The Werewolves of Millers Hollow/Characters

The Captain
The Captain is elected by the players before the first night. His opinion counts twice in all subsequent votes. In case of equality, the Captain takes the final decision. If the Captain himself is killed, he chooses his successor. There can be no more than one captain at a time. This card is also the only one that’s not hidden from other players.
 * All Elections Are Serious Business: The GM must encourage players to improvise political speeches and debates before they choose a captain.
 * King on His Deathbed: A brief version of this probably happens when choosing a successor.
 * Mole in Charge: You better not elect a werewolf. And how are you supposed to trust the next one?
 * Of course, most werewolves would not be dumb enough to actually choose another werewolf, because that`s what the players would expect and therefore kill the new captain immediately. Or is that what they want you to think?

The Simple Villager
This is the default card. A “simple” or “innocent” villager sleeps through the whole night. His only means of distinguishing his friends from his foes is to make deductions from previous votes and suspicious behavior. The game is sold with 13 cards of this type.
 * Boring but Practical: Using too many different roles at once is usually a bad idea.
 * I Am Legion: The villagers’ main strength is in number. Interestingly, the card doesn’t represent an individual, but a group.
 * Redshirt Army: Compared to other roles, the innocent villager is often seen as an acceptable loss.

The Werewolf
Our main villain. The werewolves recognize each other during the first night. They devour a villager every night, and vote every day (while pretending to be villagers). While a werewolf can’t eat another werewolf, he can accuse and/or vote against one to confuse the villagers. When choosing their victim of the night, the werewolves must be unanimous, while other votes only require a majority. The game is sold with 4 cards of this type.
 * Antagonist Title: They are the werewolves of Miller’s Hollow.
 * Four Is Death: That’s way enough werewolves to depopulate the village. Besides, look at the card.
 * Our Werewolves Are Different: They transform every night but can’t turn others into werewolves.
 * The Virus: Averted. The wolfpack doesn’t recruit.

The Fortune Teller
Every night, she wakes up before the werewolves and silently asks the GM to show her another player’s card. She then goes back to sleep. The game is sold with a single card of this type.
 * Cassandra Truth: While her knowledge is extremely valuable to the villagers, she must avoid making herself a target for the werewolves. Besides, anybody could pretend to be her, including a werewolf.
 * Fortune Teller: Of course.
 * The Hecate Sisters: The mother.

The Little Girl
Every night, she wakes up at the same time as the werewolves. Her goal is to see without being seen, usually by keeping her eyes half-open. When the werewolves go back to sleep, so does she. The game is sold with a single card of this type.
 * Game Breaker: A victory of the villagers is also a victory of the dead villagers. It is therefore a valid strategy for the Little Girl to sacrifice herself in order to prove her accusations. Some game masters forbid this or avoid the role entirely.
 * The Hecate Sisters: The maiden.
 * The Ingenue / Children Are Innocent
 * The Insomniac: The werewolves are supposedly using a spell to put the villagers to sleep.
 * Obvious Rule Patch: The Little Girl can’t fully open her eyes and pretend to be a werewolf.

The Witch
Every night, she wakes up after the werewolves. She has two potions, one to heal and one to kill, but she can use each only once in the whole game. If the Witch still has her healing potion, the GM shows her who was just attacked by the werewolves. She can use her potions on any player, including herself. The game is sold with a single card of this type.
 * Burn the Witch: When GM-ing, make sure everybody understood that the Witch is on the villagers’ side, or most players will unleash the Witch Hunter within.
 * The Hecate Sisters: The crone.
 * Too Awesome to Use: Both of her potions are best kept for the endgame.

The Thief
During the first night, before anything else happens, the GM shows two undistributed cards to the Thief. If both cards are werewolves, the Thief must exchange his card and become a werewolf. Otherwise, the Thief can choose to exchange his card with one of those shown to him, or stay a thief (equal to a simple villager). For any of this to make sense, the GM must spend the rest of the game acting as if all roles had been attributed. The Thief (or former Thief) is the only player who knows when the GM is in fact talking alone. The game is sold with a single card of this type.
 * Gentleman Thief: The card suggests this.

The Cupid / The Lovers
During the first night, the Cupid chooses two players and then goes back to sleep. The GM wakes up the two players, who become secret lovers. If one lover dies, so does the other. If both lovers are villagers, they win normally with the other villagers. If both lovers are werewolves, they win normally with the other werewolves. If the Lovers are a villager and a werewolf, they form a third team and have to outlive everybody else to win. The Cupid wins with the villagers (unless he chose himself and a werewolf). The game is sold with a single card of this type.
 * Driven to Suicide: The fate of a lover after the other’s death.
 * Everyone Is Bi: The Cupid often seems to assume this.
 * Heart Is an Awesome Power: If you like dramatic endings.
 * Interspecies Romance: The most interesting situation.
 * Love At First Sight: This happens to the Lovers during the first night.
 * Take a Third Option
 * The Matchmaker: Although the Lovers don't know the identity of the Cupid.
 * Omnicidal Neutral: The Lovers can become this to the villagers and the werewolves.

The Hunter
When the Hunter is killed, he shoots another player. The game is sold with a single card of this type.
 * Taking You with Me: And he might end up killing another villager.

The Pied Piper
Every night, the Pied Piper chooses two players and then goes back to sleep. The GM wakes up all the players chosen by the Pied Piper so that they can recognize each other as being under the Pied Piper’s charm. When all other players are either dead or charmed, the Pied Piper alone wins. The game is sold with a single card of this type (technically a sticker).
 * Magical Flutist: Obviously.
 * Revenge: His motivation.
 * Variable Player Goals: One of the most exotic winning conditions.

The White Werewolf
He plays mostly like a regular werewolf. However, every two nights, the White Werewolf wakes up a second time for a lone hunt, during which he can choose to devour a werewolf. The White Werewolf wins when every other player is dead. The game is sold with a single card of this type.
 * Evil Albino: A clever use of the trope.
 * Food Chain of Evil: He is essentially a werewolf among the werewolves.