1. This is part 2 of the potato patch. It has 21 Minions, 32 Demons, 11 Travellers and 2 Fabled, 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 2
  2. Attorney

    Each night, choose a character. Tomorrow, if they are executed, all townsfolk are poisoned until dawn.


    “If the accused really was with their wife on the night of the murder, then how come my witness is certain that they were seen leaving the scene of the crime minutes after the victim was killed? Please pay no attention to the fact that I have never been seen in the same room as my witness, nor to the fact that he looks exactly like me, only with a very large moustache.”

    The Attorney guesses who will be executed tomorrow. If they are right all Townsfolk are poisoned for the night.

    Examples

    The Attorney chooses the Fool. The Fool is executed. Tonight, all Townsfolk are poisoned. The Attorney chooses again.

    The Attorney chooses the Grandmother, who dies that night. Today, they convince the town that they are the Zombuul who killed themself and execute their corpse. All Townsfolk are poisoned tonight. The Attorney chooses again.

    The Attorney chooses the Exorcist. The Sailor is Execited. The Attorney chooses again, but no Poisoning occurs.

    How to Run

    Each night, ake the Attorney. they will choose a player. Mark them with the 'Chosen' reminder token.

    Each night but the first, if the player with the 'Chosen' reminder token was executed yesterday, mark the Attorney with the "All Townfolk are Poisoned" reminder token: All Townfolk are Poisoned.

    Minion

  3. Chancellor

    Players you nominate or who nominate you are poisoned until dawn. If the demon is poisoned, a player dies tonight.


    “And can we trust you to follow through with this plan?”

    The Chancellor undermines the people they publically oppose, and should their boss get caught in their scheme, they are willing to do the dity work themselves.

    Examples

    The Chancellor nominates the Sunraiser. The Sunraiser is poisoned until dusk.

    Grogar nominates the Chancellor. Tonight, Grogar chooses to kill Lily, but they are poisoned. Instead, Molly dies.

    The Chancellor nominates the Unwilling King, who chose to register as Chrysalis. They are poisoned, but still registered as the demon to the Chancellor. Tonight, the demon attacks George. Ritvik also dies due to the Chancellor's ability.

    How to Run

    If the Chancellor nominates or is nominated, immediately place the 'poisoned' reminder token next to the nominator or nominee, they are poisoned. At dusk, remove the tokens. If, at night, the demon has a 'poisoned' reminder token, choose a player. Mark that player with a shroud. they are dead.

    Minion

  4. Changeling

    Once per game, at night, Choose a player. They are poisoned. Next night, they die, and then you become their character.


    “I was born one hundred years ago, and since then I have not seen so many egg shells near the fire!”

    The Changeling poisons a player for a day, then after the person has succumbed to the poison, the Changeling assumes their identity.

    Examples

    The Changeling chooses the Sailor. The Sailor is now poisoned. The following night, the sailor dies poisoned, and the Changeling becomes the evil Sailor.

    The Changeling chooses the Fisherman. The Fisherman is poisoned, and is executed that day. That night, no additional player dies due to the Changeling's ability, but the Changeling still becomes the Fisherman.

    How to Run

    Each night (If the Changeling has not used their ability), wake the Changeling. Gesture for them to choose a player. If they do not, snd them back to sleep.

    Otherwise, mark the player as Posioned. The next night, that player dies and the Changeling becomes their character. This happens even if the Player is already dead, or survives due to someone else's ability.

    Minion

  5. Consigliere

    Each night choose a player. They are posioned, and cannot learn false information or die by execution until dusk.


    “Even the shooting of your fatha was business, not personal. You should'a known that by now.”

    The Consierge ties up another player in important matters, leaving them well informed and protected, but unable to do anything tonight.

    Examples

    The Consierge chooses the Undertaker. Later that night, the undertaker learns that the Chef died tonight, which is correct.

    The Consierge chooses the Flowergirl, who is poisoned by the No Dashii. The demon voted today, and the Flowergirl must learn a true 'yes'.

    The Consierge chooses the Drunk, who believes themself to be the Chef. There is 1 pair of evil players. The Drunk learns a truthful 1.

    The Consierge choose the Savant. The svant learn 2 true statements today. They are later executed, and do not die.

    The Consierge chooses the Demon. Later that night, the demon tries to kill the Exorcist. The demon is poisoned and the Exorcist doesn't die.

    How to Run

    Each night, wake the Consierge up and have them choose a player. Mark them with the 'resolved' token. That player is poisoned, so any mechanical ability they have fails to work. However, they also cannot learn false information, and if they are executed today, they will not die - Do not say why.

    The Consierge supercedes the Vortox's false information.

    If the Consierge repeatedly chooes the Demon, the Demon cannot die by execution, but also cannot kill. If thi keeps happening, consider bringing in the fiddler to end the game, after privately warning the consierge first, of course.

    Minion

  6. Exiled

    You start knowing all not in play outsiders, and choose any to gain the ability of [-1 or +1 outsiders]


    “Thirty-three years they left me to wander the wastes, with no shelter, no stability: just the endless horizon. They hoped I would die out here, that they could forget me, as though I would rot like every other relic sent out here. But I remained. I persisted. And I made some very influential friends. Would you like to meet some of them?”

    The exiled affects how many Outsiders are in town, and those that aren't, they may copy any of those abilities.

    Examples

    There should be 2 outsiders are in play, however, as there is an Exiled in play, there are 3 Outsiders.

    There should be 1 outsider are in play, however, as there is an Exiled in play, there are no Outsiders.

    On night 1, The Exiled sees that Lunatic, Moonchild and Tinker are not in play. They chooe to gain the tinker and the Moonchild's abilities.

    How to Run

    When setting up the bag, if there is an exild in play, either replace one outsider token with a townsfolk token or one townsfolk token with an outsider token.

    On the first night, wake the Exiled, and show them every not in play outsider. They may choose any (which could be none or all) to gain the abilities of. Those abilities last as long as the Exiled lives.

    If the Exiled is Drunk or Poisoned on their first night, they might be told incorrect information rgarding which Outsiders are not in play. If they laterbcome Sober and Healthy, they only have the abilities of not in play Outsiders they chose to gain the abilities of, and have no further abilities.

    Remembering every Outsider ability the Exiled has can be a bit difficult. Treat it as if all Ousiders are in play when making decisions about the game.

    Minion

  7. Femme Fatale

    Each night, see the Grimoire. The storyteller might prompt you to make decisions for them.


    “Mon chéri, 'asn't your mother ever warned you not to trust a pretty face? I've 'ad zis game in ze palm of my 'and ze moment you walked through ze door.”

    The Femme Fatale knows everyone, and might influence what happens in the game.

    Examples

    The Femme Fatale is woken, and learns the other minion, the demon, and sees the grimoire. Then, the storyteller shows her all of the not inplay good characters and the "These characters are not in play" token. The Femma Fatale interprets this as being asked to decide the bluffs, so chooses Undertaker, Washerwoman and Saint, and is sent back to sleep. The Storyteller shows the Demon Undertaker, Washerwoman and Butler as bluffs.

    The Femme Fatale is woken, and sees the grimoire. Then, the storyteller shows her the Knight token, and gestures around the circle. She points at herself, and the Knight. The Storyteller shakes their head and gestures around the circle again. The Femme Fatale chooses herself and the Librarian.

    The Femme Fatale is woken, and sees the grimoire. They are given the Drunk's 'Is the Drunk' token. She places it on the Golem. The storyteller gives it back to her and shakes their head. The Femme Fatal moves it to the Virgin.

    The Femme Fatale is woken, and sees the grimoire. they are pointed toard' the Imp's 'Dead' Token on the mayor. They wave their hand and shake their head. The Storyteller nods. Then, they are getures to the poisoned Fortune Teller. The Femme Fatale thinks, then gives a thumbs-up and nods, then stops, holds up a fnger and points to the demon, and shakes her head. The Storyteller interprets this as 'give the fotune teller a yes, unless they choose the demon, in which case give a no'. and ends the Femme Fatale back to sleep.

    How to Run

    You should let the Femme Fatale make a few decisions this game, otherwise they just become a less useful Spy. Don't be afraid to ignore them, make them choose again, or make decisions yourself.

    It's often wise to build a bag with a few decisions for the Femme Fatale in mind. A Drunk that can go anywhere, a Recluse that can misregister to anyone, etc.

    Since the Storyteller know a bit more about the game than the Femme Fatale, it might be the case that the Femme Fatale making decisions is worse than you making decisions. But then again, you aren't on the evil team, you don't see it from their prepective. If she doesn't want to make a decision, don't forget that consulting the Femme Fatale is a decision she can choose for you not to do, and decline to add her input.

    The Femme Fatale can make requests during the day, in private with you. Of coure, so can any evil player, but the Storyteller is more likely to listen to a Femme Fatale. Likewise, daytime decisions (madness breaks, pacifist saves, etc) can be decided by her, in private.

    In general, the game should feel more punishing with a Femme Fatale in play. Storytller decisions are being made to help the evil team, rather than balance the game. The two goals are often similar, but not the same.

    Things that are subjctive, like the High Priestes or the General can still be decided by the Femme Fatale, but she must be honest about her opinion.

    Minion

  8. Genasi

    [The demon is jinxed to be stronger]


    “I have seen the City of Brass and the Citadel of Ten Thousand Pearls. I have met the Wind Dukes of Aaqa, and the Forgemasters at the Fountains of Creation. I have found wonders and majesties you could never dream of. And in all my years of plansewalking, the most important thing I learned is that the beings beyond our realm are especially ... Malleable...”

    The Genasi gives the Demon a useful ability.

    Examples

    There is an Imp and a Genasi in play. On the first day, the Imp is put on the block. The Imp declares themself the Imp, and chooses to kill themself. The Genasi becomes the Imp, and all players may nominate and be nominated once again.

    The Genasi is executed, dies, and is the only player to die today. Tonight, the Zombuul wakes to kill someone.

    The Genasi is Drunked by the Courtier. That night, the Lleech chooses a player, llearns their character, and is alllowed to choose again.

    How to Run

    Each demon has a different Jinx. Make sure to read all of them at the game's start, even if the Genasi or the respective Demon isn't in play. Note that it's a Jinx, meaning the effect persists regrdless of if the Geanasi is Dead, Drunk, Poisoned or has their ability.

    The Full List of Jinxes are as follows:

    Genasi and Imp: The Imp can publicly choose to kill themself. If this happens, all players may nominate and be nominated again.

    Genasi and Pukka: Once per game, the Pukka can change who their ability kills tonight.

    Genasi and Shabaloth: Once per game, the Shabaloth can choose who if anyone is resurrected by their ability.

    Genasi and Po: when the Po chooses three players to die, those players die, even if for some reason they would not.

    Genasi and Zombuul: The Zombuul akes to kill as long as no townsfolk died today.

    Genasi and No Dashii: The No Dashii's neighbours might be sober at any time.

    Genasi and Fang Gu: The Fang Gu starts knowing which players are outsiders (not the Heretic or Damsel).

    Genasi and Vigormortis: All dead minions keep their abilities. The Vigormortis starts knowing which outsiders are in play.

    Genasi and Vortox: Townsfolk who do not yield information are poisoned.

