1. Good morning, class! Here at Ravenswood University, we've been researching and studying new abilities for your games. Be sure to take notes and read this textbook in advance, because all of this content could show up on the final exam. Without further ado, I'd like to welcome you to...

    The Academy
  2. is a character collection by Hystrex. These characters are generally not made to work particularly well together, and instead exist in a vacuum, ready to be put into a script (much like GSoE characters).

    I'm always learning, so feel free to send me any feedback you might have! I'll take any constructive criticism into account and likely make changes based on it.

    I aim to write at least 2 scripts with each released character: one monohybrid made to introduce the character to players, and one polyhybrid where the characters can truly shine. Apologies in advance if they're not ready by the time the character releases. I might write other scripts as well if I feel that the character has more to show off.

    You're free to use these characters in any context with credit to me, Hystrex. My credit symbol, if you find it helpful, is "∇". You don't need to ask before using my characters, but if you do write a script with any of them, I'd love to know!

  3. Cheerleader

    For every 2 players you high-five, you may privately learn a true statement. If you high-five all evil players, evil wins at dusk.


    “Give me an I! Give me an N! Give me an F! Give me an O! What's that spell? Doom for us all!”

    The Cheerleader gets crazy info when they hype up the town, but can't get too greedy.

    Every time the Cheerleader gives a high five to 2 new players, they may visit the Storyteller to learn something true about the game. This can happen multiple times in a single day.

    High-fiving a player a second time has no effect. The Cheerleader cannot high-five themself; that would be a clap, not a high five.

    During nominations, since players must be in their seats, the Cheerleader may only high-five players within arm's reach. They may not get up for the purposes of high-fiving a player.

    If the Cheerleader high-fives the last remaining evil player, evil wins at dusk, after the execution for the day. The Cheerleader does not learn that this will happen (unless it is part of their own info).

    The Cheerleader can learn anything, so get creative!

    It is up to the Cheerleader to talk with the Storyteller, not the other way around. This isn’t a public conversation, and the group can’t listen in. It’s private.

    Examples

    On day 1, the Cheerleader high-fives both of their neighbors. They visit the Storyteller and learn that a Outsider neighbors a Minion. They high-five 2 more players, then visit the Storyteller to learn that a Wielder is in play. The day ends, and night 2 begins.

    The Cheerleader high-fives the Shrike and the Ojo immediately. There are no other evil players. The Mystic is executed, then evil wins.

    BakedIce the Cheerleader high-fives half of the other players, but this happens to include the entire evil team. The demon is executed that day, and good wins.

    The Cheerleader high-fives all players consecutively, and visits the Storyteller to receive all of their info in succession. They are executed later that day, and the game continues.

    How to Run

    If the Cheerleader high-fives another player, tilt that player's token 45 degrees clockwise. For every 2 tokens that are tilted, the Cheerleader may request a private chat with you. Take them away from the circle so you cannot be overheard, and whisper a true statement. (If you have trouble remembering how many statements the Cheerleader is owed, then whenever the Cheerleader gets info, you can tilt 2 tokens that have already been tilted so that they are 45 degrees counter-clockwise instead.)

    If you tilt an evil player's token and no other evil players' tokens are un-tilted, mark the Cheerleader with the STUNT FAILED reminder. At the end of today, after the execution, if this reminder is still active, declare that the evil team has won.

    When running the Cheerleader online, instead of tilting players' tokens, mark them with a 👏 reminder.

    If, for any reason, a pair of players cannot high-five each other, they may visit the Storyteller to say that they are high-fiving. If this would be during nominations, they may publicly declare this if they are neighbors. Additional reminder tokens have also been added for online play.

    Townsfolk

  4. Mystic

    Demons who nominate, execute, & kill their last living ally become good tonight. They can't die at night, even if you're dead.


    “A little bit of well-placed fairy dust will solve all your problems, simple as that. We just don't have a way to get any... hmm, that's a problem.”

    The Mystic gives the Demon another option.

    If a Demon nominates & executes an evil player, leaving no evil players alive besides the Demon, that Demon becomes good tonight. If multiple evil players live, this cannot happen.

    The Demon does not change alignment immediately. It happens at night, after the Demon kills a player.

    If for any reason the good Demon created by the Mystic would die at night, they do not.

    Examples

    Cursed Relic is the Mystic. Palsonny, the Demon, nominates and executes the Shrike. No other evil players are alive. Tonight, Palsonny turns good.

    A Demon nominates & executes their own Minion, but since another Minion is alive, the Mystic's ability doesn't activate. They nominate & execute their other Minion, and since no other evil players live, the Demon turns good tonight.

    On night 2, a Demon turns good due to the Mystic's ability. On every subsequent night, they attack themself, but the Mystic's ability protects them. Eventually, they are executed, and win with the good team.

    How to Run

    If a Demon nominates, executes, and kills one of their allies, and the only remaining living evil player is that Demon, mark them with the MYSTIFIED reminder. Tonight, wake them and show them the YOU ARE info token and a thumbs-up to indicate that they are good.

    The player marked with the MYSTIFIED reminder cannot die at night.

    If a player marked with the MYSTIFIED reminder becomes evil, remove the reminder.

    Townsfolk

  5. Subtractor

    Each night, choose a character: learn 3 players they aren't.


