Delusional:
If you are delusional, you may hallucinate the effects of another character’s ability.
On this script, a delusional player can hallucinate the effects of a:
- Pyrotechnician (Townsfolk)
- Reporter (Townsfolk)
- Bodyguard (Townsfolk)
- Tulpa (Outsider)
- Cave Dweller (Minion)
- Skepp-Tick (Minion)
- Ritualist (Minion)
- Tenebire (Demon)
Governor
You start knowing the length of the longest line of consecutive Townsfolk.
Townsfolk
Assistant
You start knowing an in-play Townsfolk. They are sober and healthy.
Townsfolk

Pyrotechnician
A good and evil player both start knowing a Pyrotechnician is in play. If you are executed, another good player learns this.
Townsfolk
Money Launderer
Each night, learn a not-in-play character. You might register as evil and as a minion, even if dead.
Townsfolk

Reporter
Each night, choose a player: They learn how many evil players you have chosen so far, or nothing if zero.
Townsfolk
Lightkeeper
Each night, choose two players: If good, they can't be delusional until dusk. If evil, they are delusional until dusk.
Townsfolk
Phasmologist
Each night, choose a living player: Learn a not-in-play demon type, or their character if they are the demon.
Townsfolk

Thug
Each night, choose a player: learn three good characters, one of which is theirs. This information is arbitrary if you choose evil.
Townsfolk

Sleuth
Each night, choose a new living player (not yourself). You may visit the Storyteller tomorrow to learn a truth if you chose good, or a lie if you chose evil.
Townsfolk
Bodyguard
Each night*, choose a player: If the player you chose tonight would die, you die instead and they learn who you are.
Townsfolk
Conspirator
Each night*, choose a player: if good, they become a drunk Conspirator. If an evil player publicly guesses three Conspirator (once), your team loses.
Townsfolk
Astronomer
If only three players live at the end of the night, wake and see the grimoire.
Townsfolk
Poltergeist
If you die at night, publicly choose a player when you learn this: A minion, if chosen, dies.
Townsfolk
Conspiracy Theorist
Each day, even if dead, visit the Storyteller to learn a yes or no question to answer that night: if wrong, one or both of your townsfolk neighbors is drunk until dusk.
Outsider

Tulpa
You think you are a townsfolk, but you are not. One player knows who you are and becomes a Tulpa if you die in the night.
Outsider

Psychiatrist
A good player is delusional, even if you die. You may guess (once) who it is. If correct, they become immune to delusion.
Outsider

Queen
When you die, all players are delusional that night.
Outsider

Stalker
Each night, choose a player: They are delusional until dusk, and you learn their character. [-1 or +1 Outsider]
Minion
Skepp Tick
Each night, choose a player: Tomorrow, they must be mad that all information they have received in the night is false, or they might be executed.
Minion
Cave Dweller
On your first night choose two townsfolk players: They are poisoned. The first time one of them dies, they learn they were chosen.
Minion

Ritualist
Once per game, at night, begin a ritual with two living players, who wake with you to learn this. You all die tomorrow night.
Minion

Channel 44
Each night, choose a player: They are delusional until dusk. Tomorrow night, one of their living neighbors dies.
Demon

Onyroil
Each night*, choose a player: they die. When the night ends, you swap characters with the closest alive minion clockwise from you.
Demon

Cavalle
Each night*, choose a player: they die. Evil players don’t know each other, and instead start knowing a secret word. [+1 Minion]
Demon

Tenebire
Each night*, choose a player: they die. On your first night, choose a good player (they learn this). If they are executed, their team loses.
Demon