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
Centurion
Chariot
Vampire
Bloodwrite
Hethaesta
Kukalpa
Dealer
Icarus
Jinxes

a Character Collection by Elluna & Co.
Contributions:
Astronomer
Falconer
Grandmaster
Local Hero
Prankster
Spice Trader
Surgeon
Tactician
Cardinal
Deserter
Executioner
Miasma
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
Captain
First Mate
Landlubber
Old Seadog
Powder Monkey
Privateer
Wench
Mermaid
Flesh-Eater
Mystic Priestess
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
Druid
Illusionist
Sorcerer
Tzar
Jinxes

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

a Public Submission Homebrew Experiment by Lars Erik
Contributions:
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
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 Good characters on the current version of Brew Buffet]
Fabled

On Night 1, look at the characters in the Grimoire. Minions mad about being other players' characters & those players might register as each other.
From Wendigo Economics
Minion

Each night*, you may choose a player: if the Demon, you die, otherwise, they die. If you'd die, you might not. You don't know other evil players, and they don't know you.
CP-682 is a hard to kill titanic reptile of immense regenerative capabilities and endurance, who isn't fond of working with too many people.
The Antipath is effectively another Demon with the added benefit of situational immortality. However, at the cost of this power, the Antipath has a lack of friends to knowingly support immediately unless they play smart.
Not only does the Antipath not know who their Minions & Demon is, but the other Minions and the Demon don't know who the Antipath is.
The Antipath can kill each night except the first, but may willingly choose not to attack during the night.
Lastly, if the Antipath would die for whatever reason, they might not.
Do not do the Minion Info/Demon Info steps for the Antipath, and do not include them in said steps for other players.
Each night except the first, wake the Antipath. They either shake their head no or point at any player. Put the Antipath to sleep.
If the Antipath chose a player, that player dies - mark them with the DEAD reminder. If it was the Demon however, the Antipath dies instead.
If the Antipath would die, you may choose if they remain alive. If the Antipath was executed, declare either that they die or they remain alive (do not say why.)
Minion

If a Townsfolk nominates you, they immediately become a Bad Omen.
The Augur turns Townsfolk into Outsiders, specifically the Bad Omen.
Scott is the Quickdraw. During nominations Scott nominates the Augur. Scott instantly becomes a Bad Omen. Scott does not learn this.
Kelly is the Sibyl. During nominations Kelly nominates the Augur. Nothing happens as Kelly is an Outsider.
Michael is the Tactician and Jenny is the Augur. During nominations Michael nominates Jenny. Michael instantly becomes a Bad Omen. That night, Michael learns false information.
During nominations, if the Augur is nominated by a Townsfolk, place an IS A BAD OMEN reminder token by the player. They instantaneously become a Bad Omen.
If the Augur is executed the same day a Townsfolk has nominated them, the Townsfolk still remains a Bad Omen. If the Augur dies, all players that have become a Bad Omen remain as a Bad Omen. If the Augur is drunk or poisoned and is nominated by a Townsfolk, nothing happens.
From Fall of Rome by Alex S.
Minion

If you die by execution, each night*, choose a player: they die.
Minion

Outsiders poison Townsfolk they nominate until dawn. [Exactly 3 Outsiders]
Minion

Each night*, if you were mad today about having an ability that kills at night, choose a player and a non-Demon character: they gain that character's ability.
The Bogle boasts about being deadly but sneakily adds abilities to characters at night instead.
The players do not learn of the abilities they have gained, even if such an ability wakes them in the night or causes them to learn something. They are simply woken and prompted to make a choice or given information without context, much like a Cannibal might be.
While likely not the character's author's intent, on this script, consider being mad about being the Faerie, Ropemaker, or Surgeon.
Minion

If you die by execution, your nominator becomes a not-in-play evil minion tonight.
The Carpenter promotes converts other people to their evil ways when they are put to death through the coercive power of woodworking.
The Storyteller chooses which character the player who nominated the Carpenter becomes when the Carpenter is killed by execution; this can even be a Minion that is already in play (although that is not generally recommended).
The Carpenter is nominated by the Worrywort and executed. That night the Worrywort becomes the evil Wendigo. Because the Wendigo believes they are a non-Minion character, but players are always notified of an alignment change, the former Worrywort is woken in the night and told that they are now the evil Faerie.
The Carpenter is nominated by the Snake Oiler and executed, but the Snake Oiler cannot become evil due to the Spirit of Ivory. That night the Snake Oiler becomes the good Survivalist.
If the Carpenter is nominated and put on the block, put the NOMINATOR reminder token on the player that nominated them. If the Carpenter is subsequently executed and killed that day, turn the player with the NOMINATOR reminder token into a Minion tonight, as well as change their alignment to evil (if possible).
The Carpenter's ability is already quite powerful if it successfully changes a good player into an evil player, so it is generally recommended that you change the newly evil player into a Minion that will either minimally affect the game or may accidentally aid the good team in some way. Some highly recommended Minions (although not a list you need to limit yourself to) are the Folly and the Temptress (whose newly generate night pings will clue the good team into the Carpenter switch), the Lunger (who the ST can kill off at their leisure), and the Trader (into which the ST can build-in a time limit on any useful Minion ability granted before switching to one of the aforementioned).
The Carpenter is from Tir-Far's Archive.
Minion

Each night, choose 2 alive players (not yourself): if one is executed tomorrow, the other is instead.
The Chariot swaps who is executed.
The Chariot chooses Meredith and Keon. Tomorrow, even though Meredith was about to be executed, Keon is executed instead.
The Chariot tries to choose themself, but the Storyteller instructs them to choose a different player, because the Chariot can’t choose themself.
The Chariot tries to choose the dead Washerwoman, but the Storyteller instructs them to choose a different player, because the Chariot can’t choose dead players.
Each night, wake the Chariot. They point at any two alive players except themself. Mark the chosen players with RACING reminders. Put the Chariot to sleep.
The next day, if a player marked RACING would be executed, the other player marked RACING is executed instead. (Do not say why.)
Do not wake the Chariot if there are not two players alive to be chosen (due to the Mastermind, Zombuul, etc.).
The Chariot is from Homebrews by Luis.
Minion

You start by choosing a player to poison. You know & have their ability. If they die, choose again.
Minion

You start with an Outsider ability of your choice. [+1 or -1 Outsiders]
Minion

1 Outsider knows you're in-play. Players who are mad an Outsider is an Outsider might be executed. [+0 or +1 Outsider]
Minion

Each night, choose a player: that player registers as the opposite alignment and as a character of that alignment tonight and tomorrow day.
Minion

While 4 or more players live, the first non-Townsfolk to be executed cannot die.
Minion

