1. Chemist

    You have a fusion of 2 in-play characters' abilities. Each day. privately guess which: if right, learn your ability.


    “Annotation: Solute M ionizes completely in Solvent N. Annotation: Stable Hydroxide-ion transfer has been achieved. Solute L is now ready for titration. Annotation: New substance (Y) contains traces of Solutes L, M, and P. I am now going to ingest Substance Y. Annotation: Nothing appears to have occurred. I feel fi—”

    The Chemist fuses together 2 abilities into a more potent one, but is unsure of its effects.

    • The fusion can be of Townsfolk, Outsider, Minion or even Demon abilities. (Technically, it can be of a Traveller or Fabled too.)
    • The Chemist doesn't know their ability until they guess the characters they fused together.
    • If one of the characters the Chemist fused together is a "non-conformist" (Amnesiac, Cryptid, Obscrul, Renegade), the fusion must be relevant to the actual in-play character's ability.
    • When the Chemist guesses their 2 reactants, what they learn is unaffected by false/reversed info (Vortox, Conspiracist, Absolut).

    Examples

    The Pixie and Assassin are in play. The Chemist's ability is "You start knowing 1 in-play Townsfolk. If they died today or tonight, choose a player: they die, even if for some reason they could not."

    The Fortune Teller and Savant are in play. The Chemist's ability is "Each night, choose 2 players. Today, when you visit the Storyteller, learn 1 fact about each: 1 is true & 1 is false."

    How to Run

    On the Chemist's first night, mark two players with the SYNTHESISED reminders, then design an ability fusing aspects of both of them together. Run this ability.

    Each day, when the Chemist visits you and guesses 2 characters, if those 2 characters are the ones marked SYNTHESISED, tell them they are correct and what their ability is. Otherwise, tell them they are incorrect. Nothing happens.

    Chemist abilities are a tricky balance to strike. They should be guessable, but require a bit of experimentation to figure out. Keep in mind that if the Chemist guesses their ability, they learn 2 in-play characters; the Chemist's ability should be stronger than a regular Townsfolk, but not as strong as the Amnesiac.

    The examples provided are not necessarily "good" Chemist abilities; they were meant to showcase "fusions", not to serve as well-designed abilities.

    Attribution

    Icon & flavour by Temporary!

    Script(s): Sunset of Bloodshed

    Townsfolk

  2. Insurrectionist

    Once per game, choose a player: if good, they become & learn your character. If evil guesses you (once), your team loses.


    “This town of Ravenswood Bluff, under the iron fist of the Demon and its underlings, is diseased. We need to pull it out by the roots! Cure it by killing this demonic spirit! Burn it down! And then, a new Ravenswood Bluff will be born! Risen from the ashes, free from the titanium grasp of evil! Where everybody is free to live their own life!”

    The Insurrection is an underground faction of good players who know each other but can't be discovered.

    • Evil only gets one guess, even if more Insurrectionists are created afterwards.
    • If an Insurrectionist tries to recruit evil, nothing happens.

    Examples

    The Insurrectionist chooses the Pacifist on the first night. The Pacifist is now a second Insurrectionist who learns the identity of the original. They then choose the Muras on night 2. The Muras is evil, so nothing happens. Neither Insurrectionist may choose again.

    There are 2 dead Insurrectionists and one alive Insurrectionist. The Fluxicon publicly guesses a dead Insurrectionist. Nothing happens, because that Insurrectionist is dead and no longer has their ability. The good team then execute the Fluxicon and good wins.

    How to Run

    Each night, if the Insurrectionist does not have NO ABILITY, wake them. If they choose a player, mark the Insurrectionist with the NO ABILITY reminder, then put them to sleep.

    If their target was evil, nothing happens. Otherwise, swap out the target's character token for an Insurrectionist token. Wake them: show them the THIS PLAYER IS token, then the Insurrectionist token, then point to the Insurrectionist who created them. Then, show them the YOU ARE token and the Insurrectionist token to tell them that they have changed characters. Put them to sleep.

    If an evil player publicly declares they are evil and guesses who the Insurrectionist is, mark them with the GUESSED reminder. If they were wrong, nothing happens -- the whole evil team may not guess again. If they were right and guessed a living Insurrectionist, declare that evil has won.

    Attribution

    Icon by Temporary!

    Script(s): unreleased

    Townsfolk

  3. Cryptographer

    Each day, guess what the setup modification is: if right, learn the Demon. [???]


    “Wkh Ghprq lv d vpdoo, khosohvv fklog. Exw lw'v vwloo d Ghprq.”

    The Cryptographer decrypts the setup anomaly to decipher the Demon.

    • The setup modification may be anything.
    • The Cryptographer learns the Demon in private. It is easier if they guess privately too.
    • The Cryptographer may make one guess each day.
    • If the Cryptographer is wrong, they learn nothing.

    Examples

    The Cryptographer is in play. There are 9 players and the setup modification is [+1 Minion]. A player is executed and learns the Crawler is in play. while the Earthmover annihilates 2 players. The Cryptographer, on the 3rd day, guesses "There's an extra Minion" and learns the Demon.

