
Hawkshaw
You start knowing a player who is closer to a Minion than they are to the Demon.
The Hawkshaw knows where to look.
Townsfolk

You start knowing a player who is closer to a Minion than they are to the Demon.
The Hawkshaw knows where to look.
Townsfolk

You start knowing 1 in-play evil character. If the character you know dies, you learn another tonight.
The Whaler knows their quarry, but can't yet see it beneath the waves.
On the first night, the Whaler is shown "Baron." When Eve, the Baron, is executed, the Whaler learns "Scarlet Woman"
The Whaler is shown "Imp." The Imp kills themselves in the night. The Whaler learns "Imp."
The Whaler learns "Poisoner." The Recluse dies in the night. The Whaler learns "Fang Gu." Neither the Poisoner nor the Fang Gu are in-play.
Mark one evil player with the KNOW reminder.
During the first night, wake the Whaler. Show them the character token of the player marked KNOW. Put the Whaler to sleep.
Each time the player marked KNOW dies, mark a new evil player with the KNOW reminder. That night, wake the Whaler, show them the character token of the player marked KNOW, then put the Whaler to sleep.
Townsfolk

Each night, guess how many players would wake tonight: if correct (once), they instead learn you are the Rockstar.
The Rockstar puts on the best concert Ravenswood Bluff has ever seen.
Townsfolk

Each night, choose a player: you learn a character type they are not.
The Duke learns what character type people are... but not quite.
The Duke chooses a player who is the Mutant. The Duke learns that this player is not a Townsfolk.
The Duke chooses a player who was the Philosopher but gained the Flowergirl ability earlier that night. The Dreamer learns that this player is not a Minion.
Today, both the Evil Twin and the Artist claimed to be the Artist. That night, the Duke chooses the player who is the Evil Twin. If the Storyteller wanted to help the good team, they could show they're not a Townsfolk. But the Storyteller decides to help evil, so they show the Duke they are not the Demon.
The Duke chooses a player who is the Vortox. The Duke information must be false because the Vortox is in play, so the Duke learns that this player is not the Demon.
Each night, wake the Duke. They point at any player. Point to a character type on the character sheet that isn't the same as the player they chose. Then, put the Duke to sleep.
Try to avoid showing the Duke "Outsider", as this is the least useful information they can learn, especially if there are no hidden outsiders on the script (Drunk, Húdié, etc)
Townsfolk

Each night, you may choose a player: today, privately learn their alignment (arbitrary if all other alive Magi did). [+0 to +2 Magi]
Townsfolk

Each night*, learn a character the Storyteller believes you should think about.
The Aesthete knows what possibilities to consider.
Alice, the Drunk, thinks she is the Virgin. She is nominated by Bob, who isn't executed. That night, Eve the Aesthete learns "Poisoner."
Alice is the Sailor, who does not die when executed. She declares she is sober. That night, Bob the Aesthete learns "Devil's Advocate."
Eve is the Artist, who learns that 1 + 1 does not equal 2. That night, Alice the Aesthete learns "No Dashii."
If showing the Aesthete a Traveller, Fabled, or Loric, it should be one that's in play.
Townsfolk

Each night*, Minions wake to choose unique alive good players: you learn who. If you are chosen, you die.
The Fire-Walker learns who the Minions want them to.
Townsfolk

Each night*, choose a player: chosen Outsiders die & learn you are the Mowltaker. [+1 Outsider]
The Mowltaker clears out the unwanted.
Townsfolk

Each night*, if 3 or more unique public statements were made yesterday, learn if most were true.
The Bursar keeps an archive of receipts.
Townsfolk

Each day, you may visit the Storyteller to learn a piece of advice that harms the winning team.
The Plotter stands against authority, regardless of who it is.
Townsfolk

Each day, you may visit the Storyteller to learn a cryptic hint about the gamestate.
The Cosmonaut drifts through the cosmos, deciphering the infinite paisleys of the constellations.
Alice is the Cosmonaut, & it is day 1 of a Psaliphim game. She learns the hint "Do you hear that?" in reference to the Psaliphim's icon being a bell. On day 2, the Psaliphim has put a Sentry into play. Alice learns "You're being watched."
Bob is the Cosmonaut on the 3rd day. He is told "Sometimes you've got to stop & smell the roses" because the Godfather killed a player last night.
Charlie is the Cosmonaut & learns "I don't like politics." She concludes that this is to indicate that a politician is in play. However, she was told this because the Leviathan was bluffing as the Mayor.
Once per day, if the Cosmonaut requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper a cryptic phrase to the Cosmonaut. (If you cannot think of one straight away, either take your time or ask them to come back in a few minutes.)
Townsfolk