    Genasi and Al-Hadikhia: if an evil player is chosen by the Al-Hadikhia, they learn what the other players choices are.

    Genasi and Kazali: If the Kazali makes a Genasi, the Kazali becomes a different demon with no Jinx.

    Genasi and Legion: Only Legion can die at night.

    Genasi and Leviathan: the Leviathan ends the game on day 4. All players know that Genasi is in play too.

    Genasi and Lil’ Monsta: When Lil' Monsta’s babysitter is being decided, minions may communicate in whatever way the storyteller permits.

    Genasi and Lleech: The lleech knows the character of their host, and may immediately choose again, once.

    Genasi and Ojo: The first time the Ojo chooses a not in play character, they learn this, and may choose again.

    Genasi and Riot: A player dies on Night 2.

    Genasi and Yaggababble: The Yaggababble gets two phrases, at least one of which will be very specific.

    Genasi and Lord of Typhon: The Lord of Typhon might not be in the middle of the line.

    Genasi and Byrion: Byrion poisoned players count as no longer being able to act to the Byrion.

    Genasi and Cadevermore: Minions 'mad' about being evil before nominations might survive execution.

    Genasi and Caridea: The Caridea affects the player 5 stps away, instead.

    Genasi and Dharvriik: The Dharvriik learns the character of players they choose.

    Genasi and Draugr: Players must close their eyes when doing the final vote.

    Genasi and Gashadokuro: The first Gashadokuro-turned player to spend their vote token stays evil.

    Genasi and Grogar: Outsiders killed by other means also keep their ability.

    Genasi and Hæmoryn: A townsfolk is evil.

    Genasi and Hecanite: If the Hecanite kills their bewitched player, they choose a new player to bewitch.

    Genasi and Hijin: If a good player was protected by the Hijin, the Hijin kills tonight.

    Genasi and Id: The Genasi knows what the Id thinks they are and can ask the storyteller to privately tell the Id their charcter.

    Genasi and Kronos: Every day but the last is 30 seconds shorter.

    Genasi and Lucifer: The Genasi starts knowing that Lucifer is in play.

    Genasi and Mandragora: Eaxh night, the Mandragora learns a living player who isn't a minion.

    Genasi and Mantos: If the Genasi hasn't been nominated and they nominate the Mantos, they instead swap characters immediately.

    Genasi and Matriarch: Matriarch cannot die to their own ability.

    Genasi and Numina: If a different evil player dies before the Numina, they register as evil for a day instead.

    Genasi and Ogbanje: The Genasi cannot be chosen by the Ogbanje.

    Genasi and Ozymandias: Ozymandias learns both the best and worse kill, in any order.

    Genasi and Paimon: The Genasi learns how many Paimon are in play.

    Genasi and Pyrus: Instead of adding an outsider, a townsfolk might be made perminantly poisoned.

    Genasi and Qandisa: The bad omen is also poisoned.

    Genasi and Qix: The Qualmish player turns evil when just 5 players live.

    Genasi and Quarp: If no one is executed 2 days in a row, evil wins.

    Genasi and Que’zotl: The Que’zotl can mark 1 more player.

    Genasi and Rejico: The Rejico can turn a minion into the demon if they are killed by any means.

    Genasi and Vampyre: Once per game, the Vampyre can learn all players that won't die if attacked.

    Genasi and Volomich: The Volomich can kill one more player

    Genasi and Vri: The Vri's night 2 choices don't have to be unaligned

    Genasi and Wovaris: If the Wovaris kills their last minion, they may kill again tonight.

    Genasi and Wyvern: Evil players have to be guessed as the right character to be killed.

    Genasi and Xaya: If the Xaya wouldn't wake tonight, they instead wake to choose a player and learn their character.

    Minion

  9. Harlequin

    Each night choose a player and a character. They are ‘mad’ this character is in play, or might be executed


    “;P”

    The Harlequin makes players publicly state that they believe a specific character is in play.

    Examples

    The Harlequin chooses Tom and Nightwatchman. Today, Tom tells everyone he got a Nightatchman ping from Leo, even though Leo insists he is not the Nightwatchman.

    The Harlequin chooses Seevan and Widow. Today, Seevan tell everyone that he heard the Widow's call last night.

    The Harlequin chooses Alfie and Investigator. Today, Alfie keeps talking about having 'heard of an invetigator', but hen asked, refuses to elaborae or share any other details. Alfie is spontainiously executed, and dies, causing the night phase to begin abruptly.

    How to Run

    Each night, the Harlequin will choose a player and a character. Wake them, show them the 'This chracter has selected you' token, then the Harlequin token, then the character they must be mad about being in play. Send them back to sleep.

    During the day, if you feel like they are not making an ernest attempt to convince the others that the character the Harlequin chose is in play, you may immediately announce that they are executed. If they are alive, they die, and the game progresses to the next night, without anything else happening in-between.

    On th last day, the Harlequin can choose the last living good player, and whatever the demon is claiming. In this intance, the good player is almost forced to insist that they are that character, and have been the whole time, and that the demon must be lying. As Harlequin (choosing a good character) is strickly a less specific constraint than Cerenovus, if needs be, the chosen player can treat being Harlequin mad a being Cerenovus mad.

    Minion

  10. Huntress

    On your first night, choose an in play good character. They learn they have been chosen, and if they are executed, you become a not in play Demon. If a demon is ever executed, Good wins.


    “The Hunt is a sacred rite. A ritual of bloodshed and hunger. Death, traded for life. The wolf that eats is stronger. The hawk that catches is faster. The bear that kills may live another day. And your death... will do more than sustain me...”

    The Huntress chooses a player to track down. If she can find them, she ascends to a more monstrous form.

    Examples

    The Huntress chooses the Clockmaker, which is not in play. The storyteller shakes their head no, and asks her to choose again. Then the Huntress chooses the Seamstress, which is not in play. The storyteller shakes their head no, and asks her to choose again. Then the Huntress chooses the Dreamer, which is in play. The storyteller nods, shows the Huntress the Dreamer, and sends the Huntress to sleep. The Dreamer is marked with th 'Quarry' reminder token, token, shown that the Huntress has selected them, and sent back to sleep.

    The Barber is the Quarry. They avoid being executed and die in the night. Nothing happens.

    The Town Crier is the Quarry. They are executed on day 2. On night 3, th Huntress bcomes to Vigormortis, and chooses to kill the last minion.

    The Huntress has become the No Dashii. She no longer has the Huntress' abaility. She is executed. Even though there is a living Demon, Good wins.

    How to Run

    On the first night, the Huntress chooses characters until they choose a not in play one. That player is their Quarry, and must avoid being executed.

    If the Huntress' Quarry is executed, the Huntress becomes that demon, and kills tonight.

    Even if only one player is not a demon, do not end the game prematurely. Due to the lingering Huntress' ability, good can still win, if either demon is executed.

    If you're the Quarry, I reccomend hiding. You would prefer the demon to kill you over the executioner.

    If there is no Huntress, I reccomend a good player claiming to have been chosen as the Quarry if put on the block. Hopefully, town will get scared and not execute you.

    Minion

  11. Illithid

    Players whose distance from you equals the current day number are poisoned.


    “What a long life you have lived. A son, a father, a brother. Across the continent and over the seas... Delicious...”

    The Illithid radiates poison around the circle, even to their allies.

    Examples

    The Illithid neighbours the Rogue and the Ranger. The Rogue learns Illithid and the Ranger chooses the Rogue and learns Townsfolk.

    The players 2 steps from the Illithid are the Juiblex and the Goblin. That night, the Juiblex tries to kill a player, but no one dies. That day, the Goblin is nominated, claim to be th Goblin, is executed and the game continues.

    How to Run

    Don't forget that the poisoning affects all characters, including Outsider, Minion and Demons. Note that Minion and Demon info is unaffected by Poisoning. Don't forget which day it is and where the poison belongs.

    Always keep an eye on the current day number, and who is poisoned.

    Minion

  12. Jester

    Evil players nominated by evil players cannot die by execution today. If just 3 players live, you lose this ability.


    “Oh do calm down. It ith just a joke, after all. I mutht thay, when I told it to your wife she laughed tho hard she nearly fell out of my bed!”

    The Jester makes mockeries of executions if the evil team can take the reigns.

    Examples

    On day 1, The demon nominates the Jester. The Jester is put on the block, and is executed. The Jester doesn't die.

    Three players are alive. The Jester nominates the demon. The demon is put on the block, is executed, and dies, becaue the Jester doesn't have their ability anymore.

    How to Run

    If more than 3 players live, and a player is executed, if both players who nominated and were nominated are evil, the player survives. This is true even in the case of self-nominations.

    Minion

  13. Lamp Lighter

    Each night, choose up to a third of the players. Chosen good players are sober and heathy until dusk. [All outsiders are poisoned, +2 Outsiders]


    “I like it better in t' dark. No whelps t' bother me, no sun t' blind me. Nar, It's much better like this.”

    The Lamp Lighter brings in more outsiders, but poisons them all. if the Lamp Lighter can find any of their outsiders, they can make the Sober and Healthy again.

    Examples

    The Lamp Lighter chooses the Barber, who dies, allowing the demon to choos two players to swap. That day, the Klutz is executed and chooss the Lamp Lighter. The game continues.

    The Lamp Lighter chooses the Mathematician (who neighbours the No Dashii) and the Mutant. The Mathematician must learn correct information and the Mutant might be executed if they are 'mad' about being an outsider today.

    The Lamp Lighter is executed, and dies. From now on, all 4 outsiders are poisoned.

    How to Run

    When the Lamp Lighter goes into the bag, add 2 more Outsider tokens and take out 2 Townsfolk tokens than usual.

    Each night, the Lamp Lighter can choose up to one third of the players (including none). All the good players that are chosen are Sober and Healthy, which removes the poisoning of the Lamp Lighter, and also any other sources of drunkedness or poisoning.

    for player counts that don't divide perfectly by 3, round down. So 10 players means 3 choices, 11 also means 3 but 12 means 4.

    The Drunk is largely unaffected by the Lamp Lighter, as they have no mechnical ability, and that they are not actually drunk, just The Drunk.

    Minion

  14. Lieutennant

    Each day, visit the storyteller with help on how to sell a bluff. If you are executed, your nominator becomes evil tonight.


    “I did my duty for Queen and country!”

    The Leiutennant knows how to sell a bluff, and is more than capable of leveraging emotion to make an ally out of an enemy. But when push comes to shove, if the boss says so, they are willing to give their life for the cause.

    Examples

    The Lieutennant visits the storyteller and asks "How would I go about bluffing as the potions master?" And the storyteller responds "You might have learned Steve last night" because Steve is the Unwilling King who resitsered as Grogar last night.

    The Lieutennant asks "How would I go about bluffing as the Assistant?" And the storyteller says "If you think someone executed was poisoned, you should point people at Emma" because Emma is the real assistant, and the Lieutennant will need to make them look fake for their bluff to look real.

    The Lieutennant asks "Would would I go about bluffing as the demon?" And the storyteller says "Keep Lewis alive" becasue Lewis is the Sorceress who has made the Lieutennant register as Chryslis.

    The Leiutennant is executed. They were nominated by Chrysalis. That night, nothing happens, and the following day, the Leiutennant reveals themself to their nominator. No new evil players were made, but now a minion has found their demon.