    “The missile knows where it is at all times because it knows where it isn't.”

    The Subtractor knows what people aren't.

    Each night, the Subtractor can choose any character on the script. They then learn any 3 players, none of which are that character.

    If the Subtractor chooses the same character a second time, they might get a new set of 3 players, but don't have to.

    Examples

    Autumn is the Subtractor that chooses Boomdandy. There is no Boomdandy in play, so she learns any 3 players. The next night, she chooses No Dashii. Amy is the No Dashii, so Autumn learns 3 players that aren't Amy.

    How to Run

    Each night, wake the Subtractor. They point to a character on their character sheet. Then, point to any 3 players that aren't that character.

    Townsfolk

  6. Surveyor

    Each night, choose a player (not yourself): learn a character they neighbor. If they are evil, this info is arbitrary.


    “No, the guy next to you--of COURSE I'm talking to you! Move over so I can take a picture of the guy next to you.”

    The Surveyor checks players' surroundings.

    The Surveyor chooses a player, then learns one of the characters that player neighbors. They do not learn which neighbor it is, only the character.

    If the Surveyor chooses an evil player, they can learn any character. They do not learn if this happened.

    Examples

    The Surveyor chooses the Bean Spiller, who neighbors the Fortune Teller and the dead Sollos. They learn Sollos.

    Tommy is the evil Escapod, who neighbors Clare the Doom Prophet and Nicole the Innkeeper. The Surveyor chooses Tommy and learns Alasa, because they could learn any character.

    How to Run

    Each night, wake the Surveyor. They point at any player, except themself. If they chose a good player, show them the character token of one of the chosen player's neighbors. If they chose an evil player, show them any character token. Then, put the Surveyor to sleep.

    Townsfolk

  7. Babbler

    You have a Townsfolk ability. True things you are mad about might become false.


    “All roses are red, violet comes before blue. This line is false, and this line's not true.”

    The Babbler speaks in lies in order to preserve the truth.

    The Babbler has a Townsfolk ability. This Townsfolk might be in play or out of play. The Babbler does not learn which ability have, but they wake as if they were that character.

    Things that the Babbler is mad about might become false. This could be absolutely anything, so long as the Babbler is trying to convince town it is true.

    Madness, especially Babbler madness, is not the same thing as the words a player says. If the Babbler makes a statement with the intent to strongly imply that they think the statement is false, that means they are mad that the statement is false. It doesn't matter that they're technically saying the statement is true.

    Examples

    The Babbler has the Subtractor ability, and learns that Coda is not the No Dashii, and talks about this in private. Tonight, Coda's character changes from the Kazali to the No Dashii. They then use their ability to learn that Barch, the Shrike, is not the No Dashii, and tell the group about this. Tonight, Barch and Coda switch characters.

    The Babbler with the Innkeeper's ability says they'll protect the Savant tonight. Because they imply that the Savant will not die tonight, the Savant dies to the Babbler's ability tonight, right before the Babbler chooses them.

    The Babbler has the Lycanthrope's ability, and has deduced this. They have also deduced that Chal is the Faux Paw, with reasonable certainty. They claim to be the Lycanthrope, but say that Chal could never possibly be the Faux Paw. The way they say this strongly implies that Chal is the Faux Paw, and most players understand this implication. The Faux Paw changes players during the day.

    The Babbler figures out that they have the Cannibal ability, and exclaims this excitedly. Tonight, their Townsfolk ability changes from Cannibal to Huntsman. There is no Damsel in play.

    DJ the Babbler publicly claims to be the Babbler. The group decides to disregard things he says while alive, because he's probably lying about his information anyway. The Storyteller turns him into the Doom Prophet, because the Doom Prophet is not the Babbler.

    How to Run

    During setup, choose a Townsfolk ability for the Babbler to have. This Townsfolk may or may not be in play. If it has a setup effect, apply that setup effect (if it's an in-play Townsfolk, apply it twice, when applicable).

    If the Babbler has an in-play ability, mark the corresponding Townsfolk with the ABILITY reminder. If the Babbler has a not-in-play ability, replace the Babbler token with that Townsfolk token and mark it with the IS THE BABBLER reminder.

    The Babbler has this Townsfolk's ability (do not say which), and will wake at night when this Townsfolk would normally wake. If it is in play, wake them in any order.

    If the Babbler is mad about something that is true, you may change the game state so that it is false. So long as it makes what they're mad about false without adding extraneous effects, this can be anything. Change character tokens, reminders, shrouds, or other components accordingly. Use the ? reminders as needed.

    Outsider

  8. Bean Spiller

    Each night*, if you are dead, evil players wake together & see the Grimoire.


    “First the milk, then the tea. How could this day get any worse?”

    The Bean Spiller tells the evil team everything.

    If the Bean Spiller is dead, wake all evil players together and allow them to look into the Grimoire.

    They may communicate however they wish during this time, and may stand up to get closer to each other or to the Grimoire.

    Examples

    Pixlate is the Bean Spiller who got executed on the first day. Tonight, the evil team will wake together and see the Grimoire.

    Axolator the Bistella kills Mizu the Bean Spiller. She then wakes up with her evil team.

    On day 4, the Bean Spiller is alive. The evil team still hasn't seen the Grimoire.

