English translation of 山雨欲来, by Eliderad.

English translation of 山雨欲来, by Eliderad.
The Storm is Coming is the second season of Festival of Lanterns, a Blood on the Clocktower character collection by Chinese BotC distributor Gstone Games. You can find the collection in the original Chinese here.
The Storm is Coming is still in playtesting and very much subject to change, with some characters still not having almanac entries. Nevertheless, here is the collection presented as-is, should you be interested in trying out the characters in your own scripts (note that this is not a script). Linguistic feedback welcome @Eliderad on Discord.
Another fan translation of the collection is available here: The Storm is Coming, translation by MogekoNik.
See my translation of season 1 here: Temple Fair, translation by Eliderad.
You start knowing an in-play Minion character. If you publicly guess them during the day (once), they die.
The Blademaster is looking for their target in the crowd.
The Blademaster starts knowing an in-play Minion.
If the Blademaster is created mid-game, they learn a Minion that is in play at that time.
The Blademaster can choose to use their ability at any time during the day, and must declare to everyone when they’re using it. If the Blademaster chooses the Minion they learned, that Minion dies immediately. Otherwise, nothing happens.
If the character that the Blademaster knows moves to another player, the Blademaster must choose them instead of the player who originally had the ability.
If the character that the Blademaster knows is not in play (due to the Blademaster having received false info, or the character being removed from play), the Blademaster’s ability will activate as long as they choose any Minion.
Players may say whatever they want at any time, so a player who’s pretending to be the Blademaster may pretend to use the Blademaster ability.
On the first night, the Blademaster learns that the Scarlet Woman is in play. During the day, the Blademaster announces that they want to use their ability, and chooses the Scarlet Woman. The Scarlet Woman dies.
On the first night, the Blademaster is poisoned, and learns the Mastermind, who is not in play. Later, during the day, when the Blademaster is no longer poisoned, they announce that they want to use their ability, and choose the Poisoner. The Poisoner dies.
On the first night, the Blademaster learns that the Cerenovus is in play. During the day, the Blademaster announces that they want to use their ability, and chooses the Witch. Nothing happens.
While preparing the first night, put the KNOW reminder by any Minion character token. During the first night, wake the Blademaster. Show the character token marked KNOW. Put the Blademaster to sleep.
If a player is bluffing as the Blademaster and declares they wish to use their ability, act as if they were indeed the Blademaster—allow time for discussion, let them make the decision, and act like you’re fiddling with tokens in your Grimoire, then say "Nothing happens".
When the Blademaster declares that they wish to use their ability, give the group a minute or two to discuss who the Blademaster should choose. If the Blademaster chooses the Minion they were shown, announce that they die, and place a shroud on their token in the Grimoire. Place the NO ABILITY reminder on the Blademaster.
Many names are possible here, including Swordsman, Swordmaster etc. The Chinese name specifically refers to the dao, but calling the character Daomaster wouldn’t make much sense.
Townsfolk
Each night, choose 1 to 3 players: you learn if any of them were chosen or affected by evil abilities tonight.
The Guide learns if their passengers are plagued by evil.
Each night, the Guide chooses 1, 2 or 3 players.
If none of the players chosen have been chosen or affected by evil players’ abilities, the Guide learns "no".
If at least one of the players chosen has been chosen or affected by evil players’ abilities, the Guide learns "yes". If the Guide chose more than 1 player, they do not learn which of them are affected.
The abilities of evil Townsfolk and Outsiders also register to the Guide.
The Guide chooses the Fortune Teller, the Empath and the Baron, none of whom were targeted or affected by evil abilities tonight, and learns "no".
The Pit-Hag turns the Cerenovus into the evil Dreamer, who chooses the Soldier. The Guide chooses themself and the Soldier, and learns "yes".
On the first night, the Pukka chooses the Goon. The Guide chooses the Pukka, and learns "yes".
Each night, wake the Guide, who picks between one and three players. If any of the chosen players were targeted or affected by an evil player’s ability tonight, nod "yes" to the Guide. Otherwise, shake your head "no". Put the Guide to sleep.
The player killed by Lil’ Monsta only registers to the Guide if an evil player is babysitting Lil’ Monsta.