    How to Run

    Each day, if the Leiutennant asks for a private conversation, allow them to ask you for advice for making a bluff work. Tell them what sort of actions the should take to make their world look believable.

    If the Leiutennant is ever executed, and nominated by a good player, mark their nominator with the 'turns evil' token. That night, wake the nominator, show them the "YOU ARE" reminder token, and then show a thumbs down.

    The advice can be for any bluff, regardless of if the bluff paints the Leiutennant as good or evil. They do want to be executed, after all. You can use the advice to give the Leiutennant accurate information for any particular character, or point them toward the other evil players. let them get creative, and reward a good plan. The Leiutennant can't know why you said what you said anyway.

    Minion

  15. Martyr

    You start knowing a word. The first time you say it, if you are dead, live, otherwise die or be executed.


    “When snow is stained with Brother-Blood, and the light of burning thatch illuminates only carnage, we must know: what it is we will live for, and what it is we will die for.”

    The Martyr gets to choose when their life/death state changes.

    Examples

    The Martyr's word is "Entire". During the day they say "I'm mad, but I'm breaking it now, I've ben the mutant the entire time". The storyteller announces that the Martyr is immediately executed, simulating a mutant. The Martyr's word is "Murdered". They are killed at night by the gossip. During the next night they say "If I had to guess, I was murdered by the Shabaloth". The Martyr is resurrected that dawn, simulating a shabaloth. The Martyr's word is "Time". During the day they nominate Ethan by saying "The time has come for me to nominate Ethan". The storyteller announces that the Martyr has died, simulating a witch.

    How to Run

    As soon as the Martyr says their word, you must resurrect them if they are dead. If they are alive, you must decide if it is better for the game for them to simply die, or if they want to be executed. Whichever you decide is better for the Martyr should happen. Typically, you shoul use the Martyr's ability to help the evil team as much as possible. They are sacrificing an evil player, most of the time.

    When choosing a word, try to choose a word that can be easily slipped into conversation without being too noticable. Also, it should be a word you aren't likely to miss. Depending on the script and the bluffs, you might be able to guess what the Martyr will use their ability to accomplish, and so the word might be more useful if it relates to that bluff. It's often encouragable for Martyrs to speak with the storyteller in advance and explain in which circumstance they plan to say the word.

    Minion

  16. Mothborne

    If you are executed, all townsfolk are poisoned until dusk. When 4 players live, swap characters with the demon.


    “They all ignore me. But that's ok... I have my moths. My pretty little moths. I don't need anyone else. Not now. I'm going into my cocoon now. I can't wait to see what I'll become when I emerge...”

    The Mothborne wants to be executed, but if the town refuses to kill them, they take the mantle of the demon upon themselves.

    Examples

    The Mothborne is executed. That night, all townsfolk are poisoned. Minions, outsiders and the demon are unaffected.

    The demon kills the Mothborne. Nothing further happens.

    5 players are alive. 1 is executed. At the sart of the night, the Mothborne is woken and told that they are the demon, and the demon is woken and told that they are the mothborne. The new demon chooses a player to kill.

    How to Run

    As soon as the number of living players goes from 5 to 4, the swap occurs. If the number of players changes to 4 some other way (like 3 players followed by a resurrection, or a resurrection to 5, and a kill) the demon and Mothborne swap back.

    If the Mothborne is executed and survive, they still poison all townfolk. This could allow for multiple instances of global poisonings.

    Minion

  17. Poltergeist

    Each night* if you died by execution, and more than 3 players live, you may choose a living neighbour, they die. If you are executed while dead, your team loses


    “WooooOOOOooooaaaagggghhh!!!”

    The Poltergeist gets revenge if they are executed. But if they are found, they can lose the game for themself.

    Examples

    The Poltergeist is executed. That night, they choose to kill their living neighbour, who dies. The next night, the choose not to kill.

    The Poltergeist is executed. The players, believing t to be a mastrmind night, re-execute the Poltergeist. The game is over and the Good Team wins.

    The Poltergist is killed in the night. They are never woken to kill anyone, but if they are executed, they still lose.

    How to Run

    If the Poltergeist dies by execution, mark them with the 'Died by execution' reminder token.

    On future nights, wake them. Of they choose a living neighbour, mark that player wth the Poltergesist's 'Dead' reminder token and a shroud: they are dead. Send the Poltergeist back to sleep.

    Minion

  18. Physician

    When a minion is executed, they live, and die tonight


    “Nein to vorry! Zanks to ze advances in modern medicine, you vill not be dying today! Howefah, I make no promises about tomorrow...”

    The Physician keeps their fellow minions alive for just a little bit longer.

    Examples

    There is a Physician in play. The Poisoner is executed. They do not die today. Tonight, they die.

    There is a Physician in play. The Physician is executed. They do not die today. Tonight, the Physician is poisoned, and thus, does not die to their own ability.

    How to Run

    Whenever a minion would die by execution, they survive. Announce that they are executed and do not die - Do not specify why.

    That night, the minion dies. If the Physician is about to kill a minion, but the Physician loses their ability (due to being drunk, poison or dying, for example) the protected minion survives.

    The Physician can protect, and kill, themself.

    Minion

  19. Stalker

    Each night, choose a player, learn their character. Or* kill your last choice and lose your ability


    “Wow... You smell different when you're awake...”

    The Stalker gets information on other player, or choose to kill someone they've been following.

    Examples

    The Stalker chooses the Dreamer. They learn Dreamer.

    The next night, the Stalker chooses to kill the Dreamer. The Dreamer dies.

    The next night, the Stalker stops waking up.

    How to Run

    Each night, wake the Stalker, let them chooe a player, and learn their character.

    Every night but the first, the Stalker may intead choose to kill their most recent choice. If they do, the person die, but the Stalker no longer wakes up.

    Minion

  20. Slug

    Once per game, publicly guess all good player’s characters. If correct evil wins. All players know you are in play.


    “𝘚𝘲𝘶𝘦𝘭𝘤𝘩”

    The Slug tries to guess everyone's characters.

    Examples

    There is a Slug in play. On day 1, immediately after waking the town, the storyteller announces that there is a Slug in Play.

    The Characters in play are: Imp, Chef, Fortune Teller, Slug, Ravenkeeper, Washerwoman, Virgin. The Slug guesses the Imp as the Mayor, Chef as the Chef, the Fortune Teller as the Fortune Teller, the Ravenkeeper as the Ravenkeeper, the Washerwoman as the Washerwoman and the Virgin as the Virgin. Evil wins.

    How to Run

    If the Slug ever announces that they are the Slug and would like to make their guss, ask for silence from the rest of the group. Let the Slug make their choices. If every good player is guessed as their character, announce that the game is over and evil has won.

    You don't have to make your guess. The Slug's greatest power is in getting the good team to obfuscate what they are to one another, slowing down the spread of information.

    If there are multiple minions, the non-slug can make a guess. When nothing happens, it can throw confusion upon the town, make them think people are not what you guessed them as, or believe the gues has been used, making it easier for the real Slug to make the true guess.

    Minion

  21. Wretched

    Each night, choose a player, if good, they receive false information and register falsely to townsfolk until dusk.


    “They called me ugly. The pitied me! I... hhhate being pitied!”

    The Wretched causes players to learn false information and appear falsely to Townsfolk.

    Examples

    On the first night, the Wretched chooses the chef. The chef learns a 0 even though there is 1 pair of evil players.

    On the first night, the Wretched chooses the butler. The Librarian learns that there are 0 Outsiders in play, even though there is 1.

    On the first night, the Wretched chooses the demon. The Dreamer chooses them and learns Sage or Witch. The demon learns 3 in-play characters, and 2 townsfolk as their minions.

    How to Run

    Each night, wake the Wretched. Gesture for them to choose a player. Mark that player with the 'Wretchened' reminder token.

    If the Wretchened player learns information, it must be false. If a player learns information about the Wretchened player, it must be false.

    Don't forget that the information MUST be false, that it only affects Townsfolk, and that it isn't just affecting the character's percieved allignment and character, but also things like if they are alive to the Oracle, or if they acted tonight to the Chambermaid. Also, everything must be false, so a good townfolk cannot register as an evil townfolk or a good outsider, they must register falsely on all accounts.

    Minion

  22. Yo-Kai

    You register as alive, can vote and can nominate while dead.


    “The Tengu, the Kappa, the Kuchisake-onna! The Amabie, the Oni, the Rokurokubi! We are spirits, we whistle and howl! You best hide away when we're on the prowl!”

    The Yo-kai appear to still be alive, even when dead.

    Examples

    The Yo-kai is killed in the night be the demon. The next day, the Storyteller announces that no one has died. The Yo-kai later nominates and votes to execute the Snitch.

    The Yo-kai is executed. They die, but the Storyteller announces that they do not die. Later, there are seemingly 4 players alive, but in reality there is 3, and a dead Yo-kai. The town elects not to execute, the demon kills a living player. There are now 2 players alive, one of whom is the demon, so evil wins.

    The Yo-kai is made drunk by the Courtier. They are executed, die, and the storyteller announces that they have died. They may not nominate or vote more than once while dead.

    How to Run

    If the Yo-kai would die, they don't appear to die. They may still vote and nominate like a living player, and characters that interact with the dead do not treat the Yo-kai as dead.

    If the Yo-kai is executed, they still die by execution, but the Storyteller treats them as if they survived.

    If there are 2 or fewer players alive, the game immediately ends, even if it appears as if the Yo-kai is still alive.

    Minion

  23. Byrion

    Each night* choose a player, they die. Executed players that can no longer act might poison one townsfolk neighbour


    “Hmm? Oh... hwat a sad thing to hear. Crumpled up and discarded like hwet tissue paper. Tragic, really.”

    The Byrion creates poison when the useless are executed.

    Examples

    The Washerwoman is executed. She poisons her townsfolk neighbour, who is the dreamer, who learns false information tonight.

    The Baron is executed. They neighbour the demon and an outsider. They can poison the townsfolk to the demon's left or the townsfolk to the outsider's right, or neither.

    The Grandmother is executed. Since there is some part of her ability that hasn't activated (their ability to die) she cannot cause any additional poisonings.

    How to Run

    If a player who can 'no longer act' is executed, you may choose to poison a townsfolk neighbour of theirs. The neighbour doesn't need to be living, but it does need to be the first townsfolk clockwise or anticlockwise from the first player. The poison lasts as long as the Byrion has their ability and the player is someone who can 'no longer act'.

    What defines 'no longer act' is a bit vague, but generally includes: Characters who start knowing information (and do nothing more) and players who have used Once Per Game abilities make up the majority of these such characters. If they can learn more information or have a mechanical effect on the game in the future (due to their ability) they can still act.

    It may be best to make it clear under what circumstances you would rule a character as 'no longer acting'.

    Demon

  24. Cadevermore

    Each night* choose a player; they die. Minions “mad” about being minions might keep their ability if executed.


    “Serve me proudly and we'll play forevermore! Pledge yourself to the Cadevermore!”

    The Cadevermore allows it's minions to keep their ability, at the cost of making their minioniness public.

    Examples

    The Harpy is on the block. They declare themself to be a loyal minion of the Cadevermore. The are executed, die, but they choose two players tonight.

