Acrobat

Each night*, choose a player:
if they are drunk or poisoned,
you die.

  • Townsfolk  Experimental
Alchemist

You have a Minion ability.
When using this,
the Storyteller may prompt you to choose differently.

  • Townsfolk  Experimental
Alsaahir

Once per day, if you publicly guess
which players are Minion(s) and which are Demon(s),
good wins.

  • Townsfolk  Experimental
Amnesiac

You do not know what your ability is.
Each day, privately guess what it is:
you learn how accurate you are.

  • Townsfolk  Experimental
Artist

Once per game, during the day,
privately ask the Storyteller any yes/no question.

  • Townsfolk  Sects & Violets
Atheist

The Storyteller can break the game rules,
and if executed, good wins, even if you are dead.
[No evil characters]

  • Townsfolk  Experimental
Balloonist

Each night, you learn a player
of a different character type than last night.
[+0 or +1 Outsider]

  • Townsfolk  Experimental
Banshee

If the Demon kills you, all players learn this.
From now on, you may nominate twice per day
and vote twice per nomination.

  • Townsfolk  Experimental
Bounty Hunter

You start knowing 1 evil player.
If the player you know dies, you learn another
evil player tonight. [1 Townsfolk is evil]

  • Townsfolk  Experimental
Cannibal

You have the ability of the recently killed executee.
If they are evil, you are poisoned
until a good player dies by execution.

  • Townsfolk  Experimental
Chambermaid

Each night, choose 2 alive players (not yourself):
you learn how many woke tonight due to their
ability.

  • Townsfolk  Bad Moon Rising
Chef

You start knowing how many pairs
of evil players there are.

  • Townsfolk  Trouble Brewing
Choirboy

If the Demon kills the King,
you learn which player is the Demon.
[+ the King]

  • Townsfolk  Experimental
Clockmaker

You start knowing how many steps
from the Demon to its nearest Minion.

  • Townsfolk  Sects & Violets
Courtier

Once per game, at night, choose a character:
they are drunk for 3 nights & 3 days.

  • Townsfolk  Bad Moon Rising
Cult Leader

Each night, you become the alignment of an alive neighbor.
If all good players choose to join your cult, your team wins.

  • Townsfolk  Experimental
Dreamer

Each night, choose a player (not yourself or Travellers):
you learn 1 good and 1 evil character,
1 of which is correct.

  • Townsfolk  Sects & Violets
Empath

Each night, you learn how many
of your 2 alive neighbours are evil.

  • Townsfolk  Trouble Brewing
Engineer

Once per game, at night,
choose which Minions or which Demon is in play.

  • Townsfolk  Experimental
Exorcist

Each night*, choose a player (different to last night):
the Demon, if chosen, learns who you are
then doesn't wake tonight.

  • Townsfolk  Bad Moon Rising
Farmer

If you die at night,
an alive good player becomes a Farmer.

  • Townsfolk  Experimental
Fisherman

Once per game, during the day,
visit the Storyteller for some advice
to help your team win.

  • Townsfolk  Experimental
Flowergirl

Each night*, you learn
if a Demon voted today.

  • Townsfolk  Sects & Violets
Fool

The first time you die,
you don't.

  • Townsfolk  Bad Moon Rising
Fortune Teller

Each night, choose 2 players:
you learn if either is a Demon.
There is a good player that registers as a Demon to you.

  • Townsfolk  Trouble Brewing
Gambler

Each night*, choose a player & guess their character:
if you guess wrong, you die.

  • Townsfolk  Bad Moon Rising
General

Each night, you learn which alignment
the Storyteller believes is winning:
good, evil, or neither.

  • Townsfolk  Experimental
Gossip

Each day, you may make a public statement.
Tonight, if it was true, a player dies.

  • Townsfolk  Bad Moon Rising
Grandmother

You start knowing a good player & their character.
If the Demon kills them, you die too.

  • Townsfolk  Bad Moon Rising
High Priestess

Each night, learn which player
the Storyteller believes you should talk to most.

  • Townsfolk  Experimental
Huntsman

Once per game, at night, choose a living player:
the Damsel, if chosen, becomes a not-in-play Townsfolk.
[+the Damsel]

  • Townsfolk  Experimental
Innkeeper

Each night*, choose 2 players:
they can't die tonight, but 1 is drunk until dusk.

