Just a fun collection of characters based off the SCP Universe, more top-bottom designed than bottom-top balanced. These include wacky and extraordinary concepts that push the boundaries of BOTC whilst still fitting within what makes it special.

Just a fun collection of characters based off the SCP Universe, more top-bottom designed than bottom-top balanced. These include wacky and extraordinary concepts that push the boundaries of BOTC whilst still fitting within what makes it special.
The worlds of Blood on the Clocktower and the SCP Foundation have clashed in a tremendous crossover! In this collection, you'll find chaotic characters that range from simple to complex, each based off an SCP, Group of Interest, or Person of Interest from the SCP Foundation Universe! In this collection, there is a surplus of each character type present that make use of the SCP Universe's lore:
Townsfolk take up arms and utilize SCP objects directly, taking the objects and tools into their hands that help contribute to the forces of good. Through the use of these SCP objects they wield, they help uncover the Demon and the Minions that support them, prolong the life of their teammates, or even disrupt evil activity, with such items as instant-cure pills (SCP-500), infinitely bouncy rubber balls (SCP-018), desire-reading cameras (SCP-978), and stones that enable travel to different worlds (SCP-093).
Outsiders are anomalous and unexplained humans (& humanoids) of the foundation, and while they are still aligned with the foundation and wish to prevent the Demon's uprising against the town, their biological or social behaviour hinders their own team unfortunately. Their effects usually sit on either disastrous while alive to dangerous while dead, including such characters as the unwilling dimension-hopper (SCP-507), the clown who forces people to laugh (SCP-1799), or the guy... with a fish head (SCP-527).
Minions are composed of dangerous SCPs, including those that may or may not be considered sapient. The Minions in this collection have a diverse set of skills and abilities that allow them to work well in any script, despite not having much synergy individually in this. These dangerous SCPs include a moving statue (SCP-173), a misanthropic AI (SCP-079), a memetic hazard (SCP-055), light lamps that project demonic shadows (SCP-205), a stalking quadruped (SCP-372), a child-hating unbreakable pinata (SCP-956), a skeleton that rips the skins off others (SCP-3114), a hypnotizing music sheet composed of other's blood (SCP-012), a complex structure of pipes (SCP-015), a mechanically-converting virus (SCP-217), and even bullets that shoot from the sky (SCP-2578).
Demons have joined forces with the most dangerous SCPs to become lethal walking hazards during the night, as their powers wreck havoc against the poor citizens of the town. These Demons range from quiet and slightly game altering, to loud and completely insane to deal with, whether your on their opposing team, or not. This rogue's gallery brings in threats and monsters such as a plague doctor with a killing touch (SCP-049), a surface-phasing masochist (SCP-106), a giant immortal reptile (SCP-682), endothermic voice-stealing predators (SCP-939), a mask that possesses others (SCP-035), invisible sleep-preventing monsters (SCP-966), a teddy bear that constructs evil creations (SCP-1048), a staircase to hell (SCP-087), a horde of lawn flamingos (SCP-1507), a shadow that steals the living (SCP-017), an incurable skin disease (SCP-610), and a briefcase that holds something worse than death, but greater than life (SCP-5000).
Lastly, Travellers are made up of a variety of the abovementioned types of SCPs between safe and dangerous. However, none of these SCPs (nor their wielders) have any true alignment to the cause against good and evil, and thus exist in a grey area where their abilities are all over the place. They include a body-enhancing cola bottle that eventually kill it's drinker (SCP-207), a book of diseases that transmits them upon reading (SCP-1025), an amulet preserving the life of a junior research (Dr. Bright), and [DATA REDACTED] (SCP-701).
Twice per game, at night*, choose a player: the 1st Townsfolk, Outsider, & Minion who choose them with their ability before you next wake die then.
The Ball o' Death (SCP-018) is a rubber ball that increases it's bounciness efficiency for each bounce. However, the velocity of the bounces within it's space can prove fatal.
Each night except the first, remove any BALLIN' reminder on any player marked with it, and all players with the BOING! reminder die - replace their BOING! reminder with the DEAD reminder, then wake the Ball o' Death. They either shake their head no or point at any player. Put the Ball o' Death to sleep.
If the Ball o' Death chose a player, mark them with the BALLIN' reminder. The Ball o' Death loses an ability charge - mark them with either the 1 USE reminder, or if they already have that reminder, the NO ABILITY reminder and remove their night token from the night sheet (The Ball o' Death won't wake again.)
At any time, if a player chooses to use their ability on a player with the BALLIN' reminder and there isn't a player of the same character type marked with the BOING! reminder, mark them with the BOING! reminder.
{
"id": "ballodeath_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/ballodeath_scp_fragmented_veil.png",
"otherNightReminder": "All marked players die. If the Ball o' Death has not yet fully used their ability: Ball o' Death either shows the 'no' head signal, or points to a player. The 1st Townsfolk, Outsider, & Minion choosing them with an ability are marked to die when you next wake.",
"reminders": [
"Ballin'",
"Boing!",
"Boing!",
"Boing!",
"1 use",
"Ability used",
"Dead",
"Dead",
"Dead"
],
"name": "Ball o' Death █",
"team": "townsfolk",
"ability": "Twice per game, at night*, choose a player: the 1st Townsfolk, Outsider, & Minion who choose them with their ability before you next wake die then.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 51.018
}
Ability: @legitch. Image: @le_nuberto
Townsfolk
Each day, visit the Storyteller to learn a question & answer it: the █th (and +) time you are wrong, you die tonight. [█ is known before setup]
SCP-024 is a gameshow trap that challenges its contestants (you) to sweet victory, or death!
While setting up the game, before deciding on what character tokens to put in the bag, publicly announce what the Contestant's █ variable will be for this game. This should be a standard unchanging number, write down the number on a piece of paper or on a phone.
Once per day, if the Contestant requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper them a question, and the possible answers (or answer format) they can respond with. (If you cannot think of a question straight away, either take your time or ask them to come back in a few minutes.) If the Contestant answers incorrectly, they lose a lifeline - place or replace any of the WRONG, WRONG 2 TIMES, or WRONG 3 TIMES reminder tokens to add up to the number of answers they've answered incorrectly. If those reminder tokens add up to the Contestant's █ variable, instead, remove them and mark their character token with the DEAD reminder. Tonight, the Contestant dies.
{
"id": "contestant_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/contestant_scp_fragmented_veil.png",
"otherNightReminder": "If the Contestant answered incorrectly their █th time (which is publicly revealed before the tokens are finalized and put into the bag) today (or higher): the Contestant dies.",
"reminders": [
"Wrong",
"Wrong 2 times",
"Wrong 3 times",
"Dead"
],
"setup": true,
"name": "Contestant █",
"team": "townsfolk",
"ability": "Each day, visit the Storyteller to learn a question & answer it: the █th (and +) time you are wrong, you die tonight. [█ is known before setup]",
"attribution": "Ability: @le_nuberto. Image: @le_nuberto. Help: @supergdpwyl",
"otherNight": 51.024,
"jinxes": [
{
"id": "lettucbaken_scp_fragmented_veil",
"reason": "The Lettucbaken's setup effect blocking does not affect the Contestant's pre-game setup effect."
}
]
}
Ability: @le_nuberto. Image: @le_nuberto. Help: @supergdpwyl
Townsfolk
Each day, you may visit the Storyteller & choose a good character: learn who it is (arbitrary if they're dead). Tonight, the Demon does too.
SCP-028 is an intangible space that grants any passerby's in it's area sudden and inexplicable knowledge.
Once per day, if the Knowledgeable requests a private chat with you, take them away from the circle so you cannot be overheard. They whisper a good character, whisper them who that player is or that they are not in play. If that good character is however dead, instead whisper them a random living player. Mark that player with the ENLIGHTENED reminder token (if in-play), and the character chosen by the Knowledgeable on the character sheet with the CHARACTER reminder token.
Tonight, if those reminder tokens are present, wake the Demon. Show them the THIS PLAYER IS info token, then the character token with the reminder, and the player marked with the ENLIGHTENED reminder token. If they are not in play, instead show the THESE CHARACTERS ARE NOT IN PLAY info token, then show the character token with the reminder. Put the Demon to sleep.
{
"id": "knowledgeable_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/knowledgeable_scp_fragmented_veil.png",
"otherNightReminder": "If the Knowledgeable used their ability to learn a player today: Wake the Demon, show them the Enlightened token and the 'This player is' info token, then point to player marked 'Enlightened' and show that player's character token.",
"reminders": [
"Enlightened",
"Character"
],
"name": "Knowledgeable █",
"team": "townsfolk",
"ability": "Each day, you may visit the Storyteller & choose a good character: learn who it is (arbitrary if they're dead). Tonight, the Demon does too.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 30.028
}
Ability: @legitch. Image: @le_nuberto
Townsfolk
Once per game, draw your ability (you learn what it is). Minions sees this drawing & if 1 publicly guesses your ability or is close (once), your team loses.
The Living Drawing (SCP-085) is a hand-drawn being that can interact with the images they are located in.
During any day, the Living Drawing can request a private chat with you. Take them away from the circle so you cannot be overheard. They will draw their ability on a piece of paper. Afterwards, decide what ability the Living Drawing has - write it on a piece of paper or on a phone, and show them. During the game, treat that player as if they had that ability, waking them when needed, prompting them to choose players when needed, or whatever else is appropriate. Use the Living Drawing’s ? reminders if you need to. Additionally, mark them with the ART COMMISSIONED reminder token.
At night, if the Living Drawing is marked with the ART COMMISSIONED reminder token, remove it and wake each Minion. Show the Living Drawing's drawing. Put each Minion to sleep.
At any time during the game, if a Minion publicly guesses what the Living Drawing's ability is and is incorrect, mark the Living Drawing with the GUESS USED reminder. Future guesses by Minion players have no effect.
At any time during the game, if a Minion publicly guesses what the Living Drawing's ability is and is correct or close to being correct, the game ends. Declare that the evil team wins.
{
"id": "livingdrawing_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/livingdrawing_scp_fragmented_veil.png",
"otherNightReminder": "If the Living Drawing made their ability today: Wake all Minions, show them the 'This character selected you' card, the Living Drawing's token, and their drawing. If the Living Drawing's ability causes them to wake tonight: Wake the Living Drawing and run their ability.",
"reminders": [
"Art commissioned",
"Guess used",
"?",
"?",
"?"
],
"name": "Living Drawing █",
"team": "townsfolk",
"ability": "Once per game, draw your ability (you learn what it is). Minions sees this drawing & if 1 publicly guesses your ability or is close (once), your team loses.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 62.085
}
Make the the Living Drawing’s ability guessable, so that Minions can figure out what their ability is if the Living Drawing gets too arrogant with oversharing it.
You can make the Living Drawing’s ability slightly better than a normal Townsfolk’s ability. Not having the ability to fully share it lest they lose the game to a Minion's guess, the player will need to work harder to receive its full benefit.
Ability: @legitch. Image: @le_nuberto
Townsfolk
Between each dawn, gain an off-script Townsfolk's ability (visit the Storyteller to learn what it is) but if an evil died previously, you are drunk.
The Red Sea Stone (SCP-093) is a stone that when pressed up against a mirror, allows for the carriers to travel into that mirror's dimension, which may hold different ways of life than our own.
Each dawn, if the Red Sea Stone is marked with the DRUNK reminder token, remove it, else, if they are marked with the EVIL DIED reminder token, they are now drunk - replace the reminder token with the DRUNK reminder token. Prepare the character token or written ability of the off-script Townsfolk. Swap the the Red Sea Stone/current off-script character token with the chosen character token and mark them with the IS RED SEA STONE reminder. If you don't have the off-script Townsfolk character's reminder tokens on hand, you can instead use the Red Sea Stone's ? reminder tokens. Today, if the Red Sea Stone requests a private chat with you, take them away from the circle so you cannot be overheard. Show the Red Sea Stone their current ability.
At any time, if an evil player dies, mark the Red Sea Stone with the EVIL DIED reminder token.
{
"id": "redseastone_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/redseastone_scp_fragmented_veil.png",
"firstNightReminder": "Swap the Red Sea Stone token with the off-script character token and add the 'Is Red Sea Stone' reminder.",
"otherNightReminder": "Swap the current off-script character token with the new off-script character token. If they have the 'Evil died' reminder, place the 'Drunk' marker by them aswell.",
"reminders": [
"?",
"?",
"?"
],
"remindersGlobal": [
"Is Red Sea Stone",
"Drunk",
"Evil died"
],
"name": "Red Sea Stone █",
"team": "townsfolk",
"ability": "Between each dawn, gain an off-script Townsfolk's ability (visit the Storyteller to learn what it is) but if an evil died previously, you are drunk.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 72.093,
"otherNight": 90.093
}
It is rarely a good idea to give the Red Sea Stone a character that wants to bait night deaths into themselves, like Ravenkeeper, Soldier, or Sage.
Ability: @legitch. Image: @le_nuberto
Townsfolk
You start knowing a prophecy. If fulfilled, a Minion dies tonight.
SCP-095 are 1932's comic books that accurately predicted the stories and events of the... fabled... Ronald Reagan?
During setup, write a prophecy on a piece of paper, or on a phone.
During the first night, wake the Prognosticator. Show them the prophecy, then put them to sleep.
Once the prophecy is fulfilled by any means, the Prognosticator has activated their ability - mark them with the FULFILLED reminder token.
Each night except the first, if the Prognosticator is marked with the FULFILLED reminder token, remove it and a living Minion dies - mark them with the DEAD reminder, then replace the FULFILLED reminder token with the NO ABILITY reminder.
{
"id": "prognosticator_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/prognosticator_scp_fragmented_veil.png",
"firstNightReminder": "Show the Prognosticator the prophecy.",
"otherNightReminder": "If the Prognosticator's prophecy was fulfilled: Choose a Minion not protected from dying tonight. That player dies.",
"reminders": [
"Fulfilled",
"Dead",
"No ability"
],
"name": "Prognosticator █",
"team": "townsfolk",
"ability": "You start knowing a prophecy. If fulfilled, an alive Minion dies at dawn.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 11.095,
"otherNight": 27.095,
"jinxes": [
{
"id": "vortox",
"reason": "The prophecy is not effected by the Vortox."
},
{
"id": "disruptor_scp_fragmented_veil",
"reason": "The prophecy is not effected by the Disruptor."
},
{
"id": "miasma_the_bootleggers_anthology",
"reason": "The prophecy is not effected by the Miasma."
},
{
"id": "charlatan_2tfafullcharacterlist",
"reason": "The prophecy is not effected by the Charlatan."
},
{
"id": "visitor_2tfafullcharacterlist",
"reason": "The prophecy is not effected by the Visitor."
},
{
"id": "absolut",
"reason": "The prophecy is not effected by the Absolut."
}
]
}
Have your prophecies cater towards disasters or calamities for the good team, this serves for the Prognosticator to have their kill act as a catch-up mechanic as opposed to having it snowball the evil team with denying a Minion ability, denying a Minion's arbitrary information, and gaining information for good - all of which tremendously help with world-building.
Ability: @legitch. Image: @le_nuberto
Townsfolk
Each night, choose a player (not yourself) & choose: 1) learn their alignment, 2) make them not die until dusk, or 3)* make them die (once). You die after Day 3.
This Multi-Tool (SCP-117) draws iron from the user's body to generate the tools for use.
During each night, if it's a night after Day 3, the Multitool will die - mark them with the DEAD reminder. If they live through it or the Multitool wasn't going to die, wake the Multitool. They point to a player and shows the Multitool fingers (1, 2, or 3) representing which ability they want to use on their target, but the 3rd option cannot be used on the first night. If the Multitool raised one finger, give a thumbs up or a thumbs down. If the Multitool raised two fingers, mark the chosen player with the SAFE reminder - the players marked SAFE cannot die until dusk. If the Multitool raised three fingers and it isn't the first night, that player dies - mark them with the DEAD reminder, then the Multitool loses their ability to kill - mark them with the NO KILLING reminder. Put the Multitool to sleep.
