I really didn't write this "script", I just glued it together. The real authors are credited and linked below, along with a link to the most up-to-date version's JSON. - Deignan
CURRENT VERSION (1.41): CLICK HERE FOR THE JSON

I really didn't write this "script", I just glued it together. The real authors are credited and linked below, along with a link to the most up-to-date version's JSON. - Deignan
CURRENT VERSION (1.41): CLICK HERE FOR THE JSON

As of 7/20/25, this Almanac is merely a list of credits and links to character sources; you can find proper Almanac entries for the corresponding characters there. In the future, if this script proves fun and/or popular, proper Almanac entries for every character may be migrated here (but that's a lot of work I'm not currently doing).
The Credit section is in no particular order, as the size of different source contributions has varied over time as characters are added and removed.
Changes:
[7/22/25 - Update 1.1. This is the 2nd day of the script's existence, and it's proven popular enough for people to have already spotted some bugs. 1. As per Patters' discord, the Worrywort has been changed to be "... even if dead". 2. Added a handful of "filler" characters to cover existing mechanical holes. 3. As the Dowser was abandoned by its creator as per a post on their youtube channel and was in an unfinished state, at a playtester's behest I've added the line "...(not yourself)..." to the Dowser, to prevent it from being a strictly better Empath. This isn't the kind of thing I can do with most of these characters, but I feel like I can get away with it here (I will contact the creator directly just the same). 4. Retemplated the Illusionist. 5. The HBL Travellers were missing the Global coding for their abilities to be compatible with the Lumberjack. This has been corrected. 6. Corrected a typo in the Cosmonaut's name.]
[7/24/25 - Update 1.15 Added Fall of Rome! Removed the Server, Grogblossom, and the Sleepwalker to make room and prevent redundancies.]
[7/30/25 - Update 1.20 Added Characters From "It's Cold Outside" by Ben Burns, "The Princess' Requiem" by Nightingale, a new character from "The Potatoe Patch", and several more single-character contributions. Removed several characters both for space's sake and for balance reasons. Mixed around the names and icons of the filler characters. ]
[9/28/25 - Update 1.32]

a Character Collection by Luis S. & Co.
Contributions:
Deacon
Hierophant
Seraph
Blabbermouth
Conjuror
Moonflower
Rodent
Chariot
Vampire
Bloodwrite
Hethaesta
Kukalpa
Dealer
Icarus
Jinxes

a Character Collection by Elluna & Co.
Contributions:
Archivist
Falconer
Grandmaster
Local Hero
Prankster
Spice Trader
Surgeon
Tactician
Cardinal
Deserter
Wight
Inysyns
Jinxes

a Script by Deignan
Contributions:
Coal Miner
Ferrotypist
Lickspittle
Outlaw
Quickdraw
Ropemaker
Sheriff
Snake Oiler
An Owl
Agent
Lunger
Survivalist
Wendigo
Gi Yose
Nocker
Avenger
Boilerman
Ghost Caller
Jinxes

a Script by Gordon Fitzpatrick
Contributions:
Boatswain
Buccaneer
Old Seadog
Powder Monkey
Privateer
Wench
Mermaid
Sea Spirit
Calypso
Kraken
Jinxes

a Script by Alex S.
Contributions:
Blacksmith
Bad Omen
Winemaker
Augur
Temptress
Hannibal
Jinxes

a Character Collection by TheDarkArtist
Contributions:
Suitor
Sibyl
Folly
Songstress
Ivyth
Jinxes

a Character Collection by Gstone Games, Translation by Eliderad
Contributions:
Tabby
Waiter
Ambassador
Turncoat
Jinxes

a Character Collection by Gobinator
Contributions:
Archer
Bookbinder
Candlemaker
Illusionist
Sorcerer
Tzar
Jinxes

a Character Collection by Tir-Far-Thoinn
Contributions:
Cosmonaut
Duke
Hawkshaw
Whaler
Carpenter
Jinxes

a Content Collection by GrayPockets
Contributions:
Faerie* - The way the Faerie registers has been changed and this asterix added after a conversation with GrayPockets
Hooligan
Jinxes

a Public Submission Homebrew Experiment by Lars Erik
Contributions:
Motorist - Submitted by Deignan
Toastmaster - Submitted by Deignan
Hollow - Submitted by Physco [Alex]
Ouroboros - Submitted by DrD8520
Jinxes

Single Character and Unpublished Contributors:
Coroner - DistributionVivid454
Courtesan - [REDACTED] by Dela
Dowser - Cutlass Boardgames
Frog Footman - Wonderland by Tom R.
Funeral Officiant - Six's Small and Silly Shack
Hieromancer - All Flames Scalding by @Lobotomite
Lookout - Temporary's Temporary Box of Temporary Characters
Reactionary - The Cliffs Said The Troika (Unreleased Script)
Scofflaw - The Cliffs Said The Troika (Unreleased Script)
Scribe - u/bogg-bogg
Goldspinner - A New Kind of Fairy Tale by Astral Zucchinii
Antipath - SCP: Fragmented Veil by @legitch
Azure Robe - Drinks, Ho! by @Zonas_Liu
Bogle - Cafe Mox Attendant
Chessmaster - Super's Character Collection
Exiled - @mollofpower
Informant - @patrick.3021
Propagandist - The Cliffs Said The Troika (Unreleased Script)
Sollos - The Academy by Hystrex
Sphinx - Taiyi (太一) on Rednote
Trader - The Misfits: Beta (An Equivalent Exchange?) by Lady Mist
Wyvern - The Travel by Starlight Collection by Harry & Co. + Bendan
Moondweller - Elden Thorn's Homebrew Collection
Nosos - Disco-Powered Time Machine (Unreleased Script)
Yng - Anonymous Contributor
Jinxes

Characters Made To Fill Holes & Fix Problems on the script:
Nosey Parker - Created as a tool against Exiled Worrywort & Miasma
Lepidopterist - Created to prevent hard Deacon / Bookbinder confirmation
Azgoat - Created to provide an Illusionist partner to the Bloodwrite
Dormaquino - Created to provide an Illusionist partner to the Calypso
Grue - Created to provide an Illusionist partner to the Gi Yose
Nol Sign - Created to provide an Illusionist partner to the Nosis
Vox Natorum - Created to provide an Illusionist partner to the Vindaloo Beast
Woehelm - Created to provide an illusionist partner to the Vox Natorum without a Vindaloo Beast
Jinxes

Fabled

[Click on the link above to see all of the Evil characters on the current version of Brew Buffet]
Fabled

You start knowing how many Minions are between you and the nearest clockwise Demon.
The Archer knows how far the demon is from them, clockwise.
The Archer's clockwise neighbours are, in order: Noble, Snake Charmer, Lycanthrope, Xaan, Juggler, General, Vigormortis, Klutz. The Archer gets a 1.
On the first night, wake the Archer. Show them a number on your fingers equal to the number of minions between them and the demon, starting with the player to their left.
Archer is from Gobinator's "The Potato Patch, Part 1": https://www.bloodstar.xyz/p/Gobinator/The_Potato_Patch_Part_1/almanac.html
Townsfolk

Each day, you may visit the Storyteller & privately ask a yes/no question about the Demon's ability.
The Archivist learns about the Demon’s ability... and maybe a little more.
Each day, the Archivist can ask a question about what the Demon’s ability is.
The Archivist can only ask yes or no questions, and only questions that pertain directly to the Demon’s ability.
The conversation is between the Storyteller and the Archivist, and the group can’t listen in: it’s private.
If the Demon is drunk or poisoned, they register to the Archivist as having no ability.
Mary asks “Does the Demon have the ability to kill more than once in one night?” The Demon in play is Fang Gu. Mary is told no.
Alex asks, “Are exactly two of these statements true: the Demon has the ability to kill, and Jeremy is the Demon?”. The Storyteller refuses to answer, as the question contains parts unrelated to the Demon’s ability.
The Demon has gained an ability from the Conjuror. Any questions the Archivist would ask are about the combination of both their original ability and their new ability.
During the day, the Archivist may privately ask for a conversation with you. They will ask a yes/no question. If it’s about the Demon’s ability, answer the question honestly. If it’s about something else, then ask them to choose another question.
Keep track of the Demon’s current ability, not just what their character token says. This can be relevant due to drunkenness / poisoning, the Conjuror, and the Hethaesta.
The Archivist is from The Bootlegger's Anthology.
Townsfolk

The 1st time the Demon kills you, you live & gain a not-in-play Townsfolk ability.
If the Blacksmith is killed by the Demon they live and gain a new ability.
At night, the Blacksmith is targeted by the Demon. The Blacksmith, instead of dying, lives and gains the Snake Oiler's ability.
On the first night, the Blacksmith is targeted by Bloodwrite. The next day, the Blacksmith fails to make the better offer. That night, instead of dying, the Blacksmith lives and gains the Cosmonaut's ability.
The Blacksmith is sat next to Janet, the Winemaker, who is drunk on odd nights. On night two, Janet is causing her townsfolk neighbors to be drunk. That night, the Blacksmith is targeted by the Demon and dies. The Blacksmith's ability does not function as they are drunk.
If the Blacksmith is targeted by the Demon for the first time, and would normally die, instead place the IS THE BLACKSMITH reminder token next to the Blacksmith. Replace the Blacksmith character token with a not-in-play Townsfolk ability. Wake the Blacksmith and show them the 'You are' card, then show them their not-in-play Townsfolk character ability.
If the Blacksmith is drunk, poisoned, is actually Hannibal or a Bad Omen, their ability malfunctions.
From Fall of Rome by Alex S.
Townsfolk

You start knowing the largest number of good players neighboring each other.
Townsfolk

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

Each night*, choose 2 players (not yourself): if they are different alignments, you die.
Townsfolk

On your 1st night, choose three players. If you die at night, you learn if one of them killed you.
Townsfolk