  • Townsfolk  Bad Moon Rising
Investigator

You start knowing that 1 of 2 players
is a particular Minion.

  • Townsfolk  Trouble Brewing
Juggler

On your 1st day,
publicly guess up to 5 players' characters.
That night, you learn how many you got correct.

  • Townsfolk  Sects & Violets
King

Each night, if the dead equal or outnumber the living,
you learn 1 alive character.
The Demon knows you are the King.

  • Townsfolk  Experimental
Knight

You start knowing 2 players
that are not the Demon.

  • Townsfolk  Experimental
Librarian

You start knowing that 1 of 2 players
is a particular Outsider. (Or that zero are in play.)

  • Townsfolk  Trouble Brewing
Lycanthrope

Each night*, choose an alive player.
If good, they die & the Demon doesn’t kill tonight.
One good player registers as evil.

  • Townsfolk  Experimental
Magician

The Demon thinks you are a Minion.
Minions think you are a Demon.

  • Townsfolk  Experimental
Mathematician

Each night, you learn
how many players' abilities worked abnormally
(since dawn) due to another character's ability.

  • Townsfolk  Sects & Violets
Mayor

If only 3 players live & no execution occurs,
your team wins.
If you die at night, another player might die instead.

  • Townsfolk  Trouble Brewing
Minstrel

When a Minion dies by execution, all other players
(except Travellers) are drunk until dusk tomorrow.

  • Townsfolk  Bad Moon Rising
Monk

Each night*, choose a player (not yourself):
they are safe from the Demon tonight.

  • Townsfolk  Trouble Brewing
Nightwatchman

Once per game, at night, choose a player:
they learn you are the Nightwatchman.

  • Townsfolk  Experimental
Noble

You start knowing 3 players,
1 and only 1 of which is evil.

  • Townsfolk  Experimental
Oracle

Each night*, you learn
how many dead players are evil.

  • Townsfolk  Sects & Violets
Pacifist

Executed good players
might not die.

  • Townsfolk  Bad Moon Rising
Philosopher

Once per game, at night,
choose a good character: gain that ability.
If this character is in play, they are drunk.

  • Townsfolk  Sects & Violets
Pixie

You start knowing 1 in-play Townsfolk.
If you were mad that you were this character,
you gain their ability when they die.

  • Townsfolk  Experimental
Poppy Grower

Minions & Demons do not know each other.
If you die, they learn who each other are that night.

  • Townsfolk  Experimental
Preacher

Each night, choose a player:
a Minion, if chosen, learns this.
All chosen Minions have no ability.

  • Townsfolk  Experimental
Professor

Once per game, at night*, choose a dead player:
if they are a Townsfolk, they are resurrected.

  • Townsfolk  Bad Moon Rising
Ravenkeeper

If you die at night,
you are woken to choose a player:
you learn their character.

  • Townsfolk  Trouble Brewing
Sage

If the Demon kills you,
you learn that it is 1 of 2 players.

  • Townsfolk  Sects & Violets
Sailor

Each night, choose an alive player:
either you or they are drunk until dusk.
You can't die.

  • Townsfolk  Bad Moon Rising
Savant

Each day, you may visit the Storyteller
to learn two things in private:
1 is true & 1 is false.

  • Townsfolk  Sects & Violets
Seamstress

Once per game, at night,
choose 2 players (not yourself):
you learn if they are the same alignment.

  • Townsfolk  Sects & Violets
Shugenja

You start knowing if your closest evil player
is clockwise or anti-clockwise.
If equidistant, this info is arbitrary.

  • Townsfolk  Experimental
Slayer

Once per game, during the day,
publicly choose a player:
if they are the Demon, they die.

  • Townsfolk  Trouble Brewing
Snake Charmer

Each night, choose an alive player:
a chosen Demon swaps characters & alignments
with you & is then poisoned.

  • Townsfolk  Sects & Violets
Soldier

You are safe
from the Demon.

  • Townsfolk  Trouble Brewing
Steward

You start knowing
1 good player.

  • Townsfolk  Experimental
Tea Lady

If both your alive neighbors are good,
they can't die.

  • Townsfolk  Bad Moon Rising
Town Crier

Each night*, you learn
if a Minion nominated today.

  • Townsfolk  Sects & Violets
Undertaker

Each night*, you learn which character
died by execution today.