    The Poisoner is executed. The next day, they tell everyone they're a minion. They've already lost their ability, so they can't have it back.

    How to Run

    Ever night except the first: Wake the Cadevermore. They point at any player. That player dies.

    If a minion is executed, check to see if they are currently mad about bing a minion. It should be public and obvious. If so, they keep their ability.

    If the Cadevermore loses their ability, so do minions it's maintaining. If it it gets it back, so do they.

    Demon

  25. Caridea

    Each night* choose a player, they die. The first time the Caridea dies at night and the living outnumber the dead, the player 6 steps clockwise from you becomes the Caridea and a player turns evil.


    “Are you tellin' me a Caridea fried this rice?”

    The Caridea has the power to pass their demonhood halfway across the circle.

    Examples

    On Night 2, the Caridea chooses themself. There are 11 players alive and 1 player dead at the moment of the death. The Steward, who is on the opposite side of the circle from the Caridea, becomes the evil Caridea.

    At Night, the Caridea chooses themself. There are now an equal number of living and dead players. The player 6 spaces away from them clockwise is the evil Spy. The Spy is now the Caridea, and the Recluse turns evil and learns this.

    There are 7 players. The Caridea's anti-clockwise neighbour is executed. The Caridea chooses themself tonight. The dead neighbour becomes the Caridea. Evil loses (although no new evil players have been made yet).

    How to Run

    Every night but the first: Wake the Caridea. They point at any player. That player dies.

    If the Caridea dies at night while the living outnumber the dead (counting the Caridea as alive) the player six spaces clockise from the demon becomes the new Caridea. They should also become evil, unles they were already evil, in which case someone else becomes evil.

    Technically speaking, the new Caridea doesn't have to be turned evil, but they should be. The wording of the ability allows the Caridea to be more than just a less free Imp if their minion is exactly six spaces clockwise from them. In that case, they get a bonus evil :)

    Demon

  26. Dharvriik

    Each night* you may choose a player; they die. If you did not choose anyone, and someone died tonight, choose a player, they are poisoned from now on.


    “It is debased and bestial to dirty one's hands with blood. I have better things to do. Besides, by the looks of it, these crazed townsfolk will do that task for me.”

    The Dharvriik gueses when they don't need to kill anyone, and if correct, permanantly poisons a player instead.

    Examples

    On night 2 the Dharvriik kills a player. Nobody else dies but the Dharvriik is not woken, no one is poisoned.

    On night 3 the Dharvriik chooses not to kill anyone. A player dies to the gossip, and another player dies to the tinker. Aftr the Gossip's kill, the Dharvriik is woken again to chose a player to poison. They are poisoned from now on.

    On night 4 the Dharvriik choose not to kill anyone. Nobody else dies. The Dharvriik is not woken. The player they poisoned a few nights ago is still poisoned.

    How to Run

    Every night but the first: Wake the Dharvriik. They might point at any player. That player dies. If they didn't, and a player later dies tonight immediately wake the Dharvriik and let them point at a player. Mark that player with the Dharvriik's 'Poisoned' reminder token: they are poisoned.

    Demon

  27. Draugr

    Each night* choose a player, they die. If executed, you live but register as dead. If just three players live, all players vote to kill all living or all dead players.


    “Bolog aaz, mal lir! Qiilaan us dilon! Dir volaan!”

    The Draugr keeps playing after they die, and on the last day, asks a simple question: have you already killed me?

    Examples

    The Draugr is executed on day 1, and survives, but appears to die. When seemingly 4 players live, a living player is executed. The Storyteller then announces that there are 3 living players alive, and that all players must choose to kill all living or all dead players. The town chooses to kill all dead player, which kills the Draugr once and for all. Good wins.

    How to Run

    Each night, except the first, wake the Draugr. They point at any player. That player dies.

    If the Draugr is executed, they live, but register as dead. This happens even if the Draugr is executed more than once.

    When three people register as alive (which might include the Draugr or not) immediately wake the town up if they are asleep and announce that there is a Draugr in play, they there are three people 'alive', name them, and ask the town to decide if they think the Draugr is among them. If they do, they must raise their hand. If a majority of the players have their hand up, all living players simultainioussly die. If the Draugr is among them, they die too, and the Good team wins. Otherwise, evil wins. If the majority of hands are down, then all dead players die. Only the Draugr is alive amongst them, so the Draugr will die if they are 'dead' and live if they are alive. Of course, if the Draugr dies, Good wins, and if they live, Evil wins.

    Don't give the town too long to discuss. They should hve worked out their answser to the question long in advance already.

    Keep in mind the Draugr dies like normal if they die to reasons besides execution. Ths means if they kill themself they likely lose.

    Unlss there are ways for good layers to cause deaths besides excution, the only way for the Draugr to die is by the final guess. Therefore, if town gueses correctly they win, and if town guesses incorrectly, they lose.

    Keep in mind that the Draugr register as dead to itelf, so it's ability triggers on 3 players registering as alive no matter what.

    Demon

  28. Gashadokuro

    Each night* choose a player, they die and turn evil until they lose thier vote token (even if you lose this ability).


    “It's okayyy. You're one of us nowww. Don't be scareddd. Just keep your head down and stay quiet and you'll be okayyy.”

    The Gashadokuro conscripts the dead, but they're only evil as long as they hold onto their vote token.

    Examples

    On night 2 the Gashadokuro chooses the Noble. The Noble dies and turns evil. That day, they announce that they were turned evil and vote. They turn good the moment their vote is spent but that night, are woken to be told they're good, just to be sure.

    On night 3 the Gashadokuro chooses the Xaan. The Xaan is still evil. The Xaan spends their ghost vote. The Xaan is still evil.

    On the final day, the Gashadokuro kas killed 5 good players. All of them vote to lift the Gashadokuro off the block. Evil wins. However, since all of th Gashadokuro-turned players spent their vote token, they are good and lose. They shouldn't've done that.

    How to Run

    Every night but the first: Wake the Gashadokuro. They point at any player. That player dies and turns evil. Wake that player. Show them the 'You Are' info token, then give a thumbs down, send them back to sleep.

    If a player turned evil by the Gashadokuro spends their vote token, they immediately turn good. The following night you should wake them, Show them the 'You Are' info token, then give a thumbs up, send them back to sleep, just to be clear, but the alignment change occurs the moment the vote is cast.

    The player needs to have a vote token to become evil. If they survive dying or are ressurected, they stay good, or become good as soon as they become alive, respectively.

    Demon

  29. Grogar

    Each Night*, choose a player, they die. Outsiders you kill keep their ability when dead. [+1 Outsider]


    “Such confidence. Go! Try to take back your kingdom. I shall send you there myself. If you prevail, you may keep it. But when you fail, you will submit to me!”

    Grogar preys on the weaknesses of his enemies, and doesn't let death stop them from causing problems.

    Examples

    Grogar kills the Conman. the following day, only townsfolk vote. No one is executed.

    The Wild Mage is executed. The following day, they reveal who they were. Grogar is nominated by the Chancellor. As Grogar is poisoned, the Wild mage does not have their ability. They will get it back when grogar becomes sober.

    Grogar kills The Stage Magician. They do not wake, because they only wake if alive. The following day, they tell the town that they were the stage magician. Grogar claims to be evil, and guesses them. The game is over and the evil team has won.

    The Unwilling King is registering as an outsider when they die. Tonight they wake and choose to register as the Grandmaster. They do not register as the Grandmaster, as they no longer have an ability, because they stopped registering as an outsider.

    How to Run

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

    Each night except the first, wake Grogar. He points at any player. Put Grogar to sleep. The chosen player dies—put Grogar's 'Dead' reminder by the chosen player's character token in the Grimoire and put a shroud on it.

    Remember that all outsiders will keep their ability if they are dead. If an outsider dies, put the 'has ability' token next to their token in the grimoire.

    Try not to forget, there's a lot to think about.

    Demon

  30. Hæmoryn

    Each night*, choose a player: they die. The first time you kill an evil player, see the Grimoire.


    “Slit the palm. Your precious crimson will paint a glorious tapestry. I just need enough paint for the canvas... Thank you.”

    The Hæmoryn can gain all of the information in th game if they sacrifice an ally.

    Examples

    The Hæmoryn chooses the Baron, who dies. The Hæmoryn sees the grimoire.

    The Hæmoryn chooses the Wizard, who is protected by the monk, and does not die. The Hæmoryn sees nothing.

    How to Run

    Each night Wake the Hæmoryn. They point at any player. That player dies. If that player is evil, show the Hæmoryn the grimoire.

    Demon

  31. Hecanite

    Each night* choose a player, they die. On the first night, choose a player. Their ability secretly becomes: 'if just three players live, become evil'


    “Milk doth sour, and fruit doth rot; bide thy years, and thou shalt canker too. Yet fret thee not — beauty lieth in the eye of the beholder.”

    The Hecanite bewitches a player. They lose their ability (effectively becoming poisoned) and join the evil team if they live to the last day.

    Examples

    The Hecanite chooses the Snake Charmer. Later that night, the Snake Charmer chooses the Hecanite. Nothing happens.

    The Hecanite chooses the Mayor. After the demon kills the fourth last player, the Mayor is woken to learn that they are evil. The following day, no one is executed. The night begins, the demon kills and then evil wins.

    The Hecanite chooes the Librarian. The Librarian is executed. They do not chanage alignment when just three players live.

    How to Run

    On the first night, let the Hecanite choose a player. Their ability is replaced by the ability "If just three players live, become evil", but they are not told this. If they learn information, it is arbitrary, and their ability cannot have a mechanical impact on the game. It is like they are poisoned.

    If they are alive, sober and healthy when three players live, they turn evil. They do learn this.

    Each night except the first: Wake the Hecanite. They point at any player. That player dies.

    Demon

  32. Hijin

    Each night (except the last) choose to let the player executed today survive. If you didn’t last night, choose a player, they die.


    “it displeeses me. down heyre in mye little den in the pyts with all uf my stuf. i want itt gon. mak it gow awy.”

    The Hijin chooses to prevent the next execution, at the cost of their next kill.

    Examples

    On night 1, the Hijin chooses to prevent the next execution. That day, the Mastermind is executed, but does not die. On Night 2, the Hijin wake to choose if the next execution will fail, but will not kill a player.

    On the final night, the Hijin kills the 4th-last player and chooses that no one will die today. They are executed and survive.Tonight, they can't kill. And so the cycle repeats itself.

    How to Run

    Every night, wake the Hijin, and ask them if they want to cause the next execution to fail. If they do, mark them with the 'Today's Execution Survives' reminder token.

    When a player is executed, if the Hijin has the 'Today's Execution Survives', they do not die - do not say why.

    Every night except the first, after the Hijin has made their first choice, if they didn't have the 'Today's Execution Survives' token, let them choose any player. They die.

    Do use it sparingly. The game will be really awful if neither team get their kill. Does not work with Psychopath.

    Demon

  33. Id

    You think you are a good character, but you are not. Each night* player(s) die based on what you did. Minion get 3 Bluffs.


    “What are you talking about? Demons? Quotes? You're starting to get on my nerves, and I must warn you, I have quite the temper!”

    The Id doesn't know they're the demon, but their actions in the game influence who dies at night.