If you are killed by an opposing player, a living good player becomes a Survivalist tonight.
The Coal Miner works long hours in unsafe conditions. When tragedies occur in coal mines, otherwise good people sometimes do what they must to survive - in this case, gaining fun powers!
If the Demon kills the (good, sober, and healthy) Coal Miner, they will change the character of a living good player into the Survivalist. This player will remain good, despite the fact that the Survivalist is a Minion (a nominally "evil character").
Only players that are good (or have the ability to register as good) can become Survivalists this way.
Coal Miners that die by execution do not create a Survivalist regardless of anyone's alignment. Being killed via execution is not being killed by a player mechanically, merely being killed by the game rules.
If a Coal Miner is killed by a player of the same alignment (such as a good Coal Miner being killed by a good Quickdraw) their ability does not trigger.
If a Coal Miner is killed by a Pukka, their ability does not trigger regardless of alignment as they were poisoned at the time of their death.
Evil Coal Miners can create Survivalists, but only do so when killed by a good player. The player that would become a Survivalist must still be a living good one.
When a Coal Miner turns a player into a Survivalist, the Coal Miner does not learn who the Survivalist is or that this happened, nor does the Survivalist learn the Coal Miner (merely that they are now a Survivalist, assuming, of course, no character with the ability to think they are a different character died in the interim between the Coal Miner dying and becoming the Survivalist).
When a player becomes a Survivalist, they are no longer their old character, and do not have that ability. Any ongoing effects of their old ability immediately end.
Because the Survivalist cannot gain the ability of a Survivalist through its own ability, if a Coal Miner dies making a Survivalist, and that Survivalist is then killed in turn without another character being killed by a player in the interim, that Survivalist will not lose the Coal Miner's ability when it itself dies, retaining the Coal Miner ability until the Coal Miner's turn in the night order and potentially making yet another Survivalist.
• The Good Coal Miner is killed at night by the Pukka. Because they were poisoned at the time, nothing happens.
• The Evil Coal Miner is killed at night by the Nocker's babysitter. Because they were both Evil, nothing happens.
• The Good Coal Miner is killed during the day by the Evil Quickdraw. That night, the Prospector becomes a Survivalist.
If the Coal Miner was killed today or tonight by a player of opposing alignment, wake an alive good player. Show them the YOU ARE info token and a Survivalist character token, then put them to sleep. Replace their previous character token with a Survivalist character token.
Maybe
don't tell people that you're the Coal Miner, at least not straight away. You do want the other team to kill you, after all. Also, it's more valuable to confirm the player you've turned into a Survivalist when you die is good than to confirm anything about yourself (you're dead), so volunteering the information ahead of time that that is supposed to happen when you die means the player claiming to have turned into a Survivalist might just be lying. Try to subtly convince people that you're a character that would incidentally make you a good player for Evil to kill.
From Wendigo Economics
Townsfolk

Each night, learn an evil player or Outsider. If a neighbor is evil, you get false info.
The Conspiracist knows who's in cahoots, but little about who they work for.
Each night, the Conspiracist learns a player who is either evil, an Outsider, or both. The Conspiracist does not know which this player is.
The Conspiracist will learn false info if they neighbor an evil player. This means that the players they learn each night cannot be evil or an Outsider. Most players that meet this description are Townsfolk, but not all (such as Good Travellers).
If the Conspiracist is poisoned or drunk, they can learn false or true info.
The Conspiracist does not know if they are getting true or false info, they must deduce this for themselves.
The Conspiracist is only concerned with their direct neighboring players, not their alive neighbors. Whether the Conspiracist gets true or false info can change throughout the game due to effects like the Mezepheles and Matron.
On the 1st night, the Conspiracist learns the Worrywort. On the 2nd, they learn the Miasma. On the 3rd, they learn the Leviathan.
On the 1st night, the Conspiracist learns the Shugenja. This is because the Conspiracist neighbors the Goblin.
On the 1st night, the Conspiracist learns the Xaan. On the 3rd night, the Conspiracist is poisoned by the Xaan, and so may now get false info, or true info, as the Storyteller pleases.
While preparing the first night, check if either neighbor of the Conspiracist is evil. If one or both neighbors are evil, the Conspiracist will learn false info — mark the Conspiracist with the "false info" reminder token.
Each night, wake the conspiracist. Point to an evil player or an Outsider. Recall that if they have the "false info" reminder token, that you must show them a player which is neither (most of the time, this is a Townsfolk). Put the Conspiracist to sleep.
The Conspiracist is from Circus Music.
Townsfolk

Each night*, choose a character: you learn if they are dead.
Townsfolk

Each day, you may visit the Storyteller to learn a cryptic hint about the gamestate.
The Cosmonaut drifts through the cosmos, deciphering the infinite paisleys of the constellations.
Each day, the Storyteller chooses a cryptic piece of information to give the Cosmonaut... so get creative!
It is up to the Cosmonaut to talk with the Storyteller, not the other way around. This isn’t a public conversation, and the group can’t listen in. It’s private.
The Cosmonaut can choose to not visit the Storyteller if they wish.
Felruth is the Snake Oiler that has been picked by the Bloodwrite, and is mad about being the Tzar. An evil player is also bluffing Tzar. If the Bloodwrite would kill Felruth, they would be saved by the Snake Oiler's ability since they are mad about being a not-in-play Townsfolk, which would in turn indicate that the other supposed Tzar is bluffing. That day, the Cosmonaut learns that "A Salesman has a lot to learn by failing to make a sale", because a 'Snake Oiler' is a type of salesman and they would only learn about the other Tzar if they do not make the better offer to the Bloodwrite (mechanically forcing the Bloodwrite to attempt to kill them).
On Night 2, the Flesh Eater picks the Tir the Duke, as does (subsequently) the Demon, making Tir's information for the night false and setting them up to die the following night. During the day the Cosmonaut learns "Due to a lack of mushrooms, it's not the beef version that's on the menu", playing off of the Duke of Wellington and Beef Wellingtons (which are made with mushrooms).
The Astronomer is the Bad Omen. The Cosmonaut learns that "Mr. Webb feels tension when 14 is that far off target", cryptically referencing the Hubble tension discovered by the James Webb Space Telescope in the early years of its operation that threw new uncertainty into the calculated age of the observable universe (the consensus number being 13.8 billion years at the time of measurement).
Once per day, if the Cosmonaut requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper a cryptic phrase to the Cosmonaut. (If you cannot think of one straight away, either take your time or ask them to come back in a few minutes.)
The Cosmonaut is from Tir-Far's Archive.
Townsfolk

On your 1st day, you may privately visit the Storyteller to learn a statement: you always know if it's true, even if you die at night.
When the Courtesan consults the first time, they learn their statement. Make sure that this is a statement that is able to change in validity throughout the game. This can be from 1 big event, or from several changes like people dying. To keep track, keep the "True" reminder token on the Courtesan if it is true, and remove/add it every time it changes. Then, if it does at night, immediately wake the Courtesan and inform them that it has changed. The Courtesan can consult you at any time during the day to ask if it is true or false. --- If the Courtesan dies at night, add a "Has Ability" reminder token to them to remind you that they should keep being informed even if they die at night.
Townsfolk

The good player who is the most correct can’t die.
The Deacon keeps the right person alive.
The Chef is currently the most correct good player because they have narrowed down where the evil players could be the best. The No Dashii attacks them but they remain alive.
The Deacon is currently the most correct good player because they believe in the world with the correct in-play evil characters. When they are executed, they do not die.
At any time, if you believe that a good player is the most correct of all good players, mark them with the CANNOT DIE reminder.
If a player marked CANNOT DIE would die, they remain alive. If a player marked CANNOT DIE is executed, declare that the marked player is executed but remains alive. (Do not say why.)
The Deacon is from Homebrews by Luis.
Townsfolk

Each night, choose a player (not yourself): you learn how many of their neighbors are evil. Whenever you choose an evil player, you become drunk until dusk.
Townsfolk

Each night, choose a player: You learn a character type they are not.
The Duke learns what character type people are... but not quite.
The Duke chooses a player and learns a character type they are not; this can be any character type except the correct one, travellers, or fabled.
If the Duke chooses the same player more than once, you can show them the same character type, or a different one!
The Duke is from Tir-Far's Archive.
Townsfolk

You get 3 bluffs. Each night*, choose a player: they die. You register as "the/a Demon" for abilities. If you die, your team loses; if only 2 players live, your team wins; even if drunk or poisoned. [No Demon, +1 Minion]
The Faerie is a Townsfolk that acts like a good "The Demon".
A drunk or poisoned Faerie will fail to kill at night, but still maintains its win/loss conditions.
The Faerie does not know the Minions, and the Minions do not know the Faerie.
The Faerie is shown three out-of-play good characters to help them hide from the Minions.
The Faerie is one of the last two players alive, the good team wins.
The Faerie kills the entire evil team at night. However, the good team executes the Faerie with three players alive and the evil team wins.
The Witch curses the Faerie at night. The Faerie nominates and dies, and the evil team wins.
While setting up the game, put the Faerie token and an extra Minion token in the bag, but do not put in an evil Demon.
During the first night, show the Faerie 3 not-in-play good characters as bluffs.
Each night except the first, wake the Faerie. The Faerie points at any player. Put the Faerie to sleep. The chosen player dies—put the Faerie's DEAD reminder by the chosen player's character token in the Grimoire and put a shroud on it.
The Faerie was created by GrayPockets. (See Credits Above For Specifics About Small Change)
Townsfolk

