A collection of a couple homebrew (& mostly good aligned) characters

A collection of a couple homebrew (& mostly good aligned) characters

Each night*, if you were mad about being an in-play outsider & they were not, they become a not in-play townsfolk.
The Alumni gives Outsiders who accept themselves as Townsfolk a chance to become one.
Townsfolk
Each day, privately visit the storyteller for a riddle: answer by the same day correctly to learn it's true meaning.
The Apostle seeks truths in riddles.
Townsfolk
Each night*, choose a player: you learn how reliable their information has been.
The Apothecaries knows how sick their patients are.
Townsfolk
You start knowing if you're in the longest line of living good players. Each night, guess it's length: you learn if it's higher, lower, or equal to your guess.
The Arcanist knows all about where good souls reside.
"Living" Indicates that the length of the longest line of good players can change as the Arcanist is guessing it's length. "6" might return equal one night, and might return lower on a later night.
Townsfolk
Each day, privately visit the storyteller: learn an ability. If you choose to: gain that ability & stop visiting. If you don't, the next ability is better.
The Artisan perfects their prototype until they are satisfied.
Townsfolk

Each night, learn 2 characters: at least 1 are in play. If both are, they are neighbors.
The Astronaut learns characters that might be in play and sometimes, connects them.
Townsfolk

You start knowing a player closer to the demon than you are. If they are evil, learn false info.
The Bishop knows of a player in the presence of danger, or maybe that they themselves are.
Townsfolk
Each night, choose 3 characters. Choose again until you've made your 3rd choice or you chose potential neighbors (you learn if you did).
The Carpenter knows which of the residents might live close together.
Townsfolk
Each night, learn 2 characters: they each if in-play, their abilities worked abnormally (since dawn) due to another character's ability.
The Dancer notices whenever something is up with one of their Audience.
Townsfolk

If you died at night & an evil player would wake to make a choice: they don't & the storyteller chooses instead.
Evil players may lose control of their abilities when the Fae dies.
Townsfolk

Each night, choose a player. You learn the character of players you choose when they die.
The Funeral officiant is responsible for the souls of the dead.
Townsfolk
You start knowing how many townsfolk are between you & another player clockwise. If they are evil, it is anti-clockwise instead.
The Geomancer knows approximately how many Townsfolk are in a given area of the Town.
Townsfolk
You start knowing a minion player & their character. If they are the first minion to die, you become their alignment and gain their ability.
The Headhunter knows of a danger to the Town, but should not act on it immediately.
Townsfolk
Each day, privately visit the storyteller for advice which would've been helpful on a previous day or will be helpful on a later day.
The Historian peers into different times.
Townsfolk
You start knowing an in-play minion: If you nominate them, they are executed immediately.
The Marshal knows of a danger to the town and seeks to eliminate it immediately.
Townsfolk
You start knowing 2 good players. If the demon kills one, the other dies too.
The Matchmaker plays cupid, but puts their clients in danger.
Townsfolk
You think you are a Minion character, but you are not. If you were mad about being this character, choose a minion character tonight: gain it's ability.
The Paper Doll might not be so evil after all.
Townsfolk

Each night*, you learn who has been the most trustworthy since yesterday: they are safe from the demon tonight.
The Pastor provides protection to those who can be trusted.
Townsfolk
Each day, privately visit the storyteller to learn a true statement. Once per game, you begin learning false statements.
The Ranger's information is more concrete the earlier or later they learn it.
Townsfolk
Each night*, learn if you voted mostly for Townsfolk today.
The Outrider knows if they've been too eager to execute the wrong people.
Townsfolk
On your 1st night, look at an alternate version of the grimoire. Each day, privately visit the storyteller & get a hint about it's imperfections.
The Sculptor perfects their Sculpture of the town until it's flawless.
Townsfolk

You start knowing how many steps the closest non-Townsfolk is to you. If you would learn an odd number, 1 is added to this number.
The Shogun knows if they're in the vicinity of an exile, but they might be closer than expected.
Townsfolk
Each night, choose 3 or more players (not yourself): you learn if you chose more character types to last night.
The Socialite cares about the diversity of people it has relations with.
Townsfolk
You start knowing 5 characters: 3 are in play & sit in a line. The outsider this adds must be in this line. [+1 outsider]
The stargazer invites a buddy to go stargazing with them.
Townsfolk
You start knowing 3 characters: 1 neighbors the demon.
The Telepath knows which characters might be next to the demon.
Townsfolk
Minions' abilities gain "might" in their text in such a way that helps your team win. Minions know you are in play.
The Tyke messes with the abilities of Minions.
Townsfolk
On your 1st night, choose an Outsider or Minion character: gain that ability & another ability of the other character type. You learn which.
The Pundit peers where it shouldn't.
Townsfolk
You start knowing a not in-play minion. If you die, the demon gains it's ability (they learn which).
The Artificer is hiding something of great value from the demon.
Outsider
If you are mad about something true, but not yet publicly known to be, you might be executed.
The Crackpot is killed for spreading something the public doesn't agree with.
This includes the Crackpot being a Crackpot, so it's Mutant+ in a way.
Outsider
1 player might register as evil & as a Minion or Demon, even if you are dead. Each night, choose a player: learn if they're that player.
The Journalist is responsible for making a player appear guilty.
Outsider
You think you are a townsfolk character, but you are not. Townsfolk mad about the Magpie being in-play might become a Magpie & you die tonight.
The Magpie spreads misfortune to those who speaks about it.
Outsider
Each day, if no-one is executed, you team loses, even if you are dead.
The Man Eater must be fed at all costs.
Outsider