    The setup modification is [2 Saints]. On the 1st day, the Cryptographer guesses "+1 Outsider" and learns nothing. On the 2nd they guess "+1 Saint" and learn the Demon, as that was close enough to 2 Saints.

    How to Run

    During setup, make a modification of your choice.

    Each day, the Cryptographer may privately make a guess on what this modification was. If they are right, tell them who the Demon is. If they are wrong, tell them they are wrong.

    The setup modification should usually not be helpful. It should also be a challenge, but not impossible, to guess. The Cryptographer all but wins the game if they identify it!

    If you feel particularly devilish, have no modification at all.

    Townsfolk

  4. Gunsmith

    If you nominate & execute 2 players, choose a player that dusk: if both executees were good, they die.


    Townsfolk

  5. Cavalry

    Each night*, choose a player: if Cavalry dies tonight, they're drunk until dusk tomorrow. [+0 to +2 Cavalry]


    “I think we look funny on these horses.”

    The Cavalry attack when one of their fellow soldiers die.

    • The drunkenness lasts throughout the whole of the next day, night and following day.
    • Cavalry choose every night, but drunkenness only takes effect when one of them die.
    • The killed Cavalry's choice still becomes drunk.

    How to Run

    When setting up the game, you may have from 0 to 3 Cavalry tokens in the bag.

    Every night except the first, wake each Cavalry member one by one. They choose a player: if you want, mark them with an upside-down DRUNK reminder to mark that they've been chosen, but it hasn't been activated.

    If a Cavalry dies during the night, activate all DRUNK reminders. They will last tonight, the next day and the following night.

    Townsfolk

  6. Fact Checker

    Players may make 1 public uncertain statement a day. Each night*, learn how many were true: if 0 were, you're drunk tonight.


    Townsfolk

  7. Biologist

    Each night, choose 2 players: learn 1 of their characters. If either are drunk or poisoned, learn false info.


    The Biologist learns other players' characters, but can't correctly read contaminated samples.

    • The Biologist must learn false information if they chose a drunk or poisoned player.

    How to Run

    Every night, wake the Biologist. They point to two players. Check if either player is drunk or poisoned -- if one of them is, show a character belonging to neither of them. If not, show the Biologist one of their character tokens. Put the Biologist to sleep.

    The Biologist's incorrect reads should generally be plausible.

    Attribution

    from Minutes to Midnight V2

    Townsfolk

  8. Physicist

    If the Demon kills you, learn the in-play evils & choose 1 to make drunk until the 2nd dusk from now.


    “When the apple fell from the tree and hit Newton on the head, did it think that this would lead to revolutionary study into the nature of gravity? And, when you broke down my door, did you think that this would lead to revolutionary study into the nature of you and your cohorts?”

    When attacked, the Physicist uses the opportunity to study their assailants.

    • If the Demon kills the Physicist, the Physicist wakes to learn every in-play evil character.
    • The Physicist does not learn good characters that are in-play but evil. They do learn evil characters that are in-play but good.
    • They then choose one of the characters they learned to make drunk for the remaining night, the next day, night and day.

    Examples

    Vitoo kills the Physicist. The Physicist then learns the in-play evil characters, which are Vitoo, the Chessmaster and the Signal Jammer. The Physicist chooses Vitoo, and during the next day, the Vitoo player nominates the Signal Jammer. However, Vitoo does not swap with the Signal Jammer that night and is shot by the Gunsmith as a result.

    The Quaesitor kills the Physicist, who then learns that Quaesitor, Hypnotist and Errata are in play. The Physicist chooses the Hypnotist, who then is handed a pizza takeout menu that night instead of the Grimoire. They are very confused.

    How to Run

    If the Demon kills the Physicist, immediately wake them, and show them the character token of each in-play evil character. They then point to one of the characters they saw on their character sheet. They are put to sleep.

    That character is DRUNK for the rest of the night, the next day, the next night and then the following day. (Example: The Physicist is attacked on the 3rd night. The drunkenness will expire at the end of the 4th day.)

    Attribution

    from Minutes to Midnight V2

    Townsfolk

  9. Conspiracist

    1 Townsfolk receives reversed info & it moves to a Townsfolk neighbour each night, even if you die. Each night, learn which direction.


    “This whole Demon is a ruse perpetuated by the Mayor in order to execute people he doesn't like! ...I'm crazy? All I'll say is when the Lizards take over, don't say I didn't warn ya.”

    The Conspiracist's ramblings confuse the Townsfolk, but they keep a vague idea of what's going wrong.

    • The false info persists after the Conspiracist's death. The Conspiracist learning where it's going does not.

    Examples

    The Empath is learning false info on night 1 and neighbours one evil, but learns a 0. Later that night, it moves clockwise. The Conspiracist learns this. The Empath's clockwise neighbour, the Savant, gets 2 false statements today. That night, the Empath learns a 1 and the Conspiracist learns counter-clockwise. On night 3, the Empath learns a false 0 again.