    How to Run

    Each night if the Bean Spiller is dead, wake all evil players and show them the Grimoire for as long as they need. Put then to sleep. If the Bean Spiller dies after their turn in the night order, do this immediately.

    Remember to keep your Grimoire tidy and show it to the evil team in the correct orientation, so they can easily see who is who.

    Outsider

  9. Doom Prophet

    Each day, something bad happens. You may visit the Storyteller to learn it is 1 of 2 things.


    “I'm studying the manmade horrors so that they are no longer beyond my comprehension. Ignore Larry, he's the flesh-eating void monster behind me tearing down houses. He tends to do that sometimes, but I need to stay focused on my studies.”

    The Doom Prophet warns town of catastrophe.

    While the Doom Prophet has their ability, something bad for their team will happen each day. This can be anything, so get creative!

    These events must start during the day, but can last into the night, or even for the whole game.

    Events can be based on a condition, and can happen in the following night. They cannot, however, affect anything before the Doom Prophet is able to learn about it (i.e. before dawn).

    The Doom Prophet may consult the Storyteller to learn 2 things, in no particular order: one is the bad thing that's happening today, and the other is something else that could have been today's event, but isn't.

    The Doom Prophet may choose not to visit the Storyteller. The bad thing still happens and is not affected by this.

    Examples

    The Fisherman is poisoned by the Doom Prophet's ability. The Doom Prophet visits the Storyteller and learns that either if they die during the day, their Townsfolk neighbors will be poisoned, or that the Fisherman is poisoned.

    Paradox is the Doom Prophet. He learns that he might register as evil from now on, or that Kuro might die if they are mad they are an Outsider starting tonight. Neither are true, because Vati the Widow has made the bold choice to poison Paradox.

    How to Run

    Each day, make some kind of negative effect happen. This could be anything at all, so long as it begins during the day. Use the various ? reminders as needed.

    Once per day, if the Doom Prophet requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper two things, one being today's negative effect and one being anything at all, to the Doom Prophet.

    Outsider

  10. Alasa

    If you publicly guess (once) who the alive evil Townsfolk is, 2 players die tonight, even if you die today. [1 Townsfolk is evil]


    “mi monsuta ala. mi en sina li wile e ijo sama. o toki tawa mi. o alasa e mi.”

    The Alasa seeks out their teammate.

    If the Alasa is in the game at setup, one Townsfolk is evil.

    If the Alasa publicly guesses who the evil Townsfolk is during the day, 2 players die that night, even if the Alasa dies that day. The Alasa can only guess living players.

    Only the first guess during the day counts, and guesses from other players don't count. Once a valid guess has been made, subsequent guesses have no effect.

    If the Alasa guesses any evil Townsfolk, 2 players will die. This can be the evil Townfolk they introduced during setup, or one created by other means.

    The Alasa's killing ability can (but probably shouldn't) target dead players, reducing the apparent number of kills.

    Examples

    Ella is the evil Surveyor, and Ryan is the Alasa. Ella guesses that Jack is the evil Townsfolk, and nothing happens. Ryan guesses that Ella is the evil Townsfolk, and Jack and Ella die tonight.

    How to Run

    During setup, turn one Townsfolk character token upside down, to represent that they are evil. Wake them & inform them of this.

    At any time during the day, if the Alasa publicly guesses which player is the evil Townsfolk and is incorrect, mark the Alasa with the GUESS USED reminder. Future guesses by the Alasa have no effect.

    At any time during the day, if the Alasa publicly guesses which player is the evil Townsfolk and is correct, mark the Alasa with the GUESS USED reminder, and put both DEAD reminders in the center of the left side of the Grimoire. Tonight, place them on any 2 players: they die.

    Minion

  11. Cadenza

    If you have been executed, the Storyteller might follow your public commands from now on.


    “Nemmeno Dio può resistere alla melodia della mia musica! Also, you're flat.”

    The game becomes the Cadenza's improvised solo.

    Once the Cadenza is executed, they can command the Storyteller to do anything. If the Storyteller agrees, they will do whatever the Cadenza told them.

    Cadenza commands must be made in public. Private commands cannot be followed. A command is considered public if all players have the opportunity to hear it.

    The Cadenza may make as many or as few commands as they wish. The Storyteller may follow as many or as few commands as they feel is fun for the players. The Cadenza may even make commands at night.

    If the Cadenza is revived after being executed, they may still command the Storyteller. If the Cadenza was drunk or poisoned when they were executed, but is currently sober & healthy, they may still command the Storyteller.

    Examples

    Stick is the Cadenza who has been executed. Every day from then on, she publicly chooses a player and tells the Storyteller to poison them until dawn if they are a Townsfolk. The Storyteller poisons those players accordingly.

    The Cadenza is executed on day 3. They command the Storyteller to make some true things that the Demon is mad about become false, from now on. The Barrkoad tells players that they think a Barrkoad is in play, and turns into the No Dashii tonight.

    Bhamber, the Cadenza, is executed on day 1. For the majority of the game, he makes no commands, continuing to bluff as a good player. During nominations, when just 4 players live, he points to Foxx and says "mods, kill this man". Foxx dies.

    How to Run

    If the Cadenza is executed, mark them with the SOLO reminder. While this reminder is on the Cadenza, if they publicly command you to do something, you may follow their command. Make any mechanical adjustments to the game to match what the Cadenza wants. Use the various ? reminders as needed.