Once per game, at night*, 1 player dies & another lives.
Townsfolk

Once per game, during the day, publicly choose a player: if they are a Minion, they die & you regain this ability.
The Constable wields the long arm of the law.
Townsfolk

Once per game, visit the Storyteller to learn something you did right. Once, while dead, do so to learn something you did wrong.
The Student learns what they did well, and what they didn't.
The Student, Julie, almost got the Baron executed yesterday. Julie uses her ability and learns they nominated a Minion.
The Student, Xavier, dies and learns they trusted Bob, the Dreamer. This is because Bob is drunk from the Sweetheart's ability.
Shalya, the Student, correctly guesses in-play evil characters, then later visits the Storyteller and learns she did so.
Twice per game, the Student will ask to use their ability. If they are alive, in private, tell them something they did right. Then, put the Right reminder by the Student token. If they are dead, in private, tell them something they did wrong. Then, put the Wrong reminder by the Student token.
It's very easy to give very strong info by accident. Be careful out there.
Townsfolk

On your 1st night, choose 1 player for each Minion: if you all live, you're all safe from the Demon.
The Vicar protects their flock.
Townsfolk

On the 1st night, before evil info, choose a player: if evil, they swap characters & alignments with a good player.
The Punk inspires people to fight for their cause.
On the 1st night, Alice the Punk chooses Eve the Imp. Eve becomes the good Empath and Bob (the former Empath) becomes the evil Imp.
Eve the Punk chooses Bob, who is good. Nothing happens.
Bob the Artist is turned into the Punk on night 2 by the Pit-Hag. Since it is not the first night, she does not choose someone
During the first night, before Minion info, wake the Punk. The Punk points at a player. Put the Punk to sleep.
If the player the Punk pointed to is evil, swap their character token with a good player's token. One at a time, wake each swapped player, show them the YOU ARE info token and their new character token, then put them to sleep.
Townsfolk

You are safe from Minions. If chosen by one, learn each other's characters.
The Boxer never loses a fight.
On the first night, the Poisoner chooses the Boxer. The Boxer is not poisoned, learns the Poisoner chose them, and the Poisoner learns they chose the Boxer.
The Assassin chooses the Boxer. The Boxer dies, learns the Assassin chose them, and the Assassin learns they chose the Boxer.
There is a Xaan in play with 2 Outsiders. On night 2, the Boxer is not poisoned.
If a harmful Minion effect would affect the Boxer, it doesn't. (Use your best judgement)
At night, if a Minion chooses the Boxer, immediately show the Minion the Boxer token. Put the Minion to sleep. Wake the Boxer, and show them the Minion's character token. Put the Boxer to sleep.
If a Minion chose the Boxer today, Wake the Minion & show them the Boxer token. Put the Minion to sleep. Wake the Boxer, and show them the Minion's character token. Put the Boxer to sleep.
JINXES
"Safe" is quite poorly defined when it comes to the multitudinous effects Minions can produce. As such, the Storyteller is free to designate any and all effects as "harmful", so long as they make it clear to their group.
Townsfolk

You start by choosing 3 players: chosen Minions become Outsiders until either your 3rd day or you die.
The Furze-Burner lights the moors.
Flavour text translated by Raoul
Townsfolk

When the Demon kills you or a Minion they learned, they learn a Minion. If that Minion lives on the final day, good wins.
The Rat-Catcher keeps the plague contained... until they die.
Alice, the Rat-Catcher, dies to the Demon at night. Eve, the Cerenovus, gains this ability. The Demon kills Eve, and Bob (the Harpy) gains the ability.
Eve, the Rat-Catcher, dies to the Demon at night. Alice, the Witch, gains the ability. She curses herself, nominates, and dies. Nothing happens.
Bob, the Rat-Catcher, is alive on the final day. Nothing happens.
If the Rat-Catcher is killed by the Demon, place the INFESTED reminder token next to a Minion. Wake the Demon. Point to the player marked INFESTED, show the THIS CHARACTER SELECTED YOU info token, then the Rat-Catcher token.
If it is the final day, and a Minion marked INFESTED is alive, declare that the good team has won, and end the game.
Flavour by Pyn, ability reword by Palsonny
Townsfolk

If you die at night, learn 1 evil player. [+0 or +1 Milkmaid]
The Milkmaid learns who soured the milk.
Jinxes
Townsfolk

If you die at night, an opposing player you nominated this game dies (unless either team would win).
The Action Hero takes their rivals down with them.
If the Action Hero died tonight, choose an opposing player who they nominated: If neither team would win, mark them with the DEAD reminder. In the morning, announce them as dead (Do not say why.)
Townsfolk