    The Fortune Teller chooses their Red Herring and learns a false no. That night, the Conspiracist learns a clockwise. Today, the Fortune Teller's clockwise neighbour, the Puzzlemaster, correctly guesses their drunk and learns the true Demon, as the Conspiracist's reversed info skips over non-Townsfolk. The player clockwise to the Puzzlemaster, the Artist, asks "Does 2+2=4?" and learns a false no.

    How to Run

    While preparing the first night, mark one Townsfolk with the REVERSED INFO reminder. If the player marked REVERSED INFO would receive true info, it becomes false, and vice versa.

    Each night, move the REVERSED INFO reminder to one of the holder's Townsfolk neighbours. Then, if the Conspiracist is still alive, wake them and signal which direction it has moved.

    Attribution

    This character is still experimental and needs playtesting! (If you could help me with that, it'd be greatly appreciated!)

    Script(s): Sunset of Bloodshed

    Outsider

  10. Bar Fighter

    Each night*, if you would be drunk or poisoned, you aren't & a living good neighbour dies.


    “Oi, you wanna go at me? Come on then, let's ave' it! C'mere!”

    The Bar Fighter might end up killing someone if they are inebriated.

    • The player they kill is one of their 2 neighbours, skipping dead and evil players.
    • The Bar Fighter, of course, ignores drunkenness and poisoning.
    • If the Bar Fighter is under constant drunkenness or poisoning, such as being drunk by the Courtier or in the grasp of the Chessmaster, a player will die each night they are not sober & healthy.

    Examples

    The Bar Fighter neighbours the Moonflower and the Ravenkeeper. The Poisoner chooses them, and the Moonflower dies.

    How to Run

    Every night except the first, check if the Bar Fighter is drunk or poisoned. If so, they are no longer drunk or poisoned & choose 1 of their living good neighbours: they die. Mark them with the DEAD reminder.

    Outsider

  11. Earthmover

    Once per game, before nominations, publicly choose 2 players: they die tonight (even if for some reason they couldn't).


    “Earthmovers were the pinnacle of the arms race. Often called the horsemen of the apocalypse, it took only one to level an entire city and leave nothing but fire in its wake.”

    The Earthmover annihilates a portion of the town, but must telegraph its attack first.

    • The Earthmover's targets remain alive until the following night.
    • The Earthmover killing its players "even if for some reason it could not" is completely unavoidable. Those players will die and nothing can stop it, not even killing, drunking, poisoning, preaching or Pranking the Earthmover.

    Examples

    The Earthmover publicly chooses the sober Sailor and the Moonflower. The Innkeeper protects the Earthmover and Moonflower that night, and the Earthmover is drunk. That night, the Sailor and Moonflower still die.

    The Earthmover publicly chooses 2 players and is promptly executed. That night, those 2 players still die.

    The Earthmover publicly chooses 2 players. That night, they are chosen by the Courtier, Preacher and Prankster. The 2 chosen players still die.

    How to Run

    Once per game, before you have called for nominations, the Earthmover may publicly choose 2 players. Mark them as DOOMED.

    That night, even if the Earthmover has no ability (drunk, poisoned, dead, preached, pranked) or the DOOMED players have some protective effect, those players die -- mark them with the DEAD reminder. The Earthmover loses their ability -- mark them with the NO ABILITY reminder.

    Attribution

    This character is still experimental and needs playtesting! (If you could help me with that, it'd be greatly appreciated!)

    Script(s): unreleased

    Minion

  12. Signal Jammer

    Nominators are secret. Executees may guess their nominator: if right, they are executed instead.


    “Sorry, the- -s cutti- ut! I ca- -ear yo- ”

    The Signal Jammer makes nominations anonymous and gives an escape hatch to executees.

    • While nominations are open, players close their eyes so they cannot see who makes a nomination. As well, nominations are silent.
    • While voting on a nomination, players may open their eyes to see who is voting.
    • When the day ends, the "about to die" player may make one guess at who nominated them: if right, the execution fails & the nominator gets executed instead.

    Examples

    The Saint nominates the Obscrul, but publicly declares it. The Obscrul is about to be executed, but guesses the Saint: the Saint is executed and evil wins.

    The Moonflower dies. The Fool is nominated by the Lleech and executed. The Fool successfully guesses the Lleech, who is executed and survives. The game does not end.

    How to Run

    (In-Person): During nominations, instruct all players to close their eyes. If they ask why, tell them the Signal Jammer is in play. Players may nominate silently by pointing in the direction of their nominee. Once the nomination has been made, tell the players that they may open their eyes. Once voting has concluded, tell them to close their eyes again.

    (Online): Players do not publicly declare their nominations and instead make them by privately messaging you.

    Whenever declaring a nomination, do not specify who the nominator is, but do specify who the nominee is.

    If a nomination succeeds, mark the nominator with the NOMINATOR reminder. Once the nominee is about to be executed, give them a chance to make a guess. If they guess the player marked NOMINATOR, declare that the nominator is executed and that the day ends. If they guess any other player, the execution proceeds as normal.

