
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