1. This is part 1 of the potato patch. It has 67 Townsfolk and 20 Outsiders, almost all of which are of my own design.

    Expect unclear wordings, difficulties in understanding, and spelling mistakes galore! Also, be aware that these character don't have a night order. You'll have to decide that for yourslves, using your own common sense. Likewise, jinxes will have to be made yourslves, as I would have to check thousands of combinations of characters before I had mde every jinx. If two character don't work too well together, make up a jinx yourself.

    You're welcome to use these in any game, script, or almanac you wish. You may modify their text, use their icons (most of which were scraped off of google images). If you make a significant project, I wouldn't mind being credited, mind you.

    I will likely modify these later, and very few characters here have been playtested. Overall, the best use for them is to encourage you all to make characters of your own design.

    Oh, and if any of these characters are in any way similar to a character that goes on to be official, then that clearly means that I'm just as good as Steven Medway.

    The Potato Patch: Part 1
  2. Actor

    Each night, learn the character the storyteller thinks it would be most beneficial for you to be mad about today


    “To be, or not to be, that begs the question: Whether it's nobblier in the mind to suffer The arrows and slings of outrageous fortune, Or to take arms against an ocean of troubles And end them. To die—to sleep, No more; and by sleep, I say we end The heart atack and the thousand electric shocks That flesh's hair to: it's a constallation Devoutly to be wicked. To diet, to sleep; To sleep, purchase the dream—hey, there's the rub: For in that sleet of dreams what death may come, When we have shuffled off this portal coil, Must give us pause————————— That makes calamari of so long life.”

    That Actor knows who it would be favourable to pretend to be.

    Examples

    The Actor neighbours an evil player. Tonight, they learn 'Tea Lady'.

    There is a Damsel in play, but no Huntsman. Tonght, the Actor learns 'Damsel'.

    The Storyteller can think of no reason to decieve the town. Tonight the Actor learns 'Actor'.

    There is a Legion in play. The Actor is one of very few good players. They learn 'Goblin' every night.

    How to Run

    Each night, wake the Actor. Show them the character you think they would most benefit from being 'mad' about.

    When deciding the character, you have a lot of options. Try to be creative, and remember that you can always give Actor to the Actor, should you need to.

    The Actor doesn't interact with the madness mechanic, and as such, there is no consequence for not being mad about being the character they learned. It might be better to report that they learned the character than pretend to be it.

    Townsfolk

  3. Archer

    You start knowing how many minions are between you and the demon, going clockwise.


    “I can hit the apple off a man's head from fifty paces away! Usually because I hit the man and the apple falls down with him.”

    The Archer knows how far the demon is from them, clockwise.

    Examples

    The Archer's clockwise neighbours are, in order: Noble, Snake Charmer, Lycanthrope, Xaan, Juggler, General, Vigormortis, Klutz. The Archer gets a 1.

    How to Run

    On the first night, wake the Archer. Show them a number on your fingers equal to the number of minions between them and the demon, starting with the player to their left.

    Townsfolk

  4. Architect

    Once per game, at night, choose a demon and a minion. In play chosen characters become different characters of the same type.


    “That wall's a foot too short. One bad storm and the whole east side'll come crashing down. Not a hard fix, neither. But do they ever ask me what I think? No.”

    The Architect guarantees tht one Minion and one Demon isn't in play.

    Examples

    There is a Shabaloth, a Scarlet Woman, and a Boomdandy in play. The Architect chooses the Po and the Boomdandy. The Boomdandy alone changes character.

    There is a Vortox and a Xaan in play. The Architect chooses Imp and Mezephelies. nothing hppens. The Architect doesn't learn this and doesn't get to use thir ability again.

    How to Run

    Each night Wake the Architect. If they wish to use their ability, let them choose a minion and a demon. If either are in play, they change character to a new character (of your choosing) of the same type.

    Townsfolk

  5. Aviator

    Each night*, if a player died by execution today, learn a player of different character type to them.


    “Nyoooooommmmmm! Brbrbrbrbr!!! Swooooooshhhh! Haha!”

    The Aviator learns who is unalike the player who was executed.

    Examples

    The Farmer is executed. Tonight, the Aviator learns the Cerenovus' player.

    The Plague Doctor is executed. Tonight the Aviator learns the Philosopher's player.

    The Marionette is executed. Tonight, the Aviator learns the Ojo.

    How to Run

    Each night, except the first, If a player died by execution today, wake the Aviator. Show them a player whose character type is not the same as that player.

    Might desrve [+0 or +1 Outsiders]. Needs playtesting.

    Townsfolk

  6. Barrister

    Each night* learn how many evil players nominated yesterday. You cannot learn a 0.


    “Chaos! Chaos in the court! Oh wait, hang on, not that, the other thing.”

    The Barrister knows how agressive the evil team is, but cannot accept the idea that they aren't acting.

    Examples

    Today, the Pit Hag and the Devil's Advocate nominate, alongside many other good players. the Barrister learns a 2.

    Today, no evil players nominate. The Barrister learns a 1.

    How to Run

    Every time an evil player nominates, give them a 'Nominated' reminder token.

    Each night except the first: Wake the Barriter. For every 'Nominated' reminder token on the grimoire, show that number to the Barrister. If there are no tokens, show any number greater than 0. Remove all of the 'Nominated' reminder tokens.

    Be awre that if the Barrister gets a number equal to th size of the evil team, they know that either everyone who nominated, or everyone who didn't is good.

    As such, the last evil to nominate should be careful to think through their action before they nominate

    Townsfolk

  7. Bookbinder

    You start knowing a not-in-play townsfolk. While you are "mad" that you are that character, you cannot die.


    “You can learn almost anything from a book. Except how to read.”

    The Bookbinder can't die as long as they pretend to be someone else

    Examples

    On the first night, the Bookbinder learns the Undertaker. Undertaker isn't in play.

    The Bookbinder has made an ernest attempt to convince people they are the Undertaker. The demon tries to kill them at night. They don't die.

    The Bookbinder has been 'mad' about being the Undertaker. The Bookbinder is executed, and does not die. When asked why they didn't die they say that it's due to their ability. Nothing immediately happens. That night, the demon chooses the Bookbinder. The Bookbinder dies.

    How to Run

    On the firt night: wake the Bookbinder. Show them a good character that isn't in play. Send them back to sleep.

    If the Bookbinder would die, but they have been 'Mad' about bing the townsfolk you showed them, they survive. This can happen any number of times, and at day or night.

    You should show the Bookbinder a character that the demon would want to kill at night, either an outsider that's beneficial to kill ot an each night character. That way the Bookbinder has to share falsified information or distort the outsider count.

    Given that the character is not-in-play, you should be harsh on the Bookbinder. Not only do they need to claim to be the thing, but they need to push their information, discredit contradictory claims, and essentially play up the downside of their power to balance their immortlity. This become exceedingly difficult if they cannot explain their circumtance, such as surviving with no apparent reason, or their supposed ability not working. Even if thy do their best, their best may not be enough, if you see fit. In general, if they break madness they likely cannot repair it.

    You probably shouln't show them a bluff.

    Townsfolk

  8. Broker

    Once per game, at night*, choose to make the Demon and a good player drunk until dusk.


    “I’m doubling down on high-yield convertible derivatives post-Fed pivot while we short the overleveraged small-caps riding the dead cat bounce—this is a classic bull trap in a quantitative easing echo chamber, baby!”

    The Broker takes the Demon and a good player out for drinks.

    Examples

    The Broker chooses to use their ability. The Pukka is drunk, so their prviously poisoned player doesn't die, their currently poisoned player is no longer poisoned (because the pukk has no ability) and the Chambermaid is drunk. No one dies tonight.

    How to Run

    Each night but the first: Wake the Broker. They either shake their head no or nod their head yes. If they said yes, choose a good player. Place a 'Drunk' reminder token next to them, and the demon. Both are drunk.

    Townsfolk

  9. Candlemaker

    On your first night, choose three characters. If you die at night, learn if any of them killed you.


    “Most people keep their bees for the honey. But I think it's a shame not to take full advantage of the situations when presented with them.”

    The Candlemaker makes a guess as to who might kill them, and learns their killers character if they are among them.

    Examples

    The Candlemaker chooese the Assassin, the Gossip and the Po. They are killed by the Assassin. Tonight they learn 'Assassin'

    The Candlemaker chooses Zombuul, Shabaloth, and Pit-Hag. They are killed by the Lleech. They don't wake.

    How to Run

    On the first night wake the Candlemaker. They choose three characters. Mark all in play characters with 'Illuminated'.

    If the Candlemaker died tonight and the character who caused their dead has an 'Iluminated' reminder token on them, wake the Candlemaker, Show them that character.

    If a character the Candlemaker chose is later created, they gain the 'Illuminated' reinder token. Likewise they lose it if they stop being that character.

    This character might work better if they just get a 'yes', or maybe if they choose fewer characters. Needs playtesting.

    Townsfolk

  10. Char Burner

    The demon doesn’t know who their minions are.


    “There's a poetry in it. Burn wood with no thought to it, and it turn to ash. But under the right conditions it bcomes an even greater source of fuel.”

    The Char Burner stops the demon from learning who their minions are.

    Examples

    On the first night, the Minions learn who the Demon is, but the demon doesn't learn who the minions are. The demon still learns bluffs and any other information granted by abilities.

    How to Run

    Skip the minion and demon info step.

    Townsfolk

  11. Cheesemonger

    Each Night, Choose a player. Chosen minions learn that they are chosen and if executed today, their team loses


    “Uhm... Cheesed to meet you?”

    The Cheesemonger makes minions lose the game if they're executed. They're like the Fearmonger, but for cheese!

    Examples

    The Cheesemonger chooses the Poisoner. The Poisoner learns this. Today, the Poisoner is executed. Good wins.

    The Cheesemonger chooses the Klutz. Nothing happens.

    How to Run

    Every night: Wake the Cheesemonger. They choose a player. If they choose a minion, mark that player with the 'Cheesed Off' reminder token. Wake that minion. how them the 'This Character Selected You' info token, and the Cheesemonger character token.

    Only minions can have the 'Cheesed Off' remindeer token.

    If the player with the 'Cheesed Off' reminder token is executed, their team loses. Immediately declare that the game is over.

    Townsfolk

  12. Chimneysweep

    Each night, choose a player. Learn a minion and demon they aren’t.


    “Oy fank yew Gov'na! I ain't never seen so shiny a farvin' since me ma and pa gave me an allowance for me 'levenf birfday! I'll be spendin' it own sugar plumbs and licroish, I will!”

    The Chimneysweep knows what people aren't.

    Examples

    The Chimneysweep chooses the Ogre. They learn Mastermind and Po.

    The Chimneysweep chooses the Lord of Typhon. They learn Xaan and Ojo.

    How to Run

    Each night: wake the Chimneysweep. They chooe a player. Show them a minion character and a demon character. Neither can be the character of the player they chose.

    Doesn't work on mono-demon scripts.

    Townsfolk

  13. Cobbler

    If you die at night, choose a player (not yourself). Learn two other players. The first is on their team and the second isn't.


    “Slice apples, toss with sugar, cinnamon, lemon juice. ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Pour into greased baking dish. ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Mix flour, sugar, baking powder, salt, milk, and melted butter into a thick batter. ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Spread over apples. ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Bake at ~180°C until golden and bubbly (~45 min). ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Serve warm. Ice cream optional, but recommended.”

    The Cobbler gets to know two people on one team, and one person who isn't.

    Examples

    The Cobbler dies at night. They choose the Seamsterss. They learn the artist, and the Witch.