If the Demon is the only living evil player, learn who they are tonight.
The Dean needs silence to complete their work.
Townsfolk

If the Demon would kill you at night, a Minion dies instead. If you left your seat in the town square today, you're drunk until dawn.
The Troll has unimaginable strength, but turns to stone during the day.
Each day, check to see if the Troll left their seat to talk with another player (Asking for rules clarifications with the Storyteller does not count, nor does leaving their seat for unrelated reasons, e.g. to use the bathroom). If they did, mark the Troll player with the DRUNK reminder token. If you are unsure, wake the Troll player and ask them — they must answer honestly.
During the night, if the Demon attacks the Troll, and the Troll is not drunk, the Troll remains alive & a Minion dies instead — put the Demon's DEAD reminder token by that character token instead of the Troll, and put a shroud on that character token instead of the Troll.
At dawn, declare that the player marked DEAD died at night. (Do not say how they died.)
Townsfolk

If an evil player nominated another today, you die tonight.
The Hippie can't stand infighting, even amongst their enemies
Townsfolk

If you find me, make a wish. 1 Outsider knows a clue to where [I'm hidden. +1 Outsider]
The Arkan Sonney brings good fortune to anyone who catches them.
Experimental (obvs!)
Townsfolk

All Townsfolk are sober, healthy, & get true info. On your 2nd night, you (& only you) die.
The Two-Headed Calf makes the world a better place for as long as they are with us.
Townsfolk

The Demon's neighbors register as good Outsiders to good abilities. [+0 or +1 Outsider]
The Curarist induces visions to detect the Demon's presence.
Townsfolk

Good players who nominate you become Lemmings. If 1 Lemming dies, all do.
The Lemming makes people follow them... sometimes off a cliff.
Townsfolk

Minions know an Official is in play. Each night*, if the Demon wasn't nominated today, all Minions are drunk until dusk.
The Official sows distrust in the evil team.
Townsfolk

Minions & Demons don't learn their characters until you die & wake without prompt. [Minions & Demons draw blank tokens]
The Ornithologist hides the evil team from themselves.
Townsfolk

1 good player can't die. If you guess who (once), they become a Mentor when you die.
The Mentor trains someone in their ways.
Townsfolk

1 of your alive Townsfolk neighbors learns false info & the other true. If you die at night, learn which.
The Postmaster gets people's letters in a muddle.
Townsfolk
1 Minion has the Golem ability: if they nominated the Demon today, they learn this.
Townsfolk

Executions on you fail if you're nominated by an opposing player. 1 player registers falsely to you.
The Escape Artist causes executions to fail if evil players want them dead.
Art by DarkArtist
Townsfolk

There are an even number of Outsiders in play. [+0 or +1 Outsiders]
The Orchard Keeper likes neat and even rows.
Jinxes
Townsfolk

Each night, learn a player: you are mad they are evil or you might be executed.
The Believer is paranoid.
Each night, wake the Believer and point to a player. Mark that player with the MAD reminder.
At any time (even at night), if you believe that the Believer is not mad about that player being evil, then you can decide to execute the Believer. Declare this to the group. They die - mark them with a shroud.
If you execute them during the day before the normal execution happens, go to the night phase. (There is a maximum of one execution per day.)
Outsider

Once per game, at night, the Demon chooses who you are. If you died today, they may choose another tonight. [You don't start in play]
The White Elephant is a burden.
Flavour by Mist
Outsider

You think you're a Townsfolk. Once per game, you & some players wake to lose your abilities, even if dead. The Demon learns who.
The Húdié thinks they're a townsfolk until their dreams bring about a shocking revelation...
While setting up the game, before putting character tokens in the bag, remove the Húdié token and add a Townsfolk character token. Add the Húdié's IS THE HÚDIÉ reminder token to the Grimoire. Put the swapped Townsfolk character token in the bag, not the Húdié character token.
While preparing the first night, put the Húdié's IS THE HÚDIÉ reminder token by any Townsfolk character token, changing that player's character to the Húdié. They are now an Outsider, and do not have the ability of this Townsfolk character. (But they think they do.)
Treat the Húdié as if they were drunk. They wake when their townsfolk would wake, may get false information, &c.
Once per game, at night, mark any number of players with the Húdié's BUTTERFLY reminder token. Wake all players marked (& the Húdié) and show them the "This character selected you” info token and the Húdié token, then put them back to sleep. That same night, wake the Demon and show them the "This player is" info token and the Húdié token, then point to all marked players before putting them back to sleep.
While you can wake the Húdié on any night, and wake any number of players, do keep in mind how this effects the game. Waking more players or the Húdié waking on an earlier night are more damaging than waking fewer players or the Húdié waking on a later night. Be warned!
Art by DarkArtist, ability ft. Elluna
Outsider