On your 1st night, choose a character. 1-4 nights later, learn who that character is (or that it's not in play), then choose another.
The Falconer can learn anyone’s true identity with enough patience.
The Falconer chooses characters, and then learns which players (if any) have that character on a later night.
The Falconer chooses a new target after getting their information and can do this every time they get information.
The Storyteller decides how long the Falconer must wait, and the Falconer doesn’t learn how long until they receive their information.
Henry is the Falconer, who on his first night chooses the Sheriff. The next night, he learns that Sammy is the Sheriff. That night, Henry chooses the Chessmaster. Two nights later, he learns there is no Chessmaster in play. That night, Henry chooses the Blabbermouth. The next night, he learns that Stella, who has died, is the Blabbermouth.
Tom is the Falconer, who has been poisoned on the first night. He chooses the Surgeon that night. 3 nights later, he is poisoned again, and he learns Emily is the Surgeon, even though she is the Bad Omen.
Mabel is the Drunk, but she thinks she is the Falconer. On her first night, she chooses the Wendigo. 3 nights later, she learns that there isn't one in play, despite Felix being the Wendigo. That night, she chooses the Worrywort. The next night, she learns Felix is the Worrywort.
On the 1st night, wake the Falconer. They point to a character on their character sheet. If that character is in- play, mark that character with the “Chosen” reminder. If not, mark the Falconer with the “Not in play” reminder. Put the Falconer to sleep.
Keep track of how long it has been since the Falconer made their choice using the “1”, “2”, “3”, and “4” reminders. At the end of each night, increase the number placed by the Falconer in your Grimoire by one.
On each night after the first, you may wake the Falconer. If you do, point to the player with the character they chose (or shake your head if it’s not in play.) If it has been 4 nights since they chose, you must do this. Then, if you woke the Falconer, remove all Falconer reminder tokens, and have them choose again as if it were the first night.
The Falconer is from The Bootlegger's Anthology.
Townsfolk

You start knowing 2 characters that neighbor each other. Demons register to you as not-in-play characters.
The Ferrotypist learns a pair of neighboring characters, but the image is a little blurry.
During the first night, the Ferrotypist learns the characters of two players who neighbor each other. If one of these players is a Demon, they may see them as any not-in-play character. This potential misregistration is optional (they may still see a Demon's true character if the ST deems it appropriate).
They learn both of these characters at once and only once and then learn nothing more.
• There are 3 Prospectors in play, one of which neighbors the Drunk. On the first night, the Ferrotypist learns Drunk and Prospector, meaning that if there is a Drunk in play they must neighbor a Prospector unless all the Prospectors are lying about who they are.
• There is a Goon in play, but no Survivalist. On the first night, the Ferrotypist learns Goon and Survivalist, because the Goon neighbors the Demon. When the Town works out that there cannot be a Survivalist in play, they beg the Goon to come forward as the Ferrotypist must have seen a Goon neighboring a Demon, but by that point the Goon had already been turned evil.
• The Coal Miner babysitting An Owl neighbors the Wendigo. On the first night, the Ferrotypist learns Lunger and Wendigo as the Coal Miner misregistered as a Demon due to An Owl and the Ferrotypist read that Demon as a not-in-play character. Upon hearing this information, the Coal Miner concludes there is a high chance that they neighbor one evil character or another, as it is a 1 Minion game.
While preparing the first night, put the Ferrotypist's SEEN reminder token by any two neighboring players.
During the first night, wake the Ferrotypist and show them the corresponding. If one of those players registers as a Demon, you may show any not-in-play character token in their place.
Townsfolk

The first time you are nominated, learn the alignment of the player who nominated you that night.
Townsfolk

Each night, choose a player. You learn the character of players you choose when they die.
Townsfolk

Once per game, visit the Storyteller to privately learn who your most important ally is, but not why they're important.
The Grandmaster learns the most important good player.
During the day, when visiting the Storyteller, the Grandmaster can ask which player is their most important ally and receive an honest answer.
The Grandmaster doesn’t learn the reason why the Storyteller thinks that player is important, only that they do and that player is on the good team.
Other players cannot listen in to the Grandmaster and Storyteller’s conversation. It’s private.
Sophie is the Grandmaster. On the third day, she visits the Storyteller, and learns that Alyx, the Fortune Teller, is the most important good player, since they have a powerful “Each night” ability to find the Demon.
The Grandmaster learns the most important good player is Jacob, the Damsel, since the Minions are currently trying very hard to find out who the Damsel is and the Damsel’s ability to lose the game for the good team may end up being very important indeed.
Once per game, the Grandmaster will privately visit you and ask to use their ability. Think carefully about the game state, then name a player on the same team as them who is very important in some way to the current game state. (If you can think “this person is the key to victory” about them, tell the Grandmaster them!) Mark the Grandmaster with a “No Ability” reminder: they will not learn their information again.
The Grandmaster is from The Bootlegger's Anthology.
Townsfolk

You start knowing a player who is closer to a Minion than they are to the Demon.
The Hawkshaw investigates the general area in which Minion activity is happening.
This could be a player that is fewer steps to a Minion than to a Demon, or be a Minion themselves.
If there are no Minions in play, the Hawkshaw conspicuously learns nothing.
Benoit the Hawkshaw, Jeff the Nosey Parker, Fredo the Informant, and Herbert the Moondweller sit in a row in the aforementioned order. The Hawkshaw wakes on the 1st night and might learn themself, Jeff, or Fredo, but cannot learn Herbert.
Fredo the Informant, Benoit the Hawkshaw, Jeff the Nosey Parker, and Herbert the Moondweller sit in a row in the aforementioned order. The Hawkshaw wakes on the 1st night and might learn either themself or Fredo, but will not learn Jeff or Herbert.
While preparing the first night, put the PERSON OF INTEREST reminder token on any player that meets the criteria.
During the first night, wake the Hawkshaw and point to the player marked by the PERSON OF INTEREST reminder token.
It is recommended that you regularly give the Hawkshaw a Minion (which is always closer to a Minion than the Demon by default). If you do not do this frequently, the Hawkshaw's information may prove to be too strong. It is not recommended that you always do this, however, for the same reason.
The Hawkshaw is from Tir-Far's Archive.
Townsfolk

Each night* learn how many steps from today’s executee to an evil player. If the executee was evil, this info is arbitrary.
Townsfolk

Each night, choose a player: you learn how helpful they are being to their team.
The Hierophant learns who’s playing their part.
The Hierophant chooses the Fortune Teller who has exclusively been getting ‘no's. They learn that they are being helpful to the good team.
Each night, wake the Hierophant. They point at a player. Depending on how helpful that player is being to their team, give a thumb signal. Straight down is being unhelpful, straight up is being helpful, and to the side is somewhere in the middle. Put the Hierophant to sleep.
The Hierophant is from Homebrews by Luis.
Townsfolk

If you die, Demons learn their character tonight. [Demons start the game thinking they are other Demons that share the same choices]
Townsfolk

Each night, choose a Townsfolk: if an opposing player is that character you swap characters. [-1 Minion, 1 Townsfolk is Evil]
The Lickspittle think you're just great and wants nothing more than to be just like you. Maybe even wear your hat? It's a pretty great hat. You know, they're a bit of a [your profession] themself.
The Lickspittle replaces a Minion with an Evil Townsfolk during setup and swaps characters with opposing Townsfolk at night. This doesn't change the total count of evil players, but effectively trades a Minion for an uninformed Townsfolk.
Evil Townsfolk do not receive Minion Information, and the Demon does not learn who they are.
If a Lickspittle successfully switches characters with an opposing Townsfolk, the new Lickspittle does not wake tonight (that portion of the turn order is over), but if the new Lickspittle is still alive by tomorrow night they now have the ability to steal any opposing Townsfolk ability they know is in play.
The term "swap characters" is an instruction to the ST to perform a unique action (swapping the two players' character tokens); it is not a portion of the Lickspittle's ability that independently registers the character of the two players and changes their characters according to that registration (the term just happens to contain the word "characters" to describe this action). It is the mechanical intention, therefore, for a Lickspittle to swap character tokens with an opposing player who is misregistering as the Townsfolk in question, not for the Lickspittle to become the character that a player misregistered as (or to allow the ST to turn the other player in the exchange into any arbitrary Townsfolk by having the Lickspittle misregister to itself via a Derrickhand). That being said, this ruling is based primarily on the authorial intention and mechanical understanding of the script's author, so while that view and intention is actively promoted here if it is ruled the other way by the ST due to either adamance of their interpretation or ignorance of this one no harm has been done so long as that ST has been clear to players regarding their ruling in this matter. It's ultimately not a critical element of the script's balance or design either way, and a specific interpretation is only stressed here to provide a potentially consistent ruling that enables clear guidance in the 'world-solving' attempts of players.
• The good Lickspittle chooses Sheriff at night. The Sheriff is in play, but the Sheriff player is good so nothing happens.
• The good Lickspittle chooses Lumberjack at night. The Lumberjack is in play and evil, so the good Lickspittle becomes a good Lumberjack and the evil Lumberjack becomes an evil Lickspittle.
• The good Lickspittle chooses Outlaw at night. The Outlaw is not in play, but the Derrickhand causes the evil Wendigo (who currently thinks they are the Sheriff) to register as the evil Outlaw. The evil Wendigo becomes the evil Lickspittle, and the good Lickspittle becomes the good Wendigo. Because the Wendigo's ability involves thinking it is good character, the Storyteller decides for the good Wendigo to think they are the Lickspittle, and the good Wendigo is not informed that they changed characters. The Lunger (who currently thinks they are the Outlaw) is then lied to and informed that they are the Lickspittle, because their ability causes them to think they are a Non-Minion character and the Storyteller can change which Non-Minion character this is whenever they wish. All 3 players now think they are the Lickspittle, the one that is correct is the unknowingly evil Lickspittle who is likely to switch with many possible characters if they get the chance to use their new ability, and the original Lickspittle has unwittingly become a good Minion that may accidentally kill their teammates going forward.
On setup, put one fewer Minion into the bag and make one Townsfolk Evil. Each night, including the first, signal the Lickspittle to choose a Townsfolk. If they choose a Townsfolk that is in play and being run by a player of the opposing alignment, swap the two players' characters.
While
your ability is best used to "rule out worlds" (making sure that that isn't an evil Quickdraw, that there isn't an Evil Lumberjack disrupting the game by secretly choosing a disruptive ability that was announced, etc), don't forget that a successful guess not only gives you a new Townsfolk ability, it creates an Evil Lickspittle. If swapping characters doesn't immediately tell you who you swapped characters with and you can't make sure they die the following day, think ahead to what abilities are in play that they might now be able to steal. The confirmation you receive from town when the dead Sheriff becomes the Lickspittle might be cold comfort when you're then shot down by the Evil Sheriff in Final 3.
Along
a similar note, it's worth appreciating that so long as you are the most recently killed player (not including executions), a Survivalist now has your character swapping power. If you suspect there is a Survivalist on the Evil Team maybe try not to get yourself killed, or, failing that, maybe do what you can to make sure another body gets thrown on top of yours before the Survivalist has a chance to use your power to steal a Townsfolk ability.
From Wendigo Economics
Townsfolk