    Make sure that players have enough space between them so that it is clear who the nominator is pointing at. It's a bit harder to confirm their choice when they have their eyes closed. If your group enjoys the dynamic of potentially misnominating, you can choose not to do this.

    If the Signal Jammer is in play, you may want to give your players enough time to get an idea of where the other players are before closing their eyes, so they know where to point to nominate a specific player.

    Minion

  13. Chronomancer

    The 1st time the Demon dies, they live but register as dead (they wake every other night), but all learn this when you die.


    “Everything will happen in due time. Unfortunately for your small town of Ravenswood Bluff, the time to purge the Demon will never be.”

    The Chronomancer turns back time at night to keep the threat of the Demon alive.

    • When the Demon would die for any reason while the Chronomancer is alive, they actually don’t die, but the Storyteller acts as if they died. The second time the Demon dies, they die for real and good wins.
    • The seemingly dead Demon counts as a dead player in almost every way. The player’s life token on the Town Square flips to indicate their death. The next time they vote, they lose their vote token. They cannot nominate, they may vote with the Voudon, they’re not an alive neighbor for the Tea Lady, and so on. The only differences are that the game continues, the Demon still attacks every other night, and the game continues if just two other players are alive.
    • If the Chronomancer dies and the Demon is registering as dead, all players learn this at the following dawn. The Demon continues to register as dead while being alive; they do not die for real nor do they appear to be alive again.
    • A Demon who lives but registers as dead only attacks every other night.

    How to Run

    The first time the Demon would die, they remain alive. Declare that they died, but do not add a shroud to the Demon. (Flip the life token on the Town Square, as normal.) From now on, the Demon registers as dead. Mark them with TURNED BACK TIME.

    A Demon marked TURNED BACK TIME only wakes to attack every other night. When they wake, mark them with WOKE LAST NIGHT; if they are marked as such, remove the reminder but do not wake them.

    If the Chronomancer dies and the Demon is marked TURNED BACK TIME, announce this at dawn the following day (not immediately).

    Minion

  14. Chessmaster

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


    “Checkmate.”

    The Chessmaster uses their pawn for themselves & poisons them on top.

    • The Chessmaster wakes on the first night to choose a player. They learn that player's character and have their ability until they die.
    • The Chessmaster loses the ability when their prey dies. When this happens, the Chessmaster is woken at the first possible opportunity to choose another victim.
    • The Chessmaster's stolen ability resolves after their victim's poisoned ability "resolves".
    • The Chessmaster's victim is poisoned themselves.

    How to Run

    On the first night, wake the Chessmaster. They point to a player. Mark that player as POISONED and show the Chessmaster their character token. Put the Chessmaster to sleep.

    The Chessmaster has the ability of the player marked POISONED. When the POISONED player wakes, the Chessmaster does afterwards to resolve the stolen ability. If the player marked POISONED dies, wake the Chessmaster at the first opportunity as if it was the first night: they choose another player, who becomes the new POISONED plyer, and the Chessmaster learns their character.

    Attribution

    from Final Masquerade & Minutes to Midnight V2

    Minion

  15. Hypnotist

    Each night, see the Grimoire then choose a player & a character: they think something about that character (you know what).


    “You're feeling very sleepy, aren't you? Oh, but before you do sleep... we can't have you forgetting about how you saw a man sleepwalking in the middle of the night today, can we?”

    The Hypnotist plants falsehoods in the memories of the town.

    • The Hypnotist sees the Grimoire each night.
    • Then, they choose a player and a character: the Storyteller will do something to make that player think something related to that character.
    • The Hypnotist will learn what they were told, usually by being told it themselves, afterwards.
    • The Hypnotist wakes twice per night, the second time to be told what their victim was told, if any characters care about that.
    • The Storyteller has a lot of creative liberty in how to achieve the Hypnotist's ability. They can go as far as making a player not wake or feeding them misinfo, if needed; however, this will be reflected in the results of characters like the Mathematician.

    Examples

    The Hypnotist chooses the Dreamer player and Marionette. That night, the Dreamer chooses the Quaesitor to learn they are the Magician or Marionette.

    The Hypnotist chooses the Town Crier player and Preacher. That night, the Town Crier learns the Preacher chose them and does not wake. They are convinced they are the Marionette.

    There is 1 Minion, so the Hypnotist chooses the Mathematician player and Cryptid. The Mathematician learns the Cryptid is in play and that half of their ability is "...becomes an Outsider. [+2 Snake Charmers]". They are sufficiently terrified.

    How to Run

    Each night, wake the Hypnotist. Show them the Grimoire for as long as they need. Then, they choose a player (by pointing at them or their character token), and a character (by pointing at that character either on their sheet or in the Grimoire). Mark the target as HYPNOTISED, then put the Hypnotist to sleep.

    Wake up whoever the Hypnotist chose and make them think something about that character. Feel free to take creative liberties here, such as giving them misinformation from their actual ability, or more extreme!

    Then, wake the Hypnotist again and show them whatever you showed their target. If you deceived them by not waking them, don't wake the Hypnotist for this!