You think you are a non-Minion & might die. The first Lunger to die becomes evil at night & learns an evil player. [+1 good Lunger, You are good]
The Lunger is dying of consumption but the real Minion is not the player, it's the Disease. The first player the Disease chooses to kill will speak on behalf of the Disease.
The Lungers are comparable to Tinkers, only they do not know they are Tinkers and the first one to die becomes evil. Players learn when their alignment changes, so the first Lunger to die will likely deduce their true role when this happens.
The Lunger can believe they are any non-Minion character. This includes Outsiders and Demons. This does not make a Lunger the direct equivalent of a Lunatic, however, as the Demon would not learn who the Lunger picks at night.
When the 1st Lunger to die dies, they learn an evil player of the Storyteller's choice.
The Lunger is nominated by the Drunk that thinks they are the Quickdraw. After the vote, the Lunger dies.
The Lunger who thinks they are the Quickdraw nominates the Drunk. After the vote, the Lunger dies.
A player nominates the Sheriff. After the vote, the Lunger dies.
The Sheriff guesses that the Lunger is the Wendigo. The Lunger dies.
The Lunger who believes they are the Outlaw is put on the block. The Lunger dies immediately.
The Lunger is chosen by the Ropemaker Night 1. Despite the fact there is no Demon in play yet due to the Summoner, the Lunger dies.
The Lunger voices an obnoxious opinion. The Lunger dies.
It's Tuesday. The Lunger dies.
While setting up the game put an additional 2 non-Minion characters into the bag (in the place of 1 Minion and 1 Townsfolk). Put a IS A LUNGER reminder token next to two characters in the Grimoire such that the game is left in a legal setup.
During the game, act as if the Lungers are actually the characters they believe they are. The first time one of them dies (either due to their own ability or any other cause), change their alignment that night, inform them of the change, and point them towards another evil player.
On
a purely flavor-level, why does one of the Lungers become Evil? Good, Evil, Young, Old, Prince, or Pauper, Tuberculosis does not discriminate. Also, it's still, you know, a Minion. (As mentioned above, not the player, the Disease.) The real Minion is the Disease and we're letting it pick where it manifests with all its usual capriciousness.
Fun
Fact: Irrespective of the token art, human lungs are not symmetric.
Minion

You start knowing a word or phrase; if it has been said at least 3 times publicly, someone might be executed when it is said (once).
Minion

Each night*, choose an alive player: a chosen evil player swaps characters with you.
Minion

On your 1st night, choose a good player: they are poisoned. If they live while only 3 players live, your team wins, even if you are dead. 1 good player knows a Sea Spirit is in play.
Minion

The Demon & a good player (you know who) know they might register as each other's character. If the good player is executed, evil wins.
The Sollos makes the voice of truth appear to be the Demon, and vice versa.
On the first night, the Demon and a good player wake separately to learn that a Sollos is in play. The Sollos learns which good player this is. None of them learn the characters of the good player or Demon.
Any time an ability checks them, the Demon might register as the good player's character, and vice versa. They do not register as each other's alignments (unless the Demon is good for some reason).
If the good player changes character, or the Demon becomes a new Demon, the Sollos now instead allows them to register as the new character.
If multiple players are the Demon, all are affected by the Sollos & know it's in play. Even with multiple Demons, only 1 good player is affected.
If the good player is executed while the Sollos has their ability, evil wins.
Luis the Sollos learns Dark on the first night. They are the Bean Spiller, meaning that Pyn, the Demon, might register as an evil Bean Spiller.
The Seamstress and Escapod learn that a Sollos is in play. The Seamstress is executed, and evil wins.
On the first night, place the CASSANDRA reminder token on any good player. Wake them, show them the Sollos token, and put them to sleep. Wake the Demon and show them the same thing. Finally, wake the Sollos and point to the good player with the CASSANDRA token, then put them to sleep.
Each time the Demon is targeted by an ability that detects or affects characters, choose whether they register as their own character, or as the character of the player with the CASSANDRA reminder. Do the same for that good player, allowing them to register as the Demon's character. (Do whatever is appropriate, such as showing a different character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect certain characters.)
If at any point the player with the CASSANDRA reminder is executed, immediately end the game and announce that the evil team has won.
Minion

You & a good player know of the other's character. If you guess them while they live (once), evil wins.
Minion

Each night, choose a player: tomorrow the Storyteller will publicly ask them a yes/no question & if they get it wrong they might be executed.
The Sphinx poses a riddle. Players who answer wrong risk execution.
If the chosen player answers incorrectly they might be executed, but not always.
If a chosen player is executed by the Sphinx they must have answered incorrectly, so the good team gains information.
If the Sphinx chooses an evil player, they Storyteller may consider making the question something that helps evil build worlds and bluff a correct answer.
Xiao Liang is the Sphinx and targets Dingqian at night. The next day, the Storyteller publicly asks Dingqian "Is Yùyǔ the Gambler?" Dingqian answers "Yes." Yùyǔ is indeed the Gambler, so nothing happens, and the nomination phase proceeds normally.
Xiao Liang is the Sphinx and targets Dingqian at night. The next day, the Storyteller publicly asks Dingqian "Is Yùyǔ the Gambler?" Dingqian answers "No." Since Yùyǔ is the Gambler, Dingqian answers incorrectly. The Storyteller immediately executes Dingqian and the day ends.
Xiao Liang is the Sphinx and targets Dingqian at night. The next day, the Storyteller publicly asks Dingqian "Is Yùyǔ the Gambler?" Dingqian answers "No." Dingqian is not executed despite Yùyǔ being the Gambler, as the Storyteller still gets to decide whether the execution happens or not when the question is answered incorrectly.
At night, wake the Sphinx.
Minion

You have the ability of the most recent Townsfolk or Minion to be killed by a player.
The Survivalist finds food wherever they must, regularly gaining new abilities in the process.
The Survivalist only gains the abilities of players killed by character abilities. Those who die via public execution are not eligible for such discrete activities.
The Spy allows the Survivalist to gain a variety of abilities by misregistering to the Survivalist; the Survivalist gains the ability of the character they are registering, not the player who is registering as that character. In theory, the Derrickhand can be used in a similar way, but the "single instance" element of the Derrickhand ability can prove an awkward rules fit with the "continual checking" of the Survivalist's ability. If the Derrickhand is used in this way, make sure that the Survivalist only obtains an ability through misregistration for what can be argued to be "an instant" (meaning an ability like the Sheriff's is easier to justify this way than the Quickdraw's).
The Survivalist cannot gain the ability of Outsiders, Demons, other Survivalists, or itself. Even when doing whatever is necessary to survive, people have standards.
If a Survivalist gains the ability of a Lumberjack, they will only retain whatever ability they gain as a Lumberjack so long as they also retain the Lumberjack's ability.
If a Survivalist gains the ability of a Wendigo or a Lunger, it will believe itself to have changed character (even if this impression is untenable).
If a Survivalist gains the ability of a Lickspittle and switches characters with another player, that player will become a Survivalist, not a Lickspittle.
If a Survivalist gains the ability of the Outlaw or the Snake Oiler, optimally using their new abilities may depend on how successfully than can be mad as a role they may not have before claimed.
While it is technically possible for a good Survivalist (either made via a Coal Miner or a Survivalist with the Lickspittle ability) to gain the Spy ability, given the capability of the Spy to simply register as a different character it is unlikely the Storyteller will allow this interaction to take place. If tempted to, it is recommended they reconsider.
The Survivalist has the ability of the Sheriff. They guess that the Snake Oiler (who is mad that they are the Quickdraw) is the Snake Oiler. The Snake Oiler dies. The Survivalist now has the ability of the Snake Oiler, and, as the Survivalist is mad that the Snake Oiler must be the Lunger because they are the Lumberjack (who is not in play) cannot currently be killed by player abilities, including the actual Quickdraw that learned Survivalist. The Quickdraw nominates the Outlaw instead, who is put on the block, killing the Outlaw. The Survivalist now has the ability of the Outlaw. Town then nominates the Survivalist and puts the Survivalist on the block. Because the Survivalist currently has the ability of the Outlaw and is mad about being a Townsfolk that is not in play, the Survivalist dies immediately.
Whenever a Townsfolk or Minion is killed by a player (including when characters like the Outlaw or Lunger kill themselves), move the FOOD reminder token onto them. The Survivalist has that character's character ability so long at that reminder token remains on them.
The
Demon is a player who likes to kill other players; coordinate with them for some fine dining options. Rumor has it that Sheriff, Lickspittle, and Quickdraw are particularly tasty. Outlaw can be satisfying as well, though, be warned, it is a bit spicy and has been known to cause heartburn.
Minion