    Examples

    The Id thinks they are the Fortune Teller. Each night* one of the players they chose dies. After three nights, they start to believe that they're the Id and start lying about what they did at night.

    The Id thinks they are the Fisherman. Each night* an arbitrary player dies (perhaps someone the Storyteller saw the Id having a conversation with the previous day). When the Id asks for their advice, they are told to "Trust the players closest to You". From now onwards, Id kills one of their living neighbours.

    The Id thinks they are the Saint. The Storyteller kills anyone who choses them with their power at night. They are executed, firmly believing that they are the Saint. Much to their surprise, Good wins. Sadly, they are not part of the good team.

    How to Run

    When setting up the bag, instead of adding a Demon, add an extra Townsfolk token.

    Once the grimoire has been made, choose a good character, and give them the 'Is the Id' reminder token. They are the demon.

    This could have a rule like "You neighbour a minion" or something, but it isn't nccessary. Since the kills are determined by the Id's actions, they should be able to work out they're the demon eventually (unless they're the lycanthrope). And worse still, so will town.

    Pairs well with Marionette, especially on 7-9 games.

    Demon

  34. Kronos

    Each night* choose a player, they die. All players know you are in play. The day has no structure and cannot last for more minutes than half the number of living players.


    “I see it all backwards. Your tiny minds could never grasp it all. It's almost a shame.”

    Kronos puts a real-life time limit on every day.

    Examples

    On the first day, The Storyteller announces that a Kronos is in play. They put a timer nice and visible for the town, for dramatic effect.

    There are 3 players alive. The good team has 90 seconds to nominate and vote for the demon.

    How to Run

    On the first day, announce that Kronos is in play, and how long the players have. In general, all players should know how much time they have left.

    Every night but the first: Wake the Kronos. They point at any player. That player dies.

    When the timer reaches 0, the day ends. Announce this clearly and publicly. If a player is on the block, they are executed. otherwise, the town goes to sleep without an execution.

    There is no structure to the day. That means players may nominate immediately, or may leave the town square for the entire day. If a nomination is made, honor it, and do not allow another until the first concludes. However a player may only vote if they have their hand up and are in their seat.

    Make sure the final day is efficient. there are 30 seconds per player, so you cannot afford to waste time, lest the game be rather unfair.

    A 12 player game should last about 30 - 40 minutes. Good for when you don't have much time.

    Demon

  35. Lucifer

    Each Night*, Choose a player, they die. If you are dead, your team loses. [Your minions are demons that cannot kill, and register as minions too]


    “This town is beneath me.”

    Lucifer has lesser demons for minions.

    Examples

    The evil team consists of a Lucifer, a Vortox and a Lleech. Each has 3 bluffs and knows the other 2 demons.

    The Lleech chooses a player, who is poisoned.

    The Lucifer is 2 steps away from the Vortox, who neighbours the Lleech. The clockmaker learns a 3 because both 1 and 2 would be correct, and ther is a vortox in play.

    At night, the Lucifer chooses a player to die. The Vortox and the Lleech don't wake.

    The Lleech's host is executed. The Lleech doesn't die because the other demons don't kill (not even themselves). They will die if later executed or attacked, however, since their host is dead.

    The Vortox is executed. The game continues, and townsfolk learn true information from now on.

    On the final day, The Lucifer, the Lleech and the Soldier are alive. The Soldier nominates and executes the Lucifer. Good wins.

    How to Run

    If Lucifer is the demon, intead of putting minions in the bag, instead put an equal number of demons.

    On the first night, all Demons wake together (or seperately) learn all the demons (and no minions) as well as 3 bluffs (which could be the same for each or different). They are not told which amongst them is the Lucifer.

    If an effect would interact with minions, th other demons must register as minions for that ability. If an ability would check their character, they might register correctly, or as an on-script minion.

    If the Lucifer is ever dead, the game ends and good wins.

    Most demons don't work as minions. Some of them are alright, though.

    This is a really tough one to wrap the head around.

    Demon

  36. Mandragora

    Each Night* choose two players, they die. All minions know you are in play and if they are ‘mad’ about being a minion, you might die. You don't learn who the minions are.


    “What's that? An Assassin? A Spy? A Poisoner? They sound like dreadful people; I'll have nothing to do with them!”

    The Mandragora gets to kill twice as often, but their minions are forbidden from telling the demon who they are.

    Examples

    On Night 1 the Mandragora learns three not in play characters, and nothing else. The Minions learn the Mandragora is in play who the Mandragora is and each other.

    During Day 1 a minion goes up to the Mandragora and announces that they are a minion. The Mandragora dies. Good wins.

    Over the course of the game, the minions never vote for the Mandragora, and give out false informatio. The Mandragora suspects that they are minions and never kills thm at night. On the last day, only evil players live. The minions still pretend to be townsfolk, even now, and only nominate each other. A minion is executed, and evil wins.

    How to Run

    On the first night, don't tell the Mandragora who the minions are. Make sure to tell the minions that there is a Mandragora in play, when you tell them who the demon is.

    Every night but the first: Wake the Mandragora. They point at any two players. Both players die.

    If, at any time, you her a minion being 'mad' about being a minion, feel free to kill the demon immediately.

    You might want to warn minions ahead of time if you think they're being too overt. A general rule of thumb is that if their actions could make a good player think they're a minion, they're going too far.

    Technically speaking, they're not allowed to be 'mad' about minions to each other. You can crack down on that if you like.

    Demon

  37. Mantos

    Each night* choose a player, they die. If you are nominated by an evil player, swap characters with them tonight (Abilities are preserved).


    “Souls are Software. Minds are Software. Brains are Hardware. Hearts are Hardware. Transfers are Easy. Everything is Mutable.”

    The Mantos can jump from evil to evil via public nominations.

    Examples

    The Mantos is nominated by the Widow. The Widow-poisoned player remains poisoned. No one looks at the grimoire. They swap characters at the start of the night phase.

    The Wizard has made their wish. The Mantos is nominated by the Wizard. The starting Mantos is now the Wizard, and the Starting Wizard is now the Mantos. The new Wizard cannot make a new wish, because their ability is preserved.

    How to Run

    Ever night except the first: Wake the Mantos. They point at any player. That player dies.

    If an evil player nominates the Mantos, their characters swap immediately. This change can happen multiple times per day, and at the start of that night be sure to wake the evil players whose character changed and let them know what they are.

    If a player gains a new ability due to the Mantos, the ability is presrved. This means it isn't a new instance of the ability. If the ability had an ongoing effect (like a Widow's poisoning) it doesn't change, go away or restart. If it ws a once-per game ability that has been spent, it remains spent.

    Probably best to keep track of who nominated who each day. And keep an eye on suspicious nominations made seemingly for no reason.

    This really doesn't work with evil butcher.

    Demon

  38. Matriarch

    Each night, see the Grimoire and decide everyone’s information. Tonight* If you lied, an evil player dies, otherwise, good.


    “Oh!”

    The Matriarch chooses everyone's information, but gets punished for lying.

    Examples

    On night 2 The Matriarch chooses for the Oracle to get a correct 1, the mathematician to get a correct 0, the town crier to get a correct yes, and the flowergrl to get a correct no. Tonight, the Sweetheart dies.

    On night 3, the Matriarch chooses for everyone to get correct information execept for the sweetheart drunk Seamstress. The Witch dies.

    On night 1, the Matriarch gives everyone false informtaion. No one dies because it is night 1.

    How to Run

    Each night wake the Matriarch. Let them use whatever means neccessary to decide what everyone's information is.

    Every night but the first check if anyone recieved false infrmation. If they did, an evil player dies (this can sink into a dead evil player, or it might kill a living one. If the demon is the only living evil player, they might die). othrwise, a good player dies.

    This is a hard demon to run. Honestly, there are many characters where working out what they do is really hard.

    Demon

  39. Numia

    Each night* choose a player, they die. If you would be the first evil player to die, you live, but register as dead until the next night.


    “Tenets of Mankind! Violence! Greed! My lifeblood omits from the Abyss! Release me!”

    The Numina appears to die, only to be ressurected the next night.

    Examples

    The Numina is executed. No evil player is dead. The game continues, even though the Storyteller announces that they died. That night, they stop registering as dead, so the Oracle learns a 0, and the Chambermaid can pick them. That day, the storyteller announces that they are 'ressurected'.

    The Numina kills themself. The Poisoner had previously died, and so the Numina dies for real.

    How to Run

    Every night except the first: Wake the Numia. They point at any player. That player dies.

    If the Numina dies but they are the first evil player who would die, they don't, but they register as dead. Their misregistration lasts for until tomorrow night, wherein the Numina will appear to be resurrected.

    If th Numina is drunk or poisoned when they die, their ability cannot save them and they die for real. If they become drunk or poisoned while registering as dead it works the same as with Zombuul.

    A before, please defer to how the Zombuul works for odd mechanical questions.

    Demon

  40. Ogbanje

    Each night* choose a player. They become an evil Ogbanje and you die. If just three players live, and no good player nominates, your team loses. [no minions]


    “Hello! Going to try and keep me alive again? Wow! That's the spirit! I'm sure you've got this! Fifth time's the charm!”

    The Ogbanje dies over and over again, and the only way to defeat it is to let it go and break the cycle.

    Examples

    The Ogbanje chooses the Engineer. The Ogbanje dies and the engineer becomes the evil Ogbanje.

    On the final day, both good players agree that it's an Ogbanje game. neither nominates. The only living Ogbanje nominates, and all the Ogbanje vote. Even though a good player is on the block, when the day ends, Good wins.

    How to Run

    At the start of the game, remove the minions from the bag. Instead, replace them with Townsfolk. There is only one Ogbanje.

    Every night, (except the first) the Ogbanje chooses a player. They become a new evil Ogbanje and the old Ogbanje dies. wake the new Ogbanje to tell thm their new character and alignment.

    If just three players live and no good player nominates, regardles of who is on the block, the Ogbanje's team loses. This usually results in a good victory. Technically, as there is still one living demon, they could be executed the normal way, but as there is likely a large enough number of dead Ogbanje by now that they can overvote on someone else and win. Unless the Ogbanje already made their nomination, of course.

    Not yet sure how this should interact with players that protect others or themselves at night...

    Demon

  41. Ozymandias

    Each night* choose a player, they die, then you learn the player the storyteller thinks is the best or worst kill for tonight.


    “My name is Ozymandias, King of Kings: Look on my works, ye Mighty, and despair!”

    The Ozymandias learns either the best or worst kill for tonight... after they've already made their choice.

    Examples

    On Night 2 the Ozymandias chooses to kill Henry, who is th semstress. The storyteller points at the Poppygrower, who is obviously the best kill. The Demon thinks that they're a minion and avoid killing them from now on.

    On Night 3 the Ozymandias chooses to kill the player they were told last night, Lewis, who is the Seamstress. Lewis had not used his ability this time last night but that has since chnged, making the information outdated.

    On Night 4 the Ozymandias chooses the Banshee. They hear the Banshee's announcement and are told that the Banshee's player is either the best or worst kill.

    How to Run

    Every night but the first: Wake the Ozymandias. They point at any player. That player dies. Then, point at a player whom you believe would have been the best or the worst kill.

    Obviously the demon and their minions are among the worst people to kill at night. Maybe don't include them. Unless, of course, the demon didn't already know that. Maybe the demon needs to pass to a Scarlet Woman? The choice is yours.