At dusk, remove the SAFE reminder if it's present.
{
"id": "multitool_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/multitool_scp_fragmented_veil.png",
"firstNightReminder": "The Multitool points to a player and shows the hand signal for what ability they want to use (1, or 2); if they showed a 1) give a thumbs up if that player is good or a thumbs down if that player is evil, and if they showed a 2) that player is protected until dusk.",
"otherNightReminder": "If it is beyond Day 3, the Multitool dies. If the Multitool is still alive, the Multitool points to a player and shows the hand signal for what ability they want to use (1, 2, or 3); if they showed a 1) give a thumbs up if that player is good or a thumbs down if that player is evil, if they showed a 2) that player is protected until dusk, and if they showed a 3) (if they have not yet used this ability) that player dies.",
"reminders": [
"Safe",
"Dead",
"No killing"
],
"name": "Multitool █",
"team": "townsfolk",
"ability": "Each night, choose a player (not yourself) & choose: 1) learn their alignment, 2) make them not die until dusk, or 3)* make them die (once). You die after Day 3.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 61.117,
"otherNight": 30.117,
"jinxes": [
{
"id": "leviathan",
"reason": "If Leviathan nominates and executes the player the Multi-Tool-protected-player, that the Multi-Tool-protected-player does not die."
},
{
"id": "riot",
"reason": "If a Riot player nominates and kills the the Multi-Tool-protected-player, the the Multi-Tool-protected-player does not die."
},
{
"id": "matsuraid_hblreleased",
"reason": "If the Matsuraid is in play, votes for the the Multi-Tool-protected player secretly do not count."
},
{
"id": "ketos_the_bootleggers_anthology",
"reason": "If Ketos correctly guesses the Multi-Tool-protected-player, the end does not come sooner."
}
]
}
Ability: @legitch. Image: @le_nuberto
Townsfolk
Once per game, during the day, publicly choose a player: restore their limited-use ability if they have one.
The Living Gun (SCP-127) is an ordinary looking gun that is actually biological internally. The bullets it fires are made from the teeth it grew to life.
During the day, the Living Gun can declare that they wish to use their ability. If so, the Living Gun points at any player. If the chosen player has a limited-use ability, restore it by acting as though it had not been used before - remove any 2 USES, 1 USE, ABILITY USED, and NO ABILITY reminder tokens on their character token, and re-allow them to wake up. Additionally, re-enable abilities that act on a character's first night in existence. Use the the Living Gun’s ? reminders if needed, to substitute for the character’s own reminders. If the chosen player does not have a limited-use ability, nothing happens. Either way, the Living Gun loses their ability - put the Living Gun's NO ABILITY reminder token by their character token.
{
"id": "livinggun_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/livinggun_scp_fragmented_veil.png",
"reminders": [
"No ability",
"?",
"?",
"?"
],
"name": "Living Gun █",
"team": "townsfolk",
"ability": "Once per game, during the day, publicly choose a player: restore their limited-use ability if they have one.",
"attribution": "Ability: @legitch. Image: @le_nuberto"
}
Ability: @legitch. Image: @le_nuberto
Townsfolk
Each night, choose a player: when you next wake, learn if they were chosen by an ability. This info is arbitrary if a Minion was chosen. [+0 or +1 Eyepod]
The Eyepod (SCP-131) are bio-mechanical pet-like organisms that only want to lolly-gag around and entertain their visual stimuli.
While setting up the game, before putting the character tokens in the bag, you may choose to replace one Townsfolk token with a Eyepod token.
While preparing the first night, if there is a 2nd Eyepod, put the Eyepod's IS #2 reminder token by that player.
During each night, wake any Eyepods. If any player is marked with the respective CHOSEN reminder, nod your head 'yes', or nod your head any manner if they're a Minion. If any player is marked with the respective LOOKOUT reminder, nod your head 'no', or nod your head any manner if they're a Minion. Remove their respective LOOKOUT and CHOSEN tokens from the player marked with it. The Eyepod points to a player. Mark them with the LOOKOUT reminder. Put that Eyepod to sleep. Repeat until all Eyepods have acted.
At any time, if a player chooses to use their ability on a player with the respective LOOKOUT reminder, replace it with the respective CHOSEN reminder.
{
"id": "eyepod_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/eyepod_scp_fragmented_veil.png",
"firstNightReminder": "The Eyepod chooses a player.",
"otherNightReminder": "Give the head signal (nod yes, shake no) for whether they were chosen by an ability, but you may choose to give false results if the target is a Minion. The Eyepod chooses a player.",
"reminders": [
"Is #2",
"Lookout 1",
"Lookout 2",
"Chosen 1",
"Chosen 2"
],
"setup": true,
"special": [
{
"name": "bag-duplicate",
"type": "selection"
}
],
"name": "Eyepod █",
"team": "townsfolk",
"ability": "Each night, choose a player: when you next wake, learn if they were chosen by an ability. This info is arbitrary if a Minion was chosen. [+0 or +1 Eyepod]",
"attribution": "Ability: @legitch, @le_nuberto. Image: @le_nuberto",
"firstNight": 0.131,
"otherNight": 86.131
}
Ability: @legitch, @le_nuberto. Image: @le_nuberto
Townsfolk
You start knowing if an even number of evil players are on the half opposite from you.
These "3-D" Specs (SCP-178) allow the wearer to see extraordinary creatures in their viewpoint.
While preparing the first night, put the "3-D" Specs's KNOWS LEFT and KNOWS RIGHT reminder tokens by the two players to respectively indicate that them and the players in-between are considered to be part of the half opposite to the "3-D" Specs player.
During the first night, wake the "3-D" Specs, point to the players marked KNOWS LEFT and KNOW RIGHT, and drag your finger across all players in between, nod your head 'yes' if there are an even number of evil players in there, and nod your head 'no' for otherwise.
{
"id": "3dspecs_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/3dspecs_scp_fragmented_veil.png",
"firstNightReminder": "Point to two players, draw/move your finger across all players inbetween them, and give the head signal (nod yes, shake no) for whether there is an even number of evil players inbetween the two players you pointed at.",
"reminders": [
"Knows Left",
"Knows Right"
],
"name": "\"3-D\" Specs █",
"team": "townsfolk",
"ability": "You start knowing if an even number of evil players are on the half opposite from you.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 58.178
}
Ability: @legitch. Image: @le_nuberto
Townsfolk
If you nominated today (not yourself), tonight, learn if they are a Minion, and if so, what Minion they are.
The Sauelsuesor (SCP-179) is an astral lookout who willingly protects humanity from celestial threats.
Each day, if the Sauelsuesor makes a nomination on another player, mark the nominee with the STARGAZED reminder.
Each night except the first, if the STARGAZED reminder is present on any player, wake the Sauelsuesor. If the player marked STARGAZED is a Minion, shake your head yes and show their character token. If this is not the case, nod your head no. Then, remove the STARGAZED reminder and put the Sauelsuesor to sleep.
{
"id": "sauelsuesor_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/sauelsuesor_scp_fragmented_veil.png",
"otherNightReminder": "Nod 'yes' or shake head 'no' for whether the Sauelsuesor nominated a Minion today, and if you did nod 'yes', show that Minion's character token. Remove the 'Danger' marker, if any.",
"reminders": [
"Danger"
],
"name": "Sauelsuesor █",
"team": "townsfolk",
"ability": "If you nominated today (not yourself), tonight, learn if they are a Minion, and if so, what Minion they are.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 73.179
}
Ability: @legitch. Image: @le_nuberto
Townsfolk
Each night, choose 2 players (not yourself): players choosing the 1st with their ability are redirected to the 2nd tonight unless the Demon would die.
The Architect (SCP-184) expands any in-order space it's place in into non-euclidean environments that distort the space around them.
Each night, wake the Architect. They point at any two players, one at a time. Put the Architect to sleep. Mark the 1st chosen player with the IN-PORTAL reminder, and the 2nd chosen player with the OUT-PORTAL reminder.
At night, if a player chooses to use their ability on the player marked with the IN-PORTAL reminder, their ability is instead redirected to choose the player with the OUT-PORTAL reminder unless this would immediately result in the Demon dieing.
At dawn, remove the IN-PORTAL and OUT-PORTAL reminder.
{
"id": "architect_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/architect_scp_fragmented_veil.png",
"firstNightReminder": "The Architect points to two players. Players choosing the 1st target with their ability are instead redirected choose the 2nd tonight unless this action would cause the Demon to immediately die.",
"otherNightReminder": "The Architect points to two players. Players choosing the 1st target with their ability are instead redirected choose the 2nd tonight unless this action would cause the Demon to immediately die.",
"reminders": [
"In-Portal",
"Out-Portal"
],
"name": "Architect █",
"team": "townsfolk",
"ability": "Each night, choose 2 players (not yourself): players choosing the 1st with their ability are redirected to the 2nd tonight unless the Demon would die.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 6.184,
"otherNight": 5.184,
"jinxes": [
{
"id": "butler",
"reason": "The Butler is unaffected by ability misredirection of the Architect."
},
{
"id": "monk",
"reason": "If the Monk is protecting the Architect, the Architect cannot redirect killing abilities targetting them."
},
{
"id": "ogre",
"reason": "The Ogre is unaffected by ability misredirection of the Architect."
},
{
"id": "summoner",
"reason": "If the Summoner chooses a Neglected-chosen player, the Storyteller chooses which player the Demon will be instead."
},
{
"id": "tealady",
"reason": "If the Tea Lady is protecting the Architect, the Architect cannot redirect killing abilities targetting them."
},
{
"id": "neglected_scp_fragmented_veil",
"reason": "If the Neglected is protecting the Architect, the Architect cannot redirect killing abilities targetting them."
},
{
"id": "tunisian_scp_fragmented_veil",
"reason": "If the Tunisian is protecting the Architect, the Architect cannot redirect killing abilities targetting them."
},
{
"id": "mycologist_hblreleased",
"reason": "If the Mycologist is protecting the Architect, the Architect cannot redirect killing abilities targetting them."
},
{
"id": "Prodigy_Circus_Music",
"reason": "The Prodigy is unaffected by ability misredirection of the Architect."
},
{
"id": "harbormaster_the_mistfits",
"reason": "If the Harbormaster is protecting the Architect, the Architect cannot redirect killing abilities targetting them."
},
{
"id": "medic",
"reason": "If the Medic is protecting the Architect, the Architect cannot redirect killing abilities targetting them."
}
]
}
Ability: @legitch. Image: @le_nuberto
Townsfolk
Twice per game, at night, choose a player (not yourself): the latest chosen player is drunk if they're a Outsider or Minion & cannot die at night if they're good.
SCP-244 is a Tunisian jar that constantly disperses a fog of pure cold air that cools down the body to it's core.
Each night, wake the Tunisian. They either shake their head no or point at any player except themselves (If the Tunisian points at themselves, shake your head no and prompt them to point at another player.) Put the Tunisian to sleep.
If the Tunisian chose a player, mark them with the CHOSEN reminder. If a player was already marked with the CHOSEN reminder token, instead move it onto the new player chosen. The Tunisian loses an ability charge - mark them with either the 1 USE reminder, or if they already have that reminder, the ABILITY USED reminder and remove their night token from the night sheet (the Tunisian won't wake again.)
Good players marked with the Tunisian's CHOSEN reminder token cannot die at night, and Outsiders or Minions marked with it are drunk.
{
"id": "tunisian_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/tunisian_scp_fragmented_veil.png",
"firstNightReminder": "If the Tunisian has not yet fully used their ability: the Tunisian either shows the 'no' head signal, or points to a player not themself. The latest chosen player is drunk if they're a Outsider or Minion & is protected at night if they're good.",
"otherNightReminder": "If the Tunisian has not yet fully used their ability: the Tunisian either shows the 'no' head signal, or points to a player not themself. The latest chosen player is drunk if they're a Outsider or Minion & is protected at night if they're good.",
"reminders": [
"Chosen",
"1 use",
"Ability used"
],
"name": "Tunisian █",
"team": "townsfolk",
"ability": "Twice per game, at night, choose a player (not yourself): the latest chosen player is drunk if they're a Outsider or Minion & cannot die at night if they're good.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 18.244,
"otherNight": 7.244,
"jinxes": [
{
"id": "leviathan",
"reason": "If Leviathan nominates and executes a player the Tunisian chose, that player does not die."
},
{
"id": "monk",
"reason": "If the Tunisian and Monk are both protecting each other, their abilities to protect against death will fail."
},
{
"id": "riot",
"reason": "If a Riot player nominates a Tunisian-protected-good-player, the the Tunisian-protected-good-player does not die."
},
{
"id": "summoner",
"reason": "If the the Tunisian has the Summoner drunk on the 3rd night, the Summoner chooses which Demon, but the Storyteller chooses which player."
},
{
"id": "tealady",
"reason": "If the Tunisian and Tea Lady are both protecting each other, their abilities to protect against death will fail."
},
{
"id": "vizier",
"reason": "If the Vizier loses their ability, they learn this. If the Vizier is executed while they have their ability, their team wins."
},
{
"id": "ketos_the_bootleggers_anthology",
"reason": "If Ketos correctly guesses a Tunisian-protected-player, the end does not come sooner."
},
{
"id": "matsuraid_hblreleased",
"reason": "If the Matsuraid is in play, votes for the the Tunisian-protected player secretly do not count."
},
{
"id": "mycologist_hblreleased",
"reason": "If the Tunisian and Mycologist are both protecting each other, their abilities to protect against death will fail."
},
{
"id": "harbormaster_the_mistfits",
"reason": "If the Tunisian and Harbormaster are both protecting each other, their abilities to protect against death will fail."
},
{
"id": "medic",
"reason": "If the Tunisian and Medic are both protecting each other, their abilities to protect against death will fail."
}
]
}
Ability: @legitch. Image: @le_nuberto
Townsfolk
Each night, choose a player (not yourself): the 1st other player choosing them with their ability tonight is made drunk until dusk.
SCP-268 is a threaded cap that causes the wearer to be in-perceivable the longer they don it on their head.
Each night, wake the Neglected. The Neglected points at any player except themselves. Put the Neglected to sleep. Put the Neglected's INVISIBLE reminder token by the chosen player's character token.
At night, if a player chooses to use their ability on the player marked with the INVISIBLE reminder token, that player immediately becomes drunk - mark them with the DRUNK reminder and remove the INVISIBLE reminder token. Finish resolving this player’s ability and put them to sleep.
At dawn, remove the INVISIBLE reminder (if it's present).
At dusk, remove the DRUNK reminder (if it's present).
{
"id": "neglected_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/neglected_scp_fragmented_veil.png",
"firstNightReminder": "The Neglected points to a player not themself. Mark that player 'Invisible'.",
"otherNightReminder": "The previous chosen player is relieved of your effects. The Neglected points to a player not themself. Mark that player 'Invisible'.",
"reminders": [
"Invisible",
"Drunk"
],
"name": "Neglected █",
"team": "townsfolk",
"ability": "Each night, choose a player (not yourself): the 1st other player choosing them with their ability tonight is made drunk until dusk.",
"attribution": "Image: @le_nuberto",
"firstNight": 6.268,
"otherNight": 5.268,
"jinxes": [
{
"id": "monk",
"reason": "If the Neglected and Monk are both protecting each other, their abilities to protect against death will fail."
},
{
"id": "summoner",
"reason": "If the Summoner chooses a Neglected-chosen player, the Storyteller chooses which player the Demon will be instead."
},
{
"id": "tealady",
"reason": "If the Neglected and Tea Lady are both protecting each other, their abilities to protect against death will fail."
},
{
"id": "tunisian_scp_fragmented_veil",
"reason": "If the Neglected and Tunisian are both protecting each other, their abilities to protect against death will fail."
},
{
"id": "mycologist_hblreleased",
"reason": "If the Neglected and Mycologist are both protecting each other, their abilities to protect against death will fail."
},
{
"id": "harbormaster_the_mistfits",
"reason": "If the Neglected and Harbormaster are both protecting each other, their abilities to protect against death will fail."