You start knowing an in-play opposing character. If an evil ability kills you, that character dies too.
The Local Hero starts knowing an enemy and slays them at the moment of their death.
If the character is already dead when the Local Hero dies, nothing happens.
If the character is no longer in play when the Local Hero dies, nothing happens.
If the Local Hero is killed by execution or by a good player, nothing happens.
The Local Hero learns that the Godfather is in play. On the third night, the Po kills the Local Hero. The Godfather dies as well.
The Local Hero learns that the Miasma is in play. On the second night, the Lycanthrope kills the Local Hero. The Miasma lives, because the Local Hero was not killed by an evil player.
The Local Hero learns that the Pit-Hag is in play. By the time the Local Hero dies, the Pit-Hag has changed their character to something else – nobody dies as a result.
While setting up the first night, mark a Minion or Demon (usually a Minion) with the Local Hero’s “Seen” reminder. Keep this character marked with “Seen” for as long as the Local Hero is alive.
During the first night, wake the Local Hero and show them the character token marked with “Seen”. Send the Local Hero to sleep.
If the Local Hero dies at night due to an evil player’s ability, the character they saw dies—replace the “Seen” reminder with the “Dead” reminder and mark it with a shroud.
The Local Hero is from The Bootlegger's Anthology.
Townsfolk

Each night, you learn whether an odd or even number of good players woke due to their own ability.
Townsfolk

Once per game, at night*, choose to learn which dead players are evil.
The Medium can learn the true nature of every single dead player.
Once per game, the Medium can use their ability. When they do, they learn every dead evil player.
If no dead players are evil, or there are no dead players, you tell the Medium a 0.
Adrian, the Medium, uses their ability on the 3rd night. They learn that Markus, the Augur, is evil. They don't learn that any other player is evil, since no other dead players are evil.
The Medium uses their ability on the 2nd night. There are no dead evil players, so they learn this.
Each night, after the first, wake the Medium. They will either nod or shake their head. If they nod, point to every dead player that is evil. If there are no dead evil players, show fingers for 0 instead. Put the Medium to sleep.
If they nod, the Medium loses their ability — mark them with the "No Ability" reminder and remove their night token from the night sheet. (The Medium won’t wake again.)
The Medium is from Circus Music.
Townsfolk

Each night, you learn 2 characters, 1 of which is a living neighbor. If you become drunk or poisoned after night 1, you die.
Townsfolk

Each night, choose 3 evil characters: you learn if any player other than 1 of your neighbors is a chosen character.
The Nosey Parker peeks into the windows of their more distant neighbors across the grim and worries that they might be up to something insidious.
• The Nosey Parker guesses Exiled, Yng, and Lunger. There is no Yng or Lunger in play, but their neighbor is the Exiled. Since the Exiled is not one of the players other than their neighbor, they learn a "no".
• The Nosey Parker guesses Dormaquino, Miasma, and Chessmaster. As the Nosey Parker is two steps away from a Chessmaster, they learn a "yes".
• The Nosey Parker guesses Folly, Trader, and Wendigo. None of these characters are in play, so the Nosey Parker learns a "no".
Each night, wake the Nosey Parker and have them signal three evil characters to you. If any of those characters are in play, excluding their immediate neighbors, give them a "yes" signal; otherwise, give them a "no" signal.
Nosey
Parker is a "Filler" character designed to cover a mechanical need of Brew Buffet. While you are free to export this character to other scripts for any purpose you may choose, you may find them suboptimal on many scripts as they were designed for some narrow purpose. Do not say you were not warned.
Townsfolk

You start knowing 5 characters: 3 not in play & 2 in play.
Townsfolk

The first time you or a Townsfolk you are mad about being is put on the block, someone dies.
If the Outlaw is caught and put on the block they are sentenced to die on the spot, unless, of course, they successfully set someone else up to take the fall.
If the Outlaw chooses to be mad about being the Outlaw their ability amounts to a player dying immediately when put on the block.
If the Outlaw chooses to hide and be mad about being another Townsfolk, their ability amounts to a way to test another player's claim to being a specific Townsfolk.
Like all madness, it is left to the discretion of the Storyteller to determine if a player is sufficiently convincing to be deemed "mad" about being another role.
It is generally recommended that the Storyteller kill either the Outlaw themself or the player they are confirming for reasons of game balance, but like all character abilities this is left to Storyteller discretion.
• The Outlaw is mad about being the Outlaw. They are nominated and put on the block. They die, but they are still on the block. The nomination phase continues.
• The Outlaw is mad about being the Drunk. The Drunk is nominated and put on the block. Nothing happens, as the Drunk is not a Townsfolk.
• The Outlaw is mad about being the Gambler. The Gambler is nominated and put on the block. The Outlaw dies. The Gambler is still on the block and the nomination phase continues.
• The Outlaw is mad about being a Prospector. A Prospector is nominated and put on the block. A different Prospector dies. The first Prospector is still on the block and the nomination phase continues.
Keep track of what/who the Outlaw is MAD AS (using the reminder token if desired) and, if either ends up on the block or the character they are mad as ends up on the block select a player (ideally either the Outlaw or the player that triggered their ability) to die immediately (unless the Outlaw is Drunk or Poisoned). Do not announce why the character has died. Place the NO ABILITY reminder token on the Outlaw once their ability is used (it does not trigger again).
The
Outlaw's ability is most useful as a way of testing other players' claims to being a particular Townfolk. This might happen when they get put on the block and someone dies (or, more interestingly, if no one does).
As
the Outlaw, given the presence of other characters on the script capable of simulating your ability being triggered, consider how quickly to give up your madness after you believe your ability has gone off and killed another player. There's a good chance town will understand it was likely an Outlaw kill anyway (including who was responsible, especially if you then change who you are mad about being), and if the kill came from another source instead of you dropping the act might just be surrendering some of your ability's utility due to your own misconception.
From Wendigo Economics
Townsfolk

On your 1st day, publicly choose 2 players: if either is a Minion, you & a chosen Minion die tonight.
Townsfolk

Each night*, choose a player: if a Minion, their ability becomes "Each night, choose a player: the Demon learns their character.
The Prankster replaces Minion’s abilities with much worse ones.
This persists after the Prankster dies, becomes drunk or poisoned, or changes character – the change is done directly to the Minion’s ability.
Pranked Minions can and will still use their substituted ability to benefit their team.
The Prankster does not know if this has happened or not.
Nothing happens if the Prankster chooses a player who isn’t a Minion.
The Prankster chooses Bob, the Empath, who is not a Minion. Nothing happens, and neither Bob nor the Prankster learns this.
The Prankster chooses the Poisoner, who is subsequently pranked. The Poisoner’s ability becomes “Each night, choose a player: the Demon learns their character.” The player who the Poisoner poisoned that night immediately becomes healthy.
A pranked Minion chooses Alexander, the Empath. When the Demon wakes up that night, they learn that Alexander is the Empath.
On each night after the first, the Prankster chooses a player: if they’re not a Minion, nothing happens. If they are, mark them with the “Pranked” reminder. Either way, put the Prankster to sleep.
Minions who are “Pranked” do not have their normal ability, and until they change characters, run them like this:
On each night, before the Demon wakes up, wake the Pranked Minion. They choose a player – mark that player with the “Demon Learns” reminder.
Wake the Demon. Point to each player with a “Demon Learns” reminder in turn, then show the corresponding character for that player. Remove all “Demon Learns” reminders from the Grimoire.
The Prankster is from The Bootlegger's Anthology.
Townsfolk

Each day, you may privately visit the Storyteller & learn a task. Each night*, if you completed the previous task, you learn an in-play character.
Townsfolk