    A bit of a weak demon. Maybe deserves a minor boost, like +1 outsider or something.

    Demon

  42. Paimon

    The game ends if no one dies by execution today. If all demons are dead play for one more day: if a player is then executed, their team loses. [X Paimons, no minions]


    “They spawn from leaves in Lemegeton Clavicula Salomonis. We are foretold by Trismegistus' Tabula. I am of Goetia, the ninth spirit, and I am already dead.”

    There can be any number of Paimons in the game, and Good needs to predict when they've killed them all to win.

    Examples

    There are 3 Paimons in play. The first two are executed on days 3 and 4. On day 7 the last Paimon is executed. On day 8 the good barber is executed. Evil wins.

    There is one Paimon in play. They are executed on day 1. On day 2, no one is executed. Good wins.

    On day 4 no execution occurs. There is a living Paimon. Evil wins.

    How to Run

    At the start of the game, remove all minions from the bag. You may then add any number of Paimons. Remove or add townsfolk/outsiders to make up the correct number of players.

    I reccomend that the number of Paimons should be between 1 and 1 + the standard number of evils. More Paimons gives them more voting power, but less Paimons means they can go for an unexpcted win quicker.

    Keep in mind that the demons don't kill, and impose no limit on time or number of executions. As such, the game is likly to go very slowly. You should run night phases faster.

    If there is no execution and a Paimon lives, evil wins.

    If the last Paimon is executed, the game does not end. Instead play for another day. If a player is executed, their team loses. If no one is executed, Good wins, because there is no living demon and no effect causing the game to continue.

    Ultimately, the way Paimon works is that good needs to work out exactly when all Demons are dead and stop killing immediately. If they fail to do that, they lose.

    Demon

  43. Pyrus

    Each night* choose a player, they die. If you didn’t choose a good, sober and healthy townsfolk, one might die in their place [+1 Outsider]


    “The f-flames of the b-bonfire will s-s-sear your skin and melt y-your eyeballs, ahahaHA!”

    The Pyrus has impeccible aim.

    Examples

    The Pyrus chooses the Zealot. The Undertaker, who is good, sober and healthy when the Pyrus made their choice dies intead, and the Zealot survives.

    The Pyrus chooses the Nightwatchman, who is good sober and healthy. The Nightwatchman dies.

    The Pyrus chooses the Barber. The storyteller decide for the death to go through unabated.

    How to Run

    When setting up the bag, if Pyrus is inplay, remove one townsfolk token and add one Outsider token.

    Each night but the first: Wake the Pyrus. They point at any player. That player dies, unless they weren't a good, sober and healthy townsfolk, in which case you may have one die instead.

    The Pyrus can choose themelf, but if there are no good sober and healthy townsfolk to kill, they die and lose.

    Demon

  44. Qandisa

    On your 1st night, or if the player you chose last is dead, look at the Grimoire & choose a player. Each night* player(s) die based on what they did.


    “Kill you? I will twist you, burn you, break you. I will mutilate your friends and devour your family. But kill you? That would be far too kind.”

    The Qandisa curses a player, and anyone they interact with is doomed.

    Examples

    The Qandisa chooses the Chaimbermaid. The next night, the Chambermaid tries to choose two people. but the Storyteller decides that one of them is dead, so the Chambermaid has to choose again. This happens ever night. The Chambermaid always gets a 1.

    The Qandisa choses the Butler. The Butler's master dies. The Butler is suspected of being the Id, and is executed. The Qandisa wakes and chooses the Nightwatchman. When the Nightatchman makes their choice, the person dies and doesn't learn anything, becaus the Nightwatchman is poisoned.

    The Qandisa chose the Recluse. No one chose them, and they haven't had any significant interaction with anyone. The storyteller can kill no one, or they could kill the recluse and make the Qandisa choose again.

    How to Run

    On the first night (and if the Bad Omen dies), Wake the Qandisa. Show them the grimoire. They choose a player. Mark them with the 'Bad Omen' reminder token. Send the Qandisa back to sleep.

    Each night, choose someone the Bad Omen interacted with. That player dies. if there are multiple interactions, or no interactions, you may choose to kill no or multiple players.

    The Qandisa isn't supposed to kill multiple or no people often, but they can, if the ST allows. In many games, they won't.

    'Based on what they did' can mean a lot of different things. Directly chose by the player is one way, but also posssing one of the Bad Omen's reminder tokens, nominating or being nominated by the Bad Omen, having a reminder token that matches a reminder token on the Bad Omen, having had a private conversation with the Bad Omen, or anything else the Storyteller decides.

    The Qandisa can kill at any time during the night order. It is reccomended that the Bad Omen be woken as soon as possible (potentially during when the demon usually acts) so they can make their choice as quickly as possible, so the storyteller can decide who dies before the potential target wakes.

    Demon

  45. Qix

    Each night* choose a player, they die. On your first night, choose a player, they learn this. If just 3 players live, they become evil.


    “Quivering queries and quaint qualms won’t quell the quiet quagmire you’ve quickstepped into.”

    The Qix starts by choosing a player to tempt. On the final day, that player joins the evil team.

    Examples

    On night 1 the Qix chooses the Sailor. The Sailor learns this. The sailor is good, but dos't tell anyone who they drink with, hoping that the game will get to a final 3 and they will win with evil.

    On night 1 the Qix chooses the King. The King learns this. The empath neighbour the king and the choirboy, andlearns a correct0, because the King is currently good.

    On night 1 the Qix chooses the Golem. The Golem learns this. On day 3, the Goblin claims to be the Goblin and is executed. Evil wins. The Golem, who is good, loses.

    How to Run

    On the Qix's first night, wake the Qix. They will choose a player. Send the Qix back to sleep. Mark the player with 'Qualmish'. Wake that player. Show them 'This character has selected you', then the Qix's token.

    Each night but the first, Each night except the first, wake the Qix. They point at any player. That player dies.

    When just 3 players live, wake the player with the 'Qualmish' token, even if they are dead. Show them the 'You are' info token, give them a thumb-down and send the back to sleep.

    Demon

  46. Quarp

    Each night*, if a player died today, choose three players, they die. On day 4, all players learn you are in play. After day 4, your team wins.


    “Silence! There is a foul stain in my presence, and it is my holy duty to purge it. Blood begets Blood.”

    The Quarp kills rapidly, but only if someone died today.

    Examples

    On Day 1, no one is executed. The Quarp doesn't wake tonight.

    On Day 2, the Philosopher is executed. The Quarp kills 3 people tonight.

    On Day 4, all players learn that the Quarp will win if they survive today. The Quarp is not executed. Evil wins.

    How to Run

    Each night, except the first, if a player died yestrday, Wake the Quarp: they choose three players. Chosen players die.

    Obviously, no succssful execution means no deaths in the night.

    On day 4, Announce that there is a Quarp in play. If the Quarp survives today, they win.

    A variant of the Leviathan, where it's presence is notknown until the final day, and the price for too many executions is not death, but the demon getting a lot of kills. Maybe the game's end on day 4 is a little quick, perhaps 5 is better. I'm not sure.

    Demon

  47. Que’zotl

    Each night, mark any number of players. Marked players are poisoned and cannot exceed half of all players. Each night* a living marked or evil player dies


    “You don't know it but you're going to die. It's on my calendar, see?”

    The Que'zotl chooses a set of players who could die, but cannot kill beyond it's purview.

    Examples

    There are 12 players. On night 1, the Que'zotl chooses 6 of them. Those players are all poisoned. For all subsequent nights, The Que’zotl doesn't wake, and one of the marked player dies. If there are no more living marked players, an evil player must die.

    There are 11 players. The Quezotl can choose up to 5 of those players (6 is more than half of 11). The Que’zotl assigns 4 on Night 1, 0 on night 2, 0 on night 3, and 1 on Night 4. The Que’zotl ceaces to wake from then on.

    How to Run

    Every night, wake the Que’zotl up. Let them choose any number of players, up to half of the number of players (rounded down). Mark all players chosen.

    Every night but th first, after the Que’zotl has made their choice, choose a living marked player. They die. If there are no living marked players (or you think it best for the game's balance) an evil player dies tonight. If the Que’zotl is the only valid target for tonight's kill, they die.

    Demon

  48. Rejico

    Each night* choose a player, they die. If you are executed and no evil players are dead, a minion becomes Rejico.


    “Efil dna h'tæd si a latrom t-pecnoc.”

    The Rejico can't lose if they're the first evil player to be killed.

    Examples

    The Rejico is executed. The Pit-Hag and the Cerenovus are still alive. The Cerenovus becomes the Rejico immediately and learns this at the start of the night.

    There are 7 players, 3 are alive: The Rejico, the Poisoner and the Soldier. The Rejico is executed. As there are no evil players dead, the Poisoner becomes the Rejico and Evil Wins.

    The Rejico and all of the minion are alive. But the Cult Leader is dead and evil, and wheen the Rejico is executed, the game ends and Good wins.

    The Rejico kills themself. They're not the Imp so evil loses.

    How to Run

    Every night but the first: Wake the Rejico. They point at any player. That player dies.

    If the Rejico is executed and all dead players are good, a minion immediately becomes the Rejico. Wake them at the start of that night, show them the 'You Are' info token and then the Rejico character token. Send them back to sleep.

    This demon might be stronger on 7-9 players.

    Demon

  49. Vampyre

    Each night* choose a player, they die. The first time this doesn’t kill a player, you die and they become the evil Vampyre.


    “Despite common knowledge, we aren't just harmed by garlic, but all plants in the allium family. It sounds funny, but it's not. My cousin was killed by a shallot.”

    The Vampyre kills each night, but if it fail to take a life, it dies. The person who survived the attack will become cursed intead.

    Examples

    The Vampyre chooses the Grandmother. The Grandmother dies.

    The Vampyre chooes the Fool, who has their ability. The Vampyre dies. The Fool immediately becomes the evil Vampyre.

    The former Fool, current Vampyre, chooes the sober and healthy Sailor. Nobody dies tonight, and no one changes character.

    How to Run

    Each night except the first, wake the Vampyre. They point at any player. That player dies. If that player is did not die, for any reason (and the Vampyre has never 'jumped' before) they become the evil Vampyre, and the original Vampyre dies.

    It is not possible for the Vampyre to die to their own ability and not create a new Demon. If a new demon wouldn't be made, the Vampyre will not die.

    The Vampyre should probably kill before all other characters.

    Technically speaking, this means that the Vampyre jumps if they choose a corpse, because corpses can't die (being already dead). This kills the current demon and doesn't create a living one. That would cause the game to end. This makes sense how is a vampyre supposed to suck the blood from a corpse? This means that the Vampyre cannot choose to sink a kill on a corpse ithout losing the game.

    Demon

  50. Volomich

    Each night* choose any number of players, they die. Your cannot kill a majority of the players. If no execution occured today, your team wins.


    “Я беру только свою честную долю. Иначе — неправильно. Конечно, решать, что считается честной долей, буду я.”

    The Volomich kills any number of players, but can't kill half or more.

    Examples

    There are 12 players in play. On night 2, the Volomich kills no one. On night 3 the Volomich kills 3 people. on night 4 the Volomich kills 2 people. On night 5 the Volomich i not woken. People think the Po is charging again.