  • Townsfolk  Trouble Brewing
Village Idiot

Each night, choose a player:
you learn their alignment.
[+0 to +2 Village Idiots. 1 of the extras is drunk]

  • Townsfolk  Experimental
Virgin

The 1st time you are nominated,
if the nominator is a Townsfolk,
they are executed immediately.

  • Townsfolk  Trouble Brewing
Washerwoman

You start knowing that 1 of 2 players
is a particular Townsfolk.

  • Townsfolk  Trouble Brewing
Barber

If you died today or tonight, the Demon may choose
2 players (not another Demon) to swap characters.

  • Outsider  Sects & Violets
Butler

Each night, choose a player (not yourself):
tomorrow, you may only vote if they are voting too.

  • Outsider  Trouble Brewing
Damsel

All Minions know you are in play.
If a Minion publicly guesses you (once),
your team loses.

  • Outsider  Experimental
Drunk

You do not know you are the Drunk.
You think you are a Townsfolk character,
but you are not.

  • Outsider  Trouble Brewing
Golem

You may only nominate once per game.
When you do, if the nominee is not the Demon,
they die.

  • Outsider  Experimental
Goon

Each night, the 1st player to choose you
with their ability is drunk until dusk.
You become their alignment.

  • Outsider  Bad Moon Rising
Hatter

If you died today or tonight,
the Minion & Demon players
may choose new Minion & Demon characters to be.

  • Outsider  Experimental
Heretic

Whoever wins, loses & whoever loses, wins,
even if you are dead.

  • Outsider  Experimental
Klutz

When you learn that you died, publicly choose
1 alive player: if they are evil, your team loses.

  • Outsider  Sects & Violets
Lunatic

You think you are a Demon, but you are not.
The Demon knows who you are
& who you choose at night.

  • Outsider  Bad Moon Rising
Moonchild

When you learn that you died,
publicly choose 1 alive player.
Tonight, if it was a good player, they die.

  • Outsider  Bad Moon Rising
Mutant

If you are "mad" about being an Outsider,
you might be executed.

  • Outsider  Sects & Violets
Ogre

On your 1st night, choose a player (not yourself):
you become their alignment (you don’t know which)
even if drunk or poisoned.

  • Outsider  Experimental
Plague Doctor

If you die,
the Storyteller gains a Minion ability.

  • Outsider  Experimental
Politician

If you were the player most responsible for your team losing,
you change alignment & win,
even if dead.

  • Outsider  Experimental
Puzzlemaster

1 player is drunk, even if you die.
If you guess (once) who it is, learn the Demon player,
but guess wrong & get false info.

  • Outsider  Experimental
Recluse

You might register as evil & as a Minion or Demon,
even if dead.

  • Outsider  Trouble Brewing
Saint

If you die by execution,
your team loses.

  • Outsider  Trouble Brewing
Snitch

Each Minion
gets 3 bluffs.

  • Outsider  Experimental
Sweetheart

When you die,
1 player is drunk from now on.

  • Outsider  Sects & Violets
Tinker

You might die
at any time.

  • Outsider  Bad Moon Rising
Zealot

If 5 or more players are alive,
you must vote for every nomination.

  • Outsider  Experimental
Assassin

Once per game, at night*, choose a player:
they die, even if for some reason they could not.

  • Minion  Bad Moon Rising
Baron

There are extra Outsiders in play.
[+2 Outsiders]

  • Minion  Trouble Brewing
Boffin

The Demon (even if drunk or poisoned)
has a not-in-play good character's ability.
You both know which.

  • Minion  Experimental
Boomdandy

If you are executed, all but 3 players die.
After a 10 to 1 countdown,
the player with the most players pointing at them, dies.

  • Minion  Experimental
Cerenovus

Each night, choose a player & a good character:
they are "mad" they are this character tomorrow,
or might be executed.

  • Minion  Sects & Violets
Devil's Advocate

Each night, choose a living player
(different to last night):
if executed tomorrow, they don't die.

  • Minion  Bad Moon Rising
Evil Twin

You & an opposing player know each other.
If the good player is executed, evil wins.
Good can't win if you both live.

  • Minion  Sects & Violets
Fearmonger

Each night, choose a player:
if you nominate & execute them, their team loses.
All players know if you choose a new player.

  • Minion  Experimental
Goblin

If you publicly claim to be the Goblin
when nominated & are executed that day,
your team wins.