Each night, you learn 2 characters: if you nominate either the following day & 1 of you votes the other dies; if you both vote, 1 of you dies.
The Quickdraw searches for wanted characters, sometimes with fatal results.
Each night the Quickdraw learns two characters which may or may not be in play. This will often consist of 1 good and 1 evil character, but can consist of any two characters at the Storyteller's discretion. These are the Quickdraw's potential targets for the following day.
If the Quickdraw nominates someone who registers as neither of the characters they learned the previous night, no one will die regardless of who does or does not vote ... well, due to the Quickdraw at least.
If the Quickdraw suspects that a player might be one of their targets, or just wants to rule it out, they may choose to nominate that player. No matter what happens the Quickdraw is likely to learn something.
When the Quickdraw nominates one of their targets, the vote is (either secretly or openly) a duel. The winner is the player that votes while the other player doesn't. If both of the relevant player votes, the winner is determined by the Storyteller.
If the Quickdraw nominates a dead player whose character they learned the previous night the Quickdraw's ability still triggers, but the town will not be informed if the already dead player is killed by the ability.
If the Quickdraw dies while their ability is in the process of resolving (in the middle of a "duel"), their ability will not finish resolving. This means that a "might die at any time" ability, such as a kill caused by a Wendigo, has the ability to simulate the Quickdraw losing a duel they were about to win should the Storyteller wish to do this. The death of the nominee would not prevent the ability from resolving, however, meaning that the Storyteller cannot kill the nominee the moment before the ability would resolve to simulate the Quickdraw winning the duel, as the ability would not be stopped from reaching its resolution and the Quickdraw would immediately die as well.
Deaths caused by the Quickdraw, as well as deaths caused by outside abilities during the vote, should not be announced until the vote is over and a player declared on the block or spared from it. This is both for practical reasons (the Storyteller should not be expected to make announcements while they are busy running the vote), and for various abilities to better simulate each other and leave the puzzle of what occurred to the players.
• The Quickdraw learns the Drunk and the Wendigo at night. The following day the Quickdraw nominates the Ropemaker. After the vote nothing happens.
• The Quickdraw learns the Sheriff and the Survivalist at night. The following day the Quickdraw nominates the Sheriff. The Sheriff votes for their own execution. After the vote, the Quickdraw dies.
• The Quickdraw learns the Lickspittle and the Gi Yose at night. The following day the Quickdraw nominates the Spy, who registers as the Lickspittle due to its own ability. The Spy votes for their own execution. After the vote, the Quickdraw dies.
• The Quickdraw learns the Prospector and the Lunger. The following day the Quickdraw nominates a Prospector. The Prospector does not vote for execution, but the Quickdraw does. After the vote, the Prospector dies.
• The Quickdraw learns the Coal Miner and the Lunger at night. The following day the Quickdraw nominates the Coal Miner, who is babysitting An Owl. The Coal Miner is put on the block, but An Owl immediately moves to the Quickdraw, removing its ability before any deaths occur. No one dies.
Each night, wake the Quickdraw. Show them any two character tokens; put the HUCKLEBERRY reminder token next to each player who is (or is registering as) one of those characters. The next day, if the Quickdraw nominates a player with a HUCKLEBERRY reminder token, take note of which players voted for execution:
If any player with a HUCKLEBERRY reminder token is nominated by the Quickdraw and either the Quickdraw or the nominee votes, kill a player after the vote has concluded (the member of the pair that didn't vote if only 1 voted, or the member of the pair of your choice if both voted).
It
is fair for the Quickdraw to worry about being the Wendigo and their kills being a result of that, as it is fair for the Quickdraw to worry about being a Lunger and their death being the result of that. They should remember, however, that they cannot be both, and to the degree that they can get their nominee to play along they have some control over what the result of the "duel" is that confirms their nominee.
It
IS NOT recommended that the Storyteller regularly give the Quickdraw two good characters as targets, or give the in-play Demon as a target unless that Demon is aware of who the Quickdraw is.
It
IS recommended that the Storyteller often consider giving the Quickdraw two out-of-play, non-evil-bluff characters to prevent the Quickdraw ability from going off consistently and repeatedly. Allowing the Quickdraw to "rule out worlds" by eliminating possibilities this way is still a positive use of their ability.
Giving
the Quickdraw a potentially 'hidden' character likely to be good such as the Drunk or Lunger as one of their targets can help the player feel a greater sense of agency, as the optimal use of their ability becomes less prescriptive. This should be done often, whether or not those characters are even in play.
From Wendigo Economics
Townsfolk

Evil players don't learn each other; instead, they learn a code word. Players who publicly say or hint at the code word might be executed.
The Reactionary prevents evil from congregating and stays vigilant for their secret codewords and phrases.
The Reactionary functions similarly to a Poppygrower and prevents the evil team from learning each other as normal during the Minion and Demon info steps.
Rather than giving the evil team the avenue of killing them to learn each other, the Reactionary instead provides evil players with a code word with which they can find each other. If they say this word publicly in the Town Square, however, they may be executed on the spot.
If the Reactionary is dead, their ability no longer functions and evil is free to say the codeword in public. The evil team is not notified of their death, however, and they do not learn of each other automatically simply because the Reactionary dies.
Keon is the Demon and Sam is the Wendigo. Meredith is the Reactionary, causing Keon and Sam to learn the word "Kugelblitz". Sam, not knowing that he is the Wendigo, asks Town publicly what it means. The Storyteller decides to execute Sam.
Karen is Reactionary. In private chats, someone mentions the city of "Constantinople". Karen decides to start bluffing Blabbermouth, and convinces other players to say "Why did Constantinople get the works?" in public, including Sam. When Sam says this, the Storyteller decides to execute Sam despite Sam being good. This clues Karen into the codeword being "Constantinople", which she lets Town know the following day, helping town identify the players who have mentioned Constantinople as members of the evil team.
Keon is the Chessmaster. They receive the code word "Halitosis" in the night. They decide to bluff Scofflaw and say the word in public under the guise of their Scofflaw word. The Storyteller chooses not to execute them, because the execution is at Storyteller's discretion.
Sam is the Rodent. They receive a private announcement at night that the code word is "Jamboree". Having previous experience with the Reactionary, they infer that they are the Wendigo. In truth, they received this announcement because of the Exiled who chose Worrywort. This was, however, the real code word that the Reactionary gave out to the evil team. At the end of the game the evil team wins, but Sam loses, to the surprise of everyone except for the Exiled that put what happened together after finding the rest of the evil team but kept this to themself.
During Minion and Demon info steps, do not share their identities with each other as normal. Instead, share one preselected "code word" with all members of the evil team (including evil Townsfolk, evil Outsiders, and evil players that do not know that they are evil).
The Reactionary is from "The Cliffs Said The Troika" (a currently unreleased script that will be linked here in the event of its release).
Townsfolk

Each night*, choose a Townsfolk: the next time a Townsfolk dies tonight, the chosen Townsfolk dies instead if good & able.
The Ropemaker ties up expendable members of town at night in order to appease the Demon and protect more valuable Townsfolk ... like the Ropemaker!
The Ropemaker cannot redirect a death to a player that cannot be killed by players, such as a character protected by the Snake Oiler's ability.
The Ropemaker can redirect a death to a player to a player that can replace its death with another effect, such as the Sheriff, as the Sheriff is able to die but simply converts that death into another mechanical effect.
The good Ropemaker chooses Coal Miner at night. That night, the Demon attacks the Chambermaid. The Coal Miner dies instead, but no one is turned into the Survivalist by the Coal Miner's ability as mechanically they were killed by the Ropemaker's ability, not the Demons.
The Snake Oiler is mad about being the Prospector. The Ropemaker chooses Prospector at night. That night, the Demon attacks the Dreamer. The Dreamer dies as normal, as the Prospector cannot be killed and therefore the Ropemaker cannot replace the Dreamer's death with the Prospector's.
There is an evil Coal Miner in play. The Ropemaker chooses the Coal Miner at night. That night, the Demon attacks the Chambermaid. The Chambermaid dies as normal, as even though there was a Coal Miner in play, the Coal Miner happened to be evil.
The Ropemaker chooses the Sheriff at night. That night, the Gambler chooses the Sheriff and guesses "Pukka". The Gambler lives and the Ropemaker dies as the Ropemaker redirected the Gambler's death to the Sheriff and the Sheriff's ability redirected the kill to the Ropemaker. The Sheriff's "Sacrifice" reminder token is still removed.
Each night except the first, wake the Ropemaker. They indicate any Townsfolk. Put the Ropemaker to sleep. If the chosen Townsfolk is in play, alive, good, and is currently capable of being killed, mark them with a SACRIFICE reminder token. The next time that night a Townsfolk would die, kill the player with the SACRIFICE reminder token instead and then remove the SACRIFICE reminder token.
This
is probably some kind of character design oversight, but what you are doing as the Ropemaker is arguably hard to distinguish from what the Wendigo is doing, meaning you could be the Wendigo with the only hint being an outcome that looks a lot like how your ability is supposed to look. The important distinction to make will often be the number of kills. If you are a Ropemaker, you are not adding to the number of kills at night. If you are a Wendigo, you are potentially adding to the number of kills.
It's
okay if the Storyteller forgets that the Ropemaker can redirect a kill to the Sheriff despite the Sheriff having its own form of protection ability. If they forget the distinction here, the result is mechanically the same as if the Sheriff redirected the kill back to the original target, which is entirely legitimate! If a Storyteller wants to take full mechanical advantage of the character, however, the distinction the Ropemaker makes is between "can't die" and "if dies, X might happen instead" as the former means the 'cost' of the Ropemaker's replacement ability can't be 'paid', while the latter simply means that when that 'cost' is paid, it is replaced by yet another replacement ability.
Make
sure to remember, however, that the Ropemaker cannot redirect a kill to a character protected by the Snake Oiler or a Bookbinder to "dissipate" the kill. The death of the sacrifice is the cost for saving the original target, and a character protected by a Snake Oiler cannot pay it.
From Wendigo Economics
Townsfolk

You start knowing a word or phrase. If you say it publicly while a player on your team is on the block, you might be executed.
The Scofflaw takes the heat off of allies through their own obnoxious behavior.
As a character, the Scofflaw trades an execution for mechanical confirmation, similar to the Virgin from the Trouble Brewing set.
In contrast to the Virgin, the Scofflaw executes themself to save a player who has been put on the block as opposed to executing a player who is nominating.
The Scofflaw is given the word "Yaggababble" as their trigger word. While the Demon is on the block, they say the word "Yaggababble" repeatedly. Because they do not share an alignment, nothing happens.
The Scofflaw is given the phrase "Pick Me" as their trigger phrase. While the Reactionary is on the block, they say the phrase "Pick Me". The Reactionary is executed.
The Scofflaw is given the phrase "He lets me into heaven anyway, but I get the room next to the noisy ice machine." as their trigger phrase. While the Snake Oiler is on the block, they say the phrase "He lets me into heaven anyway, but I get the room next to the noisy ice machine." Nothing happens, because the Storyteller is not obligated to trigger the Scofflaw ability even if the conditions are met.
On Night 1, give the Scofflaw a word or phrase. If a player of the Scofflaw's alignment is 'on the block' (about to die via execution), and the Scofflaw says their word or phrase, you may choose to execute the Scofflaw.
It's usually best not to make the Scofflaw phrase too long, as they may be tempted to repeat it several times in case the reason it did not originally trigger is that the Storyteller did not hear them, and repeating a long phrase several times might prove exhausting.
The Scofflaw is from "The Cliffs Said The Troika" (a currently unreleased script that will be linked here in the event of its release).
Townsfolk

Each Minion knows a different phrase. Each night*, any Minion that didn't publicly say their phrase today might be drunk until dusk.
Townsfolk

Good players who you nominate & kill by execution learn you are in play.
The Seraph shows themself to the deceased they guide.
The Seraph nominates and executes the Fisherman, killing them. That night, the Fisherman learns that the Seraph is in play.
The Seraph nominates and executes the Sailor, who does not die. That night, nothing happens.
The Seraph nominates and kills the Mastermind. That night, nothing happens, because the Mastermind is evil.
If the Seraph nominates a good player, and that nomination results in their death by execution, mark them with the REDEEMED reminder. Wake them that night and show them the Seraph character token. Put them to sleep.
The Seraph is from Homebrews by Luis.
Townsfolk