    If you wish, you may say "Music to my ears" or something similar to indicate that a command has been followed. However, this is not required.

    Running the Cadenza can be tricky. Don't be afraid to take your time to consider whether or not to follow a command. If in doubt, you can always not follow a command, and the Cadenza can repeat the command later or make a weaker version of the command, if they want. However, keep in mind that Cadenza games are most fun then as many commands are followed as possible while maintaining some balance.

    Minion

  12. Shrike

    If a good Outsider was executed yesterday & a player you oppose is executed today, your team wins. [+1 Outsider]


    “It's not malicious, I promise! I'm only saving my food for later. Just... ignore the blood stains.”

    The Shrike finishes the job after town puts an Outsider on the stake.

    On the execution immediately following an Outsider's execution, if a player of opposite alignment to the Shrike (usually good) is executed, the Shrike's team wins immediately.

    If the previously executed player was an evil Outsider, the Shrike does not detect this.

    If a Shrike is created the night after a good Outsider is executed, the win condition is active. If an opponent of the Shrike is executed today, the Shrike's team will win.

    Examples

    Moll is the Shrike and Mai is the Damsel that got executed yesterday. Curious_Goods the Surveyor is executed, and evil wins.

    Dodgydisc is an Outsider that got executed today, and a Shrike is alive. Tomorrow, nobody is executed. The Shrike's win condition does not activate, even when a good player is executed the following day.

    How to Run

    If a good Outsider is executed, mark them with the EXECUTED reminder. At the start of each night, if there's a leftover EXECUTED reminder from a previous day, remove it.

    If a player on the opposite team to the Shrike is executed while the EXECUTED reminder is in the Grimoire, immediately end the game and announce that the Shrike's team has won.

    Minion

  13. Sollos

    The Demon & a good player (you know who) might register as the other's character & know this. If the good player is executed, evil wins.


    “When mortals look into the sun, they are blinded. But when the sun looks into the eyes of a mortal, it is everyone else that is blinded.”

    The Sollos makes the voice of truth appear to be the Demon, and vice versa.

    On the first night, the Demon and a good player wake separately to learn that a Sollos is in play. The Sollos learns which good player this is. None of them learn the characters of the good player or Demon.

    Any time an ability checks them, the Demon might register as the good player's character, and vice versa. They do not register as each other's alignments (unless the Demon is good for some reason).

    If the good player changes character, or the Demon becomes a new Demon, the Sollos now instead allows them to register as the new character.

    If multiple players are the Demon, all are affected by the Sollos & know it's in play. Even with multiple Demons, only 1 good player is affected.

    If the good player is executed while the Sollos has their ability, evil wins.

    Examples

    Luis the Sollos learns Dark on the first night. They are the Bean Spiller, meaning that Pyn, the Demon, might register as an evil Bean Spiller.

    The Seamstress and Escapod learn that a Sollos is in play. The Seamstress is executed, and evil wins.

    How to Run

    On the first night, place the CASSANDRA reminder token on any good player. Wake them, show them the Sollos token, and put them to sleep. Wake the Demon and show them the same thing. Finally, wake the Sollos and point to the good player with the CASSANDRA token, then put them to sleep.

    Each time the Demon is targeted by an ability that detects or affects characters, choose whether they register as their own character, or as the character of the player with the CASSANDRA reminder. Do the same for that good player, allowing them to register as the Demon's character. (Do whatever is appropriate, such as showing a different character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect certain characters.)

    If at any point the player with the CASSANDRA reminder is executed, immediately end the game and announce that the evil team has won.

    Minion

  14. Time Eater

    If you are executed, a good player learns this & your team wins each dusk unless a living evil player is executed. [-1 Outsider]


    “Time is money. Money is power. Power is pizza. And pizza is delicious.”

    The Time Eater blends in with the Outsiders until it's too late.

    If a Time Eater is in play at setup, one Outsider is removed from the bag and replaced with a Townsfolk. If there were already no Outsiders, nothing else is removed.

    If the Time Eater is executed, a good player will learn that this happened tonight. They don't directly learn who it is.

    Once this has happened, the Time Eater's team wins at dusk if a good player is executed, if a dead player is executed, or if no player is executed. If a living evil player is executed, nothing happens, but the effect remains active.

    If an execution would cause good to win, it does so before the Time Eater's ability causes evil to win. For example, if a good Demon dies by execution (and no other Demons live), good wins, even with an active Time Eater.

    Examples

    Aba the Time Eater claims Doom Prophet and gets executed on day 2. On night 3, Nerdguy the Subtractor learns that a Time Eater was executed. He is promptly executed the following day, and evil wins.

    The Time Eater is executed, and a good player learn this. The next day, a Minion is executed, followed by an evil Townsfolk, followed by the Demon. Good wins.

    How to Run

    While setting up the game, before putting the character tokens in the bag, remove one Outsider character token and add one Townsfolk character token. (If there are no Outsider tokens to remove, do not add a Townsfolk token.)

    If the Time Eater is executed, place the LEARNS TONIGHT reminder on any good player. Tonight, wake them, show them the THIS CHARACTER SELECTED YOU info card, then the Time Eater token. Put them to sleep.

    Afterward, if a good player is executed, or if no player was executed today, declare that the Time Eater's team has won.

