Wowzers that's a lot of characters

Wowzers that's a lot of characters
If you die at night, an opposing player you nominated dies (unless either team would win).
Townsfolk
Once per game, during the day, visit the Storyteller to learn the ally who is harming, & the enemy who is helping, your team the most
Townsfolk
Each night*, learn a character the Storyteller believes you should think about.
Townsfolk
The 1st Minion to die becomes your alignment & learns you [+1 Minion, -1 Outsider]
Townsfolk
You are safe from Minions. If chosen by one, learn each other's characters.
Townsfolk
Each day, if 3 or more unique public statements were made, that night*, you learn if most were true
Townsfolk
Once per game, during the day, publicly choose a player: if they are a Minion, they die & you regain this ability.
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
The Demon's neighbors register as good Outsiders to good abilities. [+0 or +1 Outsider]
Townsfolk
If the Demon is the only living evil player, learn who they are tonight.
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.
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, Zhuangzi, etc)
Townsfolk
If nominated by an opposing player, executions on you fail. 1 player registers falsely to you.
The Escape Artist causes executions to fail if evil players want them dead.
Art by DarkArtist
Townsfolk
The Pixie learns an out-of-play character instead. If you die at night, learn who needs to die. [+the Pixie]
Townsfolk
Each night*, Minions & Demons wake & choose a unique alive good player: you learn who. If you are chosen, you die.
Townsfolk
You start by choosing 3 players: chosen Minions become Outsiders until your 3rd day.
Townsfolk
Each day, you may visit the storyteller to say a number: You learn something that has that answer
Townsfolk
You start knowing a player who is closer to a Minion than they are to the Demon
Townsfolk
If an evil player nominates another today, you die tonight.
The Hippie can't stand infighting, even amongst their enemies
Townsfolk
Good players who nominate you become Lemmings. If 1 Lemming dies, all do.
Townsfolk
If you die at night, learn 1 evil player. [+0 or +1 Milkmaid]
Townsfolk
Each night*, choose a player: chosen Outsiders die & learn you. You might register as evil. [+1 Outsider]
The Mowltaker reveals themselves to any Outsiders they choose, killing them in the process, but might register as evil to any onlookers.
Townsfolk
There are an even number of Outsiders in play. [+0 or +1 Outsiders]
Townsfolk
Minions & Demons don't learn their characters until you die. [Minions & Demons draw blank tokens]
Townsfolk
Each day, you may visit the Storyteller to learn a piece of advice that harms the winning team.
Townsfolk
1 of your alive townsfolk neighbors learns false info & the other true. If you die at night, learn which.
Townsfolk
On the 1st night, choose a player: If evil, they swap characters & alignments with a good player.
Townsfolk
If the Demon kills you, an alive Minion gains this ability & "Good wins on the final day, the Demon knows who you are."
Townsfolk
Each night, guess how many players would wake tonight: If correct (once), they instead learn you.
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.
Townsfolk
All Townsfolk are sober, healthy, & get true info. On your 2nd night, you (& only you) die.
Townsfolk
On your 1st night, choose 1 player for each Minion: if you all live, you're all safe from the Demon.
Townsfolk
Each night, a player's information is nonsensical.
Townsfolk
You start knowing 1 in-play evil character. If the character you know dies, you learn another tonight.
Townsfolk
If you died today or tonight, 2 players equidistant from you become evil Minions & learn the Demon. [-1 Minion]
Outsider
Each night, learn a player: If you are not mad they are evil, you might be executed.
Outsider
Each day, an alive player may publicly choose another: they die. If a good player does this, good loses at dusk.
Made by Tir & Ice, based on Ice's Captain
Outsider
If you died today, the Demon may choose a player tonight: they die, even if for some reason they could not.
Outsider
If you died today or tonight, Minions may choose Townsfolk to gain the ability of & register as.
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.
Outsider
The Demon's ability has been changed. You know the change, but not the ability.
The Explorer knows how they change the Demon's ability, but not what from.
Outsider
If the Demon was nominated today, they may swap characters with a Minion tonight.
Flavour by Mist
Outsider
If you are "mad" that any information is false, you might be executed.
Outsider
Good can't win if all Outsiders are dead, even if you are. [-1 to +1 Outsider, most Outsiders are Kabuki]
Outsider
You think you're a Townsfolk & get correct info. If you die at night, you register as alive & get false info until you would die again.
Outsider
You might be good or evil & don't know which until you lose your ability or the final night. [All Outsiders are Orcs]
The Orcs form a horde, but don't know what team to play for
Outsider
Each night, if evil is losing, 1 evil player learns a good player's character.
Outsider
You start knowing a day. On that day (dawn to dusk), if good would win, evil does instead. If you die, the Demon learns when.
This is Inysyns by Elluna but if it was an outsider go check out TBA
Outsider
If you draw this token, you may redraw, but learn false info once. Townsfolk become leftover evil characters. [+1 Townsfolk in the bag]
Outsider
The Demon has a not-in-play Minion ability, even if you die. You know which.