Once per game, during the day, you may guess a player’s character: if you get it right, they die. If you die another player might die instead.
The Sheriff investigates what is occurring in town and can arrest (well, kill) another player by guessing who they are.
The Sheriff can choose to use their ability at any time during the day, and must declare to everyone when they're using it. If the Sheriff correctly guesses the character of the player they choose, that player dies immediately. Otherwise, nothing happens.
A Sheriff that uses their ability while poisoned or drunk may not use it again.
Players may say whatever they want at any time, so a player who's pretending to be the Sheriff may pretend to use the Sheriff ability.
To survive, the Sheriff sometimes "accidentally" gets someone else killed. If the Sheriff is attacked and would die, the Storyteller may choose that a different player dies. Nobody learns how they died at night, just that they died.
If the Sheriff would die and the Storyteller instead chooses to redirect the kill to a Snake Oiler or a player protected by a Snake Oiler, no deaths occur.
• The Sheriff chooses the Pukka and guesses 'Pukka'. The Pukka dies, and good wins!
• The evil Sheriff makes it to final 3 without knowing the identity of the other 2 players and decides to use their ability on themself so they can die and evil will win the game. Because allowing the kill to bounce and kill the Demon would be too punishing and unfun a response to a reasonable play, and because allowing the kill to go through would be too rewarding for a Sheriff that failed to guess either of the other players, the Storyteller announces "that the kill bounces" and openly flips a coin to determine who will be killed in the Sheriff's place.
During the day, the Sheriff can declare that they wish to use their ability. If so, the Sheriff points at any player and names a character on the script. If the chosen player is that character, declare that the chosen player dies—put a shroud on their character token in the Grimoire. If the chosen player is not the character that was guessed, say "Nothing happens." Either way, the Sheriff loses their ability—put the Sheriff's GUESS USED reminder token by the Sheriff token.
If a player is bluffing as the Sheriff and declares they wish to use their ability, act as if they were indeed the Sheriff—allow time for discussion, let them make the decision, and act like you're fiddling with tokens in your Grimoire, then say "Nothing happens."
When the Sheriff declares that they wish to use their ability, leave verbal space for the group to discuss who the Sheriff should guess as what if they wish to voice an opinion. This allows the group to feel responsible for the win (or the loss!), but the Sheriff always makes the final choice.
While
it is common for the Sheriff to attempt to wait for the end game and guess the Demon, it often makes sense to use your ability in other ways. Don't forget that your ability can also be used to confirm yourself and others.
If
an evil Sheriff chooses to kill themselves while there are 4 or fewer players remaining, it is recommended that the Storyteller allow the Sheriff's protection ability to bounce the kill and randomly and openly (but not explicitly while there are 4 living players) determine which player dies. Doing this openly makes either result (a kill locking in the win for Evil despite the Sheriff not being able to guess another character or a deflection that kills the Demon despite a potentially intelligent play by Evil depending on the context) seem more fair, but doing it explicitly while there are 4 players unfairly confirms the Sheriff in a situation where play may not immediately end. To do this openly but not explicitly, simply make a silent show of some form of physical randomization, such as flipping a coin or rolling a die - players will understand the implication.
From Wendigo Economics
Townsfolk

Other Townsfolk you are mad about being can't be killed by abilities. If you are mad about being a not-in-play Townsfolk, you can't instead.
The Snake Oiler weaves a web of lies but all with the intent of sparing town from unnecessary malady.
The Snake Oiler's ability requires them to be mad about being another player. A Snake Oiler who is mad about being the Snake Oiler has no functional ability.
If the Snake Oiler is mad about being a character that is in play, that character cannot be killed by player ability (they can still die from execution).
If the Snake Oiler is mad about being a character that is not in play, and that character happens to be a Townsfolk, they cannot be killed by other players (they can still be poisoned by them, though).
The Snake Oiler's protection functions against all character abilities, even Good Character ones.
• The Snake Oiler is mad about being the Prospector. In the night, the Nocker's babysitter attacks one of two Prospectors in play. The Prospector lives because they were protected by the Snake Oiler.
• The Snake Oiler is mad about being the Coal Miner. There is no Coal Miner in play. The Quickdraw that learned Snake Oiler nominates the Snake Oiler, but after the vote nothing happens as the Quickdraw's ability attempts to kill the Snake Oiler but fails to do so as the Snake Oiler cannot currently be killed by players.
• The Snake Oiler is mad about being the Outlaw. In the night, the Ropemaker chooses the Outlaw. Later that night, the Demon kills the Gambler. The Ropemaker's ability is unable to save the Gambler because it cannot kill the Outlaw, as the Outlaw is protected by the Snake Oiler.
Keep track of who the Snake Oiler is protecting using the PROTECTED reminder token. If a player who is PROTECTED would be killed by a character ability, such as the Demon killing in the night or the Sheriff killing in the day, they don't. When the Snake Oiler is mad as an out-of-play Townsfolk, move the PROTECTED reminder token to the Snake Oiler themself.
From Wendigo Economics
Townsfolk

Each night, choose a unique player (not yourself): if one of your two most recent picks is a Townsfolk and the other is not, you learn this.
The Sorcerer compares their allies to one another.
The Sorcerer chooses the Ravenkeeper. Then they choose the Undertaker and learns 'No'. Then they choose the Drunk and learns 'Yes'. Then they choose the Imp and learn 'No'. Then they choose the Poisoner and learn 'No. Then they choose the Soldier and learn 'Yes'.
Each night, wake the Sorcerer, they point to a player that is neither themself nor chosen before, mark that player with a RECENT reminder token. If the chosen player and the previously picked player are both or neither townsfolk, shake your head, otherwise, nod.
If their last pick changes character, the check is made at the moment the Sorcerer makes their choice.
Sorcerer is from Gobinator's "The Potato Patch, Part 1": https://www.bloodstar.xyz/p/Gobinator/The_Potato_Patch_Part_1/almanac.html
Townsfolk

Each night*, learn how many evil players voted today. If you would learn a 0, you become drunk.
The Spice Trader learns exactly how many evil players vote.
Each night, except the first, the Spice Trader learns how many evil players voted yesterday.
This does not count the same evil player multiple times.
If the Spice Trader learns a 0 for any reason, they are drunk for the rest of the game.
On the first day, the Jabberwocky and Sea Sprit vote, but the Songstress does not. That night, the Spice Trader learns a "2".
On the first day, no evil players vote. The Spice Trader becomes drunk and learns a "1". On the second day, all 3 evil players vote. The Spice Trader learns a "1” because they are still drunk.
6 Legion vote on the Spice Trader, but no good players do. The vote fails and the Spice Trader is not executed. That night, the Spice Trader learns a "6".
The good Cardinal is nominated by a good player. The Cardinal, Wendigo, Sheriff and Nosey Parker vote. The Cardinal becomes evil that night. The Spice Trader learns a "1” because the Cardinal was not evil when they voted.
During the day, watch each vote to see how many evil players vote. Place a “Voted Today” token on each evil player who voted for the first time today.
Each night, except the first, wake the Spice Trader. Show them a numerical hand signal equivalent to the amount of evil players who have a “Voted Today” token on them. If you can not remember how many this was, consider waking evil players and using the "Did You Vote Today?" signal before waking the Spice Trader.
If the Spice Trader would ever learn a 0, they are drunk. Place the “Drunk” reminder token on them. They are now drunk for the remainder of the game and may be given arbitrary information. This includes the night they become drunk, so they will not learn a 0.
The Spice Trader is from The Bootlegger's Anthology.
Townsfolk

You start knowing 2 players: the Storyteller believes 1 will help good & 1 will help evil.
Townsfolk

Twice per game, at night*, you may choose a living player: they live if they would die, and vice versa. The Demon cannot die this way.
The Surgeon either saves people’s lives or kills people.
Twice per game, they may choose a player. That player dies if they would otherwise survive the night, and lives if they would otherwise die in the night.
The Surgeon’s ability cannot cause the Demon to die.
Nobody learns that the Surgeon’s ability has triggered; the player simply lives or dies.
The Po kills Simon at night. The Surgeon chooses Simon later that night. Simon survives. Had the Po chosen someone else, Simon would’ve died unless they were going to die by some other means.
The Imp kills Blake, who is protected by a Monk and selected by the Surgeon. The Monk successfully protects from the Imp, but the Surgeon kills Blake, since Blake would otherwise survive, and the Monk only protects from the Demon.
The Zombuul kills Alex, who is protected by an Innkeeper and selected by the Surgeon. Alex survives both the Zombuul’s attack and the subsequent attack by the Surgeon since the Innkeeper protects against all causes of death at night.
Take especial note of how the Surgeon interacts with the night order. The ability is very simple to understand from the perspective of the players, but trickier to run.
Before all other effects that can kill a player, wake the Surgeon. They shake their head no or point to a player. If they point to a player, mark them with “Patient”. Then, if the Surgeon does not have a “1 Left” reminder on them, mark them with it. If they do, mark them with “No ability” instead: they will not wake again this game.
If a player with a “Patient” reminder would die at night due to an ability other than the Surgeon, they do not: mark them with the “Saved” reminder. If another ability would cause the “Patient” to not die, do not place the “Saved” reminder.
After all other effects that can kill a player, check the “Patient”. If they are marked with a “Saved” reminder, remove both and continue with the night. If not, place a shroud on them and the Surgeon’s “Dead” reminder – they die.
The Surgeon is from The Bootlegger's Anthology.
Townsfolk

Each night*, choose a player (not yourself or Travellers): if they are a good character & die to evil tonight, you swap characters.
Townsfolk