On your 1st night choose two players: they learn that they were chosen. The 1st time one of them dies by execution, the other becomes evil that night.
The Temptress seduces two players to join their team, however only one can become evil...
Maria is the Reactionary and Kiera is the Tzar. On the first night, the Temptress picks Maria and Kiera. That night, Maria and Kiera are woken separately and informed that they have been picked by the Temptress. On the third day during nominations, Kiera is executed and dies. That night, Maria turns evil.
Paul is the Seraph and Enzo is the Exiled. On the first night, the Temptress picks Paul and their fellow Minion Enzo. One day, during nominations, Enzo is nominated, executed and dies. That night, Paul turns evil.
Patrick is the Deacon, Gwen is Blabbermouth and Declan is the Blacksmith. On the first night, the Temptress picks Gwen and Declan. One day, during nominations, Declan is nominated and executed, but does not die as Patrick's ability saves them from death. That night, Gwen does not become evil as Declan did not die by execution.
On the first night, wake the Temptress and ask them to choose two players. Place the SEDUCED reminder token next to the two players. Wake the two players separately showing the 'This character selected you' card, then the Temptress token.
If a player with the SEDUCED reminder token is executed today and died, remove their SEDUCED reminder token. That night, wake the player with the remaining SEDUCED reminder token. Show them the 'You are' card and then the thumbs down evil signal. They are now evil. Remove their SEDUCED reminder token and replace it with the EVIL reminder token.
If the Temptress dies, remove the SEDUCED reminder tokens, if any.
If the Temptress is drunk or poisoned, their ability does not work for that day. If a player with a SEDUCED token is executed whilst the Temptress is drunk or poisoned, remove the SEDUCED tokens. Neither player becomes evil.
A dead player selected by the Temptress can still become evil, as long as they were killed by a means other than execution.
From Fall of Rome by Alex S.
Minion

You know a night & a Minion ability you have. On that night, your ability is replaced & 1 good player learns your old one.
The Trader throws out their old ability.
The Trader starts with an ability from another on-script Minion. This can be an in-play Minion.
When the Trader’s ability is replaced, they gain the ability of a different on script Minion.
If the Trader’s first ability modifies the setup in some way, such as Godfather, these changes are made during setup as normal.
The Trader’s second ability does not add setup changes.
If the Trader has no ability when they would replace, they don’t gain the new ability. However, they can use their old one if they become sober again.
The Storyteller decides what night the Trader replaces, not the Trader themselves.
The Trader has the Poisoner ability & learns Night 3. For 2 nights, the Trader chooses players to poison. On the 3rd night, the Trader learns they have the Goblin ability. The Trader no longer chooses players to poison.
The Trader starts with the Godfather ability & removed an Outsider. On the second night, the Trader replaces it with the Assassin ability. The Minstrel learns the Trader had the Godfather ability.
While setting up the game, before putting character tokens in the bag, make any changes that are indicated in brackets on the Trader’s current Minion ability. If the Trader would have an in-play Minion ability, place the HAS ABILITY reminder by them. If the Minion is not-in-play, place it on the side of the Grimoire.
During setup, you should also note a night number- this will be the day the Trader upgrades. Use the 1, 2, 3, etc. reminders, or write that number down.
During the first night, wake the Trader. Show them the hand signal (1, 2, 3, etc.) for the night the ability is replaced. Show the Trader the YOU ARE info token, then the character token of a Minion. Put the Trader to sleep.
The Trader has this Minion ability. They use it as if they were that Minion, and wake at night when that Minion would normally wake to use their ability.
On the chosen night, wake the Trader. Show them the YOU ARE reminder and their new Minion ability. Move the HAS ABILITY reminder to the new Minion and place the UPGRADE reminder on the Trader. Put the Trader to sleep. Then wake a good player. Show them the THESE CHARACTERS ARE IN PLAY card & the Trader token. Then, show the Minion the Trader originally had. Put that player to sleep.
Minion

The 1st evil player nominated by evil today lives if executed. Townsfolk who nominate you poison you both until dawn.
The Vampire makes their fellow evil players immortal, if they’re kept away from the stake.
The Vampire nominates the Po, protecting them. Later that day, the Po is executed but remains alive.
The Vampire nominates the Pukka, protecting them. The Pukka then nominates the Vampire. When the Vampire is executed that day, they die as normal.
The Godfather nominates the Assassin, protecting them. The Gambler then nominates the Vampire, poisoning both & removing the Assassin’s protection. Later that day, the Assassin is executed and dies.
The Vampire nominates the dead Wendigo. Later that day, the dead Wendigo is executed and rises from the dead.
Each day, the first time an evil player nominates another evil player, mark the nominee with the IMMORTAL reminder. If they are executed, declare that they were executed but stay/become alive. (Do not say why.) Remove a shroud if needed.
Each day, if a Townsfolk player nominates the Vampire, both the Townsfolk and Vampire become poisoned immediately — mark both with POISONED reminders.
Each dawn, both players become healthy — remove their POISONED reminders. Also, remove the IMMORTAL reminder if placed.
The Vampire is from Homebrews by Luis.
Minion

