Townsfolk Abilities
Academic If a Townsfolk with the Academic Ability is killed, replace it with another Townsfolk with the Academic ability from the deck. The new Townsfolk always starts in the Train Station as it has been hired by the University to replace the killed one.
Badge Whenever a Townsfolk with one of the following abilities is killed a Townsfolk with the Badge Ability moves 1 space towards the Location or Street Area where the Monster died: Academic, Badge, Crime Boss, Criminal, Faux Badge, Local, Veteran, or Wealthy.
Crime Boss If a Crime Boss is killed, and any Townsfolk with the Criminal Ability is on the board, remove that Townsfolk as well and replace it with another Townsfolk from the deck with the Crime Boss ability (effectively it got promoted).
Criminal Whenever a Townsfolk with one of the following abilities is killed a Townsfolk with the Criminal Ability moves 1 space towards the Location or Street Area where the Townsfolk died: Badge, Crime Boss, Criminal, Faux Badge, Local, Veteran, or Wealthy.
Faux Badge Whenever a Townsfolk with one of the following abilities is killed a Townsfolk with the Faux Badge Ability moves 1 space towards the Location or Street Area where the Townsfolk died: Badge, Crime Boss, Criminal, Faux Badge, Veteran, or Wealthy.
Important If a Townsfolk with the Important Ability is killed raise the Terror Track by one.
Local If a Townsfolk with the Local Ability is killed, whichever Location they started in is permanently closed. Locals are people like Ma, of Ma's Boarding House.
Occult If a Townsfolk with the Occult Ability is killed, replace it with another Townsfolk with the Occult ability from the deck. The new Monster always starts in the Train Station to represent a new wizard coming to town because of a perceived power vacuum.
Religious If a Townsfolk with the Religious Ability is killed, replace it with another Townsfolk with the Religious ability from the deck. The new Townsfolk always starts in the Train Station as it has been sent by the Church to replace the killed one.
SCIENCE! If a Townsfolk with the SCIENCE! Ability is killed, replace it with another Townsfolk with the SCIENCE! ability from the deck. The new Townsfolk always starts in the Train Station as it has been hired by the University to replace the killed one.
Veteran If a Townsfolk with the Veteran Ability is killed, replace it with another Townsfolk with the Veteran ability from the deck. The new Townsfolk always starts in the Train Station (the towns hired a new Sheriff so to speak).
Wealthy If a Townsfolk with the Wealthy Ability is killed, all Townsfolk with the Badge Ability have their Awareness increased by 1 until the next Event Card is drawn (i.e. if their Awareness was a -2 it's temporarily a -3, etc.).