    The Cobbler dies at night. They choose the Vigormortis. They learn the Cerenovus, and the Sage.

    How to Run

    If the Cobbler died tonight, wake the Cobbler, they choose a player besides yourself. Show them two more players. The first must be on their team, the second isn't.

    Townsfolk

  14. Connoisseur

    Each night choose to make exactly one player drunk or poisoned.


    “I enjoy the little things in life. And the big things. Turns out, if you look hard enough, there's a lot here to love.”

    The Connoiseur chooses to make exactly one player drunk.

    Examples

    The Connoisseur chooses to use their ability. Tonight, no one is drunk or poisoned, so the Connoisseur makes the Tea Lady drunk.

    The Connoisseur chooses to use their ability. Tonight, The Empath is poisoned by the Lleech, the Devil's Advocate is drunked by the Goon, and the Sailor drunks themself. However, only the Empath remains poisoned, and both the Devil's Advocate and the Sailor are sober and healthy.

    How to Run

    Each night, wake the Connoisseur. Let them choose if they want to activate their ability. If they do, and there are too many players drunk or poisoned, flip all but one token. If there are none, choose a player, mark them with the Conniseur's 'Drunk' reminder token: they are drunk.

    The Connoisseur' ability has no set duration (so as not to imply that it only works on certain types of drunkedness or poisoning), but is intended to last until dusk.

    When choosing between multiple drunks or poisons, the best ones to keep are the ones that don't move. Otherwise it makes it a little hard to solve for characters like No Dashii, Lleech and Puzzlemaster.

    The Drunk does not register as drunk to the Connoisseur, and thus, is largely unaffected.

    Townsfolk

  15. Cooper

    Each night, choose a living player (not yourself), guess their alignment. Learn a player, on their team if correct.


    “Everyone likes the bartender, everyone likes the brewer, no one spares a thought for the Cooper.”

    The Cooper matches player on the same team, if they can guess what that team is.

    Examples

    The Cooper chooses the Fisherman and guesses Good. They learn the Plague Doctor.

    The Cooper chooses the Plague Doctor and guesses Good. They learn the Fisherman.

    The Cooper chooses the Poisoner and guesses Good. They learn the Banshee.

    The Cooper chooses the Poppygrower and guesses Evil. They learn the Saint.

    How to Run

    Each night wake the Cooper. They choose a player besides themself, and guess an alignment, thumbs up for good, thumbs down for evil. If they are correct, point them at a player who is on the same team as the player they chose. Otherwise point them at any player.

    Think very carefully about what player you give. Try to remember everything the Cooper know, and what information might come to light. Don't be afraid to give tru information when the guess is wrong.

    Townsfolk

  16. Coroner

    Each Night* choose a player. If they died tonight, learn two characters, one of which caused it


    “I could never work at a morgue, I'm too hungry.”

    The Coroner learns who might have killed someone, if they guessed right.

    Examples

    The Coroner chooses the Gambler, who died to their own ability tonight. They learn Gambler or Shabaloth.

    The Coroner chooses the Sweetheart, who is still alive this night. The Coroner doesn't learn anything.

    The Coroner chooses the Vigormortis, ho is killed by the Pit Hag's arbitrary deaths. They learn Pit Hag or No Dashii.

    How to Run

    Each night, except the first, wake the Coroner. They choose a player. If that player died tonight, show them two characters, one of which caued it.

    Try to make the false character plausible. If it's implausible, you've essentially given the Coroner King information.

    Townsfolk

  17. Cowboy

    Once per game, choose to kill your nominee. If you do so, good only wins if all evil players are dead, even if you are executed.


    “Rootin', Tootin', toll n' shootin' ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Fire burn and cowboy bootin' ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Eye of newt and spicy beans ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Toe of frog and denim jeans ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Whiskey, grits n' demon spittle ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Tossed into my iron griddle ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ With the tannin' of our hides ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Somethin' wicked this way rides”

    The Cowboy gets to shoot their nominee, but if they do so, they make it harder to kill off all the demons.

    Examples

    The Cowboy nominates the Dreamer. The Cowboy chooses to kill them. They die.

    The Cowboy nominates the Imp. The cowboy choose for them to die. The Imp dies. There is no living demon, but there are two other evil players alive, and so the game does not end. The Cowboy is executed. The game till does not end. No one dies in the night anymore. Both minions are killed. The game is over, and the good team has won.

    There is a Cowboy, and two minions alive. No matter who is executed, evil wins.

    How to Run

    If the Cowboy ever claims to be the cowboy and wishes to kill their nominee, announce that the nominee is dead.

    From then on, good only wins if every evil player is dead, regardless of if the demon is alive or not.

    If the Cowboy dies for any reason besides execution, or is drunk, poisoned, or loses their ability some other way, the winning conditions return to normal.

    If there is a good demon for some reason, they still need to die for good to win.

    If the Cowboy dies by execution they retain the part of their ability that changes the games win conditions.

    Townsfolk

  18. Cross-Examiner

    Each night* learn how many nominations were between different alignments.


    “Erm, akchually, according to the testimony of our witness, you couldn't've been in the bank at 4:55. Quite the contradiction, don't you think?”

    The Cross Examiner knows how many nominations were made across teams.

    Examples

    The Cross-Examiner nominates the Lleech. The Lleech nominates the Poisoner. The Poisoner nominates the Cross-Examiner. The Sailor nominates themself. The Boomdandy nominates themself. Tonight, the Cross-Examiner learns a 2.

    How to Run

    Whenever a nomination is made, if the nominator and the nominee are on different teams (at the time of the nomination), mark the nominator with a 'Crossed' reminder token.

    Each night, except the first, wake the Cross-Examiner. Show them a number on your hands for each 'Crossed' reminder token on your grimoire. Remove all 'Crossed' reminder tokens.

    Townsfolk

  19. Crusader

    If you die at night, you may choose a minion to die. If not in play, a good player might die.


    “We will take back the promised lands from the heathens who have corrupted it! Who promised it to us? I don't know! What did the heathens do to deserve this? I don't remember! Look, do you want to keep asking questions or do you want to chop up heretics?”

    The Crusader takes a minion down with them, unles they're wrong, in which case someone else gets caught in the crossfire.

    Examples

    The Crusader dies in the night. Tonight they choose the Mastermind. The Mastermind dies.

    The Crusader dies in the night. Tonight they choose Godfather. There is no Godfather in play. The Minstrel dies.

    The Crusader is executed. They do not wake.

    How to Run

    If the Crusader died tonight, wake them. They may choose a minion. If that minion is in play, they die. Otherwise, you may choose a good player, they die.

    They don't have to, in case there are 3 player alive, because killing a player would end the game.

    You also don't have to kill someone. If you do, you should choose someone who could be that character.

    Townsfolk

  20. Director

    If just three players live, and a minion is executed, your team wins, even if you are dead. The demon knows you are in play


    “Amazing! Perfect! It was exactly what we need! But just to be sure let's do it again another twenty or thirty times.”

    The Director lets the good team win by killing any evil player on final 3.

    Examples

    On th first night, the Demon is told the Director is in play.

    The Dirctor, the Poisoner and the Imp are alive. The poisoner is executed. Good wins.

    The Soldier, the Ravenkeeper and the Imp are alive. The Director is sober and healthy. Town believes the Director, and believes the Baron to be a minion. The dead Baron is executed

    How to Run

    On the first night, Wake the Demon. Show them the 'This Character Selected You' info token, and the Director character token.

    If there are 3 players alive and a minion is executed, good wins even if the Director is dead, but not if they're drunk or poisoned.

    Townsfolk

  21. Druid

    You start knowing how many minion/outsider pairs there are. [Minimum 1 Outsider]


    “You'd be surprised what you can learn when you sit down and listen to nature.”

    The Druid learns how close minion and outsiders are to one another, and is sure at least one outsider is in play.

    Examples

    The charater are, in order: Druid, Chef, Baron, Poisoner, Butler, Saint, Imp, Recluse, Empath, Undertaker, Ravenkeeper, Drunk. The Druid learns a 3, from Baron-Poisoner, Poisoner-Butler, and Butler-Saint.

    How to Run

    If the Druid is in play, and there are otherwise no outsiders, remove a townsfolk and add anoutsider to the bag.

    On the first night, wake the Druid; show them a number on your fingers equal to the number of minion/outsider pairs there are.

    A minion/outsider pair consists of two players sitting next to each other who are either both minions, both outsiders, or one of each.

    Townsfolk

  22. Eremite

    Once per game, the Storyteller will warn you of something to come.


    “Toothy Sharks will devour the town! Councilor Thornwell has a portal to hell in her tower! The Hag in the Dreadwood has sent impish spies! And the Necromancer in the Keelboat is at the center of it all!”

    The Eremite knows of an upcoming danger.

    Examples

    The Eremite visits the storyteller, asking if they have a warning for them. The storyteller doesn't. The next day, they do have a warning for the Eremite: "A great danger will befall you if Connor doesn't change what he's claiming." This is because Connor is the damsel who is claiming to be a demon bluff.

    The Eremite is woken in the night. The storyteller warns them "You're running out of time!" This is because the entire evil team is live, and there are very few good player left.

    The Eremite visits the Storyteller. They learn "Beware a spontanious execution." this is because the good twin has been made mad by the Cerenovus, and if they brek madness, the game ends.

    How to Run

    Either during the night, or in the event that the Eremite visits you during the day, you might warn the Eremite. You can do this at night with a message on a piece of paper or a phone.

    The Eremite can only recieve their warning once. You choose when they recieve it, and what their information is. They might die before they get their information. They might learn their information immediately before dying.

    Information can often warn aginst game losing scenarios, but also accounts for generally bad things to happen, like no-information 50/50s or powerful townsfolk abilities being countered.

    It's probably better to let the Eremite come to you, when they want to hear the warning. They're a bit more in control of when and what they learn, and it makes dying or being drunk or poisoned more fair. Still, you can use it whenever you wish, as sometimes you might need to tell them immediately, depending on the nature of the warning.

    Very similar to the fisherman, only less about what to do, and more about something bad that could happen.

    Townsfolk

  23. Forecaster

    Once per game, privately visit the storyteller to name an event. Learn how likely it is to occur.


    “They used to use bones, and bird's entrails. Now they use barometers and satellites. But to me, it's all the same. The more you try and set the future in stone, the more twisted it becomes. Best to just let hat happens happen, before you get tied up in knots.”

    The Forecaster gets to know how likely something is to happen.

    Examples

    The Forecaster states "A player who is not the demon becomes the demon". The storyteller gives a 0, because there are no characters in play which could cause that.

    Thee Forecaster says "A player will die tonight". The Storyteller gives a 9, because the gossip made a true statement, and the only way the kill doesn't hppen is if the Courtier drunks them or the Storyteller decides to have a corpse die. A 10 might lso have been appropriate.

    The Forecaster says "I am alive and have the Demon for a living neighbour." The storyteller gives a 4, because the only living players between the Forecaster are the suspicious Poioner, and the Fortune teller the demon is likely to kill, but also the Forecaster could easily die before both of those two do. The Storyteller thinks that th event ill occur in about 40% of games.

    How to Run

    The Forecaster will visit you in private and name an event. Give a number (from 0 to 10) to indicate it's liklihood.

    0 means it is mechanically impossible for this event to happen. 10 means it is guaranteed to happen. Think of it like "If this gamestate as played by 10 different groups, in how mny of thos games does the event occur?"

    Townsfolk

  24. Forseer

    You know when you will die.