Guide & Chambermaid
The Chambermaid learns if the Guide wakes tonight or not, even though the Chambermaid wakes first.
Guide & Mathematician
The Guide learns if the Mathematician is affected or not, even though the Guide wakes first.
Townsfolk
Each night, choose 2 alive players: if they are the same alignment, abilities targeting one will instead target the other tonight.
The Broker acts as an intermediary between teammates, forwarding other players’ choices.
The Broker chooses the Ravenkeeper and the Artist. The Demon attacks the Artist, and the Ravenkeeper dies and gets to use their ability.
The Devil’s Advocate protects themself on the first night. The second night, the Broker chooses the Devil’s Advocate and the Po. The Devil’s Advocate chooses to protect the Po. The Devil’s Advocate will survive executions tomorrow, and may choose to protect themself again on the third night, as their last choice was the Po.
The Broker chooses the Recluse and the Chef. The Imp attacks the Chef, and the Storyteller decides that the Recluse registers as evil, so the Chef dies.
Each night, wake the Broker. They point at two living players. Put the Broker to sleep. If the two chosen players are the same alignment, mark them with CLIENT reminders. When a player uses their ability to choose a player marked CLIENT, that ability is resolved as if they had chosen the other player marked CLIENT.
At dawn, remove any CLIENT reminders. CLIENT reminders are also removed if either player marked CLIENT changes alignment.
Townsfolk
Each night, you learn the next new character type clockwise of the player you learned yesterday. (Travellers don’t count.)
Townsfolk
Each night*, you learn if a non-Townsfolk (& non-Traveller) died today or tonight.
The Prefect knows if the dead were Townsfolk or not.
The Prefect learns about all players who died today or tonight, regardless of how they died.
If any of the players who died today or tonight is an Outsider, Minion or Demon, the Prefect learns this.
If more than 1 player died today or tonight, the Prefect does not learn who among them are not Townsfolk.
The Prefect wakes even if nobody died today or tonight.
The Prefect is only concerned with what character type players were when they died, even if they change characters later.
On the first day, the Psychopath kills the Lycanthrope. That night, the Gambler dies to their own ability, and the Demon kills the Saint. The Prefect wakes and learns "yes".
During the day, the Gnome is exiled. That night, the Demon kills the Dreamer. The Prefect wakes and learns "no".
One day, nodody dies and nobody is executed. That night, the Demon kills the Barber, and makes the Barber swap characters with the living Artist. The Prefect wakes and learns "yes".
Each night except the first, wake the Prefect. If a non-Townsfolk and non-Traveller died today or tonight, nod "yes"; otherwise, shake your head "no". Put the Prefect to sleep.
Townsfolk
Each night*, if a player died today, learn the number of alive Townsfolk.
The Historian knows how many Townsfolk live.
The Historian wakes after characters who cause death, and learns how many Townsfolk are alive at dawn.
The Historian learns the number of living Townsfolk players, regardless of alignment.
The Historian themself is included in this info.
If nobody dies during the day, the Historian does not wake. This includes if a dead player is executed, or a player survives execution.
At the start of the game, there are 7 Townsfolk in play. On the first day, the Washerwoman nominates the Virgin and is executed. Tonight, the Demon kills the Virgin. The Historian wakes and learns "5".
On the first night, the Devil’s Advocate chooses the Godfather. The next day, the Godfather is executed, but does not die. That night, the Historian does not wake.
At the start of the game, there are 7 Townsfolk in play. On the first day, the Ravenkeeper is executed. That night, the Pit-Hag transforms the Empath into the Sweetheart, and the Demon kills the Grandmother. The Historian wakes and learns "4".
If a player dies during the day, place the Historian’s DIED TODAY reminder next to the dead player’s character token.
Each night, if the DIED TODAY reminder is placed, wake the Historian and show them fingers (1, 2, 3 etc.) equaling the number of alive Townsfolk. Put the Historian to sleep.
Townsfolk
Each night*, choose a player: if you choose the Demon, you die & they are drunk until dawn.
The Cleric sacrifices themself to incapacitate the Demon.