You think you are a good character, but an evil player knows you are the Wendigo. Players you nominate or choose at night might die until dawn. [-1 Outsider]
The Wendigo begins the game thinking they are good, but they are responsible for the deaths of their colleagues as they begin to turn into a flesh-eating monster.
The Wendigo does not learn of the Demon or other Minions at the start of the game because they do not wake with the other Minions, similar to the Marionette. 1 evil player does learn that the Wendigo is the Wendigo, however.
If the Wendigo believes they are a character that would wake in the night to choose players, they may feed on these players and kill them in the night. This still counts as choosing a player with their own ability, for the purposes of the Goon.
If the Wendigo nominates a player during the day, they might attack and kill that player at any point Until Dawn.
The Wendigo, thinking they are the Ropemaker, chooses Chambermaid at night. The Chambermaid dies immediately.
The Wendigo, thinking they are the Quickdraw, nominates the Drunk. After the vote, the Drunk dies.
The Wendigo, thinking they are the Quickdraw, nominates the Worrywort. After the vote, nothing happens. That night, the Worrywort is killed by the Wendigo.
The Wendigo, thinking they are the Ropemaker, nominates the Coal Miner. After the vote, the Coal Miner dies.
The Wendigo, thinking they are the Prospector, chooses 3 players at night. None of them die, because the Wendigo's ability is that they might die, and this is left up to the Storyteller's discretion.
While setting up the game put an additional good character into the bag (in the place of 1 Minion). Put a IS THE WENDIGO reminder token next to a good character in the Grimoire. During Night 1 Info, inform 1 evil player (ideally the Demon, but this is left to Storyteller discretion) that the Wendigo is, in fact, the Wendigo.
During the game, act as if the Wendigo is actually that character. Whenever they nominate or choose a player at night, put a MIGHT DIE reminder token by the player they choose in the Grimoire. You may decide to kill players with a MIGHT DIE reminder token at any time.
Each Dawn, remove all MIGHT DIE reminder tokens.
Worried
you're the Wendigo? There are a few different ways your true status in this matter can be derived. First off, if you believe you have been killing at night, appreciate that that would mean that no one else caused those deaths so paying attention to how many people died in the night and all the ways they could have died is one potential clue. Secondly, the Wendigo has a setup ability of [-1 Outsider] to allow it to slide into the place of an Outsider without noticing (or backup into a Drunk claim if their Townsfolk information is called out as nonsense); this means if the token you saw was that of a Townsfolk and you have trouble creating a world with the Banjo Player claims (if any) and the current Outsider count try seeing if it makes more sense if there is one fewer Outsider than you would otherwise expect. Lastly, there are a wealth of characters on this script that specifically register alignment or character identity; the Dreamer, the Quickdraw, the Gambler, the Ropemaker, the Prospector, the Sheriff, and the Outlaw are all characters whose interactions with you will usually differ based on if you're the token you initially saw or the Wendigo (and whose attention can be brought your way with a little coaxing).
Minion

The 1st player you nominated while alive and voted for while dead are poisoned (even when dead).
The Wight poisons once when alive, and once when dead.
The first person the Wight nominates for execution is poisoned indefinitely. Subsequent nominations work as normal.
The first person the Wight votes for while dead (typically spending their vote token) is poisoned in the same way. Subsequent votes have no effect.
The Wight’s poisoning does not end when they die. It only ends when the Wight themselves becomes drunk, poisoned, or changes character.
The Wight nominates Alyx, the Astronomer. On a later day, Alyx visits the Storyteller to learn her information; that information could be false, as they are poisoned.
The Wight nominates William, the Soldier. The Wight is executed later that day. That night, the Demon chooses to kill William: he still dies, as the Wight's poison lasts beyond their death.
The Wight spends their vote token voting for the Tactician to be executed. The Tactician is poisoned for the rest of the game, alongside whoever may have been poisoned by the Wight's nomination before their death.
The first time the Wight publicly nominates someone for execution, mark the Wight with the “Nominated” reminder, and the player they nominated with a “Poisoned” reminder. They are poisoned – their ability does not work, but you must pretend that it still does. Do not remove either of these reminders when the Wight dies.
After the Wight dies, keep track of when they vote (usually using their vote token.) The first time they vote for someone while dead, mark the Wight with the “Voted” reminder, and the player they voted for the execution of with a “Poisoned” reminder. They are poisoned - their ability does not work, but you must pretend that it still does.
If the Wight votes while alive, this has no special effect. If the Wight nominates while dead, this has no special effect.
The Wight is from The Bootlegger's Anthology.
Minion

Each night*, a good player who voted for you today might die, even if you are dead.
Minion

Each night, you may choose 2 players: they die tomorrow night. The chosen player that is the most dishonest tomorrow might not die.
The Azgoat stands in judgement over players, and punishes those who speak truthfully.
Each night, the Azgoat chooses 2 players. Those players are not informed they were chosen, but are being observed by the Storyteller the following day.
The subsequent night, both of the chosen players die. However, if the Storyteller decides that one of them was being more truthful than the other yesterday, they may choose to spare the LESS honest player. This could be based on anything from bluffing other characters, engaging in role-swaps, misrepresenting what other players told them, or any behavior that is in any way deceptive. The Azgoat is merciful to those who deceive.
Demon

Each night, you may choose 2 players (they learn this): they die tomorrow night. Players who offer the most might not die.
The Bloodwrite makes its victims bid against each other.
The Bloodwrite chooses Amy and Doug. Amy offers that the Demon can choose a third player tonight. Doug offers that he becomes evil. That night, the Storyteller takes Doug’s offer - He becomes evil, and Amy dies.
The Bloodwrite chooses Keon and Sam. Neither offer appeals the Storyteller and both die that night.
Each night, wake the Bloodwrite. They either shake their head or point at 2 players. Put the Bloodwrite to sleep.
If the Bloodwrite chose 2 players, mark them with CHOSEN reminders. Wake the chosen players individually and show them the THIS CHARACTER SELECTED YOU info token and the Bloodwrite token.
During the day, these players may make private or public offers to the Storyteller.
Each later night, just before waking the Bloodwrite, you can take one of that day’s offers. Act out it out accordingly and mark the successful bidder with the SOLD reminder. Otherwise, they die - Mark the loser (or both players) with the DEAD reminder.
Negotiate with your players! If there’s a deal that you’ll definitely deny, let them know or make a counter.
If you have to, propose extra conditions to an unfair offer. If you can’t make it work, deny it.
If a deal involved that person having to die, consider letting them know that it was taken.
The Bloodwrite is from Homebrews by Luis.
Demon

Each night, choose 3 players. The 1st player you chose last night dies. If that player was executed today, the other 2 players die tonight.
Demon

Each night, choose 3 players: they receive false private announcements. Each night*, a player who was chosen the previous night dies.
The Dormaquino invades peoples' dreams and fills them with nonsense.
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 cannot lie about players alignments and/or living status via this ability.
The
Dormaquino 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.
Demon