    “I'm a lion-taming knife-juggling, skydiving firefighter. And why not? It won't be the death of me.”

    The Forseer knows when they will die.

    Examples

    The Forseer knows they will die on day or night 4. On day 2, they are executed and do not die. On night 3 they are attacked and do not die. On night 4, they die, even though no character chose to kill them, they died.

    The Forseer knos they will die on day or night 3. They survive to day 3. The Exorcist is on the block. Just before they are executed, the Forseer is executed and dies. The Exorcist survives.

    The Forseer knows they will die on day or night 1. They wake up dead, along with the storyteller.

    How to Run

    On the Forseer's first night wake the Forseer. Show them a number. Mark them with the relevant numbered reminder token.

    If the Forseer would die, but the day/night number is not the number they will die on, they don't die.

    If the current night number is the Forseer's number, they might die tonight. Otherwise, they must die that day. If they are not executed via normal means, then they either die or are spontainiously executed and die.

    If the Forseer is drunk or poisoned on the first night, you might show them a different night to the token you actually place own for them. This is considred information with regards to characters like the Vortox.

    If the Forseer is drunk or poisoned and they would die, their ability does not prevent it.

    If the Forseer is drunk or poisond on the Day/Night they would die, they don't die due to thir ability.

    If the Forseer survives the day they will die, they effectively have no ability. They cannot die to thir ability, nor survive death from other sources due to their ability. This can happen either by being drunk or poisoned on the day they will die, or by being protected (such as by neighbouring a tea lady).

    This is a silly one.

    Townsfolk

  25. Grave Robber

    You cannot die while exactly 1 evil player is dead


    “You might think it's a bit reprehensible that I steal from the dead, but you should know, non of them have complained thus far.”

    The Grave Robber can't die when there is exactly 1 evil player dead.

    Examples

    The Poisoner is the only dead evil player. The Grave Robber is executed. They do not die.

    The Zombuul is registering as dead, and the Devils' Advocate is actually dead. The Grave Robber is attacked at night, and dies.

    There are no evil players dead. The Grave Robber is executd and dies.

    How to Run

    If the Gravekeeper would die, and there is exactly one evil player dead, they don't. This can happen any number of times.

    Townsfolk

  26. Groundskeeper

    [The Grimoire is arranged according to a pattern, +The Gardener]


    “Eyy Orp! Mahnd the graass wou'd'n yer! I'v'n jus' plaanter'd that this mornan'!”

    The Groundskeeper causes the grimoire to have a pleasing pattern to it.

    Examples

    The Groundskeeper is causing all minions and outsiders to oppose each other. there are 12 plyers, and both minions and both outiders are 5 steps away from their counterpart.

    The Groundskeper is causing all non-groundskeeper tonsfolk to lie on the cardinal points. tarting at seat 1, we have a townsfolk, the Groundskeeper, a townsfolk, a minion, a townsfolk, the demon, a townsfolk, and an outsider.

    The Groundskeeper is causing the demon to sit at the top of the square and to be as far from any townsfolk as possible. Their neighbours are outsiers on one side and minions of the other.

    How to Run

    If your script has a Groundskeeper on it, you should probably have a Gardener in play. If you have a Groundskeeper, there must be a Gardener in play.

    When setting up the grimoire, decide what you want your pattern to be. It could be anything, but it should be relatively simple, and also not too easy to work out. Symmetry, repeating pattern, something that can be defined in one or two sentances work best. Use the gardener to make this happen.

    What you don't want is a grimoire where it's very easy to work out what the pattern is, or the game is too easy.

    I also reccomend deciding the pttern, but still choosing how that pattern is oriented at random. This allows for random chance to have an effect on who is who.

    Townsfolk

  27. Hangman

    Each night*, learn the alignment of a player that was put on the block but not executed yesterday.


    “I know, I know, it's tough being up there, on stage, all those people watching you. My advice is: Noosen up, don't choke, and hang in there.”

    The Hangman learns about those who are almost executed.

    Examples

    The Pixie is put on the block with 6 votes. Later, the Lleech is put on the block with 7 votes. The Lleech is executed, and does not die. The Hangman wakes, and must learn Good (as only good players were put on the block but not executed).

    The Godfather is put on the block with 6 votes. The Undertaker is put on the block with 7 votes. The Lycanthrope also gets 7 votes. The day ends, with no execution. The Hangman learns the alignment of either the Godfather or the Undertaker (but not the Lycanthrope, because the Lycanthrope was never on th block).

    How to Run

    Every night, except the first, if at least one player was 'on the block' but was not executed, wake the Hangman. Show them a thumbs up if that player is good, and a thumbs down if they are evil.

    Townsfolk

  28. Heiress

    If you die at night, choose 2 players (not yourself), learn 1 more. If possible, exactly one of the three is evil.


    “Oh my! One such as myself would never stoop to an activity so depraved! Certainly not at 2am last Thursday night while it was raining!”

    The Heiress learns three people, with probably only one of them evil, and gets to influence who those players are.

    Examples

    The Heiress chooses the Seamstress and the Noble. They learn the Scarlet Woman.

    The Heiress chooses the Imp and the Nightatchman. They learn the Undertaker.

    How to Run

    If the Heiress died tonight, they chooe two players who aren't themself. If you can, choose a third person so that exactly one player among them is evil. Otherise, show them any player.

    Better for scripts where anyone could be evil.

    Townsfolk

  29. Horse

    Each night, choose a player. A chosen demon swaps characters with a living unchosen minion, if possible


    “"In almost any concievable theater of operations, the presence of horse calvalry... will be of vital significance" - George S Patton ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ "Horses were never wrong. They did what they did for a reason, and it was up to you to figure it out." - Janette Walls ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ "There is something about the outside of a horse that is good for the inside of a man." - Winston Churchil ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ "A horse is a projection of peoples' dreams about themselves - strong, powerful, beautiful - and it has the capability of giving us esscape from our mundane existence." - Jaden Smith”

    The Horse chooses who isn't the Demon anymore.

    Examples

    The Horse chooses the Oracle. Nothing happens.

    The Horse chooses the Summoner. Nothing happens, although the summoner is now a chosen minion, and is 'Stable' (won't change character due to the Horse's ability)

    The Horse chooses the Lleech. The Lleech swaps character with the Assassin. Th new Assassin is now 'Stable'.

    The Horse chooses the new Lleech. There are no unchosen minions, so nothing happens

    How to Run

    Each night, wake the Horse. They choose a player. If they are a minion, mark that player with 'Stable'. If that player is a demon, they swap characters with a minion that does not have a 'Stable' reminder token, and are then marked with 'Stable'. If there is no such minion, nothing happens.

    If a player is chosn by the horse while not a minion, and then later becomes a minion, they count as a chosen minion to the horse and cannot bcome the demon.

    It's like a reverse Snakecharmer. Each night, choose a player, they aren't the demon.

    Townsfolk

  30. Illisionist

    [The demon believes themself to be a different demon]


    “Percieving is seeing. Seeing is believing. And believing is reality, when you consider: how can we know something is wrong if all our observations point to the contrary? If you can't see it, smell it, hear it or touch it, was it every really there at all? Oh? You think it was? Well why don't you prove it.”

    The Illusionist makes the demon think they're something they're not.

    Examples

    The Demon is the Vortox. All townsfolk recieve false information. If no one is excuted in a day, evil wins. The demon drew the Fang Gu token, think thry are thr Fang Gu, and has been trying to find an outsider to jump to for half the game now.

    The Demon is the No Dashii. They think they are the Lleech. They ake on the firsst night and choose a player, but their choice has no effect on the game.

    How to Run

    When setting up the bag, choose a different demon to the one you want to be in play, and put that in the bag. If the demon that is actually in the bag has a setup effect it still applies.

    You can wake the demon accordingly to the waking pattern of the demon it thinks itself, but you cannot have them not do something they would otherwise do. So a Zombuul that thinks itself a Po chooses a player even on nights where a palyer died today (the choice simply does nothing), but cannot choose to attack no one, and if they try, they are told to choose again (which would hint their identity to themself).

    A truly bizzaire one, and a character that really makes the Imp specifically very anxious.

    Townsfolk

  31. Kirin

    All minions and demons know you are in play. Each night*, you might learn an evil player “mad” about learning information that is true.


    “The way the light shimmers off everything, like, like it all suddenly woke up the moment you saw it. And you realize maybe the water and the mountains and the forest and the... yes, the rainbow and the stars and the sky are all looking back at you thinking the same thing? That we are a part of the everything. That maybe there's just one thing and we are all it.”

    The Kirin discourages the evil team from telling the truth.

    Examples

    There is one pair of evil players. The Poisoner is claiming to be the Chef who learned a 1. Tonight, the Kirin is pointed at the Poisoner.

    The Scarlet Woman is claiming to be the Fortune Teller with a yes on the Mayor and the Saint, a no on the Imp and the Recluse and a no on the ravenkeeper and the Washerwoman. At least one of those nights contains truthful information, so the Kirin could learn the Scarlet Woman's player, but the Storyteller decids that they're being dishonest enough and doesn't wake the Kirin.

    The Imp is claiming to be the Investigator, who has seen the Poisoner or the Butler as the Baron. That is false information, so the Kirin does not learn the Imp.

    How to Run

    On the first night wake each evil player in turn. Show them the 'This Character Has Selected You', and the Kirin's Character Token.

    If there is an evil player who is 'mad' about learning information that is true, you might wake the Kirin on a future night and tell them who that player is.

    An evil player is 'Mad' about learning information that is true if they are claiming to be a character that learned information, and that information is true.

    This also technically applies to less reasonable things to learn, like the identity of the Marionette, Lunatic or King, or validating a Nightwatchman. I don't rccomend showing the Kirin evil players who do such a thing.

    Townsfolk

  32. Leprechaun

    A minion knows you are in play. [The bluffs are in play, instead]


    “UP THE IRISH!!! Mother Machree, Erin Go Bragh, Macnamarra's band, Lucille Ogle, Kathlen Norah Dely, Sean o'Casey and Albert Lebenthal! The wearin' o' the Green, sure an' begorra, Toora, loora, la. Did Your Mother Come from Ireland? It's a Long way to Tipperary! When Irish Eyes Are Smiling! King O'Murphy, King O'Toole, King O'Sullivan, King O'Risom!”

    The Leprechaun makes the demon learn the wrong bluffs.

    Examples

    There is a Cannibal, a Virgin and a Chef in play. The Leprechaun makes the demon learn Cannibal, Virgin and Chef in play

    Leprechaun can always be given as a demon bluff, provided it's on the script.

    How to Run

    On the first night, wake a minion. Show them the 'This Character has Selected You' info token, and the Leprechaun's character token.

    When choosing the bluffs, you must choose three good characters that are in play. This happens even if the Solicitor is drunk or poisoned.

    Technically speaking, if the Leprechaun is drunk on night 1, they still change the bluffs, but no minion learns them. For this reason they go before most minions.

    Townsfolk

  33. Magister

    You start knowing two numbers, one of which is the length of the longest line of consecutive good players.


    “A leader is the other party of a great transaction. The people sell their agency and freedoms, in exchange of leadership, order and security. But it require trust. Tyranny is thus, the greatest act of fraud that man can commit.”

    The Magister has an idea of how close together the evil team is.

    Examples

    There are 12 players, and all 3 evil are in a line. The Magisterlearns '5 and '9'.

    Legion is in play. All good players have 2 evil neighbours. The Magisterlearns a '1' and a '6'.

    How to Run

    Wake the Magister. Show them two numbers. At least one must be the length of the longest line of consecutive good players.