    Minion

  15. Barrkoad

    Each night*, choose a player: they die. Every 2nd Townsfolk neighbor to your left yields reversed info. [Even Townsfolk count]


    “Black is White. White 1s Bl4ck. B14cK 15 WH!73 I5 8I@(K !S VV#Y+E !5 &/_@{I< ^Z VV//|||||[[Gonzales what h@ve you done.]]”

    The Barrkoad reverses exactly half of town's info.

    If a Townsfolk an even number of steps to the left of the Barrkoad (or an odd number of steps to their right) gets information, it is reversed. Anything that would be true is made false, and vice versa.

    The Barrkoad does not affect information gained by other means, such as when the Storyteller explains the rules, or when a player’s character or alignment changes.

    If a Barrkoad is in play at setup, there will be an even number of Townsfolk in play. This typically means an Outsider was either added or removed.

    In the event that a Barrkoad is in play with an odd number of Townsfolk, the info reversal doesn't loop through the Barrkoad. Always count out every second Townsfolk from the Barrkoad's left, and stop once you hit the Barrkoad.

    Examples

    Ma'ayan is the Surveyor seated immediately to the left of the Barrkoad. Since they aren't an even number of Townsfolk to the Barrkoad's left, their information is unaffected. Coven the Seamstress is seated immediately to Ma'ayan's left, and chooses them and the Barrkoad. He learns a "yes", because his information is reversed.

    The Barrkoad is in seat 1, seats 2 through 7 are filled with 3 Outsiders and 3 Minions, and seats 8 and 9 are both Townsfolk. Out of only the listed players, only seat 9's information is reversed.

    How to Run

    When preparing the bag, after all other modifications have been made, check to see if there is an odd number of Townsfolk (with no modifications, this is always true). If so, add or remove an Outsider from the bag, swapping it with a Townsfolk token.

    On the first night, counting from the Barrkoad's left, mark every second Townsfolk with a REVERSED reminder. Skip over all Outsiders, Minions, Demons (except the Barrkoad), and Travelers when counting. Stop when you arrive back at the Barrkoad. If anyone's character type changes to or from Townsfolk, update the reminders accordingly.

    When giving info to any Townsfolk with a Reversed reminder, their information is reversed. Anything that should be true is instead false, and anything that should be false is instead true.

    Each night except the first, wake the Barrkoad. They point at any player. That player dies.

    Optional rule "Active Barrkoad": If there is ever an odd number of Townsfolk in play with a Barrkoad, a player changes character to correct this.

    Demon

  16. Bistella

    Each night*, choose a player: they die. If you die by execution, your team loses. [1 Minion is Bistella]


    “To protect the world from devastation! To unite all peoples within our nation! To denounce the evils of truth and love! To extend our reach to the stars above!”

    The Bistella is double the Demons and twice the vulnerability.

    In a Bistella game, there is an extra Demon in play. From the second night onward, both Demons kill a player if alive.

    The Bistellae wake separately to kill, in the order that the Storyteller decides.

    If a Bistella dies by execution, the game immediately ends & their team loses. If an excecution does not kill them, or they die by any other means, this does not happen.

    Examples

    On night 2, one of the Bistellae kills themself at night. The game continues, because a Demon still lives.

    TrashWarlock and Mist are both Bistellae. Trash kills Schnauzer the Cult Leader and Mist kills Ekin the Village Idiot. Mist is then executed, and good wins.

    How to Run

    During setup, remove a Minion token from the bag and replace it with a second Bistella token. On the first night, wake both Bistellae during Demon info, & allow them to make eye contact as you show them who the Minions are (if there are any). Each Bistella receives their own set of bluffs, which may or may not overlap with each other.

    Each night except the first, wake a Bistella. They choose a player. Place a DEAD reminder token on that player. Put them to sleep, and repeat this for the other Bistella.

    If a Bistella dies by execution, declare that their team has lost.

    Demon

  17. Escapod

    Each night*, you may choose a living player: swap characters. If it is after your 3rd day & after day 4, evil wins.


    “Another word to sell, another story to tell, another timepiece ringing the bell. Do you hear the clock stop when you reach the end?”

    The Escapod can get out of almost any situation, but needs to stay put to win.

    On any night but the first, the Escapod can choose a living player to immediately swap characters with.

    If a player has been the Escapod for at least 3 days, evil wins, starting from dusk. If the Escapod dies, or if it is before the fourth dusk of the game, this does not happen.

    Swapping characters resets this 3 day counter.

    Examples

    Nadia is the Escapod. On night 2, she chooses Markus, the Baron, and they swap characters. On night 4, Markus decides to swap with Valerie, the Sollos. Valerie doesn't choose anyone with her ability, and after 3 days, evil wins.

    The Escapod chooses the good Moonchild, and they swap characters. Town executes the newly made good Escapod, and good wins.

    How to Run

    Each night except the first, wake the Escapod. If they shake their head no, put them to sleep. If they choose a player, swap their character tokens in the Grimoire and show them the YOU ARE info token, then their new character token. Put them to sleep. Wake the new Escapod and show them the YOU ARE info token, then the Escapod token. Put the new Escapod to sleep. Remove any DAY 2 and DAY 3 reminders.

    At the beginning of day 4, put the DAY 4 reminder in the center of the left side of the Grimoire.