    There are 11 players in play. On night 2 The Volomich tries to kill 6 of them. The storyteller shake their head no. The Volomich chooses 5 of them to die. They die. when the ton wakes, they're quite confident that the demon has used up all of their kills and they can out their characters without fear of being killed in the night.

    The Volomich has 1 kill left. They attack the Fool who survives. The next night, they are woken to choose a player to die.

    How to Run

    Each night but the first: Wake the Volomich. They point at any number of players. All chosen players die. If the Volomich would kill half the number of players (or more), shake your head no, and ask them to choose again. If they have already used up all of their kills, they don't wake.

    A majority is defined as half of the number of players (rounded up). the addition or removal of travellers affects this number.

    As an example, in a 12 player game, the Volomich gets 5 kills in total. (6 would be the majority)

    In an 11 player game, they also get 5 kills (6 would still be the majority), but on 10 they get 4.

    If the Volomich fails to kill, they don't expnd the kill.

    Easiest way to think about it is that they have a finite number of kills to spend over the course of the entire game.

    I think it might be significantly more powerful on an odd numbers of players. Not much more powerful, just enough for it to have a noticable, significant affect on the game's balance, which in this case, doesn't need to be much.

    Demon

  51. Vri

    Each night choose 3 living unaligned players for today’s nominations. On night 3, you must choose yourself, and if you aren’t executed, your team wins.


    “Ono! The odd one out for the day has got too bee mee! But wil the kil for the day bee mee? Eye can not kno!”

    The Vri chooses the only three people who can die by execution, and if they survive the third day, they win.

    Examples

    On the first night, the Vri chooses the Goblin, the Golem and the Grandmother. That day, the Fisherman nominates the Artist. The Storyteller acknowledges it, but the nomination doesn't happen. The Fisherman cannot nominate again today, and the Artist cannot be nominated again today. The Sweetheart nominates the Grandmother. The nomination continues as normal.

    On the second night, the Vri chooses the Fisherman, the Investigator and the Preacher. The Storyteller makes them choose again, because those players are all on the same team, and the Vri's choices must contain at least one good player and at least one evil player.

    On the third night, the Vri must choose themself. That day, various nominations are made, but only three are accepted. The Vri is not executed, and thus, evil wins.

    How to Run

    Each night, wake the Vri, and have them choose three players. At least one must be good and at least one must be evil.

    During the day, acknoledge but disregard any nomination for anyone the Vri didn't choose. Players are not informed who has been nominated ahead of time, they must vote without knowing who the remaining candidates are.

    On the third night, the Vri must choose themself. If the Vri is not executed today, their team wins.

    Demon

  52. Wovaris

    Each night* choose a player, they die. If all your minions are dead, choose two.


    “Graaah! I don't need Them! I don't need anyone!”

    The Wovaris kills more people when their allies are dead.

    Examples

    On Day 1 the first of two minions is executed and dies. On Night 2 the Wovaris kills one player. On day 2 the scond of two minions is executed and dies. On Night 3 the Wovaris kills two players.

    On Night 2 the Wovaris kills their only minion. On Night 3, the Wovaris kills two people.

    How to Run

    Every night but the first: Wake the Wovaris. They point at a player. that player dies. If all of the minions are dead, gesture of the Wovaris to chose one more time.

    Demon

  53. Wyvern

    Each night* choose a player, they die. Executed evil players guessed as the wrong character type live but register as dead.


    “Fen du hin sille ko Sovngarde!”

    The Wyvern forces town to guess which evil character type they executed, or have them secretly survive execution.

    Examples

    The Pit Hag is executed. The town gusses them as a minion. The Pit Hag dies.

    The Witch is executed. The town guesses them as a demon. The Witch lives, but registers as dead. That night, they chooe a player to curse.

    The Wyvern is executed but guessed as a minion. The Cerenovus is executed but guessed as a demon. The final day consists of (seemingly) a single living player. The Wyvern's 'corpse' i nominated, re-excuted and guessed as a demon. Good wins.

    The Evil Goon is executed but guessed as a minion. They are later executed but guessed as a demon. They are still alive, and when chosen by the Fortune Teller turn good and drunk them. The following night they are chosen by the witch and become evil again. They have appeared to be dead once their initial execution.

    How to Run

    Each night but the first: Wake the Wyvern. They point at any player. That player dies.

    Just before a player is executed, ask the town to guess if the executed player as a demon. I reccomend asking players who think 'demon' raise their hand. If a majority of players raised their hand, and the player was evil, but not a demon, they appear to die (announce that they are executed and die) but still live. If the majority of players did not raise their hand, and the player to be executed is evil, but not a minion, they appear to die, but don't, as before.

    If no one votes, or there is a tie, treat it as an incorrect guess.

    Since players do not know if Wyvern is in play or not, they should guess (and the storyteller should prompt them to guess) regardless of which demon is in play. If there is no Wyvern, the guess is meaningless.

    Seethe Zombuul for information on how to treat players that are alive but registering as dead.

    It's safest to always gues demon, to prevent the wyvern surviving while 'dead'. But letting all executed minions secretly survive is a powerful demon ability.

    Demon

  54. Xaya

    Each night*, if you didn’t kill two players last night, choose up to two players, they die.


    “Hibisscuss and Ssaffron, Ccinnamon and Sstar Anisse. Thesse Sspices are markss of Luxury. I can hardly be blamed for taking the time to enjoy them.”

    The Xaya can extend themself and kill twice as many people at night, but must spend a night recovering before killing again.

    Examples

    On night 2, the Xaya kills the Minstrel. On night 3 the Xaya kills the Sailor nd the Moonchild. On night 4, the Xaya isn't woken.

    On night 2, the Xaya attack the Fool and the Tinker. The Fool survives. On night 3 the Xaya is woken to kill again.

    How to Run

    Each night but the first: If the Xaya didn't kill two people last night: Wake the Xaya. They point at one or two players. Those players die.

    Obviously the Xaya didn't kill 2 people on night 1. They killed one person: you, the storyteller!

    Demon

  55. Baba

    Once per day, publicly change one rule of Blood on the Clocktower. The storyteller declares if your change happens or not. If you die, the rules go back to normal.


    “Rose is Red ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Violet is Blue ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Flag is Win ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Baba is You”

    Baba changes one of the rules. For better or for worse.

    Examples

    During the Day, Baba announces that they will be changing the rules. Now, dead players might retain their abilities. They storyteller thinks that sounds like fun, and announces "It is so".

    During the Day, Baba announces that the winning condition for Good is to have there be no living evil players. The storyteller allows it saying "it is so", but good doesn't like it so they exile Baba, and the rule is reversed.

    During the Day, Baba announces that Each day, all players may visit the storyteller to learn three statemnts, exactly one of which is false. The Storyteller does not want to do all that. They asy "It is not so"

    How to Run

    During the day, if Baba hasn't used their ability they change one rule to the game. They must do so publicly. After hearing it, you will need to decide if it's allowed or not. Make sure your verdict is clear.

    If Baba is exiled, their rule change stops affecting the game. Lingering effects (changed characters, alignmnets, infrmation) are not reversed.

    The Storyteller should only really accept 'neutral' changes. Anything that vastly favours one team or the other isn't very fun.

    Traveller

  56. Bard

    Once per game, at night, make all players not on your team drunk until dusk


    “I actually learned how to play music at the same college as the Minstrel, from BMR. Of course, I can't stand the sedimentary life, so I became a traveller, while he sayed in Ravenswood Bluff. I do visit from time to time, especially when something interesting's going on in town, which, let's face it, is more often than not. But I'm rambilng. Anyway, here's Wonderwall.”

    The Bard makes everyone not on their team drunk for a night.

    Examples

    The Bard is good. On night 3 they use their ability. The Demon doesn't kill anyone, and the minions have no abilities.

    The Bard is evil. On night 2 they use their ability. All the tonsfolk ar drunk. That day, the Saint is executed. The game continues.

    How to Run

    Each night, if they ahven't used their ability: Wake the Bard. Let them chooe, yes or no. If they choose yes, mark them with the 'All Opposing Players are Drunk' info token.

    Traveller

  57. Headhunter

    One per day, before nominations, you may publicly choose a player, they die. If the demon would die to your ability, they live but register as dead (even if you lose this ability).


    “There's two common understandings of the word 'Head'. I hunt both.”

    The Headhunter kills anyone (execpt the demon, who is only pretending)

    Examples

    The Headhunter chooses to kill the Sweetheart. The Sweetheart dies.

    The Headhunter chooses to kill the Imp. The storyteller announces that the Imp dies, but the Imp is still alive, and their 'corpse' will need to be re-executd for good to win.

    The Haedhunter is causing the Imp to register as dead while alive. They travel away. The Imp continues to appear to be dead.

    How to Run

    Once per day, before you have called for nominations, the Psychopath may publicly choose a player. Unless that player is the Demon That player dies.

    If that player is the demon, still announce that they die. However, they are still alive, only misregistering. Treat them as you would treat a Zombuul that's 'died' once.

    If the Headhunter is poisoned, drunk, dies, or is exiled, the Demon continues to register as dead.

    Traveller

  58. Knower to Be

    Each night, choose two players. They register as each other’s character and alignment tonight, and might be sober and healthy.


    “The sacrifice of oneself to the pursuit of knowledge Is the highest tribute to the gods.”

    The Knower to Be can meddle with who appears to be who, but provides health in exchange.

    Examples

    The Knower to Be chooses the Pit-Hag and the Barber. The Seamstress chooses the Pit Hag and the Klutz,a nd learns a 'no'. The Dreamer chooses the Barber and learns Mathematician and Pit-Hag. The demon kills the Barber. They are woken to choose two players to swap characters.

    The Snakecharmer has poisoned themself. They are chosen by the Knower to Be. They choose the demon and become the new demon.

    How to Run

    Each night: Wake the Knower to be. They choose two players. Mark one with 'As Above' and the other with 'So below'. They register as each other's character and alignment. If you want either of them to be sober and healthy, mark them with the 'Panacea' Token.

    Traveller

  59. Kobold

    Each night choose a player. They are woken to choose two characters for you to learn. If they are a townsfolk, one must be their own.


    “The humanoid is in the warren now. The humanoid is veeery confident. They won't last long. Yip Yip!”

    The Kobold gets semi-legitimate claims from players.

    Examples

    The Kobold chooss the Dreamer, and the Dreamer chooses to give Dreamer and Sage, which the Kobold learns. The Kobold, being evil, tlls th demon this, and the demon, having Sage for a bluff, kills the Dreamer.

    The Kobold chooses the Mutant. The Mutant has been 'mad' about being the Clockmaker, but gives Town Crier and Mathematician. The Kobold reports this, and the Mutant (so as not to blow their cover) insists that the Kobold is evil and lying.

    How to Run

    Every night: Wake the Kobold. They choose a player. Wake the player. Show them the 'this Character Selected You' info token, and the Kobold character token. They choose two characters. If they are a townsfolk, they must choose thier character as one of them. Send that player back to sleep. Wake the Kobold. Show them the characters given.

    Non-townsfolk can give any two characters they like. They can give characters that aren't townsfolk, but that might give th Kobold more information than is ise.