You think you're another character. If you publicly resign, you win. [All other players are secretly Storytellers]
The Everyman's life is a lie.
Made in collaboration with Drossel :3
Outsider

You might be good or evil & don’t know which until you stop being a living Orc, or it's the final night. [All Outsiders are Orcs]
The Orcs form a horde, but don't know what team to play for.
Eve is an Orc. She is evil. There are no other Outsiders.
Alice is an Orc. She is good. When she dies, she learns this.
Alice, Bob, and Eve are all Orcs. On the first day, they form a blood pact and go around the town square saying "Orc Orc Orc". On the final night, they learn they are good.
While setting up the game, replace all Outsider tokens in the bag with Orc tokens.
During the first night, decide how many Orcs will be evil, and flip the Orcs' character tokens upside down to represent that the Orcs are evil.
If an Orc dies or changes character, wake the Orc. If the Orc is good, show them a thumbs up. If the Orc is evil, show them a thumbs down. Put the Orc to sleep.
On the final night, wake all remaining Orcs separately. If the Orc is good, show them a thumbs up. If the Orc is evil, show them a thumbs down. Put the Orc to sleep.
Because Orcs do not know their alignment for most of the game (and when they do learn it, they are usually dead), it is acceptable to make 2 Orcs evil, although it is advised to not make more evil Orcs than that.
Outsider

You're only in-play if you shouldn't be, & vice versa. [+1 or -1 Outsider]
The Vagrant travels around.
It is a 7 player game, and there should be no Outsiders in play. Alice is the Vagrant.
It is an 8 player game. If there is a Vagrant, there must be another Outsider. If there isn't, there must be no Outsiders.
It is a 9 player game with a Baron. There must be 3 Outsiders in play, and none can be the Vagrant.
While setting up the game, before putting the character tokens in the bag, decide if one of the Outsiders is going to be the Vagrant. If it is, remove a Townsfolk token from the bag, and add an Outsider token. If they aren't, remove 1 Outsider token and add a Townsfolk token.
If the bag would be made with 0 Outsiders, remove a Townsfolk token and add the Vagrant. If all on-script Outsiders would be in play, remove the Vagrant token from the bag, and add a Townsfolk token.
Outsider

When you die, 1 Minion becomes an unlisted character & you learn which.
Outsider

If you died today or tonight, 2 players equidistant from you become evil Minions & learn the Demon. [-1 Minion]
The Barometz bears vile fruit.
During setup, remove one Minion token from the bag and add a Townsfolk in its place.
If the Barometz dies, mark 2 players equidistant from them with SPROUTS TONIGHT reminders. That night, wake the chosen marked players (together or separately). Show the YOU ARE info token, then the Minion token. Show the YOU ARE info token, then give a thumbs down. Point at the Demon. Replace their character tokens with the Minion tokens and put the new Minions to sleep.
Outsider

If you died today or tonight, the Demon gains the ability "If you kill yourself this way, a Minion becomes your character" & learns this.
The Equerry lets the Demon flee if the horses are loose.
Outsider

If you are mad that any information is false, you might be executed.
The Gobemouche can't disagree.
Outsider

If you're mad you're a Townsfolk, you might become one. [+0 or +1 Outsider, most Outsiders are Kabuki]
The Kabuki must put on a show.
Alice & Eve are Kabuki. Alice is mad as the Investigator, while Eve is mad as the Village Idiot. Neither of them know the other is a Kabuki.
On night 4, the Storyteller agrees that Luis (the Kabuki) has caused enough confusion by being mad as the Bounty Hunter, and turns them into the Sage.
Before the game starts, while setting up the bag, replace at least half of the Outsider tokens with the Kabuki. You can also replace up to 1 Townsfolk token.
At any point, if you think a Kabuki has successfully upheld madness to your liking, you can change their token out for a Townsfolk one. At the start of the next night (or immediately, if it is night), tell them their new character.
JINXES
Outsider

If you are the 1st player to die the way you did, something bad happens & you may visit the Storyteller to learn what.
Outsider

If you draw this token, you may redraw, but learn false info once. Townsfolk become leftover evil characters. [+1 Townsfolk in the bag]
The Quaaltagh wishes everyone a happy new year.
Outsider

If the Demon was nominated today, they may choose if they swap characters with a Minion tonight.
The Fenoderee takes requests literally.
During the day, if the Demon is nominated, mark them with the SWAPS TONIGHT reminder. That night, wake the Demon. Show them the THIS CHARACTER SELECTED YOU info token, then the Fenoderee token. The Demon either nods or shakes their head. Put the Demon to sleep. Remove the SWAPS TONIGHT reminder. If the Demon nodded their head, swap the character tokens of the Demon and a Minion player of your choice. One at a time, wake each swapped player, show them the YOU ARE info token and their new character token, then put them to sleep.
Flavour by Mist
Outsider