Once per game on night X, choose X players: they might die after the vote if nominated. All other nights*, a player dies.
A spirit of violence, the Gi Yose induces people to murder, killing in broad daylight by means of other players' accusations.
The Gi Yose does not have the ability to choose its nightly kills. Instead, it has the ability to inspire town to slaughter players of their choice during the day. These kills are still considered to be from the Gi Yose mechanically.
• The Gi Yose chooses the Coal Miner and the Lickspittle at night. The next day, the Coal Miner is nominated by the Drunk. After the vote, the Coal Miner dies.
• The Gi Yose chooses the Sheriff and the Spy at night. Two days later the Sheriff is nominated by the Gi Yose. After the vote the Outlaw dies, because the Sheriff redirected the kill.
• The Gi Yose chooses the Quickdraw and the Lumberjack at night. The next day, the Lumberjack is nominated by the Gambler. The Storyteller has the option of killing the Lumberjack after the vote, but chooses not to as they neither believe this was the Gi Yose's intent nor that this death would be beneficial for the Evil Team as it would clearly indicate a Gi Yose is one of the 5 remaining living players to the still living and unspent Sheriff.
• The Gi Yose chooses the Chambermaid and the Dreamer at night. The next day, the Gi Yose nominates the Dreamer. The Storyteller has the mechanical ability to kill the Lumberjack after the vote, but chooses not to as there are only 4 living players remaining, two of which have already used their nominations, and killing the Lumberjack now would condemn Good to lose as they would not be able to put the Gi Yose on the block and would subsequently lose in the night.
Each night until they use their ability, wake the Gi Yose. They either shake their head no or point to a number of players equal to the night number.
If they shake their head no, nothing happens. Put the Gi Yose to sleep.
If they point to X players, put them to sleep. Place CHOSEN reminder tokens next to them in the Grimoire. Each time one of them is nominated by anyone other than the Quickdraw you may kill them after the vote ends, at Storyteller discretion.
When
it comes to how efficiently you can kill off Town, when played to maximize this potential and with some smart timing you're coming in just a bit behind a Shabaloth, which is still pretty good. That being said, the Sheriff and Dreamer mean there is a lot of potential danger in trying to go on a rampage and making it clear to Town that you're in play, so give some thought to exactly how loud you actually want to be with your additional kills.
The
Storyteller would be well advised never to give the Gi Yose a daytime kill while there are fewer than 5 players remaining.
A
Gi Yose using its ability on Night 1 or 2 may be trying to stay relatively silent, and the Storyteller should keep that in mind when choosing to trigger their ability if someone on the Evil Team is bluffing Quickdraw or Outlaw and wanting those kills to simulate a particular thing. A Gi Yose using its ability on Night 3 or later is potentially risking being very loud on a Dreamer/Chambermaid/Sheriff script in exchange for potentially quite a lot expedited kills, and the Storyteller should keep that in mind when choosing whether or not to trigger their ability.
It
is almost always best that the Storyteller avoid killing a good Goon at night with the Gi Yose's ability unless that Goon was targeted by the Ropemaker or the Gambler that night. If a Goon dies in the night while staying good, and it's clear that the Ropemaker and the Gambler did not target them, their Outsider ability will suddenly turn into a powerful piece of information for the good team.
Demon

Once per game on night X, choose X players (they learn this): if they fail to vote while alive they might be executed. All other nights*, a player dies.
The
Grue 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.
Demon

You think you are a good character, but you are not. Minions learn 3 bluffs. Each night*, a player might die. The 1st Hannibal to die, becomes good. [+1 Hannibal]
Hannibal believes that they are a good player but they are actually the Demon.
Ashley is Hannibal, but they believe they are the Spice Trader. Josh is also a Hannibal, but they believe they are the Nosey Parker. Throughout the game they learn arbitrary information as they are not actually the Spice Trader or Nosey Parker. On the second night, the Storyteller decides to kill two players, one for each living Hannibal. The Storyteller decided to do this to help balance the game, as a Minion was executed that day.
Before the game starts and the character tokens are distributed, the Storyteller decides that they are going to run a Hannibal game. It is a 12-player game, so the normal distribution is 7 Townsfolk, 2 Outsiders, 2 Minions and a single Demon. As the Demon is Hannibal, the Storyteller swaps the Demon token for a good character. As the character Hannibal believes they are is predetermined, the Storyteller may choose to add an Outsider or Townsfolk. In this instance they add the Winemaker to the bag. Alongside the Winemaker, the Storyteller decides that the Astronomer is going to be a Hannibal. The Storyteller fills the bag and distributes the character tokens. Calvin pulls the Winemaker token and Rita pulls the Astronomer token. They are both actually Hannibal, but they do not learn this.
On the first night, the Minions are woken together and are shown the Hannibal token. The Storyteller then points to Hannah and Sid. Both Hannah and Sid are Hannibal. During the first day's nominations Hannah puts themself forward to be executed to help gather Mortician information on their neighbors. Hannah is executed and the game continues. Hannah was the first Hannibal to be executed. That night, Hannah is woken and told that they are Hannibal and are now good. Sid is now the last living Hannibal and will remain evil for the rest of the game; they do not learn this. That same night, the Storyteller decides to kill a good player, and the game continues.
Decide which characters are going to be Hannibal. If an Outsider is going to be Hannibal, add an extra Outsider token. If the Scholar will be Hannibal, do not add an extra Outsider token. Once all the tokens have been pulled from the bag, place the IS HANNIBAL reminder tokens next to the two players with the chosen characters. They are now Hannibal, the Demon, and evil; they do not learn this.
On the first night during Minion information, when showing the Demon point to the players who have the IS HANNIBAL token next to their characters and show the Hannibal token. Show the other Minions as normal. Show the minions three not-in-play characters.
On subsequent nights, a player might die for each living Hannibal. Place the DEAD reminder token(s) next to the chosen player(s). They die.
If a Hannibal dies, that night wake the player and inform them that they are a good Hannibal.
Hannibal registers as Hannibal, the Demon and evil (except the first Hannibal to die) to abilities despite the player believing that they are a good character.
If an evil Traveller joins the game, they learn both the Demons. They also learn that the Demon is Hannibal. The evil Traveller does not learn the Minions.
From Fall of Rome by Alex S.
Demon

Only you & 1 good player know what your ability is. If an evil player dies, it becomes, “Each night*, choose a player: they die.”
The Hethaesta wields a wildly powerful yet fragile ability.
The Hethaesta’s custom ability is, “Each night, you may choose up to 3 players: they die. If any do not, evil players die instead.” For 3 nights, they use that ability, killing players at will. When the Harpy dies by execution, the Hethaesta’s ability immediately becomes “Each night, choose a player: they die.”
On the first night, the Hethaesta learns that their custom ability is, “Each night*, choose a player: they die. You know the character who knows your ability & if you publicly guess who it is (once), evil wins.” A good player then learns the Hethaesta’s ability, and quakes in their boots.
During setup, decide the Hethaesta’s custom ability, and write it on a piece of paper, or on a phone. During the game, treat them as if they had that ability, waking them when needed, prompting them to choose players when needed, or whatever else is appropriate. Use the Hethaesta’s 1, 2, and 3 reminders if you need to.
While preparing the first night, mark a good player with the KNOWS reminder.
During the first night, wake the Hethaesta. Show them their custom ability, then put them to sleep. Then wake the player marked KNOWS. Show them the Hethaesta character token and their ability. Put that good player to sleep.
If an evil player dies, the Hethaesta loses their custom ability and their ability becomes, “Each night, choose a player: they die.” – mark them with the NO CUSTOM ABILITY* reminder.
From now on, each night except the first, wake the Hethaesta. They point to a player. That player dies.
The Hethaesta will only have their custom ability for the start of the game, so don’t be afraid to give them something strong.
Consider that only 1 player will know what their ability is.
The Hethaesta is from Homebrews by Luis.
Demon

Players might die. On your 2nd night, choose a player & a direction: they receive false information & this effect spreads to the next unaffected player in that direction every dusk.
Demon

Each night*, choose a player: they die. If 5 or more players live, 1 good player learns when you die & a Minion becomes Ivyth.
Demon