    When choosing the othernumber, try to give something plausible. Weird demons like Legion or Lord of Typhon give very predicatble numbers. The lower the number, the more spread out the evil team is.

    Objectively weaker then Clockmaker on 9- games, but Clockmaker is powerful enough already.

    Townsfolk

  34. Maître d'

    Each night, choose two players. If neither are townsfolk, one is drunk until dusk


    “As you weesh, monsieur! I weel 'ave zat for you right away! Zut alors, I cannot wait for ze révolution...”

    The Maître d' tries to serve drinks to the people in town who need them.

    Examples

    The Maître d' chooses the Pixie and the Moonchild. Neither are drunk.

    The Maître d' chooses the Savant and the Magician. Neither are drunk.

    The Maître d' chooses the Golem and the Pit Hag. The Golem is drunk tonight.

    How to Run

    Each night, qake the Maître d'. They choose two players. If neither are a townsfolk, one is drunk until dusk (your choice).

    When choosing ho to drunk, often outsiders will be drunk before minions and minions before demons. Don't be afraid to shake it up a little, if you think it will lead to a good game.

    Townsfolk

  35. Matador

    The Demon can only choose living players at night


    “La diferencia entre el hombre y la bestia es que la bestia se deja llevar por sus deseos, mientras que el hombre es tentado por ellos. Ceder a la tentación es borrar la línea que los separa.”

    The Matador forces the demon to kill every night.

    Examples

    The Demon chooses the dead Investigator, to make it look like there's a Monk who protected a player in play. The Storyteller shakes their head and asks them to choose again.

    How to Run

    If the Demon ever chooses a dead player, shake your head and ask them to choose again.

    Townsfolk

  36. Matchmaker

    Each night, choose a player. Learn a player they have something in common with.


    “I'm actually a matchbox salesman by trade. Playing cupid is just a hobby.”

    The Matchmaker learns players with similarities.

    Examples

    The Matchmaker chooses the Drunk. They learn the Ravenkeeper, becaue both of them were seen by the Librarian.

    The Matchmaker chooses the Nightwatchman. They learn the Assassin, because both have once per game abilities that require them to choose exactly one player.

    The Matchmaker chooses themself. They learn the Poppygrower, because both of them have 0 townsfolk neighbours.

    The Matchmaker chooses the Shugenja. They learn the Sailor, because neither of them trust the Imp.

    How to Run

    Each night, wake the Matchmaker. They will choose a player. Show them a player they have something in common with.

    When deciding which character to show, try to be creative. "They're both good, they're both outsiders, etc" can make the character a bit confirmatory, like an every-night Seamstress.

    Townsfolk

  37. Medium

    Once per game, at night*, wake all dead evil players.


    “Well. This is awkawrd, isn't it? Sorry for executing you lot. But I must say, you did sort of deserve it, or you wouldn't be here.”

    The Medium summons evil spirits.

    Examples

    The Medium uses their ability. There is a dead evil Goon and a dead Assassin. Both players wake, breifly make eye contact ith each other an the medium, look a little uncomfortable, and go back to sleep.

    The Medium uses their ability. There are no dead players. the storyteller shrugs. The Medium goes back to sleep.

    How to Run

    Each night: Wake the Medium. Show them the "DO YOU WANT TO USE YOUR ABILITY?" info token. If they indictae no, send them back to sleep. If they indicate yes, wake all dead evil players. Let everyone see each other. Send all awake player back to sleep.

    Townsfolk

  38. Mendicant

    Each night, learn two players. Both or neither are good, sober and healthy


    “I do not wish to live in a world that is bereft of kindness, generosity and charity.”

    The Mendicant learns two people. They can trust the abilities of both or neither.

    Examples

    The Menicant learns the Sober and Healthy good sage and the sober and healthy good Lycanthrope.

    The Menicant learns the Baron and the Drunk Acrobat.

    How to Run

    Each night, wake the Mendicant. Show them two players. if one of them is good sober and healthy, the other one must also be good sober and healthy.

    Townsfolk

  39. Musician

    On the first night, choose a townsfolk for each base minion. Not in play characters are bluffs.


    “My reed may taste like metal, but I don't stop playing. It's rare to find a nice thing to do that doesn't cost you something, but that is the price we have to pay for kindness.”

    The Musician gets to choose what characters people will be claiming.

    Examples

    There are 15 players, so 3 base minions. On the first night, the Musician chooses Gossip, Mayor and Librarian. Librarian is in play. The Bluffs are Gossip, Empath and Mayor.

    There are 8 players, one of which is the Summoner. On the firt night, the Musician chooses General. There is no Genral in play. General is one of the bluffs that the Summoner larns.

    How to Run

    On the first night wake the Musician. They choose a townsfolk for each base minion. For every character they chose, if it is not in play, it must be a bluff. The other bluffs are up to you.

    If multipl sets of bluffs are given, you must include the chosen not in play townsfolk

    Remember the Musician goes before Demon info.

    Townsfolk

  40. Mycologist

    Each night, choose a player (not the same as last night): If opposing, they must be “mad” about something of the storyteller’s choice or might be executed.


    “Aren't mushrooms fasinating? This one kills you, this one reveals untold secrets to you, and this one tastes great in a risotto. Try not to mess them up, I made that mistake before.”

    The Mycologist makes their enemies go mad with fungal spores.

    Examples

    The Mycologist chooses the Cerenovus. The storyteller decides that they must be mad that they believe there is a Lord of Typhon in play or risk execution.

    The Mycologist chooses the Imp. The storyteller decides that they must be mad about the Cerenovus being evil or risk execution.

    The Mycologist chooses the Dreamer. Nothing happens.

    How to Run

    Each night, wake the Mycologist. They point at a player who is not the same as the player they chose last night. If that player is not on the Mycologists' team, they are mad. Wake them, sho them the 'This Character has Selected You' info token, and the Mycologists' character token, and then convey what they must be mad about using a phone, a piece of paper, or whatever means you see fit.

    When deciding the madness, try to be subtle. The point of the Mycologist is to choose somone you think is evil and then watch to see if they're acting differently. If the madness is too obvious, it makes it too asy for the Mycologist. And get creative. If it's the same sad old requirements, the task of figuring out if someone is mad will be quite easy.

    Fun for the Boffin to grant!

    Townsfolk

  41. Paladin

    Each night, choose a player. If the demon kills you, learn how many evil players you chose.


    “Spell slots? You mean Smite slots.”

    The Paladin senses for evil, learning how much there is at the moment of their death.

    Examples

    The Paladin has chosen the Baron, the Monk, the Butler, the Virgin and the Imp, then they die. They learn a 2.

    How to Run

    Each night, wake the Paladin. They point to a player: mark that player with 'Sensed'.

    If the Paladin died tonight, show a number on your fingers equal to the number of 'Sensed' tokens on evil players.

    Nothing stops the Paladin from rechoosing players. I think this would effectively waste the night.

    Townsfolk

  42. Palm Reader

    Each night, choose three players. Learn an evil character of a player chosen, a not in play character if all are good.


    “This line means you will live a long life. This line mans you will have a troubled love life. And this line means you need to be more careful handling sharp knives.”

    The Palm Reader learns which evil chracters might be among the town.

    Examples

    The Palm Reader chooses the Snitch, the Saint and the Widow. They learn Widow.

    The Palm Reader chooses the Librarian, the Shugenja and the Amnesiac. Fang Gu is not in play. They learn Fang Gu.

    The Palm Reader chooses the Poppygrower, the Chambermaid and the evil Cult Leader. As Cult leaderis not an evil character, they learn Boomdandy, Which is not in play.

    How to Run

    Each night, wake the Palm Reader. They choose three players. Show them an evil character they chose. If all characters they chose are good, they learn a not in play character.

    Note that minions and demons are the only evil charcters.

    Townsfolk

  43. Pianist

    On your first day, ask a unique public question, answered by a number. Each night*, learn a wrong number.


    “The don't call it the lowly piano, after all.”

    The Pianist asks a question and slowly narrow in on it's answer.

    Examples

    The Pianist's qustion is "How many of Savant, Mathematician, Sweetheart, Oracle and Sage are in play?" The correct answer is 3. The Pianist learns '5','2', '1', '5', '0' and '4'.

    Someone who is not the Pianist asks to play a sonnet, an asked "How many steps am I from the demon?" The real Pianist thinks that's a fantastic question, and also asks it. The storyteller tells thm their quetion must be unique, so they instead ask. "How many steps am I from the nearest minion?", which is accepted.

    How to Run

    On the first day, allow any players to (one at a time) ask a question. The question has to have a number as an answer, and cannot be the same (or too similar) to a qustion that another player has already asked. You may also delcine the question if it is too complicated, relies on future events, is self-refferential, or is generally unfun to ask.

    Remember what the quetion was.

    Each night (except the first), wake the Pianist. Show them a number that is not the correct anwer to their question. You can show a number you've already shown.

    The question's nswer is always the same, regardless of the circumstance. If the correct anwer was '2' at the time of asking, then the correct answer will always be '2', even if the circumstances change so that that answer would be out-of-date.

    Townsfolk

  44. Pidgeonkeeper

    If you die via a normal execution, tonight, wake to learn how many evil players voted for and nominated for you.


    “You dare come inta' da home of da Pidgeon Messiah? Oh, you's made a big mistake dare, pal. Go! My grey angels! Avenge meeeee!!!”

    The Pidgeonkeeper wants to trick the evil team to kill them during the day.

    Examples

    The Pidgeonkeeper is nominated by themself. The Baron and no other evil players vote for them. They learn a 1 tonight.

    The Pidgeonkeeper is nominated by the evil Cult Leader. The Cult Leader, Imp and Fearmonger all vote for them. They learn a 4 tonight.

    How to Run

    If the PidgeonKeeper is executed, count the number of evil players who voted for them. Add one if the nominator themself was evil. That night, wake the PidgeonKeeper and show them that number

    Townsfolk

  45. Potions Master

    Each Night, learn a player who is drunk, poisoned, a minion or a demon.


    “Even if what you are saying were true, we'd never surrender to a creature like you!”

    The Potions Master is adept at sniffing out players who do not have beneficial abilities

    Examples

    The Potions Master is woken and shown a player. That player is the Leuitennant.

    The Potions Master is woken and shown a player. That player is a good player furthest from the Grandmaster, and is being poisoned by them.

    The Potions Master is woken and shown a player. That player is the Unwilling King, registering as Grogar.

    The Potions Master is woken and shown a player. That player is the Stage Magician, made drunk by the Party Planner.

    The Demon is Chrysalis. All minions and demons are registering as good characters. No good characters are registering as evil characters. No one is drunk or poisoned. The Potions Master does not wake.

    How to Run

    Each night, Wake the potions master. Point them at any player that is drunk, poisoned, a minion, a demon or any combination of those.

    Townsfolk

  46. Private Eye

    Each Night* learn a character. Guess their player. If correct, a player who would die tonight, doesn’t.