Each night except the first, the Cleric chooses a player. If that player is not a Demon, nothing happens. If the Cleric chooses a Demon, the Cleric dies, and the chosen Demon is drunk tonight.
Drunkenness lasts until dawn, after which the Demon is sober again.
If the Cleric cannot die for some reason, a chosen Demon does not become drunk.
The Cleric chooses themself, and lives. The next night, the Cleric chooses the Assassin, and lives.
The Cleric chooses the Shabaloth, and dies. The Shabaloth is drunk, and cannot regurgitate a player they chose yesterday. The Shabaloth chooses two players, but neither dies. The Shabaloth becomes sober again at dawn.
The Innkeeper protects the Cleric and the Mathematician, and the Storyteller decides to make the Mathematician drunk. The Cleric chooses the Imp, and lives. The Imp then chooses a player, who dies.
Each night except the first, wake the Cleric, who points to any player. Put the Cleric back to sleep.
If the player the Cleric pointed to is not a Demon, nothing happens. If the Cleric pointed to a Demon, the Cleric dies—mark them with the DEAD reminder token, and mark the chosen Demon with the DRUNK reminder token.
At dawn, remove the DRUNK reminder.
The Chinese name for this character is closer to Taoist, but I want to avoid that type of explicitly religious name – it would be as weird as having characters named Muslim and Christian.
If the Cleric chooses the Minion holding Lil’ Monsta, the Cleric dies and that Minion is drunk until dawn, but the Storyteller may still choose a player who dies to Lil’ Monsta’s ability.
Townsfolk
Each night*, choose 2 good characters (different to last night): if both are alive, they can’t die tonight.
The Patrol protects two players at once.
The Patrol chooses the Poppy Grower and Chambermaid, both of whom are currently in-play and alive. The Imp attacks the Poppy Grower, who does not die. The next night, the Patrol chooses the Patrol and the Empath, both of whom are currently in-play and alive, and they will not die that night.
During the day, the Moonchild uses their ability to pick the Patrol. That night, the Patrol chooses the Hatter and the Patrol, both of whom are currently in-play and alive, and the Assassin attacks the Hatter, who dies. The Patrol survives.
At night, the Patrol chooses the Fortune Teller and the Empath. Both are in play, but the Fortune Teller died last night. The Imp attacks the Empath, who dies.
Each night except the first, wake the Patrol. They point to any two good character icons (Townsfolk or Oustider) on their character sheet. Put the Patrol to sleep. If both of the selected characters are in play and alive, place the SAFE reminder token next to the tokens of the two chosen characters.
The SAFE reminder is placed (upside down) even if the Patrol is drunk or poisoned, or if they choose the character of a player who is dead or a character that is not in play, as they cannot choose the same character the following night.
At dawn, remove the SAFE reminder token.
Patrol & Leviathan If the Leviathan is in play, the Patrol-protected player is safe from all evil abilities.
Patrol & Riot If the Riot is in play, the Patrol-protected player is safe from all evil abilities.
Townsfolk
Each night*, choose a player (not yourself or Travellers): if they are a good character & die to evil tonight, you swap characters.
The crown prince was replaced by a Tabby, allowing him to survive.
Each night except the first, the Tabby chooses a player to be its prince.
If the prince is killed by an evil character’s ability the same night, the Tabby swaps characters with them.
If the player is not a Townsfolk or Outsider when chosen, they do not become the prince, even if they change characters that night.
If the prince becomes an evil character, they are no longer the prince.
If the prince has an ability that triggers upon dying, they use their ability before swapping characters with the Tabby.
If the death of the prince is prevented for any reason, or if they die from anything other than a Minion’s or Demon’s ability, the Tabby will not swap characters with them.
The Tabby chooses the Fortune Teller. That night, the Ojo chooses Fortune Teller, who dies. The Tabby becomes the new Fortune Teller, and the old Fortune Teller becomes the dead Tabby. The new Fortune Teller wakes and acts as normal.
The Tabby chooses the Fang Gu. That night, the Fang Gu attacks the Plague Doctor and dies, turning the Plague Doctor into the new Fang Gu. The old Fang Gu does not swap roles with the Tabby.