},
{
"id": "medic",
"reason": "If the Neglected and Medic are both protecting each other, their abilities to protect against death will fail."
}
]
}
Image: @le_nuberto
Townsfolk
Twice per game, at night, choose a player: they are safe from everything until dusk.
The Panacea (SCP-500) is a limited-quantity "cure-all" pill - and when it means "cure-all", it really, really means cure-all.
Each night, wake the Panacea. They either shake their head no or point at any player. Put the Panacea to sleep.
If the Panacea chose a player, put the Panacea's ULTRA-SAFE reminder token by the chosen player's character token.
If any player attacks, drunkens, poisons, overwrites info of, imposes a negative effect, redirects the target(s) of, or would register as evil to certain abilities (context-sensitive), converts the alignment of, or does any negative action/effect to the player marked ULTRA-SAFE, the player remains unaffected by the action. Regardless of how many actions were prevented, the Panacea loses an ability charge - mark them with either the 1 USE reminder, or if they already have that reminder, the NO ABILITY reminder and remove their night token from the night sheet.
At dusk, remove the ULTRA-SAFE reminder token.
{
"id": "panacea_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/panacea_scp_fragmented_veil.png",
"firstNightReminder": "The Panacea either shows the 'no' head signal, or points to a player. Mark that player 'Ultra-Safe'.",
"otherNightReminder": "The previously protected player is no longer protected. If the Panacea has not yet fully used their ability: the Panacea either shows the 'no' head signal, or points to a player. Mark that player 'Ultra-Safe'.",
"reminders": [
"Ultra-Safe",
"1 use",
"No ability"
],
"name": "Panacea █",
"team": "townsfolk",
"ability": "Twice per game, at night, choose a player: they are safe from everything until dusk.",
"attribution": "Ability: @le_nuberto. Image: @le_nuberto. Help: @supergdpwyl",
"firstNight": 6.5,
"otherNight": 5.5,
"jinxes": [
{
"id": "matsuraid_hblreleased",
"reason": "If the Matsuraid is in play, votes for the the Panacea-protected player secretly do not count."
},
{
"id": "ketos_the_bootleggers_anthology",
"reason": "If Ketos correctly guesses the Panacea-protected-player, the end does not come sooner."
},
{
"id": "Cleric_Circus_Music",
"reason": "The Panacea cannot protect the Cleric against their own self-inflicted drunkenness."
},
{
"id": "corsair_hypers_hoard_of_homebrew",
"reason": "The Panacea cannot protect the Corsair against their own self-inflicted drunkenness."
}
]
}
Ability: @le_nuberto. Image: @le_nuberto. Help: @supergdpwyl
Townsfolk
The 1st through █th time a non-Demon would die, they don't (you count twice). If a non-Demon player actually dies, evil wins. [█ is known before setup]
SCP-511 are mutant basement cats. Anomalously, their 9 lives superstition seems to manifested into reality.
While setting up the game, before deciding on what character tokens to put in the bag, publicly announce what the Basement Cat's █ variable will be for this game. This should be a standard unchanging number, write down the number on a piece of paper or on a phone.
While preparing the first night, put the Basement Cat's tail reminder tokens by them to indicate they have █ charges of the ability. Use the multiple 3 TAILS LEFT reminder tokens to add up to a number you can then represent with a 1 TAIL LEFT reminder token, or a 2 TAILS LEFT reminder token.
If any non-Demon would die, they remain alive (but they die if you are drunk or poisoned). If executed, declare that the player was executed but remains alive (do not say why). Either way, a death was prevented - move around the different TAIL(S) LEFT reminder tokens to then equal the number it should be. Note that the Basement Cat counts twice, and thus you'll be performing that operation twice.
If any non-Demon player dies for whatever reason, declare that the game ends and evil wins.
{
"id": "basementcat_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/basementcat_scp_fragmented_veil.png",
"reminders": [
"1 tail left",
"2 tails left",
"3 tails left",
"3 tails left",
"3 tails left"
],
"setup": true,
"name": "Basement Cat █",
"team": "townsfolk",
"ability": "The 1st through █th time a non-Demon would die, they don't (you count twice). If a non-Demon player actually dies, evil wins. [█ is known before setup]",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"jinxes": [
{
"id": "assassin",
"reason": "The Assassin's kill will fail unless it is the Basement Cat."
},
{
"id": "peanut_scp_fragmented_veil",
"reason": "The Peanut's kill will fail unless it is the Basement Cat."
},
{
"id": "prosecutor_scp_fragmented_veil",
"reason": "The Prosecutor's kill will fail unless it is the Basement Cat."
},
{
"id": "lettucbaken_scp_fragmented_veil",
"reason": "The Lettucbaken's setup effect blocking does not affect the Basement Cat's pre-game setup effect."
},
{
"id": "actor_festival_of_lanterns",
"reason": "The Actor cannot drunken the Basement Cat."
}
]
}
Ability: @legitch. Image: @le_nuberto
Townsfolk
Each night, choose a player. Once per game, if no one died tonight*, you & all chosen good players are safe from everything until dusk.
The Peacemonger (SCP-514) are doves that decay all weapons and tools of destruction within their vicinity. They are the embodiments of peace in physical form.
Each night, wake the Peacemonger and have them choose a player. If they choose a good player, put a HARMONIOUS reminder token next to that good player. Put the Peacemonger to sleep.
Each night except the first, after the Peacemonger has woken and gone to sleep, if no player is to die tonight and the Peacemonger isn't marked with the NO ABILITY reminder, all players marked with the Peacemonger's HARMONIOUS reminder token are protected from all negative effects, including death, drunkenness, poisoning, or being turned evil (see SCP-500/Panacea's how to run section to see additional actions) - put the Peacemonger's PEACETIME reminder in center of the left side of the Grimoire.
At dusk, the Peacemonger's protection will end if it's active - remove the Peacemonger's PEACETIME reminder token, the Peacemonger loses their ability - mark them with the NO ABILITY reminder and remove their night token from the night sheet (the Peacemonger won't wake again).
{
"id": "peacemonger_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/peacemonger_scp_fragmented_veil.png",
"firstNightReminder": "The Peacemonger chooses a player. If a good player is chosen, mark that player 'Chosen'.",
"otherNightReminder": "The Peacemonger chooses a player. If a good player is chosen, mark that player 'Chosen'. If no one is dieing tonight and the Peacemonger isn't marked with 'No ability': mark the Peacemonger with 'Peacetime'.",
"reminders": [
"Harmonious",
"Harmonious",
"Harmonious",
"Harmonious",
"Harmonious",
"Peacetime",
"No ability"
],
"name": "Peacemonger █",
"team": "townsfolk",
"ability": "Each night, choose a player. Once per game, if no one died tonight*, you & all chosen good players are safe from everything until dusk.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 21.514,
"otherNight": 52.514,
"jinxes": [
{
"id": "leviathan",
"reason": "The Peacemonger's ability activates if no one died was 'about to die' today."
},
{
"id": "riot",
"reason": "If no good player nominates during the day, the Peacemonger's ability will activate, even if they died today."
},
{
"id": "matsuraid_hblreleased",
"reason": "If the Matsuraid is in play and no good player nominates, the Peacemonger's ability will activate."
},
{
"id": "auwre_the_bootleggers_anthology",
"reason": "The Peacemonger's ability activates if no one was 'about to die' today."
},
{
"id": "ketos_the_bootleggers_anthology",
"reason": "The Peacemonger's ability activates if no one was 'about to die' today."
}
]
}
Ability: @legitch. Image: @le_nuberto
Townsfolk
Each day, privately choose a player: learn a commonality they share with the previously chosen player. You are sober & healthy if your target is, and vice-versa.
The Desire Reader (SCP-978) is a camera that can peer into the minds of others through the photographs it makes of those targets, revealing their souls.
Once per day, if the Desire Reader requests a private chat with you, take them away from the circle so you cannot be overheard. They will choose a player. If there is a player marked with the PREVIOUS reminder token, whisper a fact about a commonality they share to the Desire Reader. Mark the chosen player with the PREVIOUS reminder token. Note that the Desire Reader is not affected by drunkenness and poisoning normally, but will receive arbitrary results should the player they select be, if so, mark them with the DROISONED reminder token until they choose a sober & healthy player again. If you cannot think of a thought-read straight away, either take your time or ask them to come back in a few minutes.
{
"id": "desirereader_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/desirereader_scp_fragmented_veil.png",
"reminders": [
"Droisoned",
"Previous"
],
"name": "Desire Reader █",
"team": "townsfolk",
"ability": "Each day, privately choose a player: learn a commonality they share with the previously chosen player. You are sober & healthy if your target is, and vice-versa.",
"attribution": "Ability: @legitch. Image: @le_nuberto.",
"jinxes": [
{
"id": "nodashii",
"reason": "The No Dashii's poison skips over the Desire Reader."
},
{
"id": "caruncula_scp_fragmented_veil",
"reason": "The Caruncula's poison skips over the Desire Reader."
}
]
}
Ability: @legitch. Image: @le_nuberto.
Townsfolk
Once per game, during the day, visit the Storyteller to gain the ability your team needs (learn what it is). "The longer you wait, the stronger it is!™" -MAN EGG
The MAN EGG™ (SCP-1657) is exactly what the team needs. They're more accurate with landing a crucial ability the longer they cook and abstain from acting.
At any time during the day, the MAN EGG™ can approach the Storyteller if they aren't marked with the HATCHED reminder and privately to gain a new ability. The Storyteller writes down this ability on a piece of paper, or on a phone, then lets the MAN EGG™ know what it is. Mark them with the HATCHED reminder.
During the game, treat that player as if they had that ability, waking them when needed, prompting them to choose players when needed, or whatever else is appropriate. Use the MAN EGG™’s ? reminders if you need to.
{
"id": "manegg_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/manegg_scp_fragmented_veil.png",
"reminders": [
"?",
"?",
"?",
"Hatched"
],
"name": "MAN EGG™ █",
"team": "townsfolk",
"ability": "Once per game, during the day, visit the Storyteller to gain the ability your team needs (learn what it is). \"The longer you wait, the stronger it is!™\" -MAN EGG",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"jinxes": [
{
"id": "vortox",
"reason": "The MAN EGG™ knowing their ability is not effected by the Vortox."
},
{
"id": "disruptor_scp_fragmented_veil",
"reason": "The MAN EGG™ knowing their ability is not effected by the Disruptor."
},
{
"id": "miasma_the_bootleggers_anthology",
"reason": "The MAN EGG™ knowing their ability is not effected by the Miasma."
},
{
"id": "muñoz_2tfafullcharacterlist",
"reason": "The Muñoz thinking they're a MAN EGG™ does not have false information affect knowing what their ability is."
},
{
"id": "charlatan_2tfafullcharacterlist",
"reason": "The MAN EGG™ knowing their ability is not effected by the Charlatan."
},
{
"id": "visitor_2tfafullcharacterlist",
"reason": "The MAN EGG™ knowing their ability is not effected by the Visitor."
},
{
"id": "absolut",
"reason": "The MAN EGG™ knowing their ability is not effected by the Absolut."
}
]
}
It's generally recommended that when you grant the MAN EGG™ their ability, it aims towards something similar to an existing or homebrew Blood on the Clocktower character, but given some improvements based on how long the MAN EGG™ was willing to hold off on using their ability.
Ability: @legitch. Image: @le_nuberto
Townsfolk
Each day, privately choose a letter: Learn how many in-play evils' character names have at least 1 of it. If it's 0 for Minions, you might die tonight.
SCP-2121 is an infinitely hanging rope that allows communication with divine forces to learn answers, at the risk of the user's own life.
Once per day, if the Hangman requests a private chat with you, take them away from the circle so you cannot be overheard. They will tell you a letter/character. Whisper them the number of how many in-play evil character's names have at least 1 of these in their name. If there are 0 Minions with it, they might die tonight (even if the Hangman was made to learn a different number instead of the truth) - mark them with the MIGHT DIE reminder.
At night, if the Hangman is marked with the MIGHT DEAD reminder, you may choose that the Hangman dies - mark them with the DEAD reminder.
{
"id": "hangman_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/hangman_scp_fragmented_veil.png",
"otherNightReminder": "If the Hangman's chose a letter where no Minions had it in their name today: the Hangman might die.",
"reminders": [
"Might die",
"Dead"
],
"name": "Hangman █",
"team": "townsfolk",
"ability": "Each day, privately choose a letter: Learn how many in-play evils' character names have at least 1 of it. If it's 0 for Minions, you might die tonight.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 64.2121,
"jinxes": [
{
"id": "legion",
"reason": "The Hangman instead learns how many in-play good characters' names have that letter instead of in-play evil characters' names, with Townsfolk registering as Minions here."
}
]
}
When creating scripts using the Hangman, be very mindful of what Minions and Demons you are adding in order to create a fun experience for the Hangman - otherwise, don't include them. It's best recommended to put the Hangman on scripts with at least 5 Minions.
Ability: @legitch. Image: @le_nuberto
Townsfolk
If you die at night, learn your alive non-Traveller neighbour's characters (and which one they belong to.) The Demon registers falsely to you.
SCP-2718 is the unspeakable and chilling truth about death - there is no afterlife, nor respite from the pain. Only the constant role of witness to your own torment.
If the Revenant died tonight, wake them. Point your finger horizontally clockwise, then show the character token of the closest living player in that direction. Repeat this action for the anti-clockwise direction. Note that the Demon will register falsely to the Revenant. Put the Revenant to sleep.
{
"id": "revenant_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/revenant_scp_fragmented_veil.png",
"otherNightReminder": "If the Revenant died tonight: point your finger horizontally clockwise, and show the character token of the closest living player in that direction, then repeat that action for anti-clockwise.",
"name": "Revenant █",
"team": "townsfolk",
"ability": "If you die at night, learn your alive non-Traveller neighbour's characters (and which one they belong to.) The Demon registers falsely to you.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 67.2718,
"jinxes": [
{
"id": "leviathan",
"reason": "If Leviathan is in play & the Revenant dies by execution, they wake that night to use their ability. They are drunk if their nominator was good."
},
{
"id": "riot",
"reason": "If a Riot player nominates and kills the Revenant, the Revenant uses their ability tonight."
},
{
"id": "matsuraid_hblreleased",
"reason": "If the Revenant is nominated by an evil player and the Matsuraid is in play, they use their ability."
},
{
"id": "auwre_the_bootleggers_anthology",
"reason": "If Au’Wre guesses the Revenant, they use their ability."
},
{
"id": "ketos_the_bootleggers_anthology",
"reason": "The 1st time Ketos guesses the the Revenant’s character, the Revenant uses their ability."
},
{
"id": "switchblame_mistfitsreleased",
"reason": "If Switchblame is in play & the Revenant dies by execution, they wake that night to use their ability. They are drunk if their nominator was good."
}
]
}
Ability: @legitch. Image: @le_nuberto
Townsfolk
Each night, choose a player (not yourself): you learn if they are a Minion. Characters marked on the script give reversed info.
The Navigator (SCP-2799) is a device created by the SCP Foundation to track and learn about uncontained SCP anomalies.
On the script, place a mark on characters you want to give reversed info for to the Navigator.
During each night, wake the Navigator. They point to a player. If the player is a Minion or a non-Minion marked on the script, nod your head yes. Otherwise, shake your head no. Put the Navigator to sleep.
{
"id": "navigator_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/navigator_scp_fragmented_veil.png",
"firstNightReminder": "The Navigator points to a player; give the head signal (nod yes, shake no) for whether that player is a Minion or not.",
"otherNightReminder": "The Navigator points to a player; give the head signal (nod yes, shake no) for whether that player is a Minion or not.",
"setup": true,
"name": "Navigator █",
"team": "townsfolk",
"ability": "Each night, choose a player (not yourself): you learn if they are a Minion. Characters marked on the script give reversed info.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 61.2799,
"otherNight": 78.2799
}
It's recommended that you mark Townsfolk with a goal to bait being attacked at night, or Outsiders that don't want to die or be found out by evil players (ex. Soldier, Ravenkeeper, Sage, Choirboy, Plague Doctor, Sweetheart, Hatter, Damsel.) to balance out the Navigator's ability.