If an ally nominates & executes the Demon, your team loses. When you learn that you died, choose a living player to gain this ability.
The Spacefarer saves the day!.. or else.
Outsider

If there’s only 1 Yeoman in play, 1 Townsfolk is drunk. Otherwise, 1 Outsider is. [+0 or +1 Yeoman.]
The Yeoman needs a drinking buddy.
This was made in conjunction with Xhorian, flavoured as "Rice Farmer" for their script.
Outsider

If only Outsiders & Demons live, Demons turn good & living Outsiders turn evil (even if dead).
The Margrave lets Outsiders steal the Demon's victory.
Thank you Ella for helping me fix up the final version
Outsider

The 1st dawn you're dead, publicly choose 1 alive player: if they are not executed today, your team loses at dusk.
The Shrew curses those who let her die.
The 1st time the Shrew player wakes up after being declared dead, they must declare that they are the Shrew and then point at any player. (Give them time.) If the player they chose is not the player executed that day (or no-one is executed), the game ends and the evil team wins. If they are, the game continues.
If the Shrew chooses a player (who is not the Demon), and the Demon is executed (ending the game), the good team wins.
In the strange situation the Shrew is evil, it is the evil team who loses when their choice is not executed.
Outsider

The Demon has a not-in-play Minion ability, even if you die. You both know which.
The Scullery Maid lets another Minion ability enter play.
While setting up the game, before putting character tokens in the bag, make any changes that are indicated in brackets on the Demon's two character abilities. Afterwards, place this second character token by the Demon character token.
During the 1st night, wake the Scullery Maid and the Demon separately. Show the THIS CHARACTER SELECTED YOU info token, then the Scullery Maid token, then the Minion token. Place this second character token by the Demon character token.
Treat the Demon player as if they had this character ability, as well as their own Demon ability.
Outsider

The Demon's ability has been changed & they know what it is. You know the change, but not the ability.
The Explorer knows how they change the Demon's ability, but not what from.
The No Dashii's ability has been changed to "Each night*, choose a player: they die. Your 2 alive Townsfolk neighbors are poisoned." the Explorer learns the word "Alive" The Explorer has changed the Leviathan's ability to "[...] After day 4, evil wins." they learn "Day 4", The Storyteller changes the Vortox's ability to "[...] Good abilities yield false info. [...]". The Explorer learns "Might"
While setting up the bag, decide if the change to the Demon's ability will affect setup. If it will, make any relevant changes to the bag. Then, write the Demon's new ability on a piece of paper, or on a phone.
During the first night, wake the Demon. Show this ability, then put them to sleep. Wake the Explorer, show them the part of the ability they changed, then put them to sleep.
From now on, even if the Explorer is dead, drunk, poisoned, or leaves play, run the Demon's new ability instead of their old one.
Outsider

Players who aren't mad you're the Tsarina might be executed.
The Tsarina demands recognition.
Outsider

Players who are mad you're evil might die at night.
The Vigilante does the right thing... right?
Outsider

Minions start knowing an improbable condition & you know a clue to it. If it happens (once), you're executed, even if dead.
The Unicorn is being hunted.
Jinxes
Outsider

You start knowing 1 in-play good character & they know a Chameleon is in play: your ability is based on theirs.
The Chameleon blends in.
Minion

You start knowing a Grimoire &, even if you die, your team wins if it becomes real. The 1st time something goes wrong, it doesn't.
The Clairvoyant guides town until they're exactly where she wants them to be.
Flavour by Mist, art by Ice!
Minion

At night, players who raise their hand turn evil: if most players are now evil, followers turn good & your team wins.
The Goatherd grants town the opportunity to defect- unless everyone does.
Minion

Each night, choose 2 players: their info is nonsensical until dusk.
The Charlatan cons people out of their information.
The Charlatan has chosen Alice the Empath. She is woken up and learns '3', then is put back to sleep.
The Charlatan has chosen Bob the Fortune Teller. He is woken up to choose 2 players, then is told 'Green'.
The Charlatan has chosen Eve the Chambermaid. She is woken to choose 2 players. The Storyteller hands her a vase before putting her to sleep.
Each night, wake the Charlatan. They point to 2 players. Mark them with the CONNED reminders. Put the Charlatan to sleep.
If either player with the CONNED reminder would learn information, wake them at their normal place in the night order. Instead of telling them their information, tell them something completely nonsensical.
Minion