    Feel free to do whatever is needed to deceive the Hypnotist's target. The Hypnotist lets you do a lot of things, so don't be scared to do something as drastic as outright not waking them! However, do note you cannot deceive players other than the target themselves.

    Minion

  16. Veraxillus

    Each night*, choose a player: they die. You might have the abilities of characters you're mad you are: if you do, learn this.


    “Yes, I am indeed the Professor. I brought your husband back to life. It is true that I am also the Virgin. I got your husband executed in the first place. It is, finally, also true that I am the Saint. Please don't execute me.”

    The Veraxillus mimics the abilities of those they pretend to be.

    • The Veraxillus can also gain Outsider, Minion and even other Demon abilities. They just have to get away with claiming to be those.
    • If the Veraxillus gains an ability, they are woken that night to learn this.
    • The Veraxillus keeps "even while dead" abilities while dead if the game continues past that point for some reason.

    Examples

    The Veraxillus claims to be the Virgin and asks for a Townsfolk to nominate them. The Slayer does and is executed immediately. The oblivious players think the Veraxillus is confirmed until it's too late.

    The Veraxillus claims to be the Psychopath publicly. The Slayer discusses potentially shooting the Veraxillus, but the Veraxillus publicly attacks them, and they die.

    The Veraxillus claims to be the Goblin when nominated. They are executed, die, and lose the game, as the Storyteller decided not to give the Demon the Goblin ability.

    How to Run

    Every night except the first, wake the Veraxillus. They point to a player: that player dies. Mark them with the DEAD reminder.

    If the Veraxillus is mad they are a particular character, you may choose to give them that ability until they stop being mad. If so, wake them and show them that character's token to tell them this. For as long as they are mad they are this character, they have that ability.

    Don't give the Veraxillus any game-breaking abilities such as the Goblin. Outside of Minions who publicly claim normally, reward the Veraxillus for publicly claiming a Minion and getting away with it -- this is extremely risky!

    Attribution

    Script(s): Initial Pretending

    Demon

  17. Absolut

    Townsfolk abilities yield false info except 1. Each evil may (once) publicly guess who: if right, or after day 5, evil wins.


    “We are not interested in those stupid crimes that you have committed. The Party is not interested in the overt act: the thought is all we care about. We do not merely destroy our enemies, we change them.”

    The Absolut and its Minions hunt for a thought criminal and if they can find them, they win.

    • At the start of the game, a Townsfolk is marked as the thought criminal. All other Townsfolk must receive false info.
    • If an evil player publicly guesses the thought criminal correctly, evil wins. Each evil may only do this once.
    • After day 5, evil wins.

    Examples

    The Absolut is 4 steps away from the Baron. The Dreamer chooses the Absolut and learns that they are either the Cannibal or the Baron. The Empath, neighbouring the Absolut, learns a 0. The Clockmaker learns a 4. The Baron publicly guesses the Clockmaker. Evil wins.

    There are 2 Minions and the Dreamer is receiving true info. The Baron guesses the Saint and the Mastermind guesses the Empath. The good team fails to execute the Absolut before dusk on day 5, however, so evil wins.

    How to Run

    After all tokens are in the Grimoire, mark one Townsfolk with the THOUGHT CRIMINAL reminder. When giving information to any Townsfolk not marked THOUGHT CRIMINAL, it must be false.

    If an evil player publicly guesses who the thought criminal is and is right, declare that evil has won. If not, mark that evil with the SPENT reminder. They may not guess again.

    After day 5, declare that evil has won.

    If a guess was coerced, you can choose to not count it.

    Attribution

    Icon by Temporary!

    This character is still experimental and needs playtesting! (If you could help me with that, it'd be greatly appreciated!)

    Script(s): Sunset of Bloodshed

    Demon

  18. Hysteria

    On day 3, the living may duel (all learn this): both learn a question & whoever fails to answer it correctly 1st dies. After day 3, evil wins.


    “And can you hear the sound of hysteria?”

    Hysteria forces players to answer questions or die, but the good team can figure out who knows too much.

    • If one player challenges another to a duel, both learn a question and one must answer.
    • If right, their opponent dies; if wrong, they die.
    • There is still an execution on day 3 if the players wait for it.
    • After day 3, evil wins.

    Examples

    It is Day 3. The Sailor, who is sober, duels Hysteria. They learn the question "How many evil players are dead?" (0). The Sailor answers first saying "1". Nothing happens.

    It is Day 3. Only 3 live, so the Cryptid duels Hysteria. They learn the question "True or false: the Conspiracist is alive." (The Conspiracist is not in play.) After much deliberation, Hysteria answers "false" and the Cryptid dies. Evil wins.

    How to Run

    On dawn of day 3, tell all players that Hysteria has broken out!

    During day 3, players may challenge each other to a duel. If they do, give them both a question and wait for an answer. If right, the opposer dies immediately. If wrong, the answerer dies immediately.

    At the end of day 3, after the execution, if Hysteria is still alive, declare that evil has won.