In scripts designed for smaller games, such as Teensyville, it's better to reduce the marks to only Outsiders that fit the profile described.
Ability: @legitch. Image: @le_nuberto
Townsfolk
You start knowing that 1 of 3 players is a Townsfolk. The 1st time they would die, they don't.
The Provenance (SCP-3668) is an ancient shield that summons the dead to defend their descendants from all harm against them.
While preparing the first night, put the Provenance's TOWNSFOLK reminder token by any Townsfolk character token, and put the Provenance's two WRONG reminder token by any other character token.
During the first night, wake the Provenance and point to the three players marked TOWNSFOLK and WRONG. Put the Provenance to sleep. Remove the the Provenance's WRONG reminder tokens when convenient.
If the player marked with the TOWNSFOLK reminder token would die, they remain alive, but they die if the Provenance is drunk or poisoned. If that player was executed, declare that the player was executed but remains alive (do not say why).
Either way, the Provenance loses their ability - remove their TOWNSFOLK reminder token.
{
"id": "provenance_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/provenance_scp_fragmented_veil.png",
"firstNightReminder": "Point to three players, one of which is a Townsfolk.",
"reminders": [
"Townsfolk",
"Wrong",
"Wrong"
],
"name": "Provenance █",
"team": "townsfolk",
"ability": "You start knowing that 1 of 3 players is a Townsfolk. The 1st time they would die, they don't.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 45.3668
}
Ability: @legitch. Image: @le_nuberto
Townsfolk
Each night*, choose a living player: if the Minion marked on the script is chosen, they lose their ability & die. [That marked minion is in-play]
The Skynet Agent has a specific Minion in their sights, and will hunt them down to the ends of the earth.
On the script, place a mark on the Minion you want to be the target of the Skynet Agent they want to hunt down.
Each night except the first, wake the Skynet Agent. They point at any player. If they choose the Minion marked on the script, that player dies and loses their ability - mark them with the ELIMINATED reminder. Put the Skynet Agent to sleep.
{
"id": "skynetagent_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/skynetagent_scp_fragmented_veil.png",
"otherNightReminder": "The Skynet Agent points to a player. If they point to the Minion marked on the script, that player dies.",
"reminders": [
"Eliminated"
],
"setup": true,
"name": "Skynet Agent █",
"team": "townsfolk",
"ability": "Each night*, choose a living player: if the Minion marked on the script is chosen, they lose their ability & die. [That marked minion is in-play]",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 49.5343,
"jinxes": [
{
"id": "matsuraid_hblreleased",
"reason": "The Matsuraid registers as a Minion to the Skynet Agent if marked on the script."
}
]
}
Ability: @legitch. Image: @le_nuberto
Townsfolk
Twice per game, at night*, choose a player & a Demon character: they die. The Demon, if chosen, doesn't die, unless you guessed correctly.
The Hammer Down is the [REDACTED] [REDACTED] ...tactical unit... [REDACTED] ...deadly & strategic... [REDACTED] [REDACTED] [REDACTED] ... last resort.
Each night except the first, wake the Hammer Down. They either shake their head no or point at any player and at an Demon icon on their character sheet. Put the Hammer Down to sleep.
If the Hammer Down chose a player, that player dies unless they're the Demon and they guessed incorrectly - mark them with the DEAD reminder. The Hammer Down loses an ability charge - mark them with either the 1 USE reminder, or if they already have that reminder, the NO ABILITY reminder and remove their night token from the night sheet (the Hammer Down won't wake again.)
{
"id": "hammerdown_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/hammerdown_scp_fragmented_veil.png",
"otherNightReminder": "The Hammer Down points to a player, and a Demon character on their sheet. That player dies, but if they're the Demon: they don't unless the Hammer Down is correct.",
"reminders": [
"Dead",
"1 use",
"No ability"
],
"name": "Hammer Down █",
"team": "townsfolk",
"ability": "Twice per game, at night*, choose a player & a Demon character: they die. The Demon, if chosen, doesn't die, unless you guessed correctly.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 51.443
}
Ability: @legitch. Image: @le_nuberto
Townsfolk
Twice per game, at night*, choose to be safe from the Demon & the 1st non-Demon to choose you until you next wake is drunk then dies.
GOC Physics is the division of the SCP Foundation that investigates the physics and science of anomalies, in order to harness said power for the foundation.
Each night except the first, remove the TRAP SET reminder token if it is present, and if any player is marked with the HEXED reminder, they die - mark them with the DEAD reminder. Then, wake the GOC Physics. They either shake their head no or shake their head yes. Put them to sleep.
If the GOC Physics shook their head yes, mark them with the TRAP SET reminder token. GOC Physics loses an ability charge - mark them with either the 1 USE reminder, or if they already have that reminder, the NO ABILITY reminder and remove their night token from the night sheet (GOC Physics won't wake again.)
If the Demon attacks the GOC Physics whilst they have the TRAP SET reminder, they remain alive.
In other editions, Demons may have abilities other than killing. The GOC Physics is also protected from all other harmful effects of the Demon's ability, such as poisoning or turning them evil.
At night, if a non-Demon player chooses to use their ability on the GOC Physics with the TRAP SET reminder and nobody is marked with the HEXED reminder, this player is drunk will die the next night - mark them with the HEXED reminder.
{
"id": "gocphysics_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/gocphysics_scp_fragmented_veil.png",
"otherNightReminder": "If a player is marked 'hexed': they die. If the GOC Physics has not yet fully used their ability: The GOC Physics shows a 'no' head signal, or shows a 'yes' head signal. If the GOC Physics showed a 'yes' head signal, mark them 'Trap set'.",
"reminders": [
"Trap set",
"Hexed",
"Dead",
"1 use",
"No ability"
],
"name": "GOC Physics █",
"team": "townsfolk",
"ability": "Twice per game, at night*, choose to be safe from the Demon & the 1st non-Demon to choose you is drunk until you next wake then dies.",
"attribution": "Ability: @legitch, SC2Mafia. Image: @le_nuberto",
"otherNight": 51.904515,
"jinxes": [
{
"id": "leviathan",
"reason": "If Leviathan nominates and executes the GOC Physics whilst they activated their ability last night, they do not die."
},
{
"id": "riot",
"reason": "If a Riot player nominates and kills the GOC Physics whilst they activated their ability last night, they do not die."
},
{
"id": "matsuraid_hblreleased",
"reason": "If the Matsuraid is in play, votes for the GOC Physics secretly do not count whilst they activated their ability last night."
},
{
"id": "ketos_the_bootleggers_anthology",
"reason": "If Ketos correctly guesses the GOC Physics whilst they activated their ability last night, the end does not come sooner."
}
]
}
Ability: @legitch, SC2Mafia. Image: @le_nuberto
Townsfolk
If you would be killed whilst already dead, your team loses.
The Abdominal (SCP-007) is an ordinary man with a tiny earth-like planet instead of an abdomen, filled with it's own tiny little people.
If the Abdominal would "die" again whilst already dead, the game ends and their opposing team wins.
{
"id": "abdominal_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/abdominal_scp_fragmented_veil.png",
"name": "Abdominal █",
"team": "outsider",
"ability": "If you would be killed whilst already dead, your team loses.",
"attribution": "Ability: @lumiousgaming226. Image: @le_nuberto",
"jinxes": [
{
"id": "leviathan",
"reason": "If the Leviathan nominates a dead Abdominal, the Abdominal's team loses."
},
{
"id": "riot",
"reason": "During the Riot day, Riot players can freely nominate dead players. If the Riot nominates a dead Abdominal, the Abdominal's team loses."
},
{
"id": "spy",
"reason": "If the Spy is (or has been) in play, the Abdominal is poisoned."
},
{
"id": "widow",
"reason": "If the Widow is (or has been) in play, the Abdominal is poisoned."
},
{
"id": "misanthrope_scp_fragmented_veil",
"reason": "If the Misanthrope is (or has been) in play, the Abdominal is poisoned."
},
{
"id": "1_scp_fragmented_veil",
"reason": "If the Spy is (or has been) in play, the Abdominal is poisoned."
},
{
"id": "matsuraid_hblreleased",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "auwre_the_bootleggers_anthology",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "esper_the_bootleggers_anthology",
"reason": "If the Esper is (or has been) in play, the Abdominal is poisoned."
},
{
"id": "ketos_the_bootleggers_anthology",
"reason": "If the Ketos correctly guesses a dead Abdominal, the Abdominal's team loses."
},
{
"id": "prankster_the_bootleggers_anthology",
"reason": "If a Prankster-chosen Minion discovers the Abdominal, the Abdominal is poisoned."
},
{
"id": "Tiresias_Circus_Music",
"reason": "If the Seer is (or has been) in play, the Abdominal is poisoned."
},
{
"id": "schai",
"reason": "If the Shadoo is (or has been) in play, the Abdominal is poisoned."
},
{
"id": "bloodless_darkartists_stuff",
"reason": "Once the Bloodless sees the Grimoire, the Abdominal is poisoned."
},
{
"id": "conspiracy_darkartists_stuff",
"reason": "If the Conspiracy chooses the Abdominal, they become evil."
}
]
}
Ability: @lumiousgaming226. Image: @le_nuberto
Outsider
On the 3rd night, the Demon can arbitrarily change the evil team's characters to ones from any set. You always keep this ability unless an evil player kills you.
The World-Hopper (SCP-507) unwillingly teleports to another dimension, entering a new world of different threats that might not even be human.
When preparing the first night, put the World-Hopper's NIGHT 1 reminder by the World-Hopper. When preparing the second night, put the World-Hopper's NIGHT 2 reminder by the World-Hopper. When preparing the third night, put the World-Hopper's NIGHT 3 reminder by the World-Hopper.
If the World-Hopper died due to an evil player's ability, mark them with the DISARMED reminder.
During the night, if the World-Hopper has the NIGHT 3 reminder and is not marked with the DISARMED reminder, wake the Demon, even if the World-Hopper is drunk, poisoned, or dead. Show them the THIS CHARACTER SELECTED YOU card, then the World-Hopper's token. They either shake their head no or yes.
If they shake their head no, nothing happens. Put the Demon to sleep.
If they shake their head yes, put them to sleep. Swap the character tokens of evil players you choose with new character tokens from any set you choose, including off-script. Wake each evil player that changed character, show the YOU ARE info token, then their new character token, then put them to sleep.
{
"id": "worldhopper_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/worldhopper_scp_fragmented_veil.png",
"otherNightReminder": "If it is the 3rd night and the World-Hopper is not marked 'Disarmed', wake the Demon, show them the 'This character selected you' card, then the World-Hopper's token. The Demon either shows a 'no' head signal, or a 'yes' head signal. If the Demon chose 'yes', replace the evil team with characters of your choice, then wake the relevant Minions and/or Demon and show them the 'You are' card and the relevant character tokens.",
"reminders": [
"Night 1",
"Night 2",
"Night 3",
"Disarmed"
],
"name": "World-Hopper █",
"team": "outsider",
"ability": "On the 3rd night, the Demon can arbitrarily change the evil team's characters to ones from any set. You always keep this ability unless an evil player kills you.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 88.507,
"jinxes": [
{
"id": "baron",
"reason": "If the World-Hopper creates a Baron, up to two players become not-in-play Outsiders."
},
{
"id": "legion",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "riot",
"reason": "The World-Hopper's ability instead activates on the 2nd night."
},
{
"id": "matsuraid_hblreleased",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "auwre_the_bootleggers_anthology",
"reason": "If the World-Hopper activates, the Au'wre is in play & they accept the character change, the evil team learns each other. The Storyteller will never choose to create the Au'wre."
},
{
"id": "obscrul_the_bootleggers_anthology",
"reason": "The Storyteller will never choose to create the Obscrul unless the Archivist is in-play."
},
{
"id": "bilgerat",
"reason": "If the World-Hopper creates a Bilge Rat, players become not-in-play Outsiders or Outsiders become not-in-play Townsfolk until they are exactly 3."
},
{
"id": "taowu_festival_of_lanterns",
"reason": "If the World-Hopper activates, the Tao Wu is in play & they accept the character change, any Minion that lost their ability due to the Tao Wu ability dies immediately."
},
{
"id": "falseprophet_darkartists_stuff",
"reason": "If the World-Hopper creates a False Prophet, the game cannot end until dusk."
}
]
}
It's generally a good idea to pair the World-Hopper in games where the evil team has abilities that are limited in use or don't have as much effectiveness later in the game (Ex. Assassin, Godfather, Spy, Baron).
When you can, try turning Minions into Townsfolk or Outsiders with abilities that can serve the evil team quite well in their own right. Whilst there aren't many in this regard, a few examples include the Philosopher, Sailor, Fisherman, and Plague Doctor.
Ability: @legitch. Image: @le_nuberto
Outsider
Once per game, during the day, visit the Storyteller for a fish joke including at least 2 alive characters. [+1 Outsider]
The Fishhead (SCP-527 - a.k.a Mr. Fish) just has a fish head; can you even call them an Outsider?
While setting up the game, before putting character tokens in the bag, add one extra Outsider character token and remove one Townsfolk character token.
At any time during the day, the Fishhead can approach the Storyteller privately for a fish joke that must involve at least 2 alive characters. It can feature more characters than that if you choose, regardless if they're alive, dead, or not in-play.
{
"id": "fishhead_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/fishhead_scp_fragmented_veil.png",
"reminders": [
"No ability"
],
"setup": true,
"name": "Fishhead █",
"team": "outsider",
"ability": "Once per game, during the day, visit the Storyteller for a fish joke including at least 2 alive characters. [+1 Outsider]",
"attribution": "Ability: @legitch. Image: @le_nuberto"
}
On hot summer days, remember to move the Fishhead away from windows, and to clean their enclosure every once in a while.
Ability: @legitch. Image: @le_nuberto
Outsider
Each night, become the alignment of the 1st player to choose you with their ability (you learn who), and tomorrow, you may only vote if they are voting too.
SCP-662 is a hand-bell that summons an obedient & loyal servant for whomever rung it.
At night, if a player chooses to use their ability on the Loyal Servant and nobody is marked with the Loyal Servant’s MASTER reminder, this player immediately becomes the Loyal Servant's master - mark them with the MASTER reminder. Wake the Loyal Servant, point to their master. If this player’s alignment is different from the Loyal Servant’s alignment, rotate the the Loyal Servant’s character token - right side up for good, upside-down for evil - to match this player’s alignment, then also give them a thumbs-up or a thumbs-down (indicating their new alignment), then put the Loyal Servant to sleep.
During a nomination, the Loyal Servant may only have their hand raised to vote if the Master has their hand raised to vote or if the Master's vote has already been counted (if they have a Master today).
{
"id": "loyalservant_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/loyalservant_scp_fragmented_veil.png",
"reminders": [
"Master"
],
"name": "Loyal Servant █",
"team": "outsider",
"ability": "Each night, become the alignment of the 1st player to choose you with their ability (you learn who), and tomorrow, you may only vote if they are voting too.",
"attribution": "Ability: @legitch. Image: @quorglepleegjr",
"jinxes": [
{
"id": "boffin",
"reason": "If the Demon has the Loyal Servant ability, they can’t turn good due to this ability."
},
{
"id": "cannibal",
"reason": "If the Cannibal gains the Loyal Servant's ability, the Cannibal learns this."
},
{
"id": "organgrinder",
"reason": "If the Organ Grinder is causing eyes closed voting, the Loyal Servant may raise their hand to vote but their vote is only counted if their master voted too."
},
{
"id": "pithag",
"reason": "If the Pit-Hag turns an evil player into the Loyal Servant, they can't turn good due to their own ability."
},
{
"id": "riot",
"reason": "The Loyal Servant cannot nominate their master."
},
{
"id": "hulijing_the_bootleggers_anthology",
"reason": "If the Huli Jing gains the Loyal Servant ability, they can not turn Good."