You start knowing a day. On that day (from dawn to dusk) if good would win, evil wins instead. Each night*, choose a player: they die.
The Inysyns knows a time when evil can win by losing.
The Storyteller decides a day number, where, if the good team would win, the evil team wins instead.
If the evil team would win normally on that day, they still win: the win conditions are not reversed.
The Inysyns knows that day. The good team does not.
The Day of Judgement is the 3rd day. On the 3rd day, the Inysyns is executed. Evil wins instead of losing, and rejoices.
The Day of Judgement is the 2nd Day. On the 2nd day, the Inysyns is executed, but the Scarlet Woman is still alive. Because the game did not end in a good victory, evil does not win as a result of this. The Day of Judgement is the 4th day. On that day, the good team executes a Goblin who claimed to be the Goblin beforehand. Evil wins, as the Day of Judgement does not reverse win conditions.
While setting up the first night, note a day number- this will be the Day of Judgement. Use the “1”, “2”, “3”, etc. reminders, or write that number down.
On the first night, wake the Inysyns. Show, via hand signal, when the “Judgement Day” will be. Send the Inysyns back to sleep.
Each night except the first, wake the Inysyns. They point at any player. That player dies—mark them with the “Dead” reminder. Put the Inysyns to sleep.
At the start of the day you noted at the start of the game, place the “Judgement Day” reminder. If the good team would win during this day, for any reason, announce that the evil team has won instead. At the end of the day, remove this reminder.
The Inysyns is from The Bootlegger's Anthology.
Demon

Each night*, choose a player: they die. The 1st time you kill an Outsider, 1 of their living good neighbors die too. [−1 or +1 Outsider]
Demon

Each night*, even if dead, choose a player: they die. The 1st player (not yourself) to nominate you “is the Demon” instead of you.
The Kukalpa forces players to become the monster they sought to destroy.
Amy nominates the Kukalpa. Amy is now “the Demon”. When the Fortune Teller chooses her and the Coal Miner, they learn a ‘yes’.
Evin nominates and executes the Kukalpa. The game does not end because Evin has become “the Demon”. Even though the Kukalpa is dead, they still wake to attack a player.
The first time that a player who isn’t the Kukalpa nominates the Kukalpa, mark the nominator with the IS THE DEMON reminder. From now on, the Kukalpa is not “the Demon”, and that player is the Demon. They register as their current character and alignment, but they also register as a Demon — the good team must kill them in order to win.
Each night except the first, wake the Kukalpa, even if they are dead. They point at any player. That player dies - mark them with the DEAD reminder. Put the Kukalpa to sleep.
The Kukalpa is from Homebrews by Luis.
Demon

Each night*, choose a player: they die. Good players learn false information after learning about you.
The Moondweller leaves people who witness it forever changed.
Good players who learn anything about the Moondweller only learn false information from now on.
Good players still learn false information even if they learned false information about the Moondweller.
Good players do learn true information about the Moondweller the night they should learn about the Moondweller.
If a player learns any information about the Moondweller mark them with the SEEN reminder. you must give false information whenever their ability prompts you to give information.
Each night except the first, wake the Moondweller. They point at any player. That player dies - mark them with the DEAD reminder. Put the Moondweller to sleep.
Demon

A player babysits Nocker & their ability is now: "Each night*, choose a player: they die." If the babysitter is chosen at night another living evil player babysits. [+1 Minion]
The Nocker is a friendly spirit that lives in the mine and wishes to deal with those that have been causing you sorrow, but runs away when it hears anyone else approaching.
On the first night, the Storyteller will choose a (presumably Evil) player to babysit the Nocker. This player is now "the Demon" and will receive Demon info regardless of their true character type.
Functionally, the Nocker is a hybrid of the 'Imp' and 'Lil' Monsta'. In comparison, it is babysat like Lil' Monsta but rather than evil team choosing where to hide it every night, it wanders about on its own, fleeing whenever another player mechanically interacts with the babysitter by choosing them in the night. As an upside, however, the Nocker does follow the babysitter's choice of kills.
The Nocker directly overwrites the host's ability for as long as they are babysitting it. Their normal ability is lost and is replaced with the standard Demon rider of "Each night*, choose a player: they die." This means that a Spy no longer sees the Grimoire or misregisters, a Wendigo no longer has the simulated abilities of the character it "thinks" it is, and an Evil Lickspittle can no longer change characters (at least until they ditch the Nocker, that is).
When the Nocker retreats to another Evil player, the storyteller does not need to distinguish between Minions and Evil Townsfolk (or even Evil Outsiders). While an Evil Townsfolk is less likely to be "in touch" with who the rest of the Evil team is and vice versa, that is all part of the benefit of the Lickspittle's ability (or, alternatively, the cost of the Summoner not communicating with the player they chose).
While a player is babysitting the Nocker, its replacement ability of "Each night*, choose a player: they die" becomes the babysitter's ability for all other abilities that would make the distinction. For example, should the babysitter select the Goon in the night before any other player, the babysitter will still turn the Goon Evil, become drunk, and the kill will still fail to go through as even though the Nocker is not drunk, the player that it gave the ability to is. Likewise, should a Chambermaid target a babysitter who woke in the night to the Nocker's ability at a point in which the Nocker has lost the ability to flee, the Chambermaid will register that player as having woke in their night to their own ability as when they woke in the night to the Nocker ability that was their own ability (and, conversely, if the Nocker was able to flee from the Chambermaid ability during a night in which the babysitter had lost their original ability when they would have otherwise woken up, the Chambermaid would register that player as not waking to their own ability as the ability that is currently theirs did not wake them). This all being said, it is one unique ability that is continually generated by the Nocker, and when the Nocker moves that ability does not disappear (it merely changes the player with whom ownership is attributed) and does not wake again that night.
Should the player choose to kill themself in the night they will succeed in doing so barring any relevant protection ability, but their selection of themself will trigger the Nocker's fleeing and the Nocker will safely move to another player (if there is another such living Evil player to flee to). In this way, the Nocker has a functional version of the Imp's "star-passing" ability. Despite the fact the player loses the ability that kills them before the kill resolves, the ability still exists as it is preserved by the Nocker and the ability finishes resolving (mechanically, it is the player that the Nocker passed to that kills them). On a rules-level, this occurs because the ability granted by the Nocker to players, while it becomes "their ability", is the same ability as kept track of by the game (just with the player it is tied to changing); it is for this same reason that after passing the Nocker in this way, the new Nocker does not have the opportunity to utilize "their" Nocker ability - it is the same ability and it was already awoken in the night order.
A player who is chosen by the Summoner to become the Nocker will simply turn evil and begin babysitting the Nocker. Their actual role will not change.
• The Summoner chooses the good Fur Trader to become the Nocker. The good Fur Trader becomes the evil Fur Trader and begins babysitting the Nocker. The Nocker does not flee as the babysitter was only chosen at a point in time before the Nocker existed. The Fur Trader loses its ability as long as it is babysitting the Nocker, and any Townsfolk that currently think they are Outsiders will wake for their choices and information in the night as usual (which may be detrimental for the evil Fur Trader).
• The Nocker is being babysat by the Wendigo. The Gambler picks the Wendigo in the night, guessing "Wendigo". The Nocker immediately flees to the Survivalist before the Gambler's ability finishes, and the Gambler lives because they guessed correctly. The Wendigo is then woken and chooses the Survivalist with their simulated Ropemaker ability in the night. The Nocker then flees back to the Wendigo. The Wendigo then makes the Nocker's kill.
• The Nocker is being babysat by the Spy. At night, the Spy chooses themself, the Spy dies, and the Nocker flees to the Evil Lumberjack. The Evil Lumberjack learns this at the end of the night.
• The Nocker is being babysat by the Evil Lumberjack. The Dreamer chooses the Evil Lumberjack in the night. There are no more other living Evil players, so the Nocker does not flee.
At the start of Night 1, choose a (presumably Evil) player to babysit Nocker. Whenever the player babysitting the Nocker is chosen at night by any player, move the Nocker to another Evil player if possible and inform the players of this change. Treat whichever player is babysitting the Nocker as an Imp that registers as the Drunk, ignoring whatever ability they would otherwise have when they were not babysitting the Nocker.
The
good news is the Nocker does a lot to help insulate your team from the Dreamer, the Sheriff, and arguably even the Quickdraw and Chambermaid. The bad news is that if you're not controlling where it goes, the most vulnerable player on the Evil team might end up with it and lose you the game. If that's you, maybe you shouldn't even hesitate before taking yourself out and passing the Nocker back (you might even confuse a Ropemaker on your way out). If that's another player ... maybe things would be better if you whinnied the Evil team down a little bit.
If
the Nocker starts the game in play, logically speaking at least one of the Spy, the Wendigo, the Survivalist, or an Evil Townsfolk must as well (the Summoner and the Nocker cannot simultaneously start the game in play, and the Nocker's [+1 Minion] ensures that even if the Lunger is in play so must be one of the aforementioned characters). It is recommended to start the Nocker with either the Spy or the Survivalist. If neither the Spy or the Survivalist are in play, this means that the Nocker will need to start with either the Wendigo or an Evil Townsfolk (unless the Storyteller chooses to start the Nocker on a good player and hope that they assume they are the Wendigo, which is mechanically permissible but not recommended); if neither the Spy or the Survivalist are in play, starting the Nocker on either the Wendigo or the Evil Townsfolk is fine (we just default to avoiding them to preserve the Wendigo's self-uncertainty and part of the Lickspittle's benefit respectively, although the former is more important on players who are not actually the Wendigo anyways, and the latter is less of an issue when none of the remaining Minions will be capable of directly learning the Evil Townsfolk anyways).
Demon