The Tabby chooses the Tinker, who was made evil by the Mezepheles. That night, the Tinker dies to their own ability. Since the Tinker is not an evil character, they do not swap characters with the Tabby.
Each night except the first, wake the Tabby. They point at any player. Put the Tabby to sleep. If the chosen player is good, mark them with the Tabby’s PRINCE reminder. If the player marked with the PRINCE reminder dies due to a Demon’s or Minion’s ability, wake the Tabby and show them the YOU ARE info token, followed by the character token of the player marked PRINCE. Then, wake the player marked PRINCE and show them the YOU ARE info token, then the Tabby token. Swap the character tokens of the Tabby and the player marked PRINCE in the Grimoire.
The cat breed is more specifically called Dragon Li in English, but that doesn’t sound like a cat to those not in the know. The character and its ability is based on this Chinese tale.
Tabby & Professor
If the Professor has already used their ability when swapping characters with the Tabby, the new Professor has no ability.
Tabby & Banshee
If the Tabby swaps characters with the Banshee, the Storyteller does not announce that the Banshee died.
Tabby & Leviathan
Each night*, the Leviathan chooses an alive player (different to previous nights): if they choose the same player as the Tabby, the Tabby’s ability activates, but the chosen player does not die.
Tabby & Riot
Each night*, Riot chooses an alive good player (different to previous nights): if they choose the same player as the Tabby, the Tabby’s ability activates, but the chosen player does not die.
Townsfolk
Each day, publicly name a character: tonight, you learn if they are in play. If you learn “no”, you then lose this ability.
I’m going back and forth on Envoy and Emissary.
Townsfolk
Once per game, at night*, choose a Townsfolk character: if they are in play, they become poisoned and die.
The Zhen risks the death of a Townsfolk to confirm whether they are in play or not.
Once per game, the Zhen chooses a Townsfolk character from their character sheet. If that character is in play, they are poisoned and die.
If the Zhen chooses a Townsfolk character that is not in play, nothing happens, even if that character was previously in play or enters play later.
If more than one player has the character chosen by the Zhen, only one player will be affected by the Zhen’s ability.
If the Zhen chooses the Zhen, they do not die, as the poisoning happens first.
The Zhen chooses the Clockmaker, fearing that it might be a Demon bluff. The Clockmaker is in play, and is poisoned and dies.
The Zhen chooses the Artist, which a Minion is bluffing. As the Artist is not in play, nothing happens, and the Zhen does not wake to use their ability in the future.
The Zhen chose the Village Idiot. Both Wang and Li are Village Idiots, and the Storyteller chooses that Wang is poisoned and dies from the Zhen’s ability.
Each night except the first, wake the Zhen. They either shake their head no or point to a Townsfolk character on their character sheet. Put the Zhen back to sleep.
If the chosen character is in play, mark them with the POISONED and DEAD reminders. Announce their death at dawn, but not why they died. The POISONED reminder remains on that player for the rest of the game.
Zhen is a mythical, poisonous bird, so it’s hard to give this character a more anglophone name, especially with the egg icon.
Zhen & Ban Xian
If the Zhen chooses the Ban Xian, the Ban Xian becomes poisoned and dies.
Townsfolk
Once per game, the Storyteller will break the rules for you. You privately learn what they did.
Concubine is another option.
Townsfolk
On your 1st night, choose a number. On the night of that number, learn that number of in-play characters.
The Thaumaturge learns a number of characters on a given night.
On the first night, the Thaumaturge chooses a number, and on the night of that number, they learn the corresponding number of in-play characters (living or dead).
If the Thaumaturge chooses "1", they immediately learn 1 in-play character. If they choose "2", they wake on night 2 to learn 2 in-play characters, and so on.
When the Thaumaturge wakes to learn characters, they learn characters who are currently in play.
If the Thaumaturge is created mid-game and chooses a number for a night that has passed, the Storyteller instructs them to choose again.
On the first night, the Thaumaturge chooses "1", and learns that the Artist is in play.
The Vortox is in play. On the first night, the Thaumaturge chooses "3". On the third night, the Thaumaturge wakes to learn three not-in-play characters.