    When the Demon is dueling, give a question that they know the answer to. The challenge for good isn't to kill the Demon directly by a duel, but deduce that they know too much and execute them.

    If only 3 live, you may rule that duels need both players' consent. This prevents unwinnable scenarios where a Minion locks in a duel with a good player in final 3.

    Attribution

    Demon

  19. Muras

    Each night, choose 3 players: if any nominate tomorrow, they die that night. If none do, all die.


    “There will be blood! Shed!”

    Muras slashes players, causing them to bleed out and succumb upon nomination... but if none nominate, they all die.

    • Players do not know if they are bleeding.

    Examples

    On the 1st night, the Muras chooses the Firebrand, Banshee and Penitent. Today, the Banshee nominates the Penitent and the Firebrand nominates & executes the Seraph. On the 2nd night, the Firebrand dies (but still gets their info, due to their own ability), the Banshee dies and all players learn this, and the Penitent survives.

    On the 4th night, the Muras chooses the Cryptographer, Philosopher and Bookie. That day, the Cryptographer makes a correct guess and learns who the Muras is. The Cryptographer nominates and executes the Muras and good wins without the Cryptographer dying.

    How to Run

    Each night, wake Muras. They point to any three players. Remove any existing BLEEDING and NOMINATED reminders, then mark them with the BLEEDING reminder.

    If a player marked BLEEDING nominates during the day, mark them with the NOMINATED reminder.

    Before Muras wakes each night, all players marked NOMINATED die. if no player is marked NOMINATED, they all die.

    Attribution

    Script(s): unreleased

    Demon

  20. Fluxicon

    Each night*, choose up to the number of alive evils: that many players die tonight.


    “Oh, reaper, I summon thee, and command thee to reap these bodies three.”

    The Fluxicon kills in strategic numbers, but can't control who they end up killing.

    • The Fluxicon does not choose who they kill. They may even end up killing their own Minions if they get too greedy.
    • If the Fluxicon signals a negative number, you may choose to either make them choose again or let them bring players back to life.

    Examples

    The Fluxicon wakes and chooses "1". The Moonflower dies. The next night, they choose "3". The Harpy, Banshee and spent Bookie die.

    There are 12 players. On the 1st day, the Earthmover dies by execution. That night, the Fluxicon tries & fails to choose "3", as there are less than 3 alive evils.

    How to Run

    Each night except the first, wake the Fluxicon. They show a hand signal for a number up to the number of alive evil players. Put them to sleep.

    You choose any player for each finger the Fluxicon put up: they die. Mark them with the DEAD reminder.

    Optional rule: if the Fluxicon signals a negative number either by giving an upside-down hand signal or gesturing a negative sign before the number, let it bring players back to life instead. However, remember to announce these resurrections as the Fluxicon has no ALIVE reminder.

    If the Fluxicon kills 1 player, kill a player whose death would be good for the evil team. If the Fluxicon kills 3 players, feel free to hit characters such as the Banshee, Sage or even Minions. If the Fluxicon chooses 1 and asks you to kill a certain player, you should generally follow through on their wishes.

    No matter how greedy or patient the Fluxicon is, even if there is a Heretic on the script or in play, do not even think about making them kill themselves unless they specifically requested it or if they have a back-up plan such as a Scarlet Woman, Evil Twin or Mouldwarp.

    Demon

  21. Cataclysm

    Each night*, choose a player: they die. For each failed nomination by good today, or if none nominated, choose 1 more.


    “ The sky might shine a bright red, but we can do this! We just have to be quick, spend as little time as we can outside, and-- Robert just died? Listen to what I'm saying, then!”

    Cataclysm becomes more lethal the longer the day takes.

    • Each time a good player nominates, if that nomination does not result in the nominee being "about to die", the Cataclysm will choose an extra player tonight.
    • If no good players nominate in a day, the Cataclysm chooses 2 players that night.

    Examples

    On the 1st day, the Seraph nominates & executes the Damsel. There are no other nominations. The Cataclysm kills 1 player.

    On the 2nd day, the Earthmover nominates & executes the Courier. There are no other nominations. Because no good players nominated, the Cataclysm kills 2 players.

    How to Run

    At dawn on each day, mark the Cataclysm with NO GOOD NOMINATED. Remove this reminder once a good player nominates.

    If a good player nominates & the nomination fails (the nominee does not become "about to die"), mark the nominator with FAILED NOMINATION.

    Every night except the first, wake the Cataclysm. If they are marked NO GOOD NOMINATED, they choose 2 players tonight. Otherwise, they choose 1, +1 for each FAILED NOMINATION reminder on the Grimoire. If needed, signal to them how many players they will choose tonight. They choose players, who die -- mark them with a DEAD reminder. Put the Cataclysm to sleep, then remove all FAILED NOMINATION reminders.

    Demon

  22. Excelsus

    Each night*, choose any amount of characters: learn how many are in-play. If all are, all die.


    “When blood and sweat is the real cost, thinking ceases, the truth is lost!”

    Excelsus is exceptionally lethal, but only if it's accurate.