},
{
"id": "donjuan_darkartists_stuff",
"reason": "An evil Loyal Servant doesn't register as an Outsider for the Don Juan's ability."
},
{
"id": "modiste_darkartists_stuff",
"reason": "If the Modiste gains the Loyal Servant ability, they can not turn Good."
}
]
}
If the Loyal Servant accidentally votes illegally, tally their vote anyway. If you don't, the total will be less than it should be, and all players will know which player is the Loyal Servant, which could be unfair for the evil team. Mistakes happen. Just play on and have a private chat later.
Ability: @legitch. Image: @quorglepleegjr
Outsider
The 1st time the dead equal or outnumber the living (even if dead), you join the losing team & if you become evil (whilst alive), you learn 1 evil player.
SCP-1667 is a non-physical contagion that infects footwear, driving anyone in physical contact to enter the pacific ocean, to which no one returns from.
When the number of dead players equals or exceeds the number of alive players and they aren't marked with the Shoe-In's HALF-WAY reminder token, mark them with the HALF-WAY reminder, and if you believe that the Shoe-In's opposing team is losing, rotate the Shoe-In’s character token - right side up for good, upside-down for evil - to match this player’s alignment, then wake the Shoe-In, give them a thumbs-up or a thumbs-down (indicating their new alignment). If they become evil, you may also choose to show them one evil player, point to them. Put the Shoe-In to sleep.
{
"id": "shoein_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/shoein_scp_fragmented_veil.png",
"otherNightReminder": "If the Shoe-In changed alignment, show them the thumbs up good signal or the thumbs down evil signal accordingly, even if they're dead, and if the Shoe-In is currently alive & just turned evil, you may choose to also point to 1 evil player.",
"reminders": [
"Half-way"
],
"name": "Shoe-In █",
"team": "outsider",
"ability": "The 1st time the dead equal or outnumber the living (even if dead), you join the losing team & if you become evil (whilst alive), you might learn 1 evil player.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 86.1667,
"jinxes": [
{
"id": "boffin",
"reason": "If the Demon has the Shoe-In ability, they can’t turn good due to this ability."
},
{
"id": "pithag",
"reason": "If the Pit-Hag turns an evil player into the Shoe-In, they can't turn good due to their own ability."
},
{
"id": "leviathan",
"reason": "The Shoe-In's ability instead activates on Night 3 or half of all evil players are dead instead of all players."
},
{
"id": "matsuraid_hblreleased",
"reason": "The Shoe-In's ability instead activates on Night 2."
},
{
"id": "auwre_the_bootleggers_anthology",
"reason": "The Shoe-In's ability instead activates once the Au'Wre has fully guessed their Minions or half of all evil players are dead instead of all players."
},
{
"id": "hulijing_the_bootleggers_anthology",
"reason": "If the Huli Jing gains the Shoe-In ability, they can not turn Good."
},
{
"id": "ketos_the_bootleggers_anthology",
"reason": "The Shoe-In's ability instead activates when the end is half-way there or half of all evil players are dead instead of all players."
},
{
"id": "donjuan_darkartists_stuff",
"reason": "An evil Shoe-In doesn't register as an Outsider for the Don Juan's ability."
},
{
"id": "modiste_darkartists_stuff",
"reason": "If the Modiste gains the Shoe-In ability, they can not turn Good."
}
]
}
Ability: @legitch. Image: @le_nuberto
Outsider
If you weren't funny today, tonight, a player might die. During the day, you die if & only if you are exceptionally funny.
The Laughster's (SCP-1799 - a.k.a Mr. Laugh) nature is to be funny, even if he doesn't want to.
At any time (even at night), if you believe that the Laughster is relatively funny, then you can decide to mark them with the FUNNY reminder for as long as you need.
Each night except the first, if the Laughster is not marked with the FUNNY reminder, you may choose any player. The chosen player dies - mark them with the DEAD reminder.
During the day, if you believe that the Laughster is exceptionally and uncontrollably funny (to a degree that even you cannot contain your own laughter on purpose), then you can decide to kill the Laughster. Immediately declare that they die. Otherwise, if the Laughster is killed outside of that during the day, they don't, even by execution.
{
"id": "laughster_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/laughster_scp_fragmented_veil.png",
"otherNightReminder": "If the Laughster was not funny today: Choose a player not protected from dying tonight. That player might die.",
"reminders": [
"Funny",
"Dead"
],
"name": "Laughster █",
"team": "outsider",
"ability": "If you weren't funny today, tonight, a player might die. During the day, you die if & only if you are exceptionally funny.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 52.1799,
"jinxes": [
{
"id": "lycanthrope",
"reason": "The Laughster cannot die to the Lycanthrope."
},
{
"id": "surgeon_the_bootleggers_anthology",
"reason": "The Laughster cannot die to the Surgeon."
},
{
"id": "hammerdown_scp_fragmented_veil",
"reason": "The Laughster cannot die to the Hammer Down."
},
{
"id": "heir_darkartists_stuff",
"reason": "The Laughster will fail to take the stead unless they told a really funny joke."
},
{
"id": "vigilante",
"reason": "The Laughster cannot die to the Vigilante."
},
{
"id": "corsair_hypers_hoard_of_homebrew",
"reason": "The Laughster cannot die to the Corsair."
}
]
}
It is best to be forgiving and treat even a slightly funny the Laughster as funny. It can be tough to be funny when one is expected to be, after all.
Don't be tempted to not execute the Laughster if you find them exceptionally funny despite the in-game circumstances. The Laughster is mostly a joke character meant to liven up games, and should be respected when it's able to create some comedic moments for players to enjoy.
Ability: @legitch. Image: @le_nuberto
Outsider
If anything bad happens to you at night, it might happen on a living neighbour instead. If executed, you might live, and a player dies tonight.
The Immaterial (SCP-2428 - a.k.a Mr. Mad) alters the perception of others on them.
Each time the Immaterial would be effected by any bad action or ability - such as being killed, made drunk, or poisoned - you may choose to have it instead affect one of their living neighbours instead, and move the respective reminder token that signifies that status onto them.
If the Immaterial is executed, you may choose to mark them with the DODGING reminder, and declare that player was executed but remains alive (do not say why.)
Each night except the first, if the Immaterial is marked with the DODGING reminder, you choose any player not being protected that night. The chosen player dies - mark them with the DEAD reminder, then remove the DODGING reminder from the Immaterial's character token.
{
"id": "immaterial_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/immaterial_scp_fragmented_veil.png",
"otherNightReminder": "If the Immaterial is marked 'Dodging': Choose a player not protected from dying tonight. That player dies.",
"reminders": [
"Dodging",
"Dead"
],
"name": "Immaterial █",
"team": "outsider",
"ability": "If anything bad happens to you at night, it might happen on a living good neighbour instead. If executed, you might live, and a player dies tonight.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 52.2428,
"jinxes": [
{
"id": "riot",
"reason": "The Immaterial might not die by nomination, but if nominated, might also kill another teammate."
},
{
"id": "heir_darkartists_stuff",
"reason": "If the Immaterial dies on a good player's stead, they might live but someone dies tonight."
}
]
}
Ability: @legitch. Image: @le_nuberto
Outsider
You join 1st player you agree to's team, who is drunk each night (if Townsfolk), or even night (if Minion), even if dead. [You might secretly start evil.]
The Wholesale (SCP-2855 - a.k.a Mr. Money) can be bought and sold for the first and most swift buyer.
While preparing the first night, put the Wholesale's ODD reminder token by the Wholesale's character token, and you may choose to rotate the Wholesale's character token. Do not wake the Wholesale to let them know their current alignment.
Each dusk, replace the Wholesale's ODD reminder token with the EVEN reminder token, and vice-versa.
The first time you hear the Wholesale agree a request to join an asking player's alignment, rotate the Wholesale’s character token - right side up for good, upside-down for evil - to match this asking player's alignment. Mark the Wholesale with the SOLD reminder, and mark the asking player with the BUYER reminder.
The player marked with the BUYER reminder is drunk every night if they're a Townsfolk, or they're drunk every odd-numbered night if they're a Minion.
Remember to keep the Wholesale's ability when they die and to have their reminder tokens persist.
{
"id": "wholesale_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/wholesale_scp_fragmented_veil.png",
"reminders": [
"Even",
"Odd",
"Sold",
"Buyer"
],
"setup": true,
"name": "Wholesale █",
"team": "outsider",
"ability": "You join 1st player you agree to's team, who is drunk each night (if Townsfolk), or even night (if Minion), even if dead. [You might secretly start evil.]",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"jinxes": [
{
"id": "boffin",
"reason": "If the Demon has the Wholesale ability, they can’t turn good due to this ability."
},
{
"id": "pithag",
"reason": "If the Pit-Hag turns an evil player into the Wholesale, they can't turn good due to their own ability."
},
{
"id": "hulijing_the_bootleggers_anthology",
"reason": "If the Huli Jing gains the Wholesale ability, they can not turn Good."
},
{
"id": "donjuan_darkartists_stuff",
"reason": "An evil Wholesale doesn't register as an Outsider for the Don Juan's ability."
},
{
"id": "modiste_darkartists_stuff",
"reason": "If the Modiste gains the Wholesale ability, they can not turn Good."
}
]
}
Ability: @legitch. Image: @le_nuberto
Outsider
If a player causes or attempts something bad to happen to you, your alignment becomes that opposing them (unless successfully killed).
The C-Insurgency constantly defects to different sides.
When the C-Insurgency is nominated, drunken-ed, poisoned, inflicted with any other negative status effect, or attempted to be killed by another player, if that player’s alignment is the same the C-Insurgency’s alignment, rotate the C-Insurgency’s character token—right side up for good, upside-down for evil—to oppose that player’s alignment. If made drunk or poisoned, you will still rotate the C-Insurgency character token to oppose that player, but any further rotations won't occur until the C-Insurgency is sober and healthy. Lastly, "attempts to be killed by another player" include kills that were prevented by being unable to die, or abilities with kills targeting the C-Insurgency that either failed due to drunk or poisoning, or by a certain condition not being met (ex. Slayer shot counts as an attempt to kill the C-Insurgency), but the C-Insurgency does not change their alignment if they are successfully killed however.
Each night except the first, wake the C-Insurgency, even if they just died. Give them a thumbs-up or a thumbs-down (indicating their current alignment). Put the C-Insurgency to sleep.
{
"id": "cinsurgency_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/cinsurgency_scp_fragmented_veil.png",
"otherNightReminder": "Show them the thumbs up good signal or the thumbs down evil signal accordingly, even if they're dead.",
"name": "C-Insurgency █",
"team": "outsider",
"ability": "If a player causes or attempts something bad to happen to you, your alignment becomes that opposing them (unless successfully killed).",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 86.1593,
"jinxes": [
{
"id": "boffin",
"reason": "If the Demon has the C-Insurgency ability, they can’t turn good due to this ability."
},
{
"id": "pithag",
"reason": "If the Pit-Hag turns an evil player into the C-Insurgency, they can't turn good due to their own ability."
},
{
"id": "hulijing_the_bootleggers_anthology",
"reason": "If the Huli-Jing has the C-Insurgency ability, they can not turn Good."
},
{
"id": "donjuan_darkartists_stuff",
"reason": "An evil C-Insurgency doesn't register as an Outsider for the Don Juan's ability."
},
{
"id": "modiste_darkartists_stuff",
"reason": "If the Modiste gains the C-Insurgency ability, they can not turn Good."
}
]
}
Ability: @legitch. Image: @le_nuberto
Outsider
You become a Storyteller, but you're still evil & cannot break the rules. You cannot make players learn themselves or be subjective for abilities.
The Living Room (SCP-002) is a biological living room that hypnotizes prey into entering the room and being devoured and regurgitated into fleshy furniture.
Once the Living Room receives their character token, immediately and publicly declare that the Living Room is now in-play and which player it is - remove their seat and put them by your side. From now on, they are no longer a player that can be interacted with, but they are still on the evil team, and must work towards supporting the Demon and their team. They may see the Grimoire at any time, communicate to players at any time with their information, and they act on behalf of the Storyteller when a player performs their actions and receives their results. However, the Living Room cannot change the game's setup, break the rules of the game, or break the rules of the characters, they can only change decisions a Storyteller can make subjectively, effectively granting the evil team perfect luck. Additionally, since the Living Room is no longer a player, they cannot be targeted by character abilities, they cannot vote or nominate, and they are not considered alive for the vote requirement, exile requirement, or final day requirement. Lastly, the Living Room cannot force a player to learn themselves with their ability (Ex. Washerwoman, King, Steward), and they cannot Storytell for subjective abilities (ex. General, Fisherman) - the original Storyteller will handle those subjective abilities.
{
"id": "livingroom_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/livingroom_scp_fragmented_veil.png",
"name": "Living Room █",
"team": "minion",
"ability": "You become a Storyteller, but you're still evil & cannot break the rules. You cannot make players learn themselves or be subjective for abilities.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"jinxes": [
{
"id": "plaguedoctor",
"reason": "If the Plague Doctor dies, a living Minion gains the Living Room's ability in addition to their own ability, and learns this."
},
{
"id": "savant",
"reason": "The Living Room will give either the true or false info, whilst the original Storyteller gives the other info."
},
{
"id": "redseastone_scp_fragmented_veil",
"reason": "The original Storyteller will handle this ability."
},
{
"id": "beachcomber_the_bootleggers_anthology",
"reason": "The original Storyteller will handle this ability."
},
{
"id": "chimneysweep_darkartists_stuff",
"reason": "The Living Room is unaffected by the Chimneysweep & doesn't think they are a good character."
}
]
}
Ability: @legitch. Image: @le_nuberto
Minion
When a { good } player nominates & kills a { evil } player, they also die { tonight }, even if you're dead. The { } text might be active (you learn if so).
The Bloodnote (SCP-012) is a music sheet drawn by blood that enthralls anyone near it to use their own blood to finish the composition.
While preparing the first night, you may choose to put the Bloodnote's { ACTIVE } reminder token by them.
During the first night, wake the Bloodnote. If they are currently marked with their own { ACTIVE } reminder token, nod your head yes. Otherwise, shake your head no. Put the Bloodnote to sleep.
If a player dies by execution, if the Bloodnote is marked with their { ACTIVE } reminder token, the nominator is good, and the executed player that died is evil, mark that good player's character token with the DEAD reminder. Tonight, the player marked with the Bloodnote's DEAD reminder dies. Otherwise, if the Bloodnote is not marked with their { ACTIVE } reminder token, instead immediately kill the nominator. Declare this to the group. They die - mark them with a shroud.
{
"id": "bloodnote_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/bloodnote_scp_fragmented_veil.png",
"firstNightReminder": "Give the head signal (nod yes, shake no) for whether the Bloodnote's { } text is active.",
"otherNightReminder": "If a good player nominated and killed an evil player today and the Bloodnote's { } text is active: They die.",
"reminders": [
"Dead",
"{ Active }"
],
"name": "Bloodnote █",
"team": "minion",
"ability": "When a { good } player nominates & kills a { evil } player, they also die { tonight }, even if you're dead. The { } text might be active (you learn if so).",
"attribution": "Ability: @legitch. Image: @quorglepleegjr",
"firstNight": 11.012,
"otherNight": 50.012,
"jinxes": [
{
"id": "matsuraid_hblreleased",
"reason": "The Bloodnote's condition no longer requires a kill, just a nomination."
}
]
}
Ability: @legitch. Image: @quorglepleegjr
Minion
When a player is executed, it's redirected to another non-Demon player based on a rule (you start knowing it), if it can. You can only die by execution.
The Pipe Maze (SCP-015) is a sentient labyrinth of pipes with a mindless primitive goal to expand and conquer. The pipes also act as a network to disperse hazards and travesties.
During setup, write the Pipe Maze's rule on a piece of paper, or on a phone.
During the first night, wake the Pipe Maze. Show this rule, then put them to sleep.
If a player is executed, instead, another non-Demon player will be executed based on the Pipe Maze's rule, if applicable.