    “It was a grizzly morning. I was reading yesterday's paper, because I was too lazy to get today's from the letterbox. Not that I minded, I only got them for the word searches. But my hunt for 'Clues' and 'Leads' were interrupted when she walked in. She was like a tall glass of water, except she wasn't made of glass. She wore the kind of heels you'd wonder how she didn't stumble in, but I didn't, because I saw her stumble on her way in, and she was clearly hoping I hadn't. She was wearing a dress that might've been red, but this is a noir detective story, so there wasn't any colour. She had the kind of eyes that asked for trouble, and the kinda mouth that looked for it. Don't ask me what her ears were for. "My husband has gone missing. The Police are no help. I was wondering if you could be of assistance." she purred, like a cat that was trying to get you to feed it a second dinner. "Murder." I said plainly. She noded. "I expect so. He had a lot of enemies. And more secrets. But he left quite the inheritance..." she glanced around my office, which looked like it hadn't been finished by the decorators. It hadn't, of course, I ran outta money to pay them. "I can pay handsomely, mister". "Detectve." I said, absent mindedly. "Detective, then." she scowled, rolling her eyes. "Here" she said, sliding a crisp business card onto my desk. "Don't keep me waiting". I noded, sagely. "I'll take it". She smiled, showing me those too-white teeth for the first time, but not the last. She strutted out of there like a peacock that doesn't know what a lion is, but me? I hadn't taken a word she'd said in; I was still doing the crossword.”

    The Private Eye tries to learn information about their Person of Interest, saving a life if they're correct.

    Examples

    The Private Eye is pointed at the Gossip. They guess Gossip. The Pukka Poisoned player doesn't die.

    The Private Eye is pointed at the Goon. They guess Chambermaid. No lives are saved.

    The Private Eye is pointd at the Zombuul. They guess Zombuul. No one was going to die tonight anyway, so nothing happens.

    How to Run

    Each night, except the first: mark a player with the 'Person of Interest' reminder token. Show the Private Eye that player. Let them guess their character. If they are correct, place the 'Protected' reminder token next to any player who was otherwise going to die tonight: they don't.

    Try not to make it easy. As the game goes on, players will reveal their characters more and more. You may need to tart giving evil players after a while.

    Kinda like a reverse Gossip, crossed with a Gambler. Can backfire with characters like gambler, gossip and acrobat.

    Townsfolk

  47. Prophet

    Each Night, choose an evil character. Learn which half of the town square they are in, arbitrarily if not in play


    “I have seen it in dreams. I have seen it in the beasts. A force darker than night will beset us. This I have been told. I can help to uproot this blight, but I cannot do it alone. None of us can. Our stength is in the majority. Remember. We outnumber them.”

    The Prophet learns which half of the town a particular evil character is, assuming it's in play at all.

    Examples

    The Prophet chooses the Goblin. There are 12 players, 3 of which are dead. They learn Alice, Bob, Charlie, and Devin. Devin is the Goblin.

    The Prophet chooses the Pukka. The Pukka isn't in play. There are 11 players. They learn Ewan, Fred, George, Hugh, and Iris, none of whom are the Pukka.

    How to Run

    Each night: wake the Prophet. They choose an evil character. Gesture to half of all players. If the character they chose is in play, they must be one of them.

    Give it thought which half you show. Too much overlap or no believable character could give too much information.

    The Prophet rounds down, if there's an odd number of players, and doesn't account for living/dead players in that calculation. I suppose Travellers do count, techincally, but mchanically shouldn't. If a Traveller incrememnts the Prophet number, you can always show that travellerto the Prophet.

    I reccomend giving characters from A to B clockwise inclussive. You don't have to but it makes remmbering information (especially in person) far easier.

    Townsfolk

  48. Quartermaster

    If you die at night, choose a living player. If the demon, learn a demon they aren’t. Otherwise, learn which demon is in play.


    “Can we please stop executing! I have to fill out a form ever time we execute someone. Two if it's the demon.”

    If the Quartermaster dies at night, they learn what demon is in play (probably).

    Examples

    The Quartermaster dies at night, killed by the Lil' Monsta. Tonight, they wake, and choose the Investigator. They learn Lil' Monsta.

    The Quartermaster dies at night, killed by the Shabaloth. Tonight, they wake, and choose the Shabaloth. They learn Fang Gu.

    The Quartermaster is executed. They don't wake tonight.

    How to Run

    If the Quartermaster died tonight, wake them. They choose a player. If they chose the demon, show them a not-in-play demon. otherwise, show them the in-play demon's character token.

    Townsfolk

  49. Rogue

    You start knowing an in-play minion ability. If you die at night, learn a not-in-play minion ability.


    “...so there I was, lock halfway picked, alarm bell ringing, the golem on it's way, when who should show up but the guild master! Turns out it was his mansion I was robbing!”

    The Rogue larns information about the minion abilities in play, and can learn more if they are killed.

    Examples

    There is a Poisoner and a Scarlet Woman in play. The Rogue learns 'Poisoner' on ther first night. Later, they die. They learn 'Baron'.

    There is an Evil Twin, and an Alchemist Witch. The Rogue learns 'Witch'. Later, the Plague Doctor dies, givng the Storyteller the Cerenovus ability. The only not in play minion ability is the Pit Hag, so if the Rogue dies at night, that's hat they learn.

    How to Run

    On the first night, wake the Rogue. Show them the token of a minion ability somone one has.

    On all subsequent nights, if the Rogue died tonight, wake the Rogue. Show them the token of a minion ability no-one has.

    If there are no in play minion abilities, or no not in play minion abilities, don't wake the Rogue.

    Townsfolk

  50. Rustler

    If you die at night, choose all players in order. Learn the character of the first evil player you chose


    “How dare you Sherriff! Of course these are my cows. All the best ranchers take their cattle down Vulture Gulley in the dead of night, don't'cha know?”

    The Rustler learns an in play evil character, and gets an idea for where they are, if killed at night.

    Examples

    The Rustler dies. They choose all 12 players in the order: Butler, Fortune Teller, Empath, Soldier, Scarlet Woman, Imp, Chef, Slayer, Poisoner, Librarian, Mayor, Rustler. They learn Scarlet Woman.

    How to Run

    If the Rustler died tonight, wake them. They chooe all players. Remember the character of the first evil player they chose. They learn that character

    Townsfolk

  51. Skald

    Each night* learn how many times an evil player voted for an evil player yesterday.


    “Fortíð vár er í sögum várum. Ef vér minnumst þeirra eigi, kunna þær eins vel aldregi at hafa orðit.”

    The Skald learns how much the evil team is turning on one another.

    Examples

    The Poisoner is nominated. The Imp and the Baron vote for them. The Baron is nominated. The Poisoner votes for them. The Imp is nominated. None of the evil team vote for them. Tonight, the Skald learns a 3.

    How to Run

    Whenever an evil player votes for another evil player, mark them with the 'Voted' reminder token. This applies to every instance, so evil players may have multiple tokens, and this includes self votes, and any vote, regardless of if the player is executed. Both voter and nominee must be evil.

    Every night except the first, wake the Skald. Show them a number on your fingers for every 'Voted' reminder token on the grimoire. Remove all 'Voted' reminder tokens.

    Townsfolk

  52. Sketch Artist

    Each night, learn a player of different alignment to last night. Once per game, you are drunk until dusk.


    “This is my rainbow pony OC. She has pink rainbow wings, diffrent coloured eyes, and she's the daughter of an angel. She's super cool, and everyone loves her and she's super smart and funny. Anyway, what's this about the guy who mugged you?”

    The Sketch Artist (almost) perfectly divides the table into two groups.

    Examples

    The Sketch Artist learns the Poisoner, the Barber, the Marionette, then is Drunk and learns the Kazali, then the Ravenkeeper, then the Kazali again.

    How to Run

    On the first night, wake the Sketch Artist. Point them at any player. Mark that player with the 'Known' reminder token.

    On each subsequent night, you may make the Sketch artist drunk. Then, point them at any player, if sober, they must differ in alignment to the previous player. Mark that player with the 'Known' reminder token.

    You can make the Sketch Artist drunk on the first night, but this will have no mechanical effect.

    You may have to backtrack, if the Sketch Artist lives too long. That's ok, they get great info anyway.

    Townsfolk

  53. Smuggler

    Each night choose a living player. If evil, you cannot die by execution tomorrow.


    “Officer? What? Noooooo! These aren't illegal fireworks... These are props! For the play! Now if you don't mind I'm in a hurry. I have to be in Ravenwood Bluff by new years.”

    The Smuggler relies on untrustworthy players to keep thmself alive.

    Examples

    The Smuggler chooses the Tea Lady. Today, they are executed. They die.

    The Smuggler chooses the Goon, who had previously been turned evil that night. Today, the Smuggler is executed. They do not die.

    How to Run

    Each night: Wake the Smuggler. Let them choose a player. If tht player is evil: mark the Smuggler with the 'Safe' reminder token. Send the Smuggler back to Sleep.

    If the Smuggler is executed and they have the 'Safe' reminder token, they do not die.

    Townsfolk

  54. Sorcerer

    Each night, choose a unique player (not yourself), then learn if exactly one of tonight and last night's picks is a townsfolk.


    “Wild magic can be a real pain sometimes. You don't know resent like being blown up by your own fireball.”

    The Sorcerer compares their allies to one another.

    Examples

    The Sorcerer chooses the Ravenkeeper. Then they choose the Undertaker and learns 'No'. Then they choose the Drunk and learns 'Yes'. Then they choose the Imp and learn 'No'. Then they choose the Poisoner and learn 'No. Then they choose the Soldier and learn 'Yes'.

    How to Run

    Each night, wake the Sorcerer, they point to a player that is neither themself nor chosen before., mark that player with 'Last Pick'. If the chosen player and the previously picked player are both or neither townsfolk, shake your head, otherwise, nod.

    If their last pick changes character, the check is made at the moment the Sorcerer makes their choice.

    Townsfolk

  55. Sword Swallower

    On your first day, publicly choose a character of each type. Tonight, learn how many are in play.


    “It's better with lemon juice and lime. Of course, I really should chew my food, or I'll choke. Now if you'll excuse me I should shut up; It's rude to talk when you're eating.”

    The Sword Swallower guesses what character types people are.

    Examples

    The Sword Swallower guesses that the Seamstress, the Sweetheart, the Cerenovus and the Vigormortis is in play. The Seetheart and the Virgormortis is in play. Tonight they learn a 2.

    How to Run

    On the first day, if any player asks to swallow a sword, let them. They will name a character for each type. They have to name all 4. When the real Sword Swallower makes their guess, remember how many of those characters are in play. That night, show the Sword Swallower that number.

    Townsfolk

  56. Tailor

    If an outsider died tonight, learn who they are. [+1 outsider]


    “Of all the worst things that could happen, this is the! Worst! Possible! Thing!”

    The Tailor brings in an outsider, but when one of them is killed, they learn who they were.

    Examples

    The demon kills Aidan, who is the Sorceress. the Tailor wakes and is pointed at Aidan.

    The demon choose Brolly, the Grandmaster. The fabled, Faust, prevents Brolly from dying, and Claudia, the Stage Magician dies instead. The Tailor wakes and learns Claudia.

    Today, Charlie, the Conman is executed. The demon chooses Dan, the Wild Mage, but he is protected by the Orchardist, so Elysia, the assistant dies instead. The Tailor does not wake.

    How to Run

    During the setup phase of the game, add one extra Outsider than you normally would.

    If an Outsider dies and it is night, immediately wake the Tailor and point them at the outsider.

    Remember that by adding an outsider, the Tailor is inherently detrimental to their team. If you have the opportunity to kill any player, consider an outsider to help the Tailor find their fellow good players.

    Townsfolk

  57. Talent Scout

    Each Night*, learn who the storyteller believes has been most helpful at getting their team to win.


    “Hot Dog! Now that kid's got skill! But he's got a face only a mother could love. I guess I'll keep looking...”

    The Talent Scount learns who's been doing the most to win.

    Examples

    Tonight, the Talent Scount learns the Dreamer, because they dreamed the Demon as their character, or a good character they aren't claiming to be.