    • The Excelsus learns how many they got right.
    • The Excelsus must get them all right to kill any of them.

    Examples

    The Excelsus chooses the Fortune Teller, Undertaker, Cryptographer, Biologist and Chemist. All 5 of these characters have been claimed, but the Undertaker is actually a Banshee bluffing. The Excelsus learns a "4" and nobody dies.

    There are 8 players alive out of 12 and the Excelsus chooses the Chessmaster, Signal Jammer, Biologist, Conspiracist, Insurrectionist, Renegade and Chemist. (Those are the 7 alive non-Demon characters.) All are in-play, so the Excelsus learns a "7". That morning, the town wakes up to all 7 dying and evil winning.

    How to Run

    Each night except the first, wake the Excelsus. They point to any amount of characters on their sheet. Show them how many of those characters are in play. If all of them are, the players with those characters die -- mark them with the DEAD reminder.

    Demon

  23. Vitoo

    Each night*, choose a player: they die. If you nominate a Minion & they live, swap characters tonight.


    “This is the only way it could have ended. This is the only way it should have ended.”

    Vitoo publicly dashes out of danger if they can get away with it.

    • Vitoo can and will not swap with a dead Minion.
    • The swap only happens that night: if Vitoo dies before then, good still wins. If the Minion is executed, the swap doesn't happen as the Minion no longer lives.

    Examples

    Vitoo nominates the Signal Jammer, who lives. That night, the Gunsmith shoots the nominating Vitoo, but the Demon has already escaped to the nominee.

    Vitoo nominates the Graverobber, who lives. Right before dusk on that day, the Slayer shoots and kills Vitoo. Good wins.

    How to Run

    If Vitoo nominates a Minion, mark that Minion with SWAPS TONIGHT. That night, if the Minion is still alive, the Vitoo swaps character with the marked Minion.

    Every night except the first, wake Vitoo. They point to a player. That player dies -- mark them with the DEAD reminder.

    Demon

  24. Quaesitor

    You start knowing 5 characters: if none live, evil wins at dusk (all learn this). Each night*, choose a player: they die.


    “Unparalleled power only restrained by guardians, though oblivious guardians.”

    The Quaesitor triggers Midnight once all their marks are out of the picture.

    • The Quaesitor's win condition is not announced to specifically be because of the Quaesitor. If you're playing Minutes to Midnight or feel flavourful, refer to it as "Midnight".
    • On the first night, the Quaesitor learns 5 characters. Not all of them have to be in play, but at least one should be. (Yes, you can show 5 out of play characters, but don't.)
    • If none of the characters the Quaesitor learned are alive at the start of a day, announce that Midnight has struck! If the Demon is not killed today, evil wins.

    Examples

    The Quaesitor learns of the Magician, Chemist, Sleepwalker, Physicist and Mathematician. Of them, only the Magician and Sleepwalker are in play.

    All five characters the Quaesitor learned are in play, and the Quaesitor kills that last one at night. Today, the Storyteller announces that Midnight has struck.

    How to Run

    On the first night, wake the Quaesitor. Show them five character tokens (preferably a mixture of in-play and not, the amount of in-play fitting the player count). Put the Quaesitor to sleep, then mark the in-play characters you showed the Quaesitor as MARKs.

    Every night except the first, wake the Quaesitor. They point at a player. That player dies -- mark them with the DEAD reminder.

    Each dawn, right after waking the players up, if there are no living MARKed players, announce that MIDNIGHT has struck and mark the Quaesitor with the respective token.

    Each dusk, after the execution, if the Quaesitor is marked MIDNIGHT, announce that evil has won.

    The combination of in-play and not- characters to be shown to the Quaesitor should be tailored to the player count! Generally, in a 7 player game, show 1 or 2, and don't be afraid to show 4 or 5 in a 15 player game! However, feel free to shake this up if you don't want to be predicted!

    Attribution

    from Final Masquerade

    Demon

  25. Doomsday Clock

    Each night*, choose a player: they die. If no Minions live, evil wins at dusk (all learn this). [+1 good Minion doesn't partake in evil info]


    “Tick, tock... 15 seconds to midnight.”

    The Doomsday Clock triggers Midnight when no Minions remain.

    • The Doomsday Clock's win condition is not announced to specifically be because of the Doomsday Clock. If you're playing Minutes to Midnight or feel flavourful, refer to it as "Midnight".
    • In setup, one Townsfolk is replaced by a good Minion. They register as a Minion in almost every way, but do not learn and are not learned by the evil team.
    • If there are no Minions alive at the start of a day, announce that Midnight has struck! If the Demon is not killed today, evil wins.

    Examples

    The in-play Minions are the evil Chessmaster and good Cryptid. The Chessmaster dies by execution. The Doomsday Clock kills the Cryptid that night. The next day, the Storyteller announces that Midnight has struck and that evil wins at dusk.

    How to Run

    Each night except the first, wake the Doomsday Clock. They choose a good player, who dies -- mark them with the DEAD reminder.

    Each dawn, if there are no Minions alive, announce that MIDNIGHT has struck and mark the Doomsday Clock with the respective token.