  • Minion  Experimental
Godfather

You start knowing which Outsiders are in play.
If 1 died today, choose a player tonight: they die.
[-1 or +1 Outsider]

  • Minion  Bad Moon Rising
Harpy

Each night, choose 2 players:
tomorrow, the 1st player is mad that the 2nd is evil,
or one or both might die.

  • Minion  Experimental
Marionette

You think you are a good character but you are not.
The Demon knows who you are.
[You neighbor the Demon]

  • Minion  Experimental
Mastermind

If the Demon dies by execution (ending the game),
play for 1 more day.
If a player is then executed, their team loses.

  • Minion  Bad Moon Rising
Mezepheles

You start knowing a secret word.
The 1st good player to say this word
becomes evil that night.

  • Minion  Experimental
Organ Grinder

All players keep their eyes closed when voting
and the vote tally is secret.
Each night, choose if you are drunk until dusk.

  • Minion  Experimental
Pit-Hag

Each night*, choose a player
& a character they become (if not-in-play).
If a Demon is made, deaths tonight are arbitrary.

  • Minion  Sects & Violets
Poisoner

Each night, choose a player:
they are poisoned tonight and tomorrow day.

  • Minion  Trouble Brewing
Psychopath

Each day, before nominations,
you may publicly choose a player: they die.
If executed, you only die if you lose roshambo.

  • Minion  Experimental
Scarlet Woman

If there are 5 or more players alive
& the Demon dies, you become the Demon.
(Travellers don't count)

  • Minion  Trouble Brewing
Spy

Each night, you see the Grimoire.
You might register as good
& as a Townsfolk or Outsider, even if dead.

  • Minion  Trouble Brewing
Summoner

You get 3 bluffs.
On the 3rd night, choose a player:
they become an evil Demon of your choice. [No Demon]

  • Minion  Experimental
Vizier

All players know who you are.
You can not die during the day.
If good voted, you may choose to execute immediately.

  • Minion  Experimental
Widow

On your 1st night, look at the Grimoire
& choose a player: they are poisoned.
1 good player knows a Widow is in play.

  • Minion  Experimental
Witch

Each night, choose a player:
if they nominate tomorrow, they die.
If just 3 players live, you lose this ability.

  • Minion  Sects & Violets
Wizard

Once per game, choose to make a wish.
If granted, it might have a price &
leave a clue as to its nature.

  • Minion  Experimental
Xaan

On night X,
all Townsfolk are poisoned until dusk.
[X Outsiders]

  • Minion  Experimental
Al-Hadikhia

Each night*, you may choose 3 players (all players learn who):
each silently chooses to live or die,
but if all live, all die.

  • Demon  Experimental
Fang Gu

Each night*, choose a player: they die.
The 1st Outsider this kills becomes an evil Fang Gu
& you die instead. [+1 Outsider]

  • Demon  Sects & Violets
Imp

Each night*, choose a player: they die.
If you kill yourself this way,
a Minion becomes the Imp.

  • Demon  Trouble Brewing
Kazali

Each night*, choose a player: they die.
[You choose which players are which Minions.
-? to +? Outsiders]

  • Demon  Experimental
Legion

Each night*, a player might die.
Executions fail if only evil voted.
You register as a Minion too. [Most players are Legion]

  • Demon  Experimental
Leviathan

If more than 1 good player is executed, evil wins.
All players know you are in play.
After day 5, evil wins.

  • Demon  Experimental
Lil' Monsta

Each night, Minions choose
who babysits Lil' Monsta & 'is the Demon'.
Each night*, a player might die. [+1 Minion]

  • Demon  Experimental
Lleech

Each night*, choose a player: they die.
You start by choosing a player: they are poisoned.
You die if & only if they are dead.

  • Demon  Experimental
Lord Of Typhon

Each night*, choose a player: they die.
[Evil characters are in a line. You are in the middle.
+1 Minion. -? to +? Outsiders]

  • Demon  Experimental
No Dashii

Each night*, choose a player: they die.
Your 2 Townsfolk neighbours are poisoned.

  • Demon  Sects & Violets
Ojo

Each night*, choose a character: they die.
If they are not in play,
the Storyteller chooses who dies.

  • Demon  Experimental
Po

Each night*, you may choose a player: they die.
If your last choice was no-one,
choose 3 players tonight.

  • Demon  Bad Moon Rising
Pukka

Each night, choose a player: they are poisoned.
The previously poisoned player dies then becomes
healthy.