    Tonight, the Talent Scount learns the Baron, because their fake Dreamer information is vastly influencing the town.

    Tonight, the Talent Scount learns the Drunk, bcause despite being drunk, they were able to socially deduce both of the minions as evil and is trying to sway the town.

    How to Run

    Each night, except the first, wake the Talent Scout. Show them the player you believe has been most helpful at getting their team to win.

    Realy, there should b a good palyer ho has done the most to get the good team to win, and an evil player who has done the most to get the evil team to win. Then you just have to decide which of those has done more.

    The judgement can be for the entire game or just that day, and can really be over any criteria.

    Townsfolk

  58. Timekeeper

    You start knowing how likely the storyteller thinks the game is to end with exactly 2 players alive.


    “Quartz decays and Bronze rusts. The sun has no such flaws. Unless it's night, I suppose.”

    The Timekeeper knows how likey the game is to go to a final 3.

    Examples

    Legion is in play, and plenty of good players. The storyteller find it unlikely that they will all be excuted before final 3. The Timekeeper learns a '10'

    The Demon is an inexperianced player, and there is only one minion, the poisoner. The Timekeeper learns a '5'

    There's a Boomdandy, a Plague Doctor Boomdandy and an Alchemist Boomdandy, plus a Scarlet Woman and a Barber. The Timekeeper gets a '7'.

    How to Run

    On the first night, wake the Timekeeper Show them the number from 0-10 that you think best represents the liklihood that gamegame will end with exactly 2 players alive.

    It's worth remembering that a game that evil wins by conventional means will end on just 2 players, as will a game where the demon is executed on final 3, but most other means of premature game endings, and good killing th demon before final 3, won't count.

    This one takes a lot of experiance and intuition as a storyteller to run.

    This might work better if it was a OPG ability. Not sure.

    Townsfolk

  59. Therapist

    Once per game, during the day, privately ask the storyteller any subjective question


    “My patients are the worst! One guy keeps telling me about voices in his head, someone else goes on and on about how much they like burning things, the worst one was this fellow who kept insisting I was violating client confidentialiy, whatever that is. Buch'a loonies, if you ask me.”

    The Therapist gets to know the answer to any question, provided it's a subjective question.

    Examples

    The Therapist visits the Storyteller and asks "Who do you think is the best person for me to push on today?". The Storyteller thinks for a bit, then answers "George". George is the Poisonr, who has been poisoning the Savant. They considered saying 'Emma', who is the demon, but she is also not currently suspicious, so the storyteller doubts a push on her will currently get very far. They also considered 'Sam', who is the Drunk Dreamer, so they stop creating more misinformation, but he is also a savvy player, and likely to start doubting himself if he keps living to get wrong info.

    The Therapist visits the Storyteller and asks "Who should I put my trust in?". The storyteller says "The Mayor", which annoys the Therapist, because they were expecting a name.

    The Therapist visits the Storyteller and asks "How good is the demon at this game?". The storyteller says "Middle of the road, maybe a bit better", because while the demon has many years of Blood on the Clocktower under their belt, they've never played with their homebrew demon before and have already made a few minor mistakes.

    How to Run

    If the Therapist is in a private conversation with you, they might ask you to answer their question. When they ask it, take your time, before deciding th answer. You may give any answer that fits, but it must be true

    You might need to monkey's paw this a bit. There might be some questions that always get really useful information if you don't fiddle around with your reasonings. Then again, I see High priestess being run like "Each night learn a good player", so it is what it is.

    Townsfolk

  60. Toxicologist

    Each night*: learn a player. If yesterday’s execution was drunk or poisoned, the player you learn is evil


    “People let too much get in their system nowadays. It's no good, really. Really it's just not thinking, absent mindedly giving in to vices and greed. Oh, pass the doughnuts, will you?”

    The Toxicologist gains information about the evil team if people died while drunk or poisoned.

    Examples

    The Sober and Healthy Clockmaker is executed. The Toxicologist learns the Tinker's player.

    The Puzzledrunk Farmer is executed. The Toxicologist learns the Godfather's player.

    The Sober and Healthy Moonchild is excuted. The Poisoner chooses the Moonchild that night. The Toxicologist learns themself.

    How to Run

    Every night but the first: Wake the Toxicologist. Show them a player. That player must be evil if there as a player who was drunk or poisoned at the moment of death.

    The Drunk registers as drunk or poisond to the Toxicologist.

    Townsfolk

  61. Trucker

    You start knowing if the player furthest from the Demon is a townsfolk.


    “Hurry up! We's running late! We gat'a git these shipments to the coast in two hours! Hang on! It were Daylight-savings las' night! That means we'cn have an hours nap!”

    The Trucker knows a little bit about the player a long way from the demon.

    Examples

    There are 12 players. The player 6 steps from the demon is the Boffin. Th Trucker larns a 'no'.

    There are 11 players. The two players 5 steps away from the Washerwoman and the Snitch. if you ignore the Trucker, the only player 5 steps away from the demon is the Washerwoman. The Trucker lerns a 'yes'.

    How to Run

    On the Trucker's first night, wake the Trucker. Nod or shake your head depending on if the player furthest from the demon is a townsfolk. If there are two players of equal distance, count again, ignoring the Trucker's position.

    Townsfolk

  62. Tzar

    Each night learn an in play character. You might learn false information from now onwards.


    “Власть, которая не является абсолютной, вовсе не власть.”

    The Tzar learns in play characters, until they get corrupted, and learn only out of play characters.

    Examples

    The Tzar learns the Amnesica (in play), the Drunk (in play), Mastermind (in play), Savant (not in play), Marionette (not in play), and Farmer (Not in play).

    The Tzar learn the Ojo (not in play), the Mutant (not in play) and the Washerwoman (not in play).

    How to Run

    Each night you may mark the Tzar with the 'False' reminder token. If they don't have the 'False' reminder token, show them an in-play character, otherwise show them a not-in-play character.

    If the Tzar is drunk or poisoned, they can learn any chracter.

    Townsfolk

  63. Vigilante

    Once per game, at night*, choose two living players. The worse of the two for your team to die dies.


    “I am not the hero that Ravenswood Bluff deserves. I am also not the hero it needs. I'll be honest, I was supposed to be on the evil team, but they already had two minions, so here we are.”

    The Vigilante takes matters into their own hands, but can't always kill the worst person in town.

    Examples

    The Vigilante chooses the Pit-Hag and the Snakecharmer. The Snakecharmer dies.

    The Vigilante chooses the Dreamer and the Barber. Either one of them could die here, as the Dreamer learns powrful information, but the demon is in need of the swap. Th Barber dies.

    How to Run

    Every night except the first, Wake the Vigilante. Gesture for them to choose to use their ability. If they do, They will choose to players. CHoose whichever one you believe would be worst for the Vigilate's team to die. They die. Don't wake them up from now on.

    Townsfolk

  64. Warden

    Players that are not the demon cannot become the demon.


    “There. Now yous lot ain't going nowhere! Hoo-wee, I am dog-tired. I'm'n'a take me a nap on this chair right next to the bars, with my keys a-dangin' from my pocket now, y'hear.”

    The Warden stop new demons from being made.

    Examples

    There is a Scarlet Woman in play. The Kazali is executed, and dies. The warden prevented a new demon from being made, so the good team wins.

    The Fang Gu chooses an outsider. The outsider dies, no one changes allignment or character.

    A Barber dies. The demon tries to swap themself and their minion. The Storyteller acknowledges this, but nothing happens.

    The Snake Charmer chooses the demon. Nothing happens.

    The Pit-Hag choose to turn the Vigormortis into the No Dashii. The change is successful, because the demon is not a player who is not the demon. Deaths tonight are arbitrary.

    How to Run

    If an event would occur in which a player who is not the demon becomes the demon, it doesn't happen. Other effects (like alignment changes, character swaps and deaths) that would happen as part of that change also do not happen.

    Townsfolk

  65. Witness

    You start knowing an evil player. If they publicly guess you (once) and the living outnumber the dead, your team loses.


    “Wit Ness? No, no, no, you must have me confued for someone else. My name is Shmitt Shmess. It's German. Ja.”

    The Witness knows someone evil, but has to lay low for a while.

    Examples

    On the Witness' first night, the Witness is pointed at an evil player.

    The Witness knows that the Cerenovus is evil. The Boomdandy guesses the Oracle as the Witness in public. Nothing happens. The Cerenovuc visits the storyteller and asks to make a guess that the Witness is the Witness. The toryteller returns to the town square and announces that the Evil team has won.

    There are 6 players alive and 6 players dead. The Witness tells everybody both who they have learned an the incriminating observations on what that character has done this game.

    Townsfolk

  66. Whittler

    Once per game, during the day, visit the storyteller to learn a crucial piece of information, but not why it’s important.


    “Always whittle away from yourself. That's the first rule of whittling. The second rule of whittling is not to fall in love with what you whittle.”

    The Whittler knows what they need to know, but not why they need to know it.

    Examples

    The Whittler asks for their information. They learn 'Owen is Poisoned', because Owen is the Widow who chose himself, and the town has been assuming there's no widow in play.

    The Whittler asks for their information. They learn 'I've never given the Savant a true statement as their first statement', because there is no Savant, it's a demon bluff, but the information is influencing the town heavily.

    The Whittler asks for their information. They learn 'The Demon neigbours an outsider', because the pit hag (who neighbours the demon) just turnd themself into the Puzzlemaster.

    How to Run

    Once per game, the Whittler will visit you in private and ask for their information. You must figure out something that's very important for them to kno, but provide no reason for why it's important they know this.

    When thinking of your information, try to work out exactly what needs to be known. Exactly what that might be depends on the game state. Try to be creative, and a little abstract, because the challenge of the whittler lies in orking out why they need to know what they learned.

    I personally prefer misleading information. Something is true that implies something else. Make 'em work for it.

    Townsfolk

  67. Woodcarver

    You start knowing the closest evil player’s character type, demon if equal.


    “Never underestimate what one man can do with a knife, a block of wood, and dedication.”

    The Woodcarver knows if a minion is closer to them than the Demon

    Examples

    The Woodcarver neighbours the Poisoner and the Sailor. They learn 'Minion'.

    The Woodcarver has the Seamstress then the No Dashii to their left, and th Mutant and the Witch to their right. They learn 'Demon'.

    The Woodcarver neighbours two minions. They learn 'Minion'.

    How to Run

    On the first night, wake the Woodcarver. Point at either the word 'Minions' or the word 'Demons' on a script, depending on if there is a Minion closer to the Woodcarver or a Demon. If the two are equidistant, show Demon.

    Technically speaking, if there is an evil non-demon/minion (such as a traveller, townsfolk or outsider) closer to the Woodcarver than any other evil character, you show their character type instead of minion. Even more technically, if there are two evil non-demons of differing character type equidistant from the Woodcarver, you still show Demon. This is a niche enough scenario that I'm keeping it.

    If there are two equidistant evil players of the same character type, show that character type.

    Townsfolk

  68. Yogi

    Drunk or poisoned players receive false information


    “अगर हम सही हैं, तो हम सही हैं। अगर हम गलत हैं, तो हम गलत हैं। लेकिन हमें कोई भी काम आधा-अधूरा नहीं करना चाहिए।”

    The Yogi forces all Drunk or Poisoned players to learn false information

    Examples

    The Artist is next to the No Dashii. He asks if 2+2 equals 4. They must learn 'No'

    The Savant is Philosopher drunk. Both statements they learn must be false.