    At the beginning of the first day, and of any day in which the Escapod has no DAY 1, DAY 2, or DAY 3 reminder, mark them with the DAY 1 reminder. At the beginning of each following day, mark the Escapod with DAY 2, then DAY 3 reminders. If a day ends and the Escapod is marked with the DAY 3 reminder and the DAY 4 reminder is in the center of the left side of the Grimoire, declare that evil wins.

    Demon

  18. Majorix

    If 2 allied players die by execution, their team loses. Your vote secretly doesn't count. After day 3, evil wins. [+1 Majorix]


    “Any good competition is decided by a best of three. Come forward. Let's play.”

    The Majorix plays best-out-of-three.

    In a Majorix game, there is an extra Demon, but neither of their votes count. If they vote, count their vote as normal, but secretly keep track of the true vote tally.

    If, at any point, 2 good players or 2 evil players have died by execution, the game ends immediately with their opponents winning.

    At the end of day 3, if a team has not won yet, evil wins.

    Examples

    Pebbles and Requiem are both the Majorix. Waffles the Mutant and Person the Recluse both die by execution. Since 2 good players died by execution, evil wins.

    5 good players and a Majorix vote on a nomination. The Storyteller announces that it has received 6 votes, despite only having 5 real votes. That player is later executed, as no subsequent nominations got more than 4 votes that day.

    How to Run

    During setup, remove a Townsfolk from the bag and replace it with a second Majorix token. On the first night, wake both Majorices during Demon info, & allow them to make eye contact as you show them who the Minions are. Each Majorix receives their own set of bluffs, which may or may not overlap with each other.

    If a Majorix votes, count it aloud as normal, but keep track of the real vote tally (excluding their vote) in your head. Mark who is about to die with the ABOUT TO DIE reminder. At the end of the day, declare that they are executed.

    If a player dies by execution and one of their allies is marked with an EXECUTED reminder, declare that the other team has won. If a player dies by execution with no EXECUTED ally, mark them with the EXECUTED reminder.

    Demon

  19. Wielder

    Each night*, choose a player: they die. You have a not-in-play Minion ability on your 1st night & day.


    “I am merely the hilt; my true power is derived from whatever blade I find in my possession.”

    The Wielder has a Minion ability, but not for long.

    On the first night & day, the Wielder has the ability of an out of play Minion. On the first night, they learn which.

    If the Demon has an ability that modifies the setup, such as a Shrike, these changes are made during setup, as normal.

    If a Wielder is made partway through a game, they have the Minion ability on their first night & day.

    Immediately after dusk, the Wielder loses their Minion ability, but can still kill a player each night.

    Examples

    Lady Mist is the Wielder with the Goblin ability. On the first day, she claims goblin when nominated and is executed that day. Evil wins.

    The Wielder has the Godfather's ability. An extra Outsider is in play, and the Wielder learns which Outsiders are in play. They will never kill with the Godfather ability.

    How to Run

    When preparing the bag, decide which Minion ability the Wielder will have. Set it aside and apply any setup abilities it has.

    On the first night, wake the Wielder and show them the character token of the Minion ability they have. Place it by the Wielder token, and treat the Wielder as if they had this character ability.

    After dusk, if the Wielder has a Minion token by their character token, remove it from the Grimoire.

    Each night except the first, wake the Wielder. They point at any player. That player dies - mark them with the DEAD reminder. Put the Wielder to sleep.

    Demon

  20. Horde

    People may travel in as Hordes on your team. Other Hordes die with you & get no vote token. You don't count for exile vote majority.


    “A billion is a lot.”

    The Horde is many players that act as one.

    If a Horde is in play, other non-players are allowed and encouraged to travel in as additional Hordes. They will always be the same alignment as the original Horde.

    If one Horde dies for any reason, all do. The first Horde to die keeps their vote token, but the rest lose it because they were killed by the Horde ability.

    Hordes don't count towards the vote threshold required to exile a Traveler (even non-Hordes). They count as players for all other purposes.

    There is no limit to how many Hordes can be in play at once.

    If a player has called for the exile of a Horde today and the Storyteller believes there hasn't been a meaningful change to justify the time spent on another exile, they may deny the exile of a Horde. If no Horde's exile has been called for today, they cannot do this.

    Examples

    Alice, Bob, Charlie, Dave, and Eve travel in together as Hordes. The Storyteller decides that they will be evil, and they all learn this & learn that Zack is the Demon. Later, Zack kills Dave at night. In the morning, all of the Hordes are dead, and Dave has a vote token while Alice, Bob, Charlie, and Eve do not.

    There are 50 Hordes in play, and 10 other players. All of them are alive. 30 votes are required to execute a player. 5 votes are required to exile a player. A Horde player is exiled. They die & keep their vote token, and the other 49 Hordes die and lose their vote token.

    How to Run

    If Horde is in play and someone would like to travel into the game, consider making them the Horde, especially if there are only 1 or 2 Hordes. They must be the same alignment as the other Horde(s).

    If a player calls for the exile of a Traveler, do not include living Hordes in the vote threshold for exile. Count all other Travelers, and count all votes as normal.

    If a Horde dies, all other Hordes die as well. When announcing their death, also announce that all other Horde players have no vote token. Indicate which Horde still has theirs.