  • Demon  Bad Moon Rising
Riot

On day 3, Minions become Riot
& nominees die but nominate an alive player immediately.
This must happen.

  • Demon  Experimental
Shabaloth

Each night*, choose 2 players: they die.
A dead player you chose last night might be
regurgitated.

  • Demon  Bad Moon Rising
Vigormortis

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

  • Demon  Sects & Violets
Vortox

Each night*, choose a player: they die.
Townsfolk abilities yield false info.
Each day, if no-one is executed, evil wins.

  • Demon  Sects & Violets
Yaggababble

You start knowing a secret phrase. For each time you said it publicly today, a player might die.

  • Demon  Experimental
Zombuul

Each night*, if no-one died today,
choose a player: they die.
The 1st time you die, you live but register as dead.

  • Demon  Bad Moon Rising
Apprentice

On your 1st night, you gain a Townsfolk ability (if good) or a Minion ability (if evil).

  • Traveler  Travelers
Barista

Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.

  • Traveler  Travelers
Beggar

You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober and healthy.

  • Traveler  Travelers
Bishop

Only the Storyteller can nominate. At least 1 opposing player must be nominated each day.

  • Traveler  Travelers
Bone Collector

Once per game, at night, choose a dead player: they regain their ability until dusk.

  • Traveler  Travelers
Bureaucrat

Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.

  • Traveler  Travelers
Butcher

Each day, after the 1st execution, you may nominate again.

  • Traveler  Travelers
Deviant

If you were funny today, you cannot die by exile.

  • Traveler  Travelers
Gangster

Once per day, you may choose to kill an alive neighbor, if your other alive neighbor agrees.

  • Traveler  Travelers
Gnome

All players start knowing a player of your alignment. You may choose to kill anyone who nominates them.

  • Traveler  Experimental
Gunslinger

Each day, after the 1st vote has been tallied, you may choose a player that voted: they die.

  • Traveler  Travelers
Harlot

Each night*, choose a living player: if they agree, you learn their character, but you both might die.

  • Traveler  Travelers
Judge

Once per game, if another player nominated, you may choose to force the current execution to pass or fail.

  • Traveler  Travelers
Matron

Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private.

  • Traveler  Travelers
Scapegoat

If a player of your alignment is executed, you might be executed instead.

  • Traveler  Travelers
Thief

Each night, choose a player (not yourself): their vote counts negatively tomorrow.

  • Traveler  Travelers
Voudon

Only you & the dead can vote. They don't need a vote token to do so. A 50% majority isn't required.

  • Traveler  Travelers
Angel

Something bad might happen to whoever is most responsible for the death of a new player.

  • Fabled  Fabled
Bootlegger

This script has homebrew characters or rules.

  • Fabled  Fabled
Buddhist

For the first 2 minutes of each day, veteran players may not talk.

  • Fabled  Fabled
Djinn

Use the Djinn's special rule. All players know what it is.

  • Fabled  Fabled
Doomsayer

If 4 or more players live, each living player may publicly choose (once per game) that a player of their own alignment dies.

  • Fabled  Fabled
Duchess

Each day, 3 players may choose to visit you. At night*, each visitor learns how many visitors are evil, but 1 gets false info.

  • Fabled  Fabled
Ferryman

On the final day, all dead players regain their vote token.

  • Fabled  Fabled
Fibbin

Once per game, 1 good player might get incorrect information.

  • Fabled  Fabled
Fiddler

Once per game, the Demon secretly chooses an opposing player: all players choose which of these 2 players win.

  • Fabled  Fabled
Gardener

The Storyteller assigns 1 or more players' characters.

  • Fabled  Fabled
Hell's Librarian

Something bad might happen to whoever talks when the Storyteller has asked for silence.

  • Fabled  Fabled
Revolutionary

2 neighboring players are known to be the same alignment. Once per game, 1 of them registers falsely.

  • Fabled  Fabled
Sentinel

There might be 1 extra or 1 fewer Outsider in play.

  • Fabled  Fabled
Spirit of Ivory

There can't be more than 1 extra evil player.

  • Fabled  Fabled
Storm Catcher

Name a good character. If in play, they can only die by execution, but evil players learn which player it is.

  • Fabled  Fabled
Toymaker

The Demon may choose not to attack & must do this at least once per game. Evil players get normal starting info.

  • Fabled  Fabled