On the fourth night, the Pit-Hag transformed the Baron into an evil Thaumaturge. That night, the Thaumaturge chooses "3", and the Storyteller shakes their head and prompts the Thaumaturge to choose again. The Thaumaturge chooses "4", and learns that the No Dashii, the Pit-Hag, the Dreamer and the Sage are all in play.
On the first night, wake the Thaumaturge, who gives a finger signal indicating a number. Place that number of LEARN reminders next to character tokens in the Grimoire.
On the night corresponding to the number of placed LEARN reminders in the Grimoire, wake the Thaumaturge and show each character marked LEARN. Put the Thaumaturge to sleep.
It’s tempting to follow the precedent set by Xaan and use "X" instead of "that number", but it also seems like Xaan wants to be unique in using X as a night number.
Townsfolk
If you die at night, you swap characters with an alive Minion player.
Townsfolk
If you die at night, the Demon’s ability becomes “Each night*, a player might die”.
Townsfolk
If you die during the day, you learn a good player tonight. If you die at night, you learn an evil player.
The Brush Holder learns a player and their alignment, depending on when they die.
The Brush Holder only learns a player, not their character.
If the Brush Holder dies during the day, they learn a good player that night. If they die during the night, they learn an evil player.
If the Brush Holder is drunk or poisoned when they die during the day, but sober and healthy during the night, they still learn correct info.
The Witch curses the Brush Holder, who dies when nominating today. That night, the Brush Holder wakes to learn a good player.
The Brush Holder is killed by the Assassin. They wake and learn an evil player.
The Brush Holder is killed by the Pukka. As the Brush Holder was poisoned when their ability activated, the Storyteller decides to incorrectly show them a good player that night.
If the Brush Holder dies during the day, mark them with the DIED TODAY reminder. At night, if the Brush Holder is marked DIED TODAY, wake them and point to a good player. Put the Brush Holder to sleep and remove the DIED TODAY reminder.
If the Brush Holder dies during the night, wake them and point to an evil player. Put the Brush Holder to sleep.
In English, Brush holder sounds a bit non-descript, but it is perhaps a better name than Eunuch.
Townsfolk
If no evil players are dead, you can only die by execution.
Townsfolk
After your first nomination, at night*, learn your nominee’s character. Demons register as good characters to you.
The Prosecutor learns about the accused, but overlooks the Demon.
The night after the Prosecutor has made their first nomination of the game, they will learn the character of their nominee, regardless of whether the nominee was executed or not.
Demon players will be shown as Townsfolk or Outsiders to the Prosecutor. It’s up to the Storyteller to decide which good character to show the Prosecutor instead of a Demon.
The Prosecutor learns what character their nominee was at the time of nomination. If the nominee changes characters before the Prosecutor wakes, the Prosecutor still learns info as if the nominee had not changed characters.
After the Prosecutor has learned their first nominee’s character, they lose their ability. They will not wake up to learn the character of any future nominees.
On the first day, the Prosecutor nominates the Widow. That night, the Prosecutor is shown the Widow’s token.
The Prosecutor’s first nomination is the Fang Gu. That night, the Prosecutor is shown the Drunk’s token.
The Prosecutor does not nominate on the first day. That night, they do not wake up.
The first time the Prosecutor makes a nomination, place the NOMINEE reminder next to the nominee’s character token. Run the nomination as normal.
That night, wake the Prosecutor and show them the character token marked NOMINEE. If the player marked NOMINEE is a Demon, show the Prosecutor a Townsfolk or Outsider character token. Put the Prosecutor to sleep. Remove the NOMINEE reminder and put the NO ABILITY reminder next to the Prosecutor.
Townsfolk
On your 1st night, choose a player (not yourself). When an evil ability affects them, you die that night*.
Outsider
If 5 or more players live and you nominate, execute & kill the Demon, you become the evil Demon. (Travellers don’t count)
The Embalmer sends Demons to rest, but turns into a Demon themself.
If there are five or more players just before the Demon is nominated by the Embalmer and then executed—that is, four or more players left alive after the Demon dies—then the Embalmer immediately becomes the Demon, and the game continues as if nothing happened.
Travellers do not count as players when seeing if the Embalmer’s ability triggers.