    The Demon is drunk when thePpoppygrower dies. They learn themself and the storyteller as minions.

    How to Run

    If there is a Yogi in play, and any player who is drunk or poisoned is about to learn information, the information they learn is false. This applies to any character, and any information.

    Obviously, this dosn't happen if the Yogi themself is drunk or poisoned.

    The Drunk registers as drunk to the Yogi.

    Townsfolk

  69. Author

    When you die, if the next person the demon kills is themself (ending the game) your team loses.


    “The only thing I love more than writing stories is fantasising about writing stories. I need to stop procrastinating...”

    The death of the author lets the Demon risk it all to instantly win.

    Examples

    The Author is executed. Tonight, the Shabaloth chooses themself. Evil wins.

    The Imp kills the Author. Tonight, the Imp chooses themself. Since there is a living minion, the game does not end, and the Authors' effect ceaces.

    The Author dies. The Demon's first kill is the sailor, who does not die. The next person is the Grandmothr, who dies. The third person is themself, who dies, ending the game, in a good victory.

    How to Run

    When the Author dies, mark them with the 'Publishing Tonight' reminder token. The next time the demon kills someone, if that player is themself, and the game ends, the Author's team loses. If that doesn't happen, remove the 'Publishing Tonight' token.

    If the Demon doesn't kill on the night they otherwise would, the token is not removd and the Authors effect remains active. It only goes away if the Demon kills (or the Author loses their ability).

    Outsider

  70. Bartender

    On your first night, choose two players. One is drunk if good, and if they would die at night, another player dies in their place, even if you are dead


    “We mustn't give in to our vices, in life. But we shouldn't abstain from them either. They are the difference between alive and living.”

    The Bartender protects to people, at the cost of making one of them drunk.

    Examples

    The Bartender chooses the Undertaker and the Fortune Teller. The Fortune Teller is drunk. When the Demon tries to kill the Fortune Teller, the Washerwoman dies intead. When the Demon tries to kill the Undertaker, they die.

    The Bartender chooses the Tinker and the Mastermind. The Tinker is drunk.

    How to Run

    On the first night, wake the Bartender. They choose two players. If at least one is good, mark them with the 'Drunk' reminder token. Mark both with the 'Safe' reminder token.

    The one who is Drunk remains drunk even if the Bartender dies.

    If either player who is 'Safe' would die at night, they might survive, and another player might die in their place.

    Yes, this is akin to Innkeeper. Many townsfolk, skewed a little bit, become outsiders.

    Outsider

  71. Beholder

    If you were 'mad' about being an outsider today, the Demon might wake to choose a player and learn their character.


    “Spies, Secrets, Listeners and Watchers, Everyone's all out to get me. My cook might poison me, my bodyguard letting in assassins, my advisor is whispering bad advice in my ears. I must kill them all, before they kill me!”

    The Beholder has to hide, or informtion get leaked to the evil team.

    Examples

    The Beholder has no made an ernest attempt to convince the town that they are not an Outsider. As such, the Storyteller akes the demon, who learns the Beholder is letting them learn a player's character. They choose Ben, and learn he is the Banshee.

    How to Run

    If you believe the Beholder has not made an ernest attempt to convince the town that they are not an outsider, tonight you may wake the demon. Show them the 'This character Has Selected You' info token, then the Beholder's character token. They may choose a player. Show the Demon that player's character.

    Outsider

  72. Confectioner

    Once while you are alive, and once while you are dead, an evil player can ask the storyteller to rate a course of action for it’s utility.


    “People think me and the Dentist are sworn enemies, but actually, I'm the only one keeping them in business.”

    The Confctioner lets the evil team occasionally ask the storyteller for a little bit of advice.

    Examples

    The Demon asks to use the confectioner's ability. They propose killing the Banshee. The storyteller ranks it a 0. They ask to use the confctioner's ability again, but the confectioner is still alive, so the storyteller shakes their head, and ask the demon to choose player to die.

    The Confectioner's ability is used. Later, they die. The Poisoner proposes poisoning the Seamstress. The storyteller thinks it's a decent poison, but thinks the Savant and the Dreamer make for better posions, so they rank it a '3'.

    The Mezephelies visits the storyteller and asks for advice on trying to turn Chris evil. This is a valid question, but since there is no Confectioner in play, nothing happens.

    How to Run

    If the Confectioner doesn't have a 'No Ability' reminder token, an evil player may, instead of doing omething, ask to use the Confectioner's ability. If this is during the day, theysimply convey this verbally in a private conversation. If this is at night, the point at the Confectioner's icon on the script, and thn perform their normal night action. Instead of sending them back to sleep, show them a number on your finger 0 - 5 (where 0 is a terrible idea and 5 is the best possible course of action). They may then take the action they proposed, or they may do something else. Either way, you only rate the first proposed action; the Confectioner's ability has ben used, mark thm ith th 'No Ability' reminder token.

    When the Confectioner dies, remove the 'No Ability' reminder token. Do not tell the evil team that the Confectioner has died.

    The evil team doesn't know the Confectioner is in play. They just have to ask to use it. If it's not in play, nothing happens.

    Outsider

  73. Courtesan

    If you die at night, learn who you made evil. [A Townsfolk is Evil]


    “Heya sweetheart! It's 3 coins for an hour and 10 coins for 3! Hang on...”

    The Courtesan corrupts a member of the town, but has a chance to sniff them out.

    Examples

    On the first night, the Courtesan turns the Empth evil.

    On the third night, the Courtesan is killed. They learn the Empath.

    The Courtesan is executed They learn nothing.

    How to Run

    On the first night Choose a Townsfolk. They are evil. Wake them, point at them, and give them a thumbs down.

    Every night but the first, if the Courtesan died tonight, wake them. Point at the player they turned evil.

    Quite a bad thing for the good team. Deserves a powerful town to balance it out.

    Outsider

  74. Cultist

    If the Demon would kill you, they die, and you become the evil Demon.


    “Caw Caaaaww!”

    The Cultist becomes the demon if the demon tries to kill them.

    Examples

    The Kazali chooses the Cultist. The Cultist is about to die, so their ability triggers. The Kazali dies and the Cultist becomes the evil Kazali. Nothing else happens.

    The Cultist is chosen by the monk, and then the Imp. As the Cultist is not about to die, nothing happens.

    How to Run

    If the Demon would kill the Cultist, the Demon dies and the Cultist becomes an evil copy of the demon's character. The cultist doesn't learn the minions, the demo isn't told this happened. It runs exactly the same as the Fang Gu.

    Probably deserves a Jinx that a Pit hag cannot create these too many times. Or a Spirit of Ivory.

    Outsider

  75. Dentist

    If you die, evil players "Mad" about having good abilities might gain those abilities (but not wake to use them).


    “Wider. Wider. Wideeerrr... Now bite on this. Wow those chompers look nasty. I bet they teach you their names in dentistry school.”

    The Dentist lets the evil team mimic good abilities when they die.

    Examples

    The Dentist dies. The Imp is claiming to be the Fortune Teller, and the Poisoner is claiming to be the Virgin. The Imp never wakes to check if anyone is the Demon, but the next Townsfolk to nominate the Poisoner will be executed.

    The Dentit dies. The Harpy is mad about being the Sailor, the Devil's Advocate is mad about being the Tea Lady, and the Shabaloth is mad about being the Gossip. The Harpy gains the Sailor's ability, and now cannot die, but as the storyteller chooses who they pick, are made drunk infrequently. The devil's Advocate does not gain the Tea Lady's ability, bcause their neighbours are good, and the Devil's Advocate is trying to convince the town that they are evil. The Shabaloth does not gain the Gossip's ability because the storyteller believes that that is a bit too powerful for the evil team, who is already doing very well.

    How to Run

    While the Dentist is dead, check to see what the evil team is 'mad' about being. In general, that's hat they are bluffing as. If you choose, any number of those evil players might gain those abilities. However, no evil player can wake in the night due to the Dentist. If the character they are needs to make a choice, you make it on thir behalf.

    Largely, this means evil players do not benefit from informational abilities. A Demon bluffing as the Dreamer cannot dream anyone, because they would need to wake to do that. Only the mechanical abilities can be duplicated, such as a Tea Lady's neighbour protection or a Philosopher's Drunkedness.

    Assuch, th evil team is given no clear indication as to when the dentist ies, not who does and dose not have the ability the're claiming to have.

    Outsider

  76. Fanatic

    While the living outnumber the dead: If you are executed or not 'mad' about being the in play townsfolk you start knowing, a good player might become evil.


    “No way! The Washerwoman! I'm, like, you're biggest fan!”

    The Fanatic pretends to be someone else for a while, and can't afford to be executed.

    Examples

    The Fanatic learns that there is a Washerwoman in play. From now on, they publicly insist that they're the Washerwoman,shar their information, and insist the real washerwoman is lying. When there are 6 alive player and 6 dead players, they reveal that they're the Fanatic. No one turns evil.

    The Fanatic learns there is a Genral in play. They privately reveal that they're the fanatic. That night, the Amnesiac turns evil.

    The Fanatic learns there is an Empath in play. they make an ernest attempt to convince other that they are the empath. They are executed. The Cannibal turns evil.

    How to Run

    On the first night, wake the Fanatic. Show them an in-play townsfolk. Mark that townsfolk with the 'Idol' reminder token.

    If, at any point, you believe that the Fanatic has not made an earnst attempt to convince the town that they are the townfolk they learned, you might decide that they have broken madness. They do not learn that they have broken madness. The consequnce is that a good player become evil. ake that good player, point at them, give them a thumbs down.

    If he Fanatic is executed, the same thing happens.

    Once the Fanatic changes someone's alignment, or if the living no longer outnumber the dead, mark the Fanatic with the 'No Ability' reminder token; they can no longer change someone's alignment.

    If the Fanatic dies in the night, they are free, and can out without consequence.

    If the Fanatic is drunk or poisoned on day 1, but sober later, they must be mad about being the character they saw, even if it is not in play.

    The Fanatic's purpose is to discourage executing early double-claims. They'll surely clear it all up in the end?

    Outsider

  77. Ghoul

    Once per game, if you are dead, a player might die.


    “Grashragrllrgashhsrg!!!”

    The Ghoul kills someone in revenge after it is killed.

    Examples

    The Ghoul is dead. That night, the Minstrel dies to the Pukka, the Engineer dies to the Gossip, and the Courtier dies to the Ghoul.

    The Ghoul is dead. The town Crier nominates, and dies. There is no Witch in play.

    How to Run

    The Ghoul cannot affect the game while alive.

    If the Ghoul is dead, at any time (including the day) you may choose a player to die. If you use the Ghoul's ability to kill someone, makr the Ghoul with the 'No Ability' reminder token.

    You can kill someone on final 3, but I don't reccomend it. It's very useful for taking aay a day of information from down, or obfuscating the number of deaths per night.

    Outsider

  78. Gremlin

    Each night choose a player. If your most recent choice is evil, and dies, you become an evil copy of their character.


    “Oh, what a fantastic idea? How... fun. Why hadn't I thought of that!”

    The Gremlin copies the bad behaviour of the evil team.

    Examples

    The Gremlin follows the Shugenja, who dies. Nothing happens.

    The Gremlin follows the Ojo, ho is executed. At the start of that night, the Gremlin wakes and learns that they are the evil Ojo now.

    How to Run

    Each night, wake the Gremlin. They choose a player. Mark that player with the 'Following' reminder token.

    If the player the Gremlin is Following is evil, and dies, the Gremlin immediately becomes evil, and hataver character they were. This prevents the game from ending if the gremlin is following the demon. If the player is good, nothing happens.