Each night, you may choose a player: their ability becomes slightly worse until you die, & they learn this.
The Luddite sabotages town's machinery.
Alice, the Luddite chooses Eve, the Steward. She learns her ability is now "You start knowing 2 players, at least 1 of whom is good"
Eve, the Luddite chooses Bob, the Courtier. She learns her ability is now "Once per game, at night, choose a character: they are drunk for 2 nights & 2 days."
Bob, the Luddite, chooses herself. She learns her ability is now "Each night, you may choose a player: their ability becomes slightly worse until you die, & they learn this. The Storyteller may prompt you to choose differently."
Each night, wake the Luddite. The Luddite points to a player. Put the Luddite to sleep. Mark the player as SABOTAGED. Invent a slightly worse ability for that player, and write it down on a piece of paper, or on a phone.
Wake the player marked SABOTAGED. Show them their new ability. Put them to sleep.
If the Luddite dies, wake all players marked SABOTAGED separately and show them their character tokens. Put them to sleep.
The Luddite can require a lot of work for the Storyteller, and isn't a particularly strong Minion. Its raison d'être is simply its existence as a very funny character, similar to Charlatan.
OPTIONAL RULE: I can see the argument to be made that outsiders should have their abilities made worse for the good team. Feel free to run it this way! The main reason I went with the ruling I did was through comparison with poisoner.
Minion

Each night, you may choose a player: all players learn their character. Tomorrow night, they die.
The Dullahan foretells of people's death.
Minion

Each day, you may visit the Storyteller & offer something: the Storyteller offers something in return.
Minion

If you die by execution, your nominator becomes a not-in-play evil Minion tonight.
The Carpenter forces those who kill them to live with their guilt.
Thanks to ma'ayan for fixing an egregious grammatical error
Minion

If the Demon kills you at night & the next executee is evil, your team wins.
The Perkeo practices stillness.
Alice is the Perkeo, and is killed by the Imp on night 2. The Imp is executed on day 2. Evil wins.
Eve is the Poisoner. She is executed today, after the Demon killed the Perkeo last night. Evil wins.
Bob is the Alchemist with the Perkeo ability. She was killed by the Demon last night. The Psychopath is executed today, and good wins.
If the Perkeo is killed by the Demon, place the HOLLOW reminder token next to the Perkeo. If the next player to be executed is evil, the Perkeo's team wins.
Minion

If a living Outsider is nominated & you claim to be the Buggane, your team wins if they're not executed. [+1 Outsider]
The Buggane drives town to kill those who don't belong.
Alice is the Buggane. Alice nominates Eve, who is the Klutz, and she claims to be the Buggane. After votes are counted, Eve is not 'about to die'. Evil wins.
Alice is the Butler. Bob nominates Alice, and Eve claims to be the Buggane. Alice is not executed, and evil wins.
While setting up the game, before putting character tokens in the bag, remove a Townsfolk character token and add an Outsider character token.
If the Buggane claims to be the Buggane when a living Outsider is nominated (and before voting begins), declare that this player has claimed to be the Buggane, so that all the group hears. Put the CORNERED reminder by the Outsider token.
If a living Outsider is marked CORNERED and none were executed, then declare that evil wins.
It's pronounced /bʊˈgɛːn/.
Art by Dark <3
Minion

If all dead good players have their vote token on the final day, your team wins.
The Fraudster makes town cash out early.
Minion

The 1st time you die, you live but register as dead. Living votes don't count & a majority isn't required. Vote tokens aren't spent.
The Samedi makes the dead dance to their rhythm.
Minion

The 1st Minion to die (even you) becomes a Minion character of your choice, then keeps their ability.
The Cambium preserves the dead.
Minion

Outsiders are drunk, even if you die at night. [+3 Outsiders]
The Jarl brings their raiding party with them.
Minion

From the 3rd time a player is named, any players who do so might be executed.
The Yad al-Jawza strikes down those who speak the names of others.
Alice is the Noble. On the first day, she says her Noble pings are "Bob, Charlie, and Eve." She is executed.
Eve is the Steward. She says her ping is wearing a skirt. Multiple people are wearing skirts, so this isn't a 'name.'
Bob, the Goblin, says "Bob Bob Bob Bob Bob" all day, every day. This is annoying, but nothing happens.
The first time any player's name is spoken, mark the Yad al-Jawza with the ONCE reminder token. The second time this happens, mark the Yad al-Jawza with the TWICE reminder token. The third time, mark them with the SHOWTIME! reminder token, and you may execute the player who said the name.
If the Yad al-Jawza is marked with SHOWTIME!, you may execute any player who says a players name.
"Name" is pretty vacuous, so I suggest ruling it as an "unambiguous moniker"- that is, if you can say they are referring to a single person without any doubt, that's a name!
You should be executing frequently, the 'might' is to stop evil from controlling every execution.
Minion