Each night*, choose 2 living players: learn which one the Storyteller thinks it’d be better for the Demon to kill tonight.
The Tactician figures out what the Demon should do next and uses that against them.
The Storyteller judges who, of the two players the Tactician chose, it’d be best for the Demon to kill that night and tells the Tactician which.
The Storyteller can take account of many factors, such as character, alignment, that person’s social position, etc., when deciding which to choose.
The Tactician doesn’t learn anything else: they simply know who the Storyteller points at.
The Tactician chooses the Soldier and the General. The Storyteller signals the General.
The Tactician chooses Alec, the Quickdraw and Amelia, the Yng. The Storyteller signals Alec, since the Yng would likely not want to choose themself.
The Tactician chooses Alec, the Baron, and Amelia, the Imp. The Storyteller, after thinking for a moment, signals Amelia, since Amelia is under a lot of suspicion, and it would benefit Evil to change who the Demon is.
On each night except the first, wake the Tactician: they choose 2 players who are alive. Indicate which one you believe it would be better for the Demon to kill that night.
When deciding which of the two targets would be the better choice for the Demon to kill, take account of many factors. For example, it’s usually better for the Demon to kill a Townsfolk rather than a Minion, but they might want to kill the Wight as opposed to a Sage. If someone dying would incriminate the Demon specifically, maybe it wouldn’t be a good idea for the Demon to kill them!
The Tactician is from The Bootlegger's Anthology.
Townsfolk

Drunk players are safe from the Demon. Living Townsfolk who say "cheers" publicly are drunk until dawn.
Townsfolk

Each night, you learn an in-play character: this information might be false starting now and from now onwards.
The Tzar learns in play characters, until they get corrupted, and learn only out of play characters.
The Tzar learns the Amnesica (in play), the Drunk (in play), Mastermind (in play), Savant (not in play), Marionette (not in play), and Farmer (Not in play).
The Tzar learn the Ojo (not in play), the Mutant (not in play) and the Washerwoman (not in play).
Each night you may mark the Tzar with the 'False' reminder token. If they don't have the 'False' reminder token, show them an in-play character, otherwise show them a not-in-play character.
If the Tzar is drunk or poisoned, they can learn any chracter.
Tzar is from Gobinator's "The Potato Patch, Part 1": https://www.bloodstar.xyz/p/Gobinator/The_Potato_Patch_Part_1/almanac.html
Townsfolk

You start knowing 2 good players: 1 is drunk, even if you are dead.
Townsfolk

Each day, you may privately visit the Storyteller & learn a true statement about a living neighbor.
Townsfolk

You start knowing 1 in-play evil character. If the character you know dies, you learn another tonight.
The Whaler knows a Minion or a Demon that Town is up against, and will learn nothing else until they can be confident that their target has been killed.
On the 1st night the Whaler learns the Lunger is their 'white whale'. Despite the fact that the Lunger is good, the Lunger is a Minion and is therefore a nominally evil character. During the 1st day, the Agent bluffing Sheriff simulates using their ability to kill the Lunger. That night, the Whaler learns which Demon is in play, indicating that a Lunger is dead.
On the 1st night the Whaler learns a Chessmaster is in play. On the 2nd night, the Whaler becomes poisoned by the Chessmaster as the Chessmaster's 1st target is executed; they are then woken and told (falsely) that a Wendigo is in play despite the fact that their 'white whale' is still alive. On day 2, the Chessmaster is executed. On night 3, the Whaler learns (correctly) that an Agent is in play, and concludes (falsely) that the Chessmaster was the Wendigo.
While preparing the first night, put the WHITE WHALE reminder token on any evil character in play.
During the first night, wake the Whaler and indicate the character with the WHITE WHALE reminder token.
On subsequent nights, if the WHITE WHALE is dead, put the WHITE WHALE token on another evil character in play, wake the Whaler, and indicate the character that now has the WHITE WHALE reminder token.
The Whaler is from Tir-Far's Archive.
Townsfolk

Each night, when an evil player is chosen by an ability, you might be targeted instead (once per night), even if dead.
Outsider

A player babysits An Owl & if good their ability is now: "At night you might register as an evil Demon." If the babysitter is put on the block a new player babysits.
It's just an Owl. Don't worry about it.
A player babysitting An Owl is killed in the night. An Owl will remain with them unless town puts their body on the block during the day, but they will no longer register as evil or an evil character at night as An Owl modifies their ability directly, and they are dead (thus have no active ability).
Gambler is informed on Night 1 that he is babysitting An Owl. He is not put on the block Day 1, so he is still babysitting An Owl Night 2. Because his ability has become "At night you might register as evil or an evil character", the Gambler does not wake on Night 2. That night, a Dreamer sees the Gambler as either the Drunk or the Summoner, because An Owl causes them to register as the Summoner, and a Chambermaid registers them as not waking to their own ability, because they did not. The Gambler is reminded of the presence of An Owl at the end of the second night. On Day 2, the Gambler is nominated by the Quickdraw who saw Gambler and put on the block. Because An Owl moved to the Quickdraw when the Gambler was put on the block, nobody dies, and the vote is ultimately tied taking the Gambler back off the block before dusk. That night, the Gambler finally wakes to use their Gambler ability, but the Quickdraw does not wake to learn 2 characters as usual; instead, they are woken at the end of the night to learn they are now babysitting An Owl.
If An Owl is part of the game's starting setup, do not put it in the back and instead put in one extra Townsfolk (much like you would for Lil' Monsta or Nocker were they not to have the setup ability of [+1 Minion]).
At the start of Night 1, choose a player to babysit An Owl (this player need not be good, and can be a Townsfolk, Outsider, Minion, Demon, or even Traveler - although Travelers are not recommended babysitters since they would undermine An Owl's core mechanic) and put the AN OWL reminder token next to them. This player's character ability is replaced by the Owl's replacement ability until such time as the owl can be removed, which happens whenever they are placed on the block (the Storyteller can actively decide where An Owl moves to); this move happens immediately (move the AN OWL reminder token at this time), but players do not learn where An Owl has moved immediately.
Each night, wake the player currently babysitting An Owl to let them know the owl is stalking them.
Heard
an Owl in the night, have you? Well, this just means (assuming you're on the Good team) that your functional role is currently closer to the Recluse than the token you saw. No reason to fret, there is a way out of this. If you can convince Town to "put you on the block", you'll be free and be a full and proper Townsfolk. Of course, then you'll need to find a way off the block unless you want to also die before dusk, but if another player receives the Owl and hears it in the night that at least helps confirm the Outsider count, right? You're potentially throwing a teammate under the metaphorical bus, but, balance of probabilities, when you consider the chance it moves to an Evil Player or an Outsider on top of the confirmation of the Outsider count, that may well be a risk worth taking.
From Wendigo Economics
Outsider

You do not know you are a Bad Omen. You think you are a Townsfolk, but you receive false information. You might register as evil, even if dead.
A Bad Omen thinks that they are a Townsfolk; they have no idea that they are actually a Bad Omen.
Edgard believes that they are the Spice Trader, but they are actually a Bad Omen. During nominations, 2 evil players vote. That night, Edgard learns that 1 evil player voted.
Merlin believes that they are the Nosey Parker, but they are actually a Bad Omen. Merlin chooses 3 characters that are not in play at night. They learn a "yes".
During setup if the Bad Omen is in play add a Townsfolk to the bag instead of the Bad Omen token.
If a player is a Bad Omen, place the IS A BAD OMEN reminder token next to the player. The player's ability malfunctions and/or receives false information. The player might register as evil to other abilities.
A Bad Omen can detect anything but the truth. This can however be affected by misregistration – see the section Truth and Lies. Review what information is true, and then provide any information that is not that truth.
The Physician ability overrides that of a chosen Bad Omen. A Bad Omen who has been chosen by a sober Physician receives true information.
If a Bad Omen is drunk or poisoned their ability continues to malfunction, but they learn arbitrary information instead of it having to be false.
From Fall of Rome by Alex S.
Outsider

You know a phrase. Each dusk, if publicly, no other alive good player said it or a Minion guessed it (even if dead), your team loses.
The Blabbermouth can't help but alert others of their presence.
The Blabbermouth’s phrase is “Town Crier is a Demon bluff.” Each day that they are alive, an alive good player says the phrase, “Town Crier is a Demon bluff.” On day 3, no-one says their phrase by dusk. Evil wins.
The Blabbermouth’s phrase is “That’s weird.” The Poisoner publicly guesses that the phrase is “Holy moly”, and then the day after, correctly guesses that it is “That’s weird.” Evil wins at dusk.
During setup, write a phrase on a piece of paper, or on a phone.
During the first night, wake the Blabbermouth. Show this phrase, then put them to sleep.
Each day, if you hear an alive good player (not the Blabbermouth) say their phrase, mark them with the PHRASE SAID reminder.
Each day, once only, an alive Minion may publicly guess what the Blabbermouth’s phrase is. If correct, mark the Blabbermouth with the GUESSED reminder. If they are incorrect, nothing happens.
Each dusk, if the Blabbermouth’s phrase was not said today or if they are marked GUESSED, declare that the game is over and which team has won. Otherwise, remove the PHRASE SAID reminder if it was placed.
If something extremely similar to their phrase has been said, give it to them. Likewise for guesses made by Minions.
If you are unsure if the Blabbermouth’s phrase has been said, simply wake them and ask who has said it: they must answer honestly. It is considered cheating otherwise.
The Blabbermouth is from Homebrews by Luis.
Outsider

