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Vigormortis
A Demon that strengthens its team by killing its own Minions, allowing them to retain their abilities from beyond the grave. This death also poisons a neighboring Townsfolk, creating dead zones of misinformation.
Ability
Night Ritual (Storyteller Instructions)
Other Nights
"The Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbors is poisoned."
Strategy Guide
Playing As
- Kill your own Minions at night to allow them to keep their abilities and poison a Townsfolk neighbor.
- Encourage your Minions to bluff as Outsiders, since the -1 Outsider setup modification makes these claims credible.
- Target Minions seated next to powerful information roles (like the Flowergirl or Oracle) to poison them.
- Kill trusted good players at night to disrupt the town's chain of logic, or suspicious good players to frame them as Minions.
Playing Against
- Check the Outsider count; if there are fewer than expected, a Vigormortis is likely in play.
- Monitor if Minion abilities (like madness or curses) persist after the suspected Minion has died.
- Identify Townsfolk sitting next to dead players who are receiving false information, as they are likely poisoned neighbors of a dead Minion.
- Execute suspected Minions during the day to prevent the Vigormortis from killing them at night and activating their persistent ability.
Interactions
Extremely powerful when killed by the Vigormortis, as they can continue changing characters every night without fear of execution.
CerenovusCan continue to inflict madness from the grave, maintaining pressure on the town indefinitely.
Evil TwinIf killed by the Vigormortis, the Evil Twin keeps their ability, meaning the Good team still loses if they execute the Good Twin.
WitchA dead Witch can still curse players, ensuring deaths occur from nominations.
Oracle/FlowergirlHigh-priority targets to poison via the dead Minion mechanic to hide the evil team's movements.