    Each dusk, after the execution, if the Doomsday Clock is marked MIDNIGHT, announce that evil has won.

    Attribution

    from Minutes to Midnight V2

    Demon

  26. Bio-Weapon

    Each night*, choose a player: they die. Evil & poisoned players poison their good nominees. If all alive good are poisoned, evil wins at dusk (all learn this).


    “**Breaking news!** A dangerous, mind-hijacking pathogen has escaped the laboratory! Patient Zero of the outbreak has yet to be discovered! Quarantine is to be initiated tomorrow.”

    The Bio-Weapon spreads poison like the plague through nominations, and triggers Midnight when everyone succumbs to it.

    • The Bio-Weapon's win condition is not announced to specifically be because of the Bio-Weapon. If you're playing Minutes to Midnight or feel flavourful, refer to it as "Midnight".
    • When an evil or poisoned (not drunk) player nominates a good player, the nominee becomes poisoned themselves. Evil players cannot become poisoned this way.
    • If, at the start of a day, all good players are poisoned, announce that Midnight has struck! If the Demon is not killed today, evil wins.

    Examples

    The Bio-Weapon nominates the Occultist, who is poisoned. The Occultist nominates the Physicist, who is poisoned and then nomnates the Hypnotist, who is not poisoned.

    Through frantic nominations in one day, the last alive good player becomes poisoned in the middle of the day. The night goes through as usual, and Midnight is announced at the start of the next day.

    How to Run

    During the day, when an evil or poisoned player nominates a good player, that good player becomes POISONED.

    Each night except the first, wake the Doomsday Clock. They choose a good player, who dies -- mark them with the DEAD reminder.

    Each dawn, if all alive good players are POISONED, announce that MIDNIGHT has struck and mark the Bio-Weapon with the respective token.

    Each dusk, after the execution, if the Bio-Weapon is marked MIDNIGHT, announce that evil has won.

    The Bio-Weapon might work better with a Mixologist (see: Tales from Tir-Far's Archive) on the script.

    Attribution

    from Minutes to Midnight V2

    Demon

  27. Infernoplex

    Each night, all players learn a question & must answer it correctly tomorrow or evil wins at dusk. After day 5, evil wins.


    “The heat.... so intense...”

    Infernoplex burns down the town unless staved off.

    • Each night, the Storyteller announces today's question.
    • The next day, each player may (once) publicly propose an answer to the question. Then, players put up their hand if they agree with this answer.
    • The answer with the most hands up by the end of the day is the final answer. Ties are broken by which answer was proposed first. If it is incorrect, evil wins.
    • If an incorrect final answer is given on a day Infernoplex is executed, good wins.
    • After day 5, evil wins.

    How to Run

    Each night, publicly announce to all of the player what today's question is.

    During the next day, give the players time to agree on one final answer to the question. If the answer is correct, mark the Infernoplex as STAVED OFF. Do not place this reminder on the fifth day.

    At the end of each day, if Infernoplex is alive and not marked STAVED OFF, declare that evil has won.

    Note that Infernoplex, while an incredibly dangerous Demon to face, gives Klutz-fallacy information to the good team every day they survive. Keep this in mind when designing questions.

    Demon

  28. Cessation

    After day 12, evil wins. For each nomination, the end comes 1 day sooner; for each executed Minion, it comes 2 later.



    Cessation ends the game in a heartbeat if the good team are impatient.

    • The timer is essentially a fluctuating variable when playing with Cessation. It starts at 12 and decrements by 1 every time a player is nominated and at the end of each day. It increments by 2 every time a Minion is executed.
    • If the timer reaches zero, evil wins immediately, not at the end of the day.

    How to Run

    During setup, count 12 times anti-clockwise from Cessation and mark that player with BEAT — Mark Cessation with the ONCE (12+ players) or TWICE (11 or less players) reminder.

    After each day & nomination, move BEAT clockwise to the next player. If a Minion is executed, move it anti-clockwise twice.

    If, at any time, BEAT has reached Cessation, and:

    • This is from BEAT moving anti-clockwise, or BEAT started on Cessation: Nothing happens.
    • Cessation is marked ONCE: End the game, and evil has won.
    • Cessation is marked TWICE: Remove the TWICE reminder and add the ONCE reminder.

    Thank you to Luis for telling me how to accomplish Cessation without needing 15 reminder tokens!

    Demon

  29. Singularity

    Good players' abilities are altered. Each night*, choose a player: they die & learn their ability.


    “We are all now beyond your comprehension.”

    The Singularity makes everything incomprehensible for the living.

    Demon

  30. Night Order

    First Night

    Absolut
    Chemist
    Insurrectionist
    Muras
    Chessmaster

    Other Nights

    Veraxillus
    Hysteria
    Chemist
    Insurrectionist
    Muras
    Earthmover
    Cataclysm
    Fluxicon
    Excelsus
    Bar Fighter
    Vitoo
    Physicist
    Cavalry
    Chessmaster
  31. this almanac generated using Bloodstar Clocktica