Each night*, choose a player: they die & poison 1 good neighbor until dusk.
The Myrkkymato kills & poisons its victims in a single bite
Demon

Each night*, choose a player: they die. If a Minion died today, choose 3 instead.
The Fawn mourns the death of its young.
Demon

Each night*, choose a player: they die. On the final day, if any Minions live, good wins. [+1 Minion]
The Automata require clockwork precision.
Demon

Each night*, choose a player; they die. Outsiders nominated today might be executed. [+1 Outsider]
The Cacophony causes quite the commotion.
Demon

Each night*, choose 2 players: 1 dies. If they're different character types, both do. [-1 to +1 Outsider]
The Behemoth has massive killing power if it can find the sinners.
Demon

Each night*, choose 2 players: they die. Good players who cover their eyes instead of waking can't die tonight.
The Temptation gives players a choice.
Alice is the Fortune Teller and covers her eyes. The Temptation chooses to attack someone else, because she wouldn't die.
Bob is the Empath and covers her eyes. The Shabaloth attacks her and she dies.
Eve is the Banshee and covers her eyes. The Temptation attacks her and she dies.
At the start of each night, even if the Temptation is not in play, all players choose whether to cover their eyes or not. (You may want to remind them of this.)
If, while running the night, you would wake a good player with their eyes covered, do not, and move on to the next player. If you would wake an evil player with their eyes covered, do so regardless.
Each night except the first, wake the Temptation. They point at any two players, one at a time. Put the Temptation to sleep. In the order chosen, each chosen player dies—mark them with DEAD reminders.
Demon

Each night*, choose a player: they die. If you're executed before the final day (ending the game), both teams lose.
The Eris turns the game on its head.
The Eris is executed before the final day. Both teams lose.
It is the final day, & the Eris is executed. Good wins.
Each night except the first, wake the Eris. They point at any player. Put the Eris to sleep. The chosen player dies- mark them with a DEAD reminder.
On the final night, mark the Eris with the LAST CHANCE reminder token. If they are executed today, end the game as normal. If the Eris is executed and they don't have the LAST CHANCE reminder on them, declare that the game is over and no-one has won. This should be fairly rare, so feel free to be dramatic about it.
Demon

Each night*, choose a player: they die. Outsiders you kill keep their ability & poison 1 Townsfolk neighbor. [+1 Outsider]
The Olalla grants love to those who deserve it most.
While setting up the game, before putting the character tokens in the bag, remove one Townsfolk character token and add one Outsider character token.
Each night except the first, wake the Olalla. They point at any player. Put the Olalla to sleep. If the chosen player isn’t an Outsider, that player dies - mark them with a DEAD reminder.
If the chosen player is an Outsider, that player dies - mark them with a DEAD reminder and a HAS ABILITY reminder. The closest clockwise or closest counterclockwise Townsfolk to the Outsider becomes poisoned - mark them with a POISONED reminder.
Demon

Each night*, a player might die. The dead are evil & lose if only 3 players live & no nominations occur. [No evil characters]
The Hand pits the fallen against their friends.
It is day 1. No players are dead, so everyone is good.
On the final day, Alice nominates Bob. Evil wins.
On the final day, all living players agree to not nominate. Good wins.
While setting up the game, before putting character tokens in the bag, remove all Minion & Demon character tokens, and replace them with any Townsfolk or Outsider tokens.
Each night, if a player died yesterday, wake them. Inform them of their new alignment. Put them to sleep. (If they look confused, point to the Hand ability on the character sheet.)
Each night, except the first, a player might die – mark them with a DEAD reminder and a shroud. Inform them of their new alignment. Put them to sleep.
On the final day, when just 3 players are alive, if an alive player makes a nomination, declare that the game has ended and that evil wins. Otherwise, if the day ends with no nominations, good wins.
Jinxes
Demon

Each night*, choose a player: they die. If only 3 players live, evil wins. If you lose, players mad you are in play lose with you.
The King in Yellow drives people to madness.
The King in Yellow is my attempt to make "Loss-con Madness" actually work, but like all characters of this calibre, players need to be okay with the Storyteller making their best judgement as to what constitutes "being mad that the King in Yellow is in play". Madness is a tricky thing to judge, and sometimes players will think they weren't mad when the Storyteller does.
Big inspo from Dela's "Hastur" from faer script "[REDACTED]"
Demon

