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
Princess
On your 1st day, if you nominated & executed a player,
the Demon doesn’t kill tonight.
- 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
Hermit
You have all Outsider abilities.
[-0 or -1 Outsider]
- 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
Wraith
You may choose to open your eyes at night.
You wake when other evil players do.
- 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
Cacklejack
Each day, choose a player:
a different player changes character tonight.
- Traveler Experimental
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
Deus ex Fiasco
At least once per game, the Storyteller will make a mistake, correct it, and publicly admit to it.
- Fabled Experimental
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