    Traveller

  60. Lancer

    Each day, you may publicly choose a player. They are sober, healthy, and register as a good townsfolk or outsider until you choose again.


    “Do right by your weapon, and your weapon will do right by you.”

    The Lancer chooses a player each day to aid, assist, and make the best version of themself possible.

    Examples

    The Lancer publicly chooses the Fortune Teller. The Fortune Teller neighbours a No Dashii, but dspite this, when they choose the demon, they must learn a 'yes'.

    The Lancer publicly chooses the Fearmonger. The Fearmonger neighbours the Empath. The Empath learns a 0.

    How to Run

    Every day, the lancer might choose a player. Mark that player with the 'Assisted' reminder token. They are sober and healthy, and register s a good tonfolk or outier (your choice) until the Lancer chooes again.

    If the Lancer is exiled, it's effects go away.

    Not as good with characters like the poisoner or the drunk.

    Traveller

  61. Mystic

    If five or fewer players live, tonight, an opposing player may choose to become your alignment (Once).


    “Come, visit the village mystic! I warn you, you have a 1 in 6 chance of being transformed into a Slimy Little Toad for 3 turns!”

    The Mystic lets one person adandon their team, if they live to the final day.

    Examples

    The Mystic is evil. There are 5 players and a traveller alive. A player is executed. Tonight the Seamstress is offered to become evil. They're quite confident that the Demon is going to get executed and declines. They also tell the town that the Mystic is evil.

    The Mystic is good. There are 5 players alive and the Mystic. Th edemon kills a player tonight. A minion is offered a chance to turn good and does so, revaling the entire former evil team that day. That day, no one is executed. The Mystic's ability does not trigger again.

    How to Run

    The first time it is night ith 5or fewer players alive, choose a player not on the Mystic's team. Wake them. Show them the "This Character has Selected You" info token. Let them choose yes or no. If they choose yes, they change alignment.

    The Mystic should be evil more often than the average Traveller.

    Traveller

  62. Officer

    Each night, a player is woken. They may choose a character and something that character could learn, which you learn


    “If anybody has any complains, they can leave them anonymously on my desk. I promise I'll get 'round to them... eventually.”

    The Officer gets anonymous information from the town.

    Examples

    The Bounty Hunter (who has been 'mad' about being th soldier for the past 3 days) is woken. They choose Bounty Hunter, and point at the player they were told is evil. The Officer now knows that there is someone claiming to secretly be the Bounty Hunter, and who their known player is.

    The Spy is woken. They choose Spy, and convey a grimoire. The Officier has been shown the Grimoire and can convey this to the other evil players more efficiently.

    The Acrobat is woken. The most importnt thing they want to say to the Officer is that they distrust the Mayor, so they chooe Fisherman and convey the following advice: "Don't rely on the mayr to win the game".

    How to Run

    Each night: Wake a player. Show them the 'This chaacter selected you' info token, and the thaumaturge. They may choose a character. If that character could learn anything, they may convey that information. Send them back to sleep. If the player did, wake the Officer. Show them the character and what they conveyed.

    Traveller

  63. Playwright

    Each night, choose a player. If they vote tomorrow, they are drunk until dawn.


    “There once was a Traveller in fact, Whose ability was really abstract. They were on the evil team: The Demon's name they had seen. But was exiled before they could act!”

    The Playwright invites someone to their play, but if they get too excited with the theatrics, they become drunk.

    Examples

    The Playwright chooses the Goblin. The Goblin is nominated, claims to be the Goblin, and votes on themself. The game continues after their execution.

    The Playwright chooses the High Priestess. They vote today. They are sent to the Boomdandy tonight.

    How to Run

    Each night: Wake the Playwright. They choose a player. Mark that player with the 'At the Theatre' reminder token.

    If the player with the 'At the Theatre' reminder token votes, given them the 'Drunk' token. They are drunk until dusk.

    Traveller

  64. Squid

    Each night, choose a unique living player (not yourself). Only you and they may open their eyes during voting today, and your votes count double.


    “Blooblopoloobop!”

    The Squid allows only themself, and one other person to be able to see when the votes go around.

    Examples

    On night 1, the Squid choses the Librarian. Today, for every vote, the storyteller instructs everyone but th Squid and the Librarian to close their eyes. Other than that, the vote continues as normal. The Squid, the Washerwoman, the Leviathan and the Librarian. The Storyteller counts them as they go along (2, 3, 4, 6), and the vote total is announced at the end of the vote. It's just more heptic.

    On night 2, the Squid chooses the Balloonist. On night 3, they try to choose the Balloonist, but that isn't a unique living player (not the Squid), so they must choose again.

    A player calls for the exile of the Squid. As this is an exile vote, no abilitie can affect it, and so no one has to close their eyes.

    How to Run

    Each night: Wake the Squid. They choose any player that they haven't chosen before and who isn't themself. Give that player the 'Inky' reminder token.

    Whever a player is nominated, just before you run the vote, you must tell all players except the Squid and the Inky player to close their eyes. Everything else runs the same. Count vote as they go past, announce the vote tally.

    When the Squid or the Inky player votes, their vote counts as double whatever it would normally count for.

    Traveller

  65. Thaumaturge

    Each night*, choose two unique players (not travellers). If they are on the same team they swap characters. Otherwise, the evil player chooses the good player's new good character (if not in play) and learns their old character.


    “Acta Triadis Thaumaturgae”

    The Thaumaturge swaps two player's characters, but if their alignments differ, the evil between them decides what happens.

    Examples

    The Thaumaturge chooses the Barber and the Seamstress. The Thaumaturge hasn't chosen either before. The Barber become the Seamstress, and the seamstress becomes the Barber.

    The Thaumaturge chooses the Juggler and the Pit Hag. The Pit hag is bluffing as the Savant. The Pit hag is woken, told they were chosen, told that the good player is the Juggler, and chooses Savant. The Juggler becoms the Savant. The Pit Hag claims to have become the Juggler last night.

    The Thuamaturge chooses the Juggler and the Witch. The Juggler had already been chosen by the Thaumaturge, so the Storyteller prompts the Thaumaturge to choose again. The Thaumaturge chooses th Philopher and the Witch. The Witch is woken, learns Philosopher, and chooses Juggler, which is in play. Nothing further happens. No one changes character.

    The Thaumaturge chooses the Fang Gu and the Evil Twin. They swap characters, but learn nothing.

    How to Run

    Every night but the first: Wake the Thaumaturge. They choose two players that they have never been chosen before. If they are on the same team, swap their characters. Otherwise, Wake the evil player. Tell them the character of the good player. Let them choose a good character. If not in play, the good player becomes that character.

    A good pair with the Drunk.

    Traveller

  66. Initiate

    If Legion is in play, each night*, an announcement is made as if Al-Hadikhia has chosen three players. Announced players are woken to make a choice, but their choice has no meaning.


    “I've got the invite. We all have. All of us, except you.”

    The Initiate lets Legion pretend to be the Al-Hadikhia.

    Examples

    There is a Legion in play. On night 2, the storyteller announces that Devon, Kale and Nile have been chosen by the Al-Hadikhia. All are Legion. Devon and Kale choose to die, Neil chooses to live. Tonight, Devon and Kale die.

    There is a Legion in play. On night 3, the storyteller announces that Nile, Molly and Shirley have been chosen by the Al-Hadikhia. Nile and Molly are Legion, Shirley is Good. Shirley and Molly choose to die, Nile chooses to live. Tonight, Molly dies. Shirley is supicious that it's not an Al-Hadikhia.

    There is an Al-Hadikhia in play. The Initiate has no effect on the game.

    How to Run

    At night, if there is a Legion in play, at the same time in the night order as Al-Hadikhia, choose three players. Announce that they have been chosen by the Al-Hadikhia, ask for silence, and have each one choose to live or die.

    You hould probably mostly (or always) choose Legion. You ant to avoid killing good players in a Legion game, after all, and while Legion can bluff whatever they like, if a good player asks to die, they either die (something you want to avoid) or they don't, making them believe it's a legion game (something you want to avoid).

    You can use the choices made by legion to get a sense of wht they're bluffing and what they want. You don't have to listen to it, of course. It is meaningless, after all.

    Don't use this for scripts that don't have legion and Al-had specifically on them

    Fabled

  67. Potato Farmer

    Players mechanically “Mad” as, possessing the ability of, or thinking themself to be other characters, might register as such.


    “And that proves gold is only valuable because we agree it is, right? It’s just a dream. But a potato is always worth a potato, anywhere. A knob of butter and a pinch of salt and you’ve got a meal, anywhere. Bury gold in the ground and you’ll be worrying about thieves for ever. Bury a potato and in due season you could be looking at a dividend of a thousand per cent.”

    The Potato Farmer lets people appear to be what they're encouraged to claim as, what they're copying the ability of, or what they think they are.

    Examples

    The Dreamer chooses the Mutant. They learn Savant or No Dashii, because the mutant is not being 'mad' about being an outsider.

    The Boffin gives the demon the Nightwatchman's ability. The Demon is executed. The Undertaker sees them as the Nightwatchman.

    The Fortune Teller chooses the Lunatic. They learn a yes.

    How to Run

    If a player is Mechanically 'mad' about something (that is to say, interacting with the madness mechanic) they might register as if that thing is true. A pixie could register as the townsfolk thy saw, the Cerenovus could choose themself to hide from the Ravenkeeper, the Baloonist can learn th mutant and the sweethart in succession.

    If a player has the ability of another character, they might register as that character. The Alchemist could give the Empath a 1, the Philosopher could be jumpe to by th Fang Gu.

    If a player thinks they are another character, they might register as that character. The Drunk could activate the Virgin, the Marionette could be Washerwoman confirmed.

    Use it wisely, and with salt and butter.

    Harpy doesn't have much impact with this, neither does Harlequin.

    This does kinda objectively suck for the good team but whatever. Potatoes give and Potatoes take-eth away!

    Fabled

  68. Night Order

    First Night

    Knower to Be
    Bard
    Playwright
    Illithid
    Exiled
    Martyr
    Changeling
    Attorney
    Wretched
    Harlequin
    Stalker
    Femme Fatale
    Huntress
    Consigliere
    Lamp Lighter
    Que’zotl
    Qix
    Hecanite
    Vri
    Matriarch
    Hijin
    Qandisa
    Kobold
    Squid
    Officer

    Other Nights

    Knower to Be
    Matriarch
    Kobold
    Thaumaturge
    Caridea
    Cadevermore
    Hecanite
    Bard
    Exiled
    Changeling
    Illithid
    Attorney
    Lieutennant
    Wretched
    Harlequin
    Femme Fatale
    Huntress
    Mothborne
    Consigliere
    Lamp Lighter
    Qix
    Hæmoryn
    Vampyre
    Wyvern
    Draugr
    Lucifer
    Byrion
    Volomich
    Xaya
    Pyrus
    Rejico
    Dharvriik
    Gashadokuro
    Mandragora
    Wovaris
    Vri
    Ozymandias
    Mantos
    Que’zotl
    Grogar
    Quarp
    Hijin
    Ogbanje
    Numia
    Kronos
    Stalker
    Poltergeist
    Physician
    Chancellor
    Qandisa
    Squid
    Playwright
    Officer
    Mystic
  69. this almanac generated using Bloodstar Clocktica