Each night, choose a player (they learn this): they are mad about receiving a different announcement or they might be executed; they die at night (not tonight).
The
Nol Sign 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.
Demon

Each night, choose a player: they become poisoned. Poisoned players might die. Outsiders you poison learn this.
Demon

On your 2nd night, choose a player & a direction: they die & each subsequent night the next player in that direction you can kill dies. Minions also count as "the Demon". You keep your ability while dead.
Demon

Each night*, choose 2 players: 1 dies, the other might switch characters with you & alignments with another player (once). Minions might die.
The
Vox Natorum 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.
Demon

Each night*, choose 2 players: if they vote, they die. If no one died today, non-Demons chosen at night die.
The Woehelm curses players at night who will die they next time they vote. If no one dies during the day for any reason, all abilities that choose at night become more deadly tonight, including its own.
This includes the abilities of Minions, Outsiders, Travelers, and Townsfolk.
Demon

Each night*, choose a player: they die. If only 3 non-Traveller players live, you die if & only if your clockwise living neighbor is executed. 1 good player knows you're in play.
Demon

When a player learns they died, they may ask for vengeance. If you (privately) agree, they receive it unless this would kill an Outsider or end the game.
The Avenger allows the recently deceased to obtain vengeance.
"Vengeance", as described by the Avenger's ability, consists of either killing the player who nominated the executed player or killing the player who possessed the ability responsible for killing the dead player. It is not a license to kill any player that is perceived as socially responsible for the player's death through pushing narratives, incentivizing the Storyteller to trigger an ability, being a "key vote" to place that player on the block, or any similarly subjective reason; it is narrowly targeting mechanical responsibility.
"Kill redirection" abilities are responsible for the death of the player to whom a kill was "redirected". This means that a Ropemaker who is mechanically responsible for the death of a Townsfolk will die if that Townsfolk receives vengeance, and a Sheriff whose ability "redirected" the Sheriff's death to another player would be killed to grant that player vengeance (although their death could simply be redirected again).
Lungers whose abilities kill themselves are not subject to vengeance as they are already dead. If a Lunger dies to their own ability and asks for vengeance, this vengeance has no valid target.
The Avenger is unable to kill Outsiders. This is nominally to prevent it from being a tool to remove such characters, but is worded broadly enough to have other implications.
The Avenger is unable to use its ability to end the game. This prevents it from killing the Demon (unless some effect is in play that would prevent such an action from ending the game), or killing one of the last 3 players alive (again, unless for some reason this would not end the game).
• The Wendigo kills the Coal Miner at night. When the Coal Miner finds out they died, they ask for vengeance and the Avenger (privately) agrees. The Wendigo dies.
• The Quickdraw nominates a character they learned the previous night. That character votes on the nomination, causing the Quickdraw's ability to kill itself. The Quickdraw then asks for vengeance and the Avenger (privately) agrees. Nothing happens, because the Quickdraw's ability killed the Quickdraw and the Quickdraw is already dead.
• The Demon nominates the Coal Miner and the Coal Miner is put on the block. When the Coal Miner is executed, they ask the Avenger for vengeance and they (privately) agree. Since killing the Demon would end the game, nothing happens.
• The Drunk nominates the Coal Miner and the Coal Miner is put on the block. When the Coal Miner is executed, they ask the Avenger for vengeance and they (privately) agree. Since the Avenger cannot kill an Outsider with their ability, nothing happens.
• The Gambler nominates the Coal Miner and the Coal Miner is put on the block. When the Coal Miner is executed, they ask the Avenger for vengeance and, while they publicly claim to agree, they (privately) tell the Storyteller that they do not. Nothing happens.
When a newly dead player publicly asks for vengeance, the Avenger may privately tell you that they wish to enact vengeance on that player's behalf. If they do and the dead player was executed, kill the player that nominated them (unless they are an Outsider or their death would end the game). If they do and the dead player was killed by another player's ability, kill the player that possessed that ability (unless they are an Outsider or their death would end the game).
Traveller

The 1st time 4 or more players (not Travellers) rob your train and 3 are good, a robber on your team might become an Outlaw tonight.
The Boilerman may choose to run a train and other players may choose to rob it. If there is a traitor on the crew that robs the train and not enough good players to stop them, one of the robbers may become an Outlaw.
Similar to the Cult Leader, once per day the Boilerman may announce they are running a train and players may vote to partake in the robbery.
A player only becomes an Outlaw at night if there are exactly 3 good robbers on the heist crew. If there are 4 good robbers on the team, the ability does not trigger.
The Boilerman does not need to turn a player into an Outlaw even if the condition is met, if the ST believes it would not be beneficial for the game (such as, for example, if it would turn the Demon into an Outlaw and immediately win the game for good). However, once the condition of 3 good robbers has been met, the ability will not trigger again on subsequent instances where the condition is met, even if no Outlaw was made the first time.
• During the day, 4 good players rob the train. That night, no one changes character due to the Boilerman's ability but the Drunk who robbed the train is told that they are now the Outlaw due to their own ability.
• During the day, 3 good players and 3 evil players rob the train of the good Boilerman. That night a good player who robbed the train becomes an Outlaw, but is not told this because the Fur Trader is making them think that they are an Outsider.
• During the day, 3 good players and 2 evil players rob the train of the evil Boilerman. That night, one of the evil players becomes an Outlaw, but chooses not to reveal this fact the following day. The following day, 3 good players and 1 evil player rob the train of the Boilerman. That night nothing happens, because the Boilerman ability had been triggered previously.
• During the day, 1 good player and 3 evil players rob the train of the evil Boilerman. That night nothing happens, as the condition is always 3 good players regardless of the Boilerman's alignment.
• During the day, 2 good players and 2 evil players rob the train of the Boilerman. That night nothing happens.
During the day, the Boilerman may declare that they wish to use their ability. If so, enter the circle and run a vote in the same way that you would for an Exile. The first time that exactly 3 good players out of a total of at least 4 players raise their hand this way, one of the players who raised their hand and is of the Boilerman's alignment becomes an Outlaw that night.
Traveller