Outsider
The 1st dawn you're dead, publicly choose 1 alive player: if they are not executed today, your team loses at dusk.
Outsider
The number of living outsiders is constant, even if you are dead.
Outsider
Minions start knowing an improbable condition & you know a clue to it. If it happens (once), you're executed, even if dead.
Outsider
You're only in-play if you shouldn't be, & vice versa [+1 or -1 Outsider]
Outsider
Players who are "mad" you're evil might die at night.
Outsider
1 Townsfolk is drunk, even if you're dead. If a Minion is dead, you're drunk.
Outsider
Once per game, at night, the Demon chooses who you are. If you die by execution, they may choose another player to become a White Elephant. [You don't start in play]
Flavour by Mist
Outsider
If there’s only 1 Yeoman in play, 1 Townsfolk is drunk. Otherwise, 1 Outsider is. [+0 or +1 Yeoman.]
This was made in conjunction with Xhorian, flavoured as "Rice Farmer" for their script.
Outsider
You think you're a Townsfolk. Once, at night, you & some Townsfolk lose your abilities & learn this, even if dead. The Demon learns who.
The Zhuangzi 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 Zhuangzi token and add a Townsfolk character token. Add the Zhuangzi's IS THE ZHUANGZI reminder token to the Grimoire. Put the swapped Townsfolk character token in the bag, not the Zhuangzi character token.
While preparing the first night, put the Zhuangzi's IS THE ZHUANGZI reminder token by any Townsfolk character token, changing that player's character to the Zhuangzi. They are now an Outsider, and do not have the ability of this Townsfolk character. (But they think they do.)
Treat the Zhuangzi 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 townsfolk with the Zhuangzi's BUTTERFLY reminder token. Wake all players marked (& the Zhuangzi) and show them the "This character selected you” info token and the Zhuangzi token, then put them back to sleep. That same night, wake the Demon and show them the "This player is" info token and the Zhuangzi token, then point to all marked players before putting them back to sleep.
While you can wake the Zhuangzi on any night, and wake any number of townsfolk, do keep in mind how this effects the game. Waking more players or the Zhuangzi waking on an earlier night are more damaging than waking fewer players or the Zhuangzi waking on a later night. Be warned!
Art by DarkArtist, ability ft. Elluna
Outsider
Townsfolk can't die tonight if a player claims Buggane with an alive Outsider nominee. If they are not executed, evil wins. [+1 Outsider]
Art by Dark <3
Minion
If you die by execution, your nominator becomes a not-in-play evil minion tonight.
Thanks to ma'ayan for fixing an egregious grammatical error
Minion
You start knowing 1 in-play good character & they know you are in play: your ability is based on theirs.
Minion
Each night, choose 2 players: their info is nonsensical until dusk.
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.
Flavour by Mist
Minion
Players who raise their hand at night turn evil until you die. If this gives evil a majority, followers turn good & your team wins.
Minion
When a player is nominated, you may publicly forbid that nomination. You may only forbid the nomination of 1 evil player per day.
Minion
Outsiders are drunk, even if you die at night [+3 Outsiders]
Minion
You choose which players are which Outsiders. [-? to +1 Outsider]
Minion
If the Demon kills you at night & the next executee is evil, your team wins.
Minion
You start knowing which Outsiders are in play. [-1 Outsider or +1 unlisted Outsider]
Minion
If most dead players have their vote token on the final day, your team wins.
Minion
If you die by execution, all players learn that the next living executee's team loses.
Minion
The Bounty Hunter starts knowing you. If they're mad you're evil, they're poisoned. [+the Bounty Hunter]
Minion
Each night*, choose 2 players: 1 dies. If they're different character types, both do. [-1 to +1 Outsider]
Demon
Each night*, choose a player; they die. Outsiders nominated today might be executed. [+1 Outsider]
Demon
Each night*, you may choose up to 3 players: they die. If any do not, evils die instead
Demon
Each night*, choose a player: they die. If a Minion died today, choose 3 instead.
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.
I am aware some might not find this character fun, please stop telling me
Demon
Each night*, learn your best & 2 worst kills: choose 1. Then, learn 1 of your worst kills (not your choice) & choose again: They die.
This was created as a wording exercise. It's weak as hell, I know, but it has a legible yet complex ability in very few characters
Demon
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. Outsiders you kill keep their ability & poison 1 townsfolk neighbor. [+1 Outsider]
Olalla keeps outsider abilities in play after their death, and makes them worse to boot.
Demon
Each night*, choose a player: they die. You know your Minion's characters & wake instead of them. Minions think they're good characters.
This is just Chimneysweep by DarkArtist but as a demon, go check them out :3
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]
Demon
Each night*, choose an alive player: if they agree, you choose if they are poisoned until dusk, or cannot die tonight
Traveller
Each day, publicly choose a unique place to sit. Your alive neighbors cannot die if allied & are poisoned if not.
Traveller
Each night*, learn who died & choose 1: tomorrow, you may learn a fact about 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
Fabled
The Storyteller announces an unlisted character that might be in-play: Evils learn if it is.
Fabled