    If you run out of Horde tokens, more Hordes can still travel in. They just won't get new tokens; their alignment still matches the existing Horde.

    Traveller

  21. Sorcerer

    Each day, you may publicly make a wish. If granted, it might have a side effect & its effects last until you die.


    “Wizards are overrated.”

    The Sorcerer can do anything, as long as they don't push it too far.

    The Sorcerer can wish for anything at all. Only public wishes that all players can hear count. If the Storyteller deems it too powerful or otherwise unfun, they will deny the wish. The Sorcerer can try again on subsequent days.

    These wishes might have a side effect to act as a cost to the wish. If the Sorcerer visits the Storyteller, they might learn all or part of the side effects, but the Storyteller might hide this information.

    The effects of these wishes and side effects last until the Sorcerer dies, unless they wish for them to end sooner.

    Examples

    Ben is the Sorcerer. He wishes for the Gnome ability, and Jams is announced as the Amigo. There is no side effect.

    Steven the Sorcerer wishes that dead players can nominate. The side effect is that alive players cannot nominate. Steven tries to nominate after making the wish, but the Storyteller says no.

    The good Sorcerer wishes to learn who the Demon is. The Storyteller denies the wish, spending their daily wish.

    How to Run

    When the Sorcerer makes a wish, either verbally or via text, decide whether to accept or decline the wish. If the wish is declined, prompt the Sorcerer to wish again, or tell them that they have no more wishes today.

    If the wish is granted, say “Your wish is granted.” or “Your wish is my command”, or nod, or otherwise signal that their wish is accepted. Now or later, you may make a side effect: make whatever mechanical adjustments to the game you feel are necessary for the wish to be balanced. Use the various ? reminders as necessary.

    If the Sorcerer wishes for something that's too strong for either team, whether good or evil, it is often best to deny it. Make sure the Sorcerer knows this in advance. If they wish for something that explicitly benefits their team, without saying which team, allowing more powerful wishes can be more fun.

    Traveller

  22. Highroller

    Each night*, if at least 2 good players live, each evil player may choose to die.


    “Aww dangit!”

    The Highroller lets the evil team choose to die.

    Each night except the first, evil players may choose to die.

    If they can't die for some reason, they do not.

    Examples

    Diego is the Shrike who is bluffing Gambler. He chooses to die at night via the Highroller's ability.

    Siddh is the Pukka, and Kohava is the Evil Twin. Siddh decides to die at night in order to gain enough social trust to convince town to execute the good twin. Because the Evil Twin's ability is active, the game continues even with a dead Demon.

    How to Run

    Each night except the first, if at least 2 good players live, wake each living evil player individually and show them the Highroller token. If they nod their head yes, they die--add a shroud to their token. Put them to sleep, and repeat this for all living evil players.

    Depending on the script & which characters are in play, you may choose not to wake the Demon. In many cases, saying yes would lose the game immediately, so you can skip that step entirely.

    Fabled

  23. Unifier

    Something good might happen to players who most prioritize interactions with players new to the group.


    “Okay, this is Crazy. Crazy, this is Okay. Now that you two have met, would you like to meet my other friends, Woah and Insane?”

    Use the Unifier to make sure everyone feels included.

    In a group where almost everyone knows each other, those not in the in-group can feel left out. The Unifier encourages the in-group to talk to the others more than themselves, bursting the social bubble.

    The players who do the most to prioritize daytime interactions with players new to the group to make them central parts of the game get rewarded.

    The Unifier is designed to leave play one it's done its job. Once the new players no longer feel excluded, the Unifier has done its job and can leave play. This might be after one game, or after two, or even before the first nominations phase; it depends on the group. Leaving the Unifier in play too long can lead to in-group players interacting with others ONLY because of the Unifier, further alienating them. Once the new players have formed memories with the group, it is usually time to remove the Unifier from play; use your own judgement.

    Examples

    Tir-Far, who doesn't know most of the players, has a great time forming social trust with Magica on day 1. She also has a long conversation with Blitz. The Storyteller announces that Blitz's vote counts for double today. Tonight, Magica is sober & healthy until dawn and learns this, then the Unifier leaves play.

    Squ4ll has played with this group before, but still feels left out of games because everyone else has someone they'll always talk to first. The Storyteller adds the Unifier into play and declares that Squ4ll is "new". Caffeine makes an effort to talk to him, and they form a new inside joke that persists throughout the game. Everyone has fun.

    How to Run

    On the first day, declare which player or players the Unifier asks players to prioritize, with their consent. Add the Unifier token and their reminders to the Grimoire, and mark each prioritized player with a PRIORITIZE reminder.

    During the day, pay attention to which players are making the biggest effort to interact with the prioritized player(s). If they make a genuine attempt to make them feel included and prioritized over other players, something good happens to them. Mark them with the SOMETHING GOOD reminders as needed.

    Remove the Unifier at any time, declaring when you do so.

    Fabled

  24. Mirorim

    Name some characters. Their abilities only work while they are dead.


    “Does my reflection look back at me? Does it feel the same things I do? Does it know my deepest darkest secrets? I'd die to know.”

    The Mirorim makes players want to die in order to gain their abilities.

    If the Mirorim is in play, some characters' abilites will only work while those players are dead, instead of when they're alive. All players know which characters are affected.

    Any setup effects of Mirrored characters still work as normal.