If fewer than 5 players are alive, and the Embalmer nominates and successfully executes the Demon, the Demon dies and the game ends, with the Embalmer winning with the good team.
If the Demon is nominated by the Embalmer but is not executed, is executed but survives, or is nominated by another player than the Embalmer, the Embalmer does not change character or alignment.
If the Embalmer becomes the Demon, they are that Demon in every way. Good wins if they are executed. They attack each night. They register as the Demon.
The Embalmer turns evil when they become the Demon, even if the Demon they nominated and executed was good.
Seven players are alive: the Imp, the Embalmer, two Townsfolk and three Travellers. The Embalmer nominates the Imp, who is executed and dies. The game ends and good wins, because Travellers do not add to the player count for the Scarlet Woman’s ability.
Five players are alive: the Imp, the Baron, the Embalmer and two Townsfolk. The Embalmer nominates the Imp, who is executed and dies. The Embalmer becomes the evil Imp, and the game continues.
Lan is the Embalmer. The Fortune Teller chooses Lan and Mei and learns "no". Later, Lan nominates and executes the Demon, and becomes the new Demon. That night, the Fortune Teller chooses Lan and Mei again, and learns "yes".
If there are five or more players alive and the Embalmer nominates the Demon, who is executed and dies as a result of this, place the IS THE DEMON reminder by the Embalmer, changing that player’s character from the Embalmer to the Demon. They are now the evil Demon and have the Demon's ability. If they die, good wins.
That night, wake the new Demon, show them the YOU ARE info token, then show them the Demon’s character token, followed by thumds down for evil.
Embalmer & Scarlet Woman
If the Embalmer executes and becomes the Demon, the Scarlet Woman does not become a Demon.
Embalmer & Al-Hadikhia
If there are two living Al-Hadikhias, the Embalmer Al-Hadikhia becomes the Embalmer again, but does not turn good.
Embalmer & Lil’ Monsta
If there are 5 or more players alive and the player holding Lil' Monsta dies from the Embalmer’s nomination, the Embalmer turns evil and is given Lil' Monsta tonight.
Embalmer & Lleech
If there are 5 or more players alive and the Lleech host dies by the Embalmer’s nomination, the old Lleech dies tonight, and the Embalmer becomes the evil Lleech but does not kill tonight.
Outsider
One of your good neighbors is drunk, even if you are dead.
Another name suggestion is Bartender, but I think that has different, specific connotations in modern English.
Outsider
Each night, choose a Townsfolk character: their ability yields info of your choice next time.
Winemaker is also possible here.
Minion
Each night, choose an alive good neighbor: you learn their character, and they are poisoned & register as evil Gu Diao until dusk.
Minion
Each night*, choose a player: if they live at dawn, they choose to lose their ability, or die & keep their ability until dusk.
Minion
On your 1st night, choose an alive player: they die but register as alive. If they die again, they live & you regain this ability.
The Huapi possesses its target, moving to a different one when threatened.
The Huapi kills a player on the first night, but is the only one who knows that they are dead.
The Huapi’s victim is put in the "undead" state, registering as alive to all abilities.
If the undead player would die again, they are instead revived, and the Huapi selects a new target that night.
If the player chosen by the Huapi cannot die for some reason, they do not become undead. If they would later die, the Huapi protects them from death and chooses again tonight.
If the Huapi cannot prevent the second death of their victim for any reason, the Huapi does not wake to choose a new victim again.
Since the undead player does not register as dead, they do not regain a used once-per-game ability when revived by the Huapi.
On the first night, the Huapi chooses the Chambermaid, who becomes undead. The Chambermaid then chooses the Huapi and the Fearmonger, and incorrectly learns "0".
On the first night, the Huapi chooses the Soldier, who becomes undead. The Soldier is later attacked by the Imp and comes back to life, and the Huapi chooses another player.
On the second night, the Pit-Hag transforms the Baron into the Huapi, who then chooses the Monk. The next day, the Monk is executed and does not die, but is revived. The Huapi chooses a new victim the following night.