    Perhaps better on a script where outsiders might be poisoned.

    Outsider

  79. Hairdresser

    Each night*, choose a unique pair of living players (not yourself). If both are evil, they swap characters.


    “Oh! Well, this just won't do! SHANON! Cancel my 4:15! There's a follacular emergency I need to fix!”

    The Hairdresser might swap evil players around.

    Examples

    The Hairdresser chooes the Exorcist and the Witch. Nothing happens. The nxt night, the Hairdrser tries to choose the Exorcist and the Grandmother. The Storyteller shaks their head and pompt them to choose again.

    The Hairdreser chooses the Mezephelies and the Lleech. They swap characters. The new Mezephelies gets a new word, and the new Lleech chooss a new host.

    How to Run

    Each night, except first,wake the Hairdresser, they choose two players. Both must be alive, have not been chosen before or the Hairdresser. If both are evil, they swap characters.

    Outsider

  80. Jeweler

    The first time the demon dies (ending the game) and 5 or more non-travellers live, a minion becomes a not-in play demon, even if you are dead. If you live, choose which one.


    “Did you know? The term for the weakest line upon which a diamond can be split is known as the cleavage!”

    The Jeweler lets the Demon pass to a minion, but can influence and learn about the passing if they live to see it happen.

    Examples

    The Jeweler is alive when the Imp is executed. That night, they are woken and asked to pick a not-in-play demon. They choose Imp. The storyteller asks them to choose again. they choose Fang Gu. A minion becoms the Fang Gu.

    The Jeweler is dead. The Lord of Typhon is executed. A minion turns into the Kazali. The Jeweler is never woken.

    How to Run

    If the demon died, and the Jeweler is alive, wake the Jeweler. Gesture for them to choose a demon. A minion is now that Demon. Otherwise, choose a Demon yourself.

    If they select an in-play Demon, they must choose again.

    If there are no not-in-play Demons, no new Demon is created.

    Technically, there is breifly a moment between the old Demon's death and the new demon's creation in which there is not neccissarily a living Demon. The game continues for this period.

    Outsider

  81. Mephit

    Once per game, at night, a living good player becomes evil, and then if they are alive, good again the next night.


    “Water and Earth, Fire and Air! I meddle your matters for all your despair! The nice turn naughty but the naughty turn nice, and once I've worked my mischief you won't see me twice!”

    The Mephit briefly turns a good player evil.

    Examples

    The Mephit turns the Poppygrower evil. The Poppygrower and the Mephit survive the night and day. The Poppygrower turns good again.

    The Mephit turns the Golem evil. The Golem nominates themself and dies. The next night, the Golem does not turn good.

    How to Run

    You can choose any night for the Mephit's ability to act. If the Mephit's ability acts tonight, choose a living good player and mark them with the 'Evil' token. Wake them, and inform them that they are evil. If a player was made evil last night and is still alive, wake them and tell them that they are good. Give the Mephit the 'No Ability' reminder token

    Obviously, if the Mephit or the player dies before they turn the player good again, the alignment change is perminent. The Mephit should be on the lookout for anyone suddenly trying to get themself killed.

    Might work better if they were evil for more than 1 night.

    I suggest the ability should have a 50/50 chance of activating. Makes sure the Mepht is never too eager to get themselves killed, just in case tonight is the night.

    Outsider

  82. Nanny

    Each night*, choose a unique, living player (not yourself). If you choose an evil player, a townsfolk is drunk until dusk


    “What's this baby doing in a bowler hat? Well, not to worry you little monster! I'll take care of you!”

    The Nanny puts their trust in a new player each night.

    Examples

    The Nanny chooses the Librarian. No one is drunk tonight.

    The Nanny chooses the Yaggababble. The Oracle is drunk tonight.

    How to Run

    Each night but the first, wake the Nanny. They must choose a player who is alive, not the nanny, and has never been chosen before by the Nanny. If they choose an evil player, a player is drunk until dusk.

    They probably just get themself executed ASAP.

    Outsider

  83. Ochre Jelly

    If you die at night, either a townsfolk becomes an Ochre Jelly, or a minion learns you died.


    “Sluuuuurp!”

    The Ochre Jelly splits apart when attacked.

    Examples

    The Ochre Jelly dies at night. The Knight is now the Ochre Jelly.

    The Ochre Jelly dies at night. The Organ Grinder doesn't change character, but does learn that an Ochre Jelly has died.

    The Ochre Jelly is executed. Nothing happens at night.

    How to Run

    If the Ochre Jelly died at night either wake a good player and tell than that they are the Ochre Jelly, or wake a minion, show them the 'This Character Has Selected You' token, and then the Ochre Jelly token.

    Not sure if this should be 'dies' at all, or possibly just dies by execution, although the latter is objectively worse than Saint.

    Outsider

  84. Patient

    Each night*, if no one is dead, die. If a player chooses for you to die tonight, no one else can.


    “Beep. Beep. Beep. Beeeeeeeeeeep... ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Beep.”

    The Patient removes all information about the night they die on.

    Examples

    No one hs died tonight. The Patient dies.

    The Po chooses for the Grandmotheer, the Patient and the Moonchild to die. The Moonchild and the Patient die, but the Patient prevents the Moonchild from dying.

    The Gossip's gossip causes the Patient to die. The Patient's ability has no effect on anything, becaue no one chose for them to die.

    How to Run

    If the Patient is alive at the end of a night in which no one died, the patient dies.

    If the Patient is chosen by a player, and that player has the ability to kill the players they choose, the patients death prevents all other player from dying tonight.

    Note that players already dead the night the Patient dies are not protected; they are already dead.

    Outsider

  85. Postman

    Evil players start knowing the characters of evil players


    “Your Post is here! You've got a few bills, a postcard from your gandmother, an RSPV to a co-worker' wedding, and what looks to be a love letter from your secret tyrst. Wow!”

    The Postman lets the evil team know their composition immediately.

    Examples

    There is a Poisoner, a Harpy and an Imp in play. On night 1, during the minion/demon info step, ach of them is shown the Harpy, Poisoner and imp character tokens.

    There is a Summoner and a Bounty Hunter turned Evil Philosopher. Both are woken to learn there is an evil Summoner and an evil Philosopher in play.

    How to Run

    During the minion and demon info part of the night, after showing players their info, show them the 'Thi Character Has Selected You' token, the Postman token, and then every in play evil character.

    Outsider

  86. Ram

    On your first night choose two players. Something bad might happen if either is executed, even if you are dead. If you die at night, learn what.


    “Baaa! Just kidding, I know how to talk. Don't have anything interesting to say, though.”

    The Ram punishes the town if their wards are killed, but learns the extent of their punishment if they die at night.

    Examples

    The Ram chooses the Snakecharmer and the Monk. The Monk is executed. Tonight, an extra player dies. The Ram is killed by the demon. They learn "If a rm-protected player is executed, an additional player dies tonight."

    The Ram chooses the Poisoner and the Vortox. The Poisoner is executed. Tonight, the Vortox's false information ability is supressed.The ram is executed, and larns nothing.

    How to Run

    On the Ram's first night, wake the Ram. They choose two players. Mark both players with 'Horned'.

    If a player with the 'Horned' reminder token is executed, you may have something bad happen. Whatever it is, it should be consistent, and the same for both players.

    The extent of what 'something bad' is entriely up to you, but should hurt the Ram's team. It should also be relatively simple, and not too bad (lest the good team be too hindered).

    If the Rram ever dies at night, they learn what it is you decided to be the 'bad thing'. You can communicate this on paper, a phone, or verbally, during the following day.

    The Ram may choose themself.

    Outsider

  87. Right Hand Man

    On your first night, become the alignment of and learn the character of the player to your left. If you are drunk or poisoned on night 1, turn evil intead.


    “Funnily enough, I'm left handed.”

    The Right hand man is loyal to their neighbour. Unless someone else got to them first.

    Examples

    The Right Hand Man's leftwards neighbour is the Monk. They are good, and learn Monk on the first night.

    The Right Hand Man's leftwards neighbour is the Cerenovus. They are evil, and learn Cerenovus on the first night.

    The Right Hand Man's leftard nighbour is the Grandmother. They are poisoned by the poisoner. They turn evil, and learn Grandmother on the first night.

    How to Run

    On the first night wake the Right Hand Man. If their leftwards neighbour is evil, they become evil. Point at them, give a thumbs down. Regardless, tell them the character of their leftwards neighbour.

    If the Right Hand Man is drunk or poisoned on the first night, they are not, they turn evil, and then they learn their neighbour's character.

    If the Right Hand Man is drunk or poisoned on a future night, nothing happens.

    Sadly, there aren't that many sources of drunkedness and poison that can effect the Right Hand Man.

    Outsider

  88. Serpent

    If you die, tonight, the demon may choose any number of players. Chosen players become not in play characters of the same type.


    “Hsssssss...”

    The Serpent confuses everyone when they die.

    Examples

    The Serpent dies. The Ojo chooses to change the characters of themself, the Poisoner, the Butler, the Farmer, the Banshee and the Monk. The Ojo becomes the Vigormorti, the Poisoner becomes the Devils' Advocate, the Butler becomes the Saint, the Farmer becomes the Snake Charmer, the Bnshee becomes the Monk and the Monk becomes the Noble (who learns a new set of noble pings)

    How to Run

    When the Serpent dies, that night, wake the Demon. Show them the 'This Character Has Selected You' to the Demon, and then let them choose any number of players. All of the player chosen immediately become new characters of the ame character type, and of your choice. Players can change character into a character that another player is simultainously changing out of, but cannot change characters into a character another character is changing into (i.e. no duplicates). Changed characters refresh their abilities.

    The greatest strength of the Serpent is in completely restructuring the game, forcing the good team to esentially have to keep track of two town's worth of abilities and info at the same time. Or you can use it as a poor man's Hatter.

    Outsider

  89. Night Order

    First Night

    Musician
    Postman
    Director
    Leprechaun
    Kirin
    Maître d'
    Cheesemonger
    Horse
    Connoisseur
    Mycologist
    Courtesan
    Mephit
    Bartender
    Fanatic
    Ram
    Right Hand Man
    Candlemaker
    Witness
    Trucker
    Bookbinder
    Smuggler
    Matchmaker
    Prophet
    Architect
    Forseer
    Gremlin
    Mendicant
    Palm Reader
    Sketch Artist
    Chimneysweep
    Woodcarver
    Magister
    Cooper
    Potions Master
    Tzar
    Archer
    Druid
    Sorcerer
    Paladin
    Rogue
    Actor

    Other Nights

    Jeweler
    Vigilante
    Cheesemonger
    Beholder
    Hairdresser
    Nanny
    Gremlin
    Maître d'
    Mephit
    Ochre Jelly
    Ghoul
    Toxicologist
    Pidgeonkeeper
    Sword Swallower
    Smuggler
    Talent Scout
    Matchmaker
    Private Eye
    Actor
    Prophet
    Architect
    Forseer
    Rustler
    Palm Reader
    Mendicant
    Cross-Examiner
    Sketch Artist
    Skald
    Chimneysweep
    Kirin
    Horse
    Connoisseur
    Barrister
    Aviator
    Broker
    Mycologist
    Crusader
    Cooper
    Quartermaster
    Tailor
    Potions Master
    Candlemaker
    Courtesan
    Heiress
    Tzar
    Pianist
    Cobbler
    Hangman
    Rogue
    Sorcerer
    Paladin
    Medium
    Patient
    Coroner
  90. this almanac generated using Bloodstar Clocktica