If nominated, tonight, you become the alignment opposite to whoever nominated you.
The Cardinal turns against those who accuse them.
If a good player nominates the Cardinal, they become evil. If an evil player does, they become good.
The Cardinal changes alignment that night. If the game ends before then, they do not change.
The Cardinal will still change alignment even if they die.
On the first day, the Nosey Parker nominates the Cardinal. That night, the Cardinal becomes evil. On the second day, the Vindaloo Beast nominates the Cardinal. That night, the Cardinal becomes good. On the third day, the Vampire nominates the Cardinal. The Cardinal remains good.
The Cardinal is nominated by the Nightwatchman, and executed that day. The Cardinal becomes evil that night, even though they are dead.
The evil Cardinal is nominated by the Poisoner. That night, the Poisoner poisons them. The Cardinal does not change alignment, because they are poisoned.
The Bishop is in play, and the Storyteller nominates the Cardinal. The Cardinal does not change alignment that night, because the Storyteller is not a player.
If the Cardinal is nominated during the day, mark their nominator with the "Nominator" token.
At night, if the Cardinal got nominated the previous day, change their alignment to be the opposite of the player with the "Nominator" token. This happens even if the Cardinal is dead. The Cardinal should learn if their alignment changes - wake them and show them the “You are” token, then give them the appropriate thumb signal - thumbs up for good and thumbs down for evil.
Optionally, if their alignment did not change, the Cardinal may still be woken to be told what their true alignment is. This may help for players who might struggle to remember otherwise.
The Cardinal is from The Bootlegger's Anthology.
Outsider

When you learn that you died, publicly choose a Demon character: from now on, the Demon must have its ability.
The Conjuror fixes a Demon ability in place, or conjures another if the spell goes wrong.
The Demon player is the Imp. The Conjuror dies by execution. Shortly after, they choose the Imp. The Demon already has the Imp’s ability, so nothing happens.
The No Dashii kills the Conjuror. The next morning, after discussing with the town, the Conjuror chooses the Ojo. The No Dashii then gains the Ojo ability, because they didn’t have it already.
The Shabaloth is in play & must have the Shabaloth ability due to the Conjuror choosing it. When the Demon attacks the Goon, the Demon becomes drunk as they chose the Goon, but the Goon still dies because the Shabaloth always has the Shabaloth ability.
When the Conjuror player is declared dead, they must declare that they are the Conjuror and then choose a Demon character – add that Demon’s character token to the left side of the Grimoire (if it wasn’t there already) and mark it with the MUST HAVE reminder.
If the Demon does not already have that character’s ability, treat them as if they had that ability, as well as their own Demon ability.
If the Conjuror doesn’t realize that they must choose a Demon character when they die, privately remind them. New players may not understand how their character works.
The Conjuror is from Homebrews by Luis.
Outsider

The 1st time a dead player votes, become their alignment tonight.
The Deserter might betray town, if prompted by the words of the dead.
They become the alignment of the first player to vote while dead by spending their vote token.
If that player is Good, nothing happens. If that player is Evil, then the Deserter wakes that night to learn their alignment.
Stephanie, the dead Wendigo, is the first dead player to use their vote token. That night, the Deserter wakes up and learns they are evil.
Alexander, the dead Snake Oiler, is the first dead player to use their vote token. The Deserter remains good.
Wendy, the dead Goon, who is currently good, is the first dead player to use their vote token. The Deserter remains good.
Watch for the first dead player to spend their vote token. When they do, place the Deserter’s “No ability” reminder by the Deserter. Then, if that person was a different alignment to the Deserter, place the “Betrays Tonight”.
If you placed a “Betrays Tonight” reminder, change the Deserter’s alignment. The Deserter should learn if their alignment changes - wake them and show them the “You are” token, then give them the appropriate thumb signal - thumbs up for good and thumbs down for evil.
The Deserter is from The Bootlegger's Anthology.
Outsider

When you or a Minion dies, an evil player becomes an out-of-play character.
The Fireblood's curse allows the Demon to warp reality in the town.
This character change is mandatory, but the evil player can be dead.
This player will usually become a character of the same character type. In rare cases, such as when no Demon lives, the Storyteller can turn a Minion into a Demon.
If the Fireblood registers as a Minion and dies, they still trigger. Further Minions that die do not trigger the Fireblood.
If the Fireblood or a Minion dies, mark them with the RIFT TONIGHT reminder.
As soon as possible, decide on an evil player and an out-of-play character. Wake them up. Show them the YOU ARE info token, then their new character token, then put them to sleep. Replace their old character token with the new character token. (You may need to turn character tokens upside-down to remind you that a player’s alignment is opposite to the color of the token. You may need to remind the player that their alignment is unchanged, by giving a thumbs-down.) Remove the RIFT TONIGHT reminder.
From The Princess' Requiem by Nightingale.
Outsider

1 other player might register as good or evil & as a Demon, even if you die. If you guess (once) who it is, become a not-in-play Townsfolk.
Outsider

You think you are a Minion, but you are not. The Minions know who you are and any Minion that has the same ability knows what you choose at night.
Outsider

Players (not yourself or the Demon) that nominate you are drunk until you are nominated again, even if you are dead.
Outsider

If you die & the next executee is good, your team loses.
The Moonflower cannot let good be executed after their death.
The Moonflower dies and the next player to be executed is the Empath. The Moonflower’s team loses.
The Moonflower dies and the next player to be executed is the Carpenter. The game continues.
If the Moonflower dies, place the WILTED reminder in the center of the Grimoire.
If an evil player is executed and the WILTED reminder is placed, remove it and continue the game. If a good player is executed and the WILTED reminder is placed, declare that the game is over and which team has won.
The Moonflower is from Homebrews by Luis.
Outsider

Once per game, at night*, if both your good alive neighbours are mad they are their character, one might die.
The jealous Palsgrave will stop at nothing short of murdering those who let their guard down to climb the peerage.
Both players must satisfy madness to activate the Palsgrave’s ability. If only one of their good living neighbors is mad that they are their true character, nothing happens.
The Palsgrave’s reach skips over evil and dead neighbors.
Mark both good alive neighbors of the Palsgrave with the MAD token. Update these reminders immediately based on this condition throughout the entire game.
Each night, except the first, if you judge that both of the mad players have been trying to convince the group that they are their true character, you can decide that one of them dies—mark them with the DEAD reminder. The Palsgrave then loses their ability—mark them with the NO ABILITY reminder and remove the MAD reminders from the Grimoire.
From The Princess' Requiem by Nightingale.
Outsider

If 1 of your Townsfolk neighbours die, the 1 in the other direction is drunk from now on, even if you are dead.
The Rodent carries the illness of one Townsfolk to another.
The Rodent’s clockwise Townsfolk neighbor is the Slayer, and their anticlockwise Townsfolk neighbor is the King. The Slayer dies, making the King permanently drunk.
The Pixie, Witch, Rodent, Banshee, and Ojo are all sat in that order in the circle. When the Banshee dies, the Pixie immediately becomes drunk for the rest of the game. The Rodent then dies. When the Pixie dies, the dead Banshee immediately becomes drunk for the rest of the game as well, since the Rodent’s ability works even when dead.
The Rodent’s clockwise neighbors are the Fisherman, and the Undertaker. The Fisherman was made drunk by the Rodent. On night 3, the Summoner turns the Fisherman into the evil Al-Hadikhia. They becomes sober (because they aren’t a Townsfolk anymore) and the Undertaker becomes drunk.
If one of Rodent’s Townsfolk neighbors die, the closest Townsfolk in the other direction from the Rodent becomes drunk – mark them with a DRUNK reminder. This happens even if the Rodent is dead.
The Rodent is from Homebrews by Luis.
Outsider

On your 1st day, privately learn a condition, day & consequence. If unmet by then, it happens, even if dead.
Outsider

On your 1st night, choose another player. The 1st time one of you dies by execution, the other turns evil that night.
Outsider

Your Townsfolk neighbours are drunk, but every other night, you are drunk until dusk, even if you are dead.
Every other day the Winemaker drunk their closest Townsfolk neighbors... but they don't know which day it starts.
Daniel is the Nosey Parker and May is the Hierophant. They both are the Winemaker's closest Townsfolk neighbors. The Winemaker is drunk on the first night and sober on the second. During the second night, Daniel and May are drunk and gets arbitrary information.
Lorelei the Winemaker is drunk on odd nights and their Townsfolk neighbors are Emily and Richard. On the third night Lorelei is poisoned by the Chessmaster. Emily and Richard are then free of drunkenness because Lorelei is now poisoned.
On the first night, place the ODD or EVEN reminder token next to the Winemaker. If an ODD reminder token, the Winemaker is drunk on all of the odd nights (first, third, fifth...). If an EVEN reminder token, the Winemaker is drunk on all of the even nights (second, fourth, sixth...).
On odd nights, if the EVEN reminder token is next to the Winemaker place the DRUNK reminder token next to the Winemaker's Townsfolk neighbours. Otherwise: remove all DRUNK reminder tokens.
On even nights, if the ODD reminder token is next to the Winemaker place the DRUNK reminder token next to the Winemaker's Townsfolk neighbours. Otherwise: remove all DRUNK reminder tokens.
If the the Winemaker is drunk or poisoned, their ability malfunctions. Remove all DRUNK reminder tokens. The ODD and EVEN reminder tokens remain.
From Fall of Rome by Alex S.
Outsider

Public and private announcements might be false, even if you are dead.
The Worrywort makes players doubt the Storyteller.
An announcement is something a player learns due to another players' ability.
The Storyteller can choose to lie to players about thing that they wouldn't normally learn.
The Storyteller may choose to lie at any point during the game.
The Storyteller cannot lie about players alignments and/or living status via this ability.
Joan is the Whaler and is woken up night 1 to learn that a Songstress is in play and they are the Songstress' beloved (as the Songtress' ability would dictate). There is no Songstress in play, but there is a Worrywort.
Keon is the Turncoat and is told that a Yng is in play (as the Yng's ability would dictate). There is no Yng in play, but there is a Worrywort.
Sam is the good Nosey Parker, and is woken up to be told the code word is "Orangutan". This is to simulate Sam being the Wendigo that is secretly evil, but is being given a code word by a Reactionary. Sam is neither evil, nor is there a Reactionary in play, but there is a Worrywort.
On night 1 Alex the Worrywort is woken to learn a Folly is in play (as would be dictated by a Folly's ability). The Worrywort assumes this is a Worrywort announcement and disregards it. There is a Folly in play, and when the Worrywort publicly claims to be the Worrywort they are executed by the Folly's ability.
Everyday the Storyteller publicly asks a player a Sphinx question, but they are never executed. This is largely due to the fact that there is no Sphinx in play, but there is a Worrywort.
The Worrywort is from The Bazaar by Alex S. and Patters.
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