Each night*, choose a player: they die. On the final day, all players learn they may not talk & 1 good player chooses who is executed.
The Iscariot lets 1 player snatch defeat from the jaws of victory.
Each night except the first, wake the Iscariot. They point at any player. Put the Iscariot to sleep. The chosen player dies- mark them with a DEAD reminder.
On the final night, mark 1 good player with the JUDAS reminder. Tomorrow, when all players wake up, loudly announce that the Iscariot is in play, and that the good player marked JUDAS should choose someone- begin a countdown if necessary. If they chose someone, declare that they have been executed, and end the game. If they refuse, declare that the day is over with no execution.
If a player accidentally talks, remind them that the Iscariot is in play. Mistakes happen. Just play on and have a private chat later.
Demon

Each night*, choose a player: they die. 1 good player knows the unlisted Minion is 1 of 2 players. [A Minion has an unlisted Minion character]
The Stowawry has brought a surprise with them.
Dave, the Stowawry, has a Psychopath as his Minion. James, the Village Idiot, knows 1 of Samantha or Debora is the Psychopath.
Alice, the Spy, is an unlisted Minion. Eve, the King, knows either Alice or Bob is the Spy.
Alice, the Marionette, learns one of Eve and Bob is the Baron. There is no Stowawry in play.
During setup, replace 1 Minion token in the bag with one from another edition of Blood on the Clocktower.
While preparing the first night, put the Stowawry's WITNESS reminder token by 1 good player, put the Stowawry's MINION reminder token by the unlisted Minion character token, and put the Stowawry's WRONG reminder token by any other character token.
During the first night, wake the player marked WITNESS and point to the players marked MINION and WRONG. Show the character token marked MINION to the player marked WITNESS. Put them to sleep.
Scripts aren't built for unlisted characters, so be very very careful.
If you plan to include Homebrew characters as a possibility for the unlisted minion, let your players know which collections or scripts you are allowing beforehand.
Demon

Good wins if (& only if) you're executed on day 6, even if dead. If you're dead on night 6, 1 good player learns this.
Demon

Each dawn, publicly choose a new place to sit. Your alive neighbors can't die at night, if they're your alignment.
Traveller

Each night*, learn who died & choose 1: tomorrow, you may learn a fact about them.
Let the Sexton announce who died!
Traveller

Each night*, choose an alive player: if they agree, you choose if they are poisoned until dusk, or cannot die until dawn.
Traveller

You're evil. You can't vote or nominate. [You don't enter alone]
The Chorus travels in together
Tripartite creation by myself, Panfex, & BakedIce
Traveller

Only you know what your object does. Only other players may use it.
The Curator owns magical artefacts, but dares not wield them.
Traveller

Once per game, at night*, deaths are arbitrary.
Fabled

Drunk or poisoned players cannot learn true info.
Add the Mixologist if your script has too much poison or drunkenness.
Fabled

If an evil player would lose the game with their choice, they might have no effect.
Add the Lady of Sorrows to your game if evil players might end the game unknowingly.
Alice is the Klutz, who becomes the Demon after being chosen by the Fang Gu. That same night, Bob, the Witch, witch-curses Alice. When Alice nominates tomorrow, she does not die.
Bob, the Poppygrower, has prevented Alice, the Psychopath, from learning her Demon, Eve. During the day, when Alice attempts to use her ability to kill Eve, nothing happens.
Adam, the Snake Charmer, chooses Dom, the Fang Gu. Isaac, the Pit-Hag, then turns Adam into the barber. The Lady of Sorrows is not in play, so the game is over and the good team wins.
At the start of the game, declare that the Lady of Sorrows is in play. Add the Lady of Sorrows token to the Grimoire.
At any time, if an evil player makes a decision that would cause the game to end in a good win, you can choose that this does not happen (Do not say that it has)
Fabled

Instead of tokens, players draw small relevant objects.
The Little Girl doesn't have guests for her Tea Party, so she makes her own.
The Grandmother is in play. A Werther's Original is added to the bag.
The Seamstress in play. A thimble is added to the bag.
The Farmer is in play. A toy cow is added to the bag.
When I made this character, I forgot some people don't draw tokens in secret. If you're running this character, draw tokens in secret. You can thank me later.
Fabled

Players might wake at any time (or not at all). Days might end early.
Parasomnia gives the Storyteller complete control over day & night.
Fabled

Before the game begins, all players vote for some setup choices.
Add the Waitress to your script if players should get a say in the design.
The Storyteller is running a script with Leviathan and Riot. Since the players will know which Demon is in play regardless, they use the Waitress to let the players vote for which Demon will go in the bag.
Fabled

The Storyteller announces an unlisted character that might be in-play: evils learn if it is.
Fabled



















