    Any number of characters might be affects. There might be only one, or twenty, or anything in between. It's up to you.

    If a character thinks they are a Mirrored character, wake them as if they are Mirrored, regardless of whether or not they are actually Mirrored.

    Demons and Travelers can be Mirrored, but it is not recommended. Fabled and Loric cannot be Mirrored.

    Examples

    The Mirorim favors the Alsaahir, Knight, Flowergirl, Village Idiot, Heretic, and Organ Grinder. The Flowergirl is executed on day 1, and tonight they learn that a Demon voted today.

    Wrendle is the Surveyor, which is Mirrored on this script. On night 1, they do not wake. On night 2, the Demon kills them, and they wake that night to choose a player and learn information.

    The Mirorim favors the Balloonist and Witch in this game. There is no Balloonist in play, but the Demon learns it as a bluff. Lawrence, the Witch, bluffs Balloonist, and gets executed on day 1. Each night from now on, he curses a player with his Witch ability.

    How to Run

    At the start of the game, declare that the Mirorim is in play. Add the Mirorim token to the Grimoire. Declare which character(s) are favored by the Mirorim. If the favored character(s) are in play, mark them with the Mirorim’s MIRRORED reminders.

    Mirrored players do not have their abilities while they are alive. Do not wake them due to their own ability (you should still wake them for other reasons, such as receiving Minion info). If a Mirrored player dies, they gain their ability. From now on, run their ability and wake them as normal.

    Attribution

    Icon credit: FakeTier

    Fabled

  25. The Line

    Characters below The Line are in an unfinished state. They are still unreleased, but feel free to look. [Probably not on the script]


    “It's true that the pursuit of knowledge can occur in isolation. But the best work is done in chorus with others. Come, see my flaws, so that we can collaborate to improve upon them as a community.”

    The Line separates the released from the unreleased.

    I've made the choice to make my unreleased characters public. I don't have a problem with people knowing about my unfinished work, especially when they know it's unfinished.

    Feel free to send me your feedback on these characters! This applies to all Academy characters, but it applies even more to the unreleased characters.

    If you'd like to use an unreleased character on a script, that's fine. Keep in mind though that it might receive major changes or get scrapped entirely. And, as always, make sure to credit me.

    ....don't use this as a character. I hope I didn't have to tell you that.

    Fabled

  26. Newsie

    Each day, visit the Storyteller to learn a statement. You may guess if it is true: if wrong, you lose your ability & learn this.


    “Extra, extra, read all about it! The fish are gone!”

    The Newsie provides town with unique information, but some of it is mere propaganda.

    Each day, the Newsie can visit the Storyteller to learn something. This could be anything, so get creative!

    At any point from then until dusk, the Newsie may guess if the statement is true. This can be part of the same consult, or the Newsie can leave the Storyteller and return on the same day.

    If the Newsie guesses wrong, the Storyteller will tell them that they've guessed wrong. They also lose their ability, and cannot learn more news by talking to the Storyteller. If this happens while the Newsie is drunk or poisoned, they still permanently lose their ability.

    If the Newsie guesses correctly, they learn this by proxy of not losing their ability. If the Newsie makes no guess in a day, they do not lose their ability.

    Townsfolk

  27. Queen Bee

    All Townsfolk besides you start knowing the same secret word. Each day, if an evil player guesses it or you, your team loses.


    Townsfolk

  28. New Character

    If you die at night, choose up to 3 good characters: if alive, they learn you're in play.


    Townsfolk

  29. Defuser (rename?)

    If the evil player seated closest to you is a Minion, they are drunk.


    Townsfolk

  30. Flittermouse

    Each night, you learn your closest living evil player's character. If they are a Demon, learn a not-in-play character instead.


    The Flittermouse knows what threats are closest to them.

    Townsfolk

  31. Lover

    Minions know who you are. If you are the only Lover, you are evil but don't know this. You are sober & healthy. [+0 or +1 Lover]


    Outsider

  32. New Character

    If the Storyteller believes you are the most trusted Outsider, you might be executed. [+1 ???]


    Outsider

  33. Here's the Reviver

    Once per game, at night*, choose a dead player: they rise, good can't win if they live, & dead Demons keep killing, even if you die.


    Minion

  34. Genesis

    Each night*, choose a player: they die. A good player knows your setup effect. If you publicly guess it (once), evil wins. [???]


    “You will not certainly die, for God knows that when you eat from it your eyes will be opened, and you will be like God, knowing good and evil.”

    Attribution

    Icon credit: Morbitcon was here

    Demon

  35. Bloodbath (Loric)

    Players that die by execution may choose a player: they die. If they & the executee are both good, the Demon acts twice tonight.


    Fabled

  36. Needle's Eye (Loric)

    Name 2 players (not a Demon & their ally): if either is executed, evil wins if they're allied & good wins if not.


    Fabled

  37. Night Order

    First Night

    Wielder
    Sollos
    Surveyor
    The Line
    Subtractor
    Genesis

    Other Nights

    Bean Spiller
    Escapod
    Bistella
    Wielder
    Alasa
    Sorcerer
    Surveyor
    The Line
    Mystic
    Time Eater
    Horde
    Barrkoad
    Subtractor
    Highroller
    Genesis
  38. this almanac generated using Bloodstar Clocktica