On the first night, wake the Huapi. The Huapi points to a player. Put the Huapi to sleep. The player chosen by the Huapi dies—put a shroud on their token, and mark them with the LOOKS ALIVE reminder. Do not announce their death to the town.
If the player marked with the LOOKS ALIVE reminder would die for any reason, they do not, but are revived—remove their shroud and the LOOKS ALIVE reminder and place the ON THE PROWL reminder by the Huapi.
If the ON THE PROWL reminder is placed, wake the Huapi that night and prompt the Huapi to choose a victim. Remove the ON THE PROWL reminder.
If the Huapi for any reason does not kill their victim, the victim is still marked LOOKS ALIVE until they are revived by the Huapi.
The undead player registers as dead for the purpose of ending the game, but registers as alive to all character abilities. While undead, they are treated as being drunk or poisoned for the purposes of their own ability.
The character is based on this Chinese tale.
Minion
Each night, choose up to 3 players. 1 player you chose last night dies: if any of them died today, all die tonight.
The Demon names are currently not very interesting. I could keep them in Chinese, but that obscures the fact that they actually mean something.
Demon
Each night, choose a player: they die tomorrow night. On your 1st night, look at the Grimoire and choose a player: they die on the 3rd night, even if for some reason they could not.
Demon
Each night*, choose a player: they die. If you didn’t vote today, choose an additional player: they die.
Demon
Each night*, choose 0 to 2 players: they die. Your choices cannot equal the number of deaths last night (max 2).
The Tyrant kills a different number of players each night.
The Tyrant can choose to attack up to 2 players each night, but cannot attack as many players as died last night.
The Tyrant’s ability takes all deaths last night into account, not only those caused by its own ability.
The Tyrant cannot attack more than 1 player if 2 or more players died last night.
The Tyrant can choose not to attack if at least 1 player died last night.
The Tyrant must attack at least 1 player if no one died last night.
The Tyrant can choose to attack dead players.
If the Tyrant enters play mid-game, their choice is still limited by the number of deaths last night.
The Tyrant chooses the Gossip and the Gambler, who are both protected by the Innkeeper. Nobody dies that night. The next night, the Tyrant must choose 1 or 2 players.
1 player died last night. Tonight, the Tyrant chooses the living Courtier and the dead Exorcist. The Courtier dies, and is the only one who dies tonight. The following night, the Tyrant must choose 0 or 2 players.
The Imp kills the Washerwoman, the Assassin kills the Professor, and the Godfather kills the Sage. The next die, the Hatter is executed. That night, the Imp chooses to become the Tyrant, and cannot choose more than 1 player to die.
Each night except the first, wake the Tyrant. They either shake their head no or point at one or two players. The chosen players die in the order selected—mark them with DEAD reminder tokens. If 2 or more players died last night, the Tyrant cannot choose two players tonight. If 1 player died last night, the Tyrant must choose 2 players or shake their head no. If no players died last night, the Tyrant must choose at least 1 player.
Demon
Each night*, choose a player: they die. You might gain the ability of the Minion who most recently died by execution.
Demon
Each night*, a player who interrupted you today becomes drunk until dawn, even if you are dead.
Traveller
There are no restrictions on abilities that require players to make a choice.
Use the Messenger when there are new players who may be overwhelmed by the restrictions on some characters’ abilities.
The following characters are affected by the Messenger:
Monk – can choose themself
Butler – can choose themself
Sailor – can choose dead players
Chambermaid – can choose dead players
Exorcist – can choose the same player as last night
Professor – can choose alive players
Moonchild – can choose dead players
Devil’s Advocate – can choose dead players and the same player as last night
Dreamer – can choose themself and Travellers
Snake Charmer – can choose dead players
Seamstress – can choose themself
Barber – the Demon can choose another Demon
Klutz – can choose dead players
Lycanthrope – can choose dead players
Huntsman – can choose dead players
Bureaucrat – can choose themself
Gunslinger – can choose players who didn’t vote
Thief – can choose themself
Bone Collector – can choose living players
Singer – can choose non-volunteers
Turncoat – can choose themself
Tao Tie – can choose Travellers alongside residents
Some characters may be too powerful without the restrictions to their ability, so think carefully before deciding to use this Fabled.
Fabled