Each night, you know what happens to whoever picks up the phone when it rings tomorrow: they learn what happens too
The Dealer’s phone can give players something amazing! Or something horrible…
The Dealer learns that whoever picks up the phone tomorrow may choose one of the Barista’s effects to receive. The next day, the Fortune Teller picks up the phone, and learning this, chooses to get sober, healthy, true info. That night, they got correct info, even though they were poisoned.
The Dealer learns that whoever picks up the phone tomorrow will die immediately. The next day, no-one picks up the phone.
Each night, write an effect on a piece of paper. Wake the Dealer, show to them the effect, then put them to sleep.
Once per day, at any time, declare that the Dealer's phone is ringing, & if a player picks up the phone, take them away from the circle so you cannot be overheard. Privately, tell them what the effect is — mark them with the PICKED UP reminder. Use the ? reminders as necessary.
If you want, you can use an actual phone and tell the player what happens through it.
Optional rule: The players decide amongst themselves which player will pick up the phone. If exactly one player cannot be decided upon, then no one may pick up the phone today.
If players are becoming physical, or unsportsmanlike, consider adding in this rule.
The Dealer is from Homebrews by Luis.
Traveller

You have the ability of the most recent player to use their vote token. If you are killed or exiled, they get their vote token back.
The Ghost Caller allows themself to become possessed by a dead player.
When a dead player uses their vote token, the Ghost Caller gains their character ability until another player uses their vote token.
When the Ghost Caller dies or is exiled, the player whose ability they had at the time of their death regains their vote token.
• The dead Ferrotypist uses their vote token. That night, the Ghost Caller learns two characters. The following day, the Wendigo uses their vote token and the Ghost Caller is exiled. The Wendigo's vote token is returned, but the Ferrotypist's is not.
• The Lunger uses their vote token. The Ghost Caller gains the Lunger ability and immediately dies.
• The Drunk uses their vote token. That night, the Ghost Caller is woken to learn that they are the Lumberjack with the Stranger ability (but they are not).
• The Survivalist uses their vote token. That night, the Ghost Caller gains the Survivalist ability which in turn grants the Ghost Caller the Wendigo ability. The Ghost Caller is woken to learn they are the Lickspittle and asked to choose a character, but does not learn that they ever gained the Survivalist ability.
• The Lickspittle uses their vote token. That night, the Ghost Caller is woken and told to choose a Townsfolk (but not that they are the Lickspittle). The Ghost Caller chooses the Quickdraw, who is both in play and an opposing alignment. The Ghost Caller becomes the Quickdraw and the Quickdraw becomes the Ghost Caller (and, thustly, a Traveller).
When a dead player uses their vote token, immediately move the "Possessing" reminder token onto them (and off of any player that previously had it). The Ghost Caller has the character ability of whichever character has the "Possessing" reminder token.
When the Ghost Caller is exiled or dies, return a vote token to the player that currently has the "Possessing" reminder token.
Traveller

This script has homebrew characters or rules.
The Bootlegger enables homebrew characters and/or rules and announces their presence to players at the start of the game.
The Bootlegger allows Storytellers to use characters that are not official Blood on The Clocktower characters or allows them to use non-standard rules in the game.
If there are homebrew characters on the character sheet, or homebrew rules in effect, the Storyteller tells all players what they are before play begins.
The Bootlegger allows for multiple characters or rules to be in effect at once.
• A script contains a homebrew character called the 'Wendigo'. As the game starts, the Storyteller alerts all players to the presence of the Wendigo and ensures players understand how the character functions.
• A script contains a homebrew rule. As the game starts, the Storyteller alerts all players to the presence of this rule and carefully explains how it functions.
At the start of the game, if there are homebrew characters on the character sheet or you are running homebrew rules, declare that the Bootlegger is in play and inform the group of all the homebrew characters and/or rules you are using in this game.
The Bootlegger is from Blood on the Clocktower by The Pandemonium Institute.
Fabled

Use the Djinn's special rule. All players know what it is.
There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters.
If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn’s special rule is at the start of the game.
The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn’s special rules.
On a script with both a Djinn and a Bootlegger, it is common practice for many Storytellers and Script Writers to include custom jinxes. In reality, these are custom rules that are being generated by the Bootlegger, but are often treated as Djinn jinxes to communicate to players that they are designed to regulate specific character interactions in the same way as official, canon jinxes. These jinxes should still be announced and read to players at the same time as all other canon jinxes as if they were coming from the Djinn, although their nature as custom (homebrew) jinxes should be announced to town as well to avoid confusion.
At the start of the game, if there are jinxed characters on the character sheet, declare that the Djinn is in play and inform the group of all Djinn special rules for this game. (Do this even if there are no jinxed characters in play.)
The Djinn is from Blood on the Clocktower by The Pandemonium Institute.
Fabled

There might be 1 extra or 1 fewer Outsider in play.
Games with a Sentinel in play might have one more Outsider than normal. They may have one less. They may have the normal amount. It is up to the Storyteller.
There are seven players in this game. There are no characters on the character list that add Outsiders. The Demon bluffs as the Saint. A Sentinel is in play, so the good players are not sure if there is actually a Saint or not.
There are nine players in this game. Even though a Baron is on the character list, the good players know no Baron is in play because the Witch just killed a player, so there should be just two Outsiders in play. However, the Outsiders cannot be trusted because a Sentinel is in play. Indeed, there is one less Outsider than normal in this game, and the Witch is bluffing as the Butler.
At the start of the game, declare that the Sentinel is in play. Add the Sentinel token to the Grimoire.
While setting up the game, before putting character tokens in the bag, add an Outsider token and remove a Townsfolk token, remove an Outsider token and add a Townsfolk token, or do neither.
The Sentinel is from Blood on the Clocktower by The Pandemonium Institute.
Fabled

There can't be more than 1 extra evil player.
With a Spirit of Ivory in play, only one more player than normal can ever be evil. If a second player would become evil, they stay good instead.
The Fang Gu attacks an Outsider and creates an evil player. The Devil's Advocate chooses the Goon at night. Normally, the Goon would turn evil, but the Goon remains good because there is already 1 more evil character than normal in play.
At the start of the game, declare that the Spirit of Ivory is in play. Add the Spirit of Ivory token and their reminder token to the Grimoire.
At all times, if there is an extra evil character in play, mark the Spirit of Ivory with the NO MORE EVIL reminder. (If any character becomes good, remove the reminder.)
If a player would become evil and the Spirit of Ivory is marked NO MORE EVIL, that player stays good.
The Spirit of Ivory is from Blood on the Clocktower by The Pandemonium Institute.
Fabled



