if chosen, learns who you are and then doesn’t wake up tonight.
Explanation: You are one of the few roles that can stop the Demon in its tracks. Every night, except for the first one, you wake up and choose a player. This has to be a different player than the previous night. If you choose the Demon, they will not wake up and kill that night. Instead, they will learn who you are.
Tips for playing as the Exorcist: You will not know whether the player you chose is the Demon or not, but you can often infer this from the amount of deaths that occur. However, keep in mind that other character’s abilities can prevent or cause deaths each night. Try to use information from other players to account for each death, as that information is particularly useful to you!
Tips for bluffing as the Exorcist: If a night goes by and no death occurs, you can (and should!) claim to have chosen a good player with your ability. You can use this to encourage the town to distrust and eventually kill them, aiming for troublesome players with abilities that are hindering the evil team (such as the Tea Lady and the Pacifist).
Deliberately don’t kill (or ask your Demon not to kill/kill an already dead player) to double down on a bluff that you have successfully blocked the Demon. The lack of deaths will make that player even more suspicious, allowing you to sit back and do the town’s work for you. This is especially effective when combo’d with a Demon like the Po (who can choose not to kill right away) – the evil team can ‘charge up’ for a night of unbridled murder and debauchery, eliminating a chunk of the good team shortly after they believe they are safe and secure.