If the Pipe Maze would die, they remain alive, but they die if they are drunk, poisoned, or executed.
{
"id": "pipemaze_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/pipemaze_scp_fragmented_veil.png",
"firstNightReminder": "Show the Pipe Maze their rule.",
"name": "Pipe Maze █",
"team": "minion",
"ability": "When a player is executed, it's redirected to another non-Demon player based on a rule (you start knowing it), if it can. You can only die by execution.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 11.015,
"jinxes": [
{
"id": "matsuraid_hblreleased",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "steeplejack_the_bootleggers_anthology",
"reason": "If the Steeplejack dies at night & chooses the Pipemaze, they may visit the Storyteller tomorrow to learn a hint towards the the Pipemaze's rule. If not in play, this info is arbitrary."
},
{
"id": "heir_darkartists_stuff",
"reason": "Players that die in someone's stead register as being executed to the Pipe Maze."
}
]
}
Ability: @legitch. Image: @le_nuberto
Minion
Each night, choose a piece of information feedback: Townsfolk & Outsiders that would learn it will learn something else instead if they can.
The Missing No. (SCP-033) is a mathematically forgotten number that disrupts the space of reality on whatever it is transcribed on.
Each night, wake the Missing No.. They show any information feedback/signal (finger signals, characters on the script, other players, head nods, thumbs up or down, and any other type of ability target, or a combination of any). Give a thumbs up to acknowledge their choice and put them to sleep. Write down that information on a piece of paper, or on a phone.
When a Townsfolk or Outsider would get that information with their ability, they instead get another piece of information regardless of it's authenticity that's valid for their ability. If there is no non-blacklisted information the ability can yield, the blacklist will not be applied for that instance.
{
"id": "missingno_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/missingno_scp_fragmented_veil.png",
"firstNightReminder": "The Missing No. shows information feedback/signals. Townsfolk and Outsiders that would get this information from their ability will instead get another piece of information of the same type, if it's valid for their ability.",
"otherNightReminder": "The Missing No. shows information feedback/signals. Townsfolk and Outsiders that would get this information from their ability will instead get another piece of information of the same type, if it's valid for their ability.",
"name": "Missing No. █",
"team": "minion",
"ability": "Each night, choose a piece of information feedback: Townsfolk & Outsiders that would learn it will learn something else instead if they can.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 23.033,
"otherNight": 5.033
}
Ability: @legitch. Image: @le_nuberto
Minion
Each night, choose a player (different from last night): they (until dusk) & you might register as nothing to player abilities.
The [unknown] (SCP-055) is an unknown thing that cannot remembered by anyone in any medium, causing detrimental effects to anyone who obtains information about it.
The Empath is neighbouring an evil player chosen by the [unknown]. That night, the Empath's ability mis-registers them as not evil, and the Empath learns a false number.
The Demon is currently chosen by the [unknown], and kills the Sage. They register as not the Demon, and the Sage doesn't wake that night.
The Sailor uses their ability on the [unknown]. The Storyteller decides that the [unknown] does not register as a player in this instance, and is not drunk, whilst the Sailor is not drunk either.
The only Village Idiot chooses the [unknown]. As information yielded from them still occurs and there is no way the [unknown] could mis-register as not an alignment, the Village Idiot learns true information that night.
Each night, wake the [unknown]. They point at any player. That player becomes voided—put the NULL & VOID reminder token by the chosen player's character token. Put the [unknown] to sleep.
The [unknown] and the voided player wakes and acts normally as they cannot register as nothing outside of player abilities. Each time the [unknown] or the voided player is targeted by an ability that detects or affects specific characters or player types, choose which state that player registers as in the moment. You may even choose to not make them register as a player at all, allowing them to be completely unaffected by the ability targeting them. Note that this does not work against information abilities that show something based on the target players, whilst it does work on information abilities that do show something different from their standard output based on the target players.
Each dusk, the voided player is no longer affected - remove their NULL & VOID reminder.
{
"id": "unknown_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/unknown_scp_fragmented_veil.png",
"firstNightReminder": "The [unknown] points to a player. That player is voided and might not register as nothing to other player's abilities.",
"otherNightReminder": "The previously voided player is no longer voided. The [unknown] points to a player. That player is voided and might not register as nothing to other player's abilities.",
"reminders": [
"Null & Void"
],
"name": "[unknown] █",
"team": "minion",
"ability": "Each night, choose a player (different from last night): they (until dusk) & you might register as nothing to player abilities.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 0.055,
"otherNight": 0.055,
"jinxes": [
{
"id": "plaguedoctor",
"reason": "If the Plague Doctor dies, a living Minion gains the [unknown]'s ability in addition to their own ability, and learns this."
}
]
}
Ability: @legitch. Image: @le_nuberto
Minion
For each non-Townsfolk teammate (or yourself) that died since last night, choose a player tonight: they die the next night.
The Infernal (SCP-060) is a grove of oak trees that, when burned, summons a skeletal defender to aggressively attack anyone within it's vicinity.
If the Infernal or a non-Townsfolk teammate of the Infernal dies, mark them with the VENGEANCE reminder token. If it was the Infernal, remove all other VENGEANCE reminder tokens (they will only avenge themselves).
Each night except the first, each player marked with the Infernal's DIES TOMORROW reminder token dies - replace those reminder(s) with the DEAD reminder token(s). If any players are marked with the VENGEANCE reminder token, wake the Infernal. Show fingers equalling the number of characters with the VENGEANCE reminder token, they point at that many players. Remove the VENGEANCE reminder tokens and put the Infernal to sleep. The chosen player dies the next night - mark them with the DIES TOMORROW reminder.
{
"id": "infernal_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/infernal_scp_fragmented_veil.png",
"otherNightReminder": "The previously chosen player dies. For each non-Townsfolk teammate that died since you last woke: the Infernal points to a player. That player dies the next night.",
"reminders": [
"Vengeance",
"Vengeance",
"Dies tomorrow",
"Dies tomorrow",
"Dead",
"Dead"
],
"name": "Infernal █",
"team": "minion",
"ability": "For each non-Townsfolk teammate (or yourself) that died since last night, choose a player tonight: they die the next night.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 50.06,
"jinxes": [
{
"id": "plaguedoctor",
"reason": "The evil team registers as the Storyteller's team if they have the Infernal ability."
}
]
}
Ability: @legitch. Image: @le_nuberto
Minion
On your first night, look at the Grimoire. You may choose another non-Demon player: you die tonight if (& only if) they are dead. [-? to +1 Outsiders]
The Misanthrope (SCP-079) is an AI monitoring the facility, anomalously running on an old Microcomputer Hard Disc with less than 1 gigabyte to hold it.
While setting up the game, before putting character tokens in the bag, you may choose to add one extra Outsider character token and remove one Townsfolk character token, or remove as many Outsider character tokens and add Townsfolk character tokens for each removed.
On their first night, wake the Misanthrope and show them the Grimoire for as long as they need. The Misanthrope either shakes their head no or points to a character token in the Grimoire or a player (neither of which can be themselves or a Demon). Put the Misanthrope to sleep. If the Misanthrope chose a player, mark them with a HOST reminder.
If the Misanthrope would die but a player is marked with the Misanthrope’s HOST reminder is alive, the Misanthrope does not die.
If the player marked with the Misanthrope’s HOST reminder dies during the night, the Misanthrope dies.
If the player marked with the Misanthrope’s HOST reminder dies during the day, mark the Misanthrope with the DEAD reminder. Tonight, the Misanthrope dies.
{
"id": "misanthrope_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/misanthrope_scp_fragmented_veil.png",
"firstNightReminder": "Show the Grimoire to the Misanthrope for as long as they need. The Misanthrope either shows the 'no' head signal, or points to a player.",
"reminders": [
"Host",
"Dead"
],
"setup": true,
"name": "Misanthrope █",
"team": "minion",
"ability": "On your first night, look at the Grimoire. You may choose another non-Demon player: you die tonight if (& only if) they are dead. [-? to +1 Outsiders]",
"special": [
{
"name": "grimoire",
"type": "signal",
"time": "night"
}
],
"attribution": "Ability: @legitch, @le_nuberto. Image: @le_nuberto",
"firstNight": 65.079,
"jinxes": [
{
"id": "alchemist",
"reason": "The Alchemist with the Misanthrope's ability cannot see the Grimoire, but can still choose any player to be the host, and learns if they added an extra Outsider or not during the setup."
},
{
"id": "damsel",
"reason": "If the Misanthrope is (or has been) in play, the Damsel is poisoned."
},
{
"id": "heretic",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "magician",
"reason": "When the Misanthrope sees the Grimoire, the Demon and Magician's character tokens are removed."
},
{
"id": "plaguedoctor",
"reason": "If the Plague Doctor dies, a living Minion gains the Misanthrope ability in addition to their own ability, learns this, and 1 player might become a not-in-play Outsider."
},
{
"id": "poppygrower",
"reason": "If the Poppy Grower is in play, the Misanthrope does not see the Grimoire (nor choose a host) until the Poppy Grower dies."
},
{
"id": "wigsnatcher_hblreleased",
"reason": "The Wig Snatcher cannot become the Misanthrope."
},
{
"id": "auwre_the_bootleggers_anthology",
"reason": "If Au’Wre is in play, the Misanthrope only sees half of the Grimoire."
},
{
"id": "ketos_the_bootleggers_anthology",
"reason": "If Ketos is in play, the Spy learns all in-play characters instead of seeing the Grimoire."
},
{
"id": "visionary_the_bootleggers_anthology",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "ornithologist_2tfafullcharacterlist",
"reason": "If the Ornithologist is in-play, the Misanthrope does not see the Grimoire (nor choose a host) until they die."
}
]
}
Optional rule: if the host dies while the Misanthrope is drunk or poisoned, the Misanthrope dies too tonight.
Ability: @legitch, @le_nuberto. Image: @le_nuberto
Minion
Each night*, choose a good player who chose you with their ability the previous night if you weren't killing: they die. You can only die to the Demon.
The Shy Guy (SCP-096) is an unstoppable docile humanoid that has omniscient awareness of who looked at it's face, and kills them.
While preparing the first night, put the Shy Guy's CRYING reminder token by their character token.
Each dusk, if any player is marked with the Shy Guy's LOOKED reminder, the Shy Guy will not mark new players - remove the Shy Guy's CRYING reminder. Else if that's not the case, put the Shy Guy's CRYING reminder token by their character token.
If a good player chooses to use their ability on the Shy Guy whilst the Shy Guy is marked with the CRYING reminder, this player is marked for death - mark them with the LOOKED reminder.
Each night, if any player is marked with the Shy Guy's LOOKED reminder, wake the Shy Guy. Point to each player marked with the LOOKED reminder. They point at one of those players. Put the Shy Guy to sleep. The chosen player dies - mark them with the DEAD reminder.
If the Shy Guy would die to anything but the Demon's ability: they remain alive (but they die if they are drunk or poisoned). If nominated & executed, declare that the player was executed but remains alive (do not say why.)
{
"id": "shyguy_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/shyguy_scp_fragmented_veil.png",
"otherNightReminder": "If a good player chose the Shy Guy with their ability the previous night and the Shy Guy is not killing today: Point to each player that did, the Shy Guy points to one of them. That player dies.",
"reminders": [
"Crying",
"Looked",
"Looked",
"Looked",
"Looked",
"Looked",
"Dead"
],
"name": "Shy Guy █",
"team": "minion",
"ability": "Each night*, choose a good player who chose you with their ability the previous night if you weren't killing: they die. You can only die to the Demon.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 50.096,
"jinxes": [
{
"id": "lilmonsta",
"reason": "The Shy Guy can die by execution if they are babysitting Lil' Monsta."
},
{
"id": "plaguedoctor",
"reason": "If the Plague Doctor dies, a living Minion gains the Shy Guy's ability in addition to their own ability, and learns this."
},
{
"id": "kukalpa_hblreleased",
"reason": "The Shy Guy can die by execution if they are \"the Demon\"."
}
]
}
Ability: @legitch. Image: @le_nuberto
Minion
Twice per game, at night after the 2nd, choose a player: unless a good player chose you after you last woke, they die, even if for some reason they could not.
The Peanut (SCP-173) is an otherworldly-looking statue that kills instantly by the twist of the neck, only if it isn't being seen.
Each night except the first, if the Peanut is marked with the READY reminder, wake them. They either shake their head no or point at any player. Put the Peanut to sleep. If they weren't marked with the READY reminder however, put it on the Peanut.
If the Peanut chose a player and isn't marked with the SEEN reminder, that player dies - mark them with the DEAD reminder. This cannot be prevented in any way (except if the Peanut doesn’t have their ability, such as if they’re drunk or poisoned.) The Peanut loses an ability charge - mark them with either the 1 USE reminder, or if they already have that reminder, the NO ABILITY reminder and remove their night token from the night sheet (the Peanut won't wake again.)
After the Peanut made their choice, regardless what it was or even if they didn't wake the 2nd night, remove any SEEN reminder on them.
At any time, if a good player chooses to use their ability on the Peanut and they aren't marked with the SEEN reminder, mark them with it.
{
"id": "peanut_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/peanut_scp_fragmented_veil.png",
"otherNightReminder": "If the Peanut has not yet fully used their ability: the Peanut either shows the 'no' head signal, or points to a player. If the Peanut was not chosen by an ability last night, that player dies.",
"reminders": [
"Ready",
"Seen",
"1 use",
"No ability",
"Dead"
],
"name": "Peanut █",
"team": "minion",
"ability": "Twice per game, at night after the 2nd, choose a player: unless a good player chose you after you last woke, they die, even if for some reason they could not.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 49.173,
"jinxes": [
{
"id": "plaguedoctor",
"reason": "If the Plague Doctor dies, a living Minion gains the Peanut's ability in addition to their own ability, and learns this."
}
]
}
Ability: @legitch. Image: @le_nuberto
Minion
Players between you & the other Shadow Caster might register falsely to good players (you learn the direction). [Another minion is this]
The Shadow Casters (SCP-205) are shadowlamps which depict the visage of death and wickedness against an innocent woman using shadows, which materializes under darkness.
While setting up the game, before putting character tokens in the bag, remove another Minion character token and add the 2nd Shadow Caster character token.
During the first night, wake the Shadow Casters. Point your finger horizontally in the chosen direction. Mark Shadow Caster with the LEFT or RIGHT reminder depending on which direction you pointed at in their perspective. Put Shadow Caster to sleep. There can only be 1 Shadow Caster marked LEFT and another marked RIGHT
For each player on the left/clockwise of a Shadow Caster marked with the LEFT reminder and on the right/counter-clockwise of a Shadow Caster marked with the RIGHT reminder: Each time they are targeted by an ability that detects or affects certain alignments or characters, choose which character and alignment they register as. Do whatever is appropriate, such as showing a good or evil character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect good, evil, Townsfolk, Outsider, Minion, or Demon players.
{
"id": "shadowcaster_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/shadowcaster_scp_fragmented_veil.png",
"firstNightReminder": "Point your finger horizontally in the chosen direction.",
"reminders": [
"Left",
"Right"
],
"setup": true,
"special": [
{
"name": "bag-duplicate",
"type": "selection"
}
],
"name": "Shadow Caster █",
"team": "minion",
"ability": "Players between you & the other Shadow Caster might register falsely to good players (you learn the direction). [Another minion is this]",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 0.205,
"jinxes": [
{
"id": "ogre",
"reason": "If the Shadowcaster makes the chosen player register as evil to the Ogre, the Ogre learns that they are evil."
},
{
"id": "pithag",
"reason": "If there is a spare token, the Pit-Hag can create an extra Shadow Caster."
},
{
"id": "plaguedoctor",
"reason": "If the Plague Doctor dies, a living Minion gains the Shadowcaster's ability in addition to their own ability, learns this, and another player becomes the Shadowcaster."
}
]
}
It is recommended that you have at least 4 good players in between the 2 Shadow Casters to register as falsely. If more players than that are inbetween the 2 Shadow Casters, you should exponentially decrease the frequency of misregistering them.
Optional rule: Abilities that indirectly (without targeting) learn in-play and/or alive evil characters will not receive not in-play evil characters by misregistering another player (such as the King).
Ability: @legitch. Image: @le_nuberto
Minion
This spreads by choosing players. At dawn, when all living are infected, all learn this & evil must die today, or evil wins. [+1 Outsider, they have this]
The Clockwork Virus (SCP-217) is an incurable and persistent virus that converts organic tissue into clockwork parts. Late-stage victims suffer from mental deterioration.
While setting up the game, before putting character tokens in the bag, add one extra Outsider character token and remove the Clockwork Virus's character token, then put the INFECTED reminder token in the center of the Grimoire.
While preparing the first night, move the Clockwork Virus's INFECTED reminder token from the center of the Grimoire by any Outsider's character token.
At any time, if a player chooses to use their ability on or nominates a player with INFECTED reminder token, and they aren't marked with it themselves, that player is infected with the Clockwork Virus - mark them with the Clockwork Virus's INFECTED reminder. Similarly, if a player marked with the INFECTED reminder token chooses to use their ability on or nominates a player that isn't marked with it, the chosen player is infected with the Clockwork Virus - mark them with the Clockwork Virus's INFECTED reminder.
Immediately after dawn, if all living players are marked with the Clockwork Virus's INFECTED reminder token, put the Clockwork Virus's COUNTDOWN reminder token in the center of the Grimoire, declare that all living players are infected with the Clockwork Virus, and that from now on, if an evil player is not killed each day, the evil team automatically wins.
Each dusk, if no evil player was killed today and the Clockwork Virus's COUNTDOWN is in the center of the Grimoire, the game ends and evil wins.
{
"id": "clockworkvirus_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/clockworkvirus_scp_fragmented_veil.png",
"otherNightReminder": "If all good players are infected with the Clockwork Virus: Announce this, and that from now on, an evil player must be killed each day, or the evil team wins.",
"remindersGlobal": [
"Infected",
"Infected",
"Infected",
"Infected",
"Infected",
"Infected",
"Infected",
"Infected",
"Infected",
"Infected",
"Infected",
"Infected",
"Infected",
"Infected",
"Infected",
"Countdown"
],
"setup": true,
"special": [
{
"name": "bag-disabled",
"type": "selection"
}
],
"name": "Clockwork Virus █",
"team": "minion",
"ability": "This spreads by choosing players. At dawn, when all living are infected, all learn this & evil must die today, or evil wins. [+1 Outsider, they have this]",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 88.217,
"jinxes": [
{
"id": "engineer",
"reason": "If the Engineer swaps out the Clockwork Virus, a living player becomes a Minion & learns the evil team, prioritizing an Outsider. The Engineer cannot swap in the Clockwork Virus."
},
{
"id": "hatter",
"reason": "If the Demon chooses to swap out the Clockwork Virus using the Hatter's ability, a living player becomes a Minion & learns the evil team, prioritizing an Outsider. The Demon cannot swap in the Clockwork Virus using the Hatter's ability."
},
{
"id": "kazali",
"reason": "If the Kazali wants the Clockwork Virus in-play, they must have it as their first choice. If they do choose for the Clockwork Virus, 1 Outsider is infected and the Kazali knows who they are."
},
{
"id": "pithag",
"reason": "If the Pit-Hag chooses a good player with the Clockwork Virus, they instead infect that player with the Clockwork Virus if they already aren't infected (this doesn't infect the Pit-Hag)."
},
{
"id": "pestalgue_scp_fragmented_veil",
"reason": "If the Pestalgue chooses a player to become the evil Clockwork Virus, they instead become an out-of-play Outsider and infect that player with the Clockwork Virus if they already aren't infected (this doesn't infect the Pestalgue)."
}
]
}
Ability: @legitch. Image: @le_nuberto
Minion
Whomever threatens to reach the Demon's identity might have something bad happen to them (twice per game).
"God" (SCP-343) is a powerful reality bender that claims to be God, but [ERROR: DATA LOSS]...cannot be trusted...[ERROR: DATA LOSS]...danger to us all.
At any time, if any player threatens to reach the Demon's identity, whether socially or through their ability, you may choose to mark them with the SOMETHING BAD reminder, to remind you that they are now poisoned, or mad, will become an Outsider tonight, or simply as a reminder to decide on what to do later. You may use "God"'s supporting reminder tokens - EARTH, WIND, AIR, FIRE - to remind yourself of what you are doing.
{
"id": "god_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/god_scp_fragmented_veil.png",
"reminders": [
"Something bad",
"Something bad",
"Earth",
"Wind",
"Air",
"Fire"
],
"name": "\"God\" █",
"team": "minion",
"ability": "Whomever threatens to reach the Demon's identity might have something bad happen to them (twice per game).",
"attribution": "Ability: @legitch & @le_nuberto. Image: @le_nuberto"
}
Ability: @legitch & @le_nuberto. Image: @le_nuberto
Minion
Your Townsfolk neighbours are poisoned & anything bad that happens to you might happen to them instead. [You are the farthest player from evil]
The Caruncula (SCP-372) is a stalking quadruped always in the corner of your eye, away from the action between good and evil.
While setting up the game, before putting the character tokens in the bag, remove the Caruncula's character token and add one Townsfolk character token.
While preparing the first night, identify the player furthest away from any evil player in either direction (if there are multiple people with the furthest direction away, it is recommended you prioritize identifying a Townsfolk over an Outsider, although it is up to your choice). Replace their old character token with the Caruncula's token, show them the “You Are” info token then the Caruncula's character token, and give a thumbs down. Additionally, the Townsfolk neighbours of the Caruncula become poisoned - mark them with POISONED reminders.
If the Caruncula turns into a different character, or if a new player becomes the Caruncula, the new neighbours of the Caruncula become poisoned, and the old neighbours become healthy - move the Caruncula’s POISONED reminders immediately if needed.
Each time the Caruncula would be effected by any action or ability - such as being killed, made drunk, or poisoned - you may choose to have it instead affect one of their Townsfolk neighbours instead, and move the respective reminder token that signifies that status onto them.
{
"id": "caruncula_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/caruncula_scp_fragmented_veil.png",
"firstNightReminder": "Wake the player whose token was changed to the Caruncula in the Grim, show them the 'You Are' card, the Caruncula, and a thumbs down.",
"reminders": [
"Poisoned",
"Poisoned"
],
"setup": true,
"special": [
{
"name": "bag-disabled",
"type": "selection"
}
],
"name": "Caruncula █",
"team": "minion",
"ability": "Your Townsfolk neighbours are poisoned & anything bad that happens to you might happen to them instead. [You are the farthest player from evil]",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 0.372,
"jinxes": [
{
"id": "bountyhunter",
"reason": "An evil Townsfolk is only created if the Bounty Hunter is still in play after the Caruncula comes into play."
},
{
"id": "choirboy",
"reason": "The Caruncula will instead be a player adjecent to the King if the King is the only player farthest from evil."
},
{
"id": "huntsman",
"reason": "If the Caruncula comes into play from the Damsel, and a Huntsman is in play, a good player becomes the Damsel."
},
{
"id": "kazali",
"reason": "If the Kazali wants the Caruncula in-play, they must have it as their last choice. If they do choose for the Caruncula, the Storyteller chooses who it is."
},
{
"id": "lordoftyphon",
"reason": "The Caruncula is the player farthest away from the Lord of Typhon, despite their setup ability."
},
{
"id": "plaguedoctor",
"reason": "If the Plague Doctor dies, a living Minion (prioritizing the one farthest away from other evil players) gains the Caruncula's ability in addition to their own ability, and learns this."
},
{
"id": "vigormortis",
"reason": "If the Vigormortis kills the Caruncula, they additionally poison a Townsfolk neighbouring one of their currently poisoned Townsfolk."
},
{
"id": "obscrul_the_bootleggers_anthology",
"reason": "The Caruncula will instead be a player adjecent to the Archivist if the Archivist is the only player farthest from evil."
}
]
}
Optional rule: The original character that the Caruncula was is not one of the available given bluffs.
Ability: @legitch. Image: @le_nuberto
Minion
The Demon has a 2nd Demon ability (they know which), but they cannot kill with it. You register as good & a good character to characters marked on the script.
The Umbilical Baby (SCP-395) is a telepathic and hungry fetus which acts as the 2nd vessel for the Demon... also, I think it just moved.
On the script, place a mark on characters whose abilities you want to be susceptible to the Umbilical's misregistration.
While setting up the game, before putting character tokens in the bag, decide what the 2nd Demon will be, and respect the setup effects of their ability. Put the 2nd Demon's character token in the center of the left side of the Grimoire.
While preparing the first night, put the Umbilical's USES 2ND ABILITY reminder token by the Demon's character token. Also, move the 2nd Demon's character token by the Demon's character token - if the current medium of play is unable to allow for this, you may instead replace the Umbilical's token with the 2nd Demon token, but marking them with the IS THE Umbilical reminder, indicating they have not changed characters from the Umbilical into the 2nd Demon.
During the first night, wake the Demon. Show them the THIS CHARACTER SELECTED YOU info token, the Umbilical's token, then the 2nd Demon's character token. Put the Demon to sleep. The Demon now has the 2nd Demon's ability, and has it overlapped ontop of their existing ability. However, the Demon cannot use this 2nd Demon ability to kill additional targets.
Each time the Umbilical is targeted by an ability directly marked on the script that detects or affects good characters, the Umbilical will register as good and a good character. Do whatever is appropriate, such as showing a good character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect good, Townsfolk, or Outsider players.
{
"id": "umbilical_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/umbilical_scp_fragmented_veil.png",
"firstNightReminder": "Wake the Demon, show them the 'This character selected you' card, show the Umbilical's token and the character token of the 2nd Demon.",
"reminders": [
"Uses 2nd ability"
],
"remindersGlobal": [
"Is the Umbilical"
],
"setup": true,
"name": "Umbilical █",
"team": "minion",
"ability": "The Demon has a 2nd Demon ability (they know which), but they cannot kill with it. You register as good & a good character to characters marked on the script.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 6.395,
"jinxes": [
{
"id": "alhadikhia",
"reason": "The Demon cannot have the Al-Hadikhia as their second ability."
},
{
"id": "kazali",
"reason": "The Demon cannot have the Kazali as their second ability."
},
{
"id": "legion",
"reason": "The Demon cannot have the Legion as their second ability."
},
{
"id": "leviathan",
"reason": "The Demon cannot have the Leviathan as their second ability."
},
{
"id": "lilmonsta",
"reason": "The 2nd Demon ability is attached to Lil' Monsta at all times & cannot change. The Demon cannot have the Lil' Monsta as their second ability."
},
{
"id": "ojo",
"reason": "The Demon cannot have the Ojo as their second ability."
},
{
"id": "riot",
"reason": "The Demon cannot have the Riot as their second ability."
},
{
"id": "shabaloth",
"reason": "If the Demon has the Shabaloth as their 2nd Demon ability, they can only use it to kill one player per night, and that player is the only one that may be regurgitated."
},
{
"id": "yaggababble",
"reason": "The Demon cannot have the Yaggababble as their second ability."
},
{
"id": "watislujv_scp_fragmented_veil",
"reason": "The Demon cannot have the Watislujv as their second ability."
},
{
"id": "pestalgue_scp_fragmented_veil",
"reason": "The Demon cannot have the Pestalgue as their second ability."
},
{
"id": "abysewhell_scp_fragmented_veil",
"reason": "The Demon cannot have the Abysewhell as their second ability."
},
{
"id": "cespholopod_scp_fragmented_veil",
"reason": "The Demon cannot have the Cespholopod as their second ability."
},
{
"id": "lettucbaken_scp_fragmented_veil",
"reason": "The Demon cannot have the Lettucbaken as their second ability."
},
{
"id": "_scp_fragmented_veil",
"reason": "The Demon cannot have the ☐☐☒▦⚉☐☒☐☐☐ as their second ability."
},
{
"id": "1_scp_fragmented_veil",
"reason": "The Demon cannot have the ▽ as their second ability."
},
{
"id": "eyeceue_scp_fragmented_veil",
"reason": "The 2nd Demon ability is attached to 'the Demon' at all times. The Demon cannot have the Eyeceue as their second ability."
},
{
"id": "xx_2662_xx_scp_fragmented_veil",
"reason": "The Demon cannot have the xX_2662_Xx as their second ability."
},
{
"id": "ohorseman_scp_fragmented_veil",
"reason": "The Demon cannot have the O. Horsemen as their second ability."
},
{
"id": "bloodwrite_hblreleased",
"reason": "The Demon cannot have the Bloodwrite as their second ability."
},
{
"id": "kukalpa_hblreleased",
"reason": "If the Demon has the Kukalpa as their 2nd Demon ability, their primary ability will always be active, even while dead."
},
{
"id": "matsuraid_hblreleased",
"reason": "The Demon cannot have the Matsuraid as their second ability."
},
{
"id": "auwre_the_bootleggers_anthology",
"reason": "The Demon cannot have the Au'Wre as their second ability."
},
{
"id": "cawthane_the_bootleggers_anthology",
"reason": "The Demon cannot have the Cawthane as their second ability."
},
{
"id": "ketos_the_bootleggers_anthology",
"reason": "The Demon cannot have the Ketos as their second ability."
},
{
"id": "obscrul_the_bootleggers_anthology",
"reason": "The Demon cannot have the Obscrul as their second ability."
},
{
"id": "schai",
"reason": "The Demon cannot have the Schai as their second ability."
},
{
"id": "midnight",
"reason": "The Demon cannot have the Midnight as their second ability."
},
{
"id": "taotie_festival_of_lanterns",
"reason": "The Demon cannot have the Tao Tie as their second ability."
},
{
"id": "switchblame_mistfitsreleased",
"reason": "The Demon cannot have the Switchblame as their second ability."
},
{
"id": "cataphractos_mistfitsreleased",
"reason": "If the Demon has the Cataphractos as their 2nd Demon ability, they can only use it to kill one player per night if they neighbour an alive Minion."
}
]
}
It's recommended that you mark half the Townsfolk whose abilities are susceptible to directly misregistering the Umbilical when targeted.
Optional rule: as you're placing marks by the characters whose abilities that will register the Umbilical as good & a good character, you may place Demon character icons by the Umbilical to indicate these are the only Demons the Umbilical will use for the 2nd Demon ability, and also place marks on the Demons that you want to indicate will never be in-play, and will only be used for a potential 2nd Demon ability.
Ability: @legitch. Image: @le_nuberto
Minion
A good player starts holding a tooth - holders may choose to pass it each night. Every other time a good holder is dead or tells a lie, a living good is poisoned.
The Tooth Fairy (SCP-478) is a pest that infects its host with a beautiful thing - more teeth! WE ALL LOVE HAVING TEETH!
While preparing the first night, put the Tooth Fairy's TOOTH reminder token by any Townsfolk or Outsider character token. If you choose, you may procure the object that will physically serve as THE TOOTH for players to hold on their persons (this may be a toy tooth, silver tooth, or even the Tooth reminder token if you can remember who is currently holding it at all times).
Each night, wake the player holding THE TOOTH. Show them the THIS CHARACTER SELECTED YOU info token, the Tooth Fairy's character token, then procure THE TOOTH. They either shake their head no or point at any player. Put them to sleep.
If the player holding THE TOOTH chose a player, they pass it to a new holder - move THE TOOTH to the player they chose. Wake the new holder of THE TOOTH, show them the THIS CHARACTER SELECTED YOU info token, the Tooth Fairy's character token, point at the previous holder, then procure THE TOOTH.
At any time, if the holder of THE TOOTH dies and is good, THE TOOTH is passed along to a dead good holder, or the holder tells a direct lie and is good, if the Tooth Fairy is marked ODD, remove it and a good player becomes poisoned - put the POISONED reminder token by the chosen good player's character token, otherwise if the Tooth Fairy isn't marked with the ODD reminder token, mark them with it.
{
"id": "toothfairy_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/toothfairy_scp_fragmented_veil.png",
"firstNightReminder": "Wake the current holder of the Tooth, show them the 'This character selected you' card, show the Tooth Fairy's token, then procure the tooth for them. They either show the 'no' head signal, or point to a player. The chosen player now holds the tooth and is now marked 'Tooth'. Wake the chosen player, show them the 'This character selected you' token, the Tooth Fairy's token, then point to the previous holder and procure the tooth for them.",
"otherNightReminder": "Wake the current holder of the Tooth even if the Tooth Fairy isn't currently alive, show them the 'This character selected you' card, show the Tooth Fairy's token, then procure the tooth. They either show the 'no' head signal, or point to a player. The chosen player now holds the tooth and is now marked 'Tooth'. Wake the chosen player, show them the 'This character selected you' token, the Tooth Fairy's token, then point to the previous holder and procure the tooth for them.",
"reminders": [
"Odd",
"Poisoned",
"Poisoned",
"Poisoned",
"Poisoned",
"Poisoned"
],
"remindersGlobal": [
"Tooth"
],
"name": "Tooth Fairy █",
"team": "minion",
"ability": "A good player starts holding a tooth - holders may choose to pass it each night. Every other time a good holder is dead or tells a lie, a living good is poisoned.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 66.478,
"otherNight": 84.478
}
Ability: @legitch. Image: @le_nuberto
Minion
Each odd or even (you know which) day & night, Townsfolk abilities yield false information. Non-info abilities might register you as good & a good character.
The Camera Disruptor (SCP-895) is an oak coffin that appears normal and harmless physically, but disrupts camera and field equipment every so often.
While preparing the first night, put either the Disruptor's ACTIVE or INACTIVE reminder token by the Disruptor's character token.
During the first night, wake the Disruptor. Show them the 1 finger signal if they are marked with the ACTIVE reminder token, or the 2 finger signal if they are marked with the INACTIVE reminder token. Put them to sleep.
Each dusk, replace the Disruptor's ACTIVE reminder token with the INACTIVE reminder token, and vice-versa.
Whilst the Disruptor is marked ACTIVE, you must give false information whenever a Townsfolk ability prompts you to give information.
Each time the Disruptor is targeted by an ability not yielding information that detects or affects good characters, you may choose to have them register as good & a good character of your choice. Do whatever is appropriate for allowing an ability to work that would normally only affect good, evil, Townsfolk, Outsider or Minion players.
{
"id": "disruptor_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/disruptor_scp_fragmented_veil.png",
"firstNightReminder": "Show the 1 finger symbol if the Disruptor's information ability will act on odd-numbered nights, or the 2 finger symbol if the Disruptor's information ability will act on even-numbered nights.",
"reminders": [
"Active",
"Inactive"
],
"name": "Disruptor █",
"team": "minion",
"ability": "Each odd or even (you know which) day & night, Townsfolk abilities yield false information. Non-info abilities might register you as good & a good character.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 11.895,
"jinxes": [
{
"id": "banshee",
"reason": "If the Disruptor is in play and the Demon kills the Banshee, the players still learn that the Banshee has died."
},
{
"id": "ogre",
"reason": "The Disruptor registers as evil to the Ogre."
},
{
"id": "plaguedoctor",
"reason": "If the Plague Doctor dies, a living Minion gains the Disruptor's ability in addition to their own ability, and learns this."
}
]
}
Ability: @legitch. Image: @le_nuberto
Minion
Each night*, choose a player: the marked character, if chosen, dies. If executed, you don't die. If either occur, all Townsfolk are poisoned until tommorow. [+the mark]
The Reverse Piñata (SCP-956) is an unbreakable pinata that has axe to grind against the scourge of their mark.
On the script, place a mark on the good character you want to be the target of the Atañip & their ability.
While setting up the game, before putting character tokens in the bag, if the character marked on the script is not already in play, remove a Townsfolk character token and add the marked character token.
Each night except the first, all Townsfolk that were poisoned by the Atañip killing the marked character become healthy - remove the POISON 'TIL WAKE reminder. Wake the Atañip. They point at any player. If they chose the marked character, they die - mark them with the DEAD reminder. If successful, all Townsfolk become poisoned - put the Atañip's POISON 'TIL WAKE reminder in the center of the left side of the Grimoire. Put the Atañip to sleep.
If the Atañip is executed, declare that the player was executed but remains alive (do not say why.) All Townsfolk become poisoned - put the Atañip's POISON 'TIL DUSK reminder in the center of the left side of the Grimoire.
At dusk tomorrow, all players poisoned by the Atañip become healthy - remove the POISON 'TIL DUSK reminder.
{
"id": "atanip_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/ataip_scp_fragmented_veil.png",
"otherNightReminder": "All Townsfolk are no longer poisoned if you successfully killed the character marked on the script last night. The Atañip points to a player. If they point to the character marked on the script, they die, and if successful: all Townsfolk are poisoned.",
"reminders": [
"Poison 'til wake",
"Poison 'til dusk",
"Dead"
],
"setup": true,
"name": "Atañip █",
"team": "minion",
"ability": "Each night*, choose a player: the marked character, if chosen, dies. If executed, you don't die. If either occur, all Townsfolk are poisoned until tommorow. [+the mark]",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 50.956,
"jinxes": [
{
"id": "kazali",
"reason": "If the Kazali chooses the marked character to become a Minion, and the Atañip is in play, a good player becomes the marked character."
},
{
"id": "plaguedoctor",
"reason": "If the Plague Doctor dies, a living Minion gains the Atañip's ability in addition to their own ability, and learns this."
},
{
"id": "Caliban_Circus_Music",
"reason": "If the Demon makes the marked character into Caliban, and there is an alive Atañip, a different living player becomes the marked character and the Atañip learns this."
}
]
}
Ability: @legitch. Image: @le_nuberto
Minion
Each night, choose up to █ players (different to last night) & information: it replaces their ability's info until dusk if possible. [█ is known before setup]
The Recursive Room (SCP-970) is the room which leads to the Recursive Room which leads to the Recursive Room which leads to the Recursive Room which leads to the Recursive Room which leads to the Recursive Room which leads to the Recursive Room...
During the night, the Recursion selects the Chambermaid and the Mathematician with the information "4". The Chambermaid wakes to select 2 players that woke tonight and learns a 2, whilst the Mathematician learns 4 players affected when the real number was 3.
During the night, the Recursion selects the Fortune Teller and Artist with the information "yes". The Fortune Teller selects the Demon and learns "yes", and the upcoming day, the Artist asks a question with a negative answer, and learns "yes".
While setting up the game, before deciding on what character tokens to put in the bag, publicly announce what the Recursion's █ variable will be for this game. You may choose to make it a standard unchanging number, or a number that varies based on conditions being met (Ex. "2 (on odd-numbered nights) or 3 (on even-numbered) nights", or "1 or 3 (if a Minion was executed today)."). Regardless of your choice, write down the number (and any of it's conditions it may have) on a piece of paper or on a phone.
Each night, wake the Recursion. They point at up to █ players, nods yes, then signals either finger signals, characters on the script, other players, head nods, thumbs up or down, and any other type of ability target, or a combination of any. Mark the Recursion's chosen targets with the BLINDED reminder, and write the information provided on a piece of paper, or on a phone. Put the Recursion to sleep.
While a player is marked with the BLINDED reminder and they are sober & healthy, you must give the respective information the Recursion provided whenever their ability prompts you if that information is applicable and possible for their ability. Whilst this does override an ability initially misregistering a target and getting false information as a result of it (such as Recluse or Spy), it does not override the drunkenness and poisoning states' arbitrary information.
Each dusk, the blinded players are no longer affected - remove their BLINDED reminder.
{
"id": "recursion_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/recursion_scp_fragmented_veil.png",
"firstNightReminder": "The Recursion points to up to █ (which is publicly revealed before the tokens are finalized and put into the bag) players, shows the 'yes' head signal, then signals either finger signals, characters on the script, other players, head nods, thumbs up or down, and any other type of ability target, or a combination of any. The information yielded by their abilities is replaced with yours where its applicable to the information they'd normally get from their ability.",
"otherNightReminder": "The Recursion points to up to █ (which is publicly revealed before the tokens are finalized and put into the bag) players, shows the 'yes' head signal, then signals either finger signals, characters on the script, other players, head nods, thumbs up or down, and any other type of ability target, or a combination of any. The information yielded by their abilities is replaced with yours where its applicable to the information they'd normally get from their ability.",
"reminders": [
"Blinded",
"Blinded",
"Blinded",
"?"
],
"setup": true,
"name": "Recursion █",
"team": "minion",
"ability": "Each night, choose up to █ players (different to last night) & information: it replaces their ability's info until dusk if possible. [█ is known before setup]",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 22.97,
"otherNight": 10.97,
"jinxes": [
{
"id": "fisherman",
"reason": "If the Recursion chooses the Fisherman with various pieces of information, their ability will yield advice that implicates some facts using that information."
},
{
"id": "savant",
"reason": "If the Recursion chooses the Savant with a 'yes', or a 'no', their ability instead yields 2 pieces of true information, or false information respectively."
},
{
"id": "lettucbaken_scp_fragmented_veil",
"reason": "The Lettucbaken's setup effect blocking does not affect the Recursion's pre-game setup effect... although the Recursion has no ability anyway."
},
{
"id": "prognosticator_scp_fragmented_veil",
"reason": "The Recursion cannot affect the Prognosticator's Prophecy."
},
{
"id": "astronomer_the_bootleggers_anthology",
"reason": "If the Recursion chooses the Astronomer with various pieces of information, their ability will yield a reason that implicates some facts using that information."
},
{
"id": "beachcomber_the_bootleggers_anthology",
"reason": "The Recursion will learn what off-script Townsfolk ability the Beachcomber will learn with tommorow, and can affect the Beachcomber as they would that character."
},
{
"id": "BugCollector_Circus_Music",
"reason": "The Recursion cannot affect the Bug Collector's picture."
},
{
"id": "historiographer_temporary_box",
"reason": "If the Recursion chooses the Historiographer with various pieces of information, their ability will yield a reason that implicates some facts using that information."
},
{
"id": "longxing_temporary_box",
"reason": "The Recursion cannot affect the Long Xing's Dark Fate."
},
{
"id": "musician_temporary_box",
"reason": "If the Recursion chooses the Musician with a number between negative 4 to positive 4, their ability will yield a response indicating the level of intensity towards \"fully there\" (or \"progress undone\" for negative)."
},
{
"id": "charlatan_2tfafullcharacterlist",
"reason": "The Charlatan's information disruption overrides the Recursion's."
},
{
"id": "plotter_2tfafullcharacterlist",
"reason": "If the Recursion chooses the Plotter with various pieces of information, their ability will yield advice that implicates some facts using that information."
},
{
"id": "unicorn_2tfafullcharacterlist",
"reason": "The Recursion cannot affect the Unicorn's unlikely tale."
},
{
"id": "visitor_2tfafullcharacterlist",
"reason": "The Visitor's information disruption overrides the Recursion's."
},
{
"id": "sibyl_darkartists_stuff",
"reason": "The Recursion cannot affect the Sibyl's Profecy."
}
]
}
Ability: @legitch. Image: @le_nuberto
Minion
Thrice per game, choose a player & guess their character: If correct, they die, even if some reason, they could not. On the final night, you lose this ability.
SCP-2578 is a supernatural collective that punishes those who use their character and status to push for an authoritative fascist standard.
Each night except the first, wake the Prosecutor. They either shake their head no or point at any player, then point at any character icon on their character sheet. Put the Prosecutor to sleep.
If the chosen player is the character from the chosen character icon, that player dies - mark them with the DEAD reminder. This cannot be prevented in any way (except if the Prosecutor doesn’t have their ability, such as if they’re drunk or poisoned.) Regardless of if the target was killed or not by a correct guess, the Prosecutor loses an ability charge - mark them with either the 2 USE reminder, the 1 USE reminder if they already have that reminder, or the NO ABILITY reminder if they already have that reminder and remove their night token from the night sheet.
{
"id": "prosecutor_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/prosecutor_scp_fragmented_veil.png",
"otherNightReminder": "If the Prosecutor has not yet fully used their ability: the Prosecutor either shows the 'no' head signal, or points to a player, and a character on their sheet. If correct, that player dies.",
"reminders": [
"2 use",
"1 use",
"No ability",
"Dead"
],
"name": "Prosecutor █",
"team": "minion",
"ability": "Thrice per game, choose a player & guess their character: If correct, they die, even if some reason, they could not. On the final night, you lose this ability.",
"attribution": "Ability: @legitch, Town of Salem 2. Image: @le_nuberto",
"otherNight": 49.2578,
"jinxes": [
{
"id": "plaguedoctor",
"reason": "If the Plague Doctor dies, a living Minion gains the Prosecutor's ability in addition to their own ability, and learns this."
},
{
"id": "spy",
"reason": "The 1st time the Spy sees the Grimoire, the Prosecutor cannot kill for 2 nights."
},
{
"id": "widow",
"reason": "Once the Widow sees the Grimoire, the Prosecutor cannot kill for 2 nights."
},
{
"id": "misanthrope_scp_fragmented_veil",
"reason": "Once the Misanthrope sees the Grimoire, the Prosecutor cannot kill for 2 nights."
},
{
"id": "1_scp_fragmented_veil",
"reason": "The 1st time the Spy sees the Grimoire, the Prosecutor cannot kill for 2 nights."
},
{
"id": "esper_the_bootleggers_anthology",
"reason": "The 1st time the Esper sees the Grimoire, the Prosecutor cannot kill for 2 nights."
},
{
"id": "bloodless_darkartists_stuff",
"reason": "Once the Bloodless sees the Grimoire, the Prosecutor cannot kill for 2 nights."
}
]
}
Ability: @legitch, Town of Salem 2. Image: @le_nuberto
Minion
Each night*, even if dead, choose 1 alive player (different to last night) & 1 dead player: The 1st might register as the 2nd would until dusk.
The Skin-Peeler (SCP-3114) is an animated skeleton that drapes the living with the skin of the dead.
Each night, wake the Skin-Peeler. They point at any living player and any dead player. The chosen living player might register as the chosen dead player - put the SKINS reminder token by the chosen living player's character token, and the BONES reminder token by the chosen dead player's character token. Put the Skin-Peeler to sleep
Each time the player marked SKINS is targeted by an ability that detects or affects the same character type as the player marked BONES, choose which character and alignment the player marked SKINS registers as. Do whatever is appropriate, such as showing a good or evil character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect good, evil, Townsfolk, Outsider, Minion, or Demon players.
Each dusk, remove the chosen living player and chosen dead player's SKINS and BONES reminder respectively.
{
"id": "skinpeeler_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/skinpeeler_scp_fragmented_veil.png",
"otherNightReminder": "The previous chosen victim is no longer misregistering. The Skin-Peeler points at any alive player and any dead player. The living player might register as the dead player.",
"reminders": [
"Skins",
"Bones"
],
"name": "Skin-Peeler █",
"team": "minion",
"ability": "Each night*, even if dead, choose 1 alive player (different to last night) & 1 dead player: The 1st might register as the 2nd would until dusk.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 0.3114
}
Ability: @legitch. Image: @le_nuberto
Minion
Each night, see the Grimoire & choose a player: the next good player they choose dies at night*. You might register as good & a good character.
SCP-017 is a humanoid of darkness incarnate, and walks in the shadows of others to perform their killings.
Each night, all players marked with the DARKENED reminder token die - replace each affected players' DARKENED reminder token with the DEAD reminder, then wake the Shadoo. Show them the Grimoire for as long as they need, then they point at any player. Mark that player with the SHROUDED reminder token. Put the Shadoo to sleep.
When a player with the SHROUDED reminder token nominates or chooses a good player with their ability, mark that player with the DARKENED reminder token and remove the SHROUDED reminder token from the previous one. If a player is marked with the DARKENED reminder token after the Shadoo woke but before they did in the same night, they die unless it's the first night - replace their DARKENED reminder token with the DEAD reminder.
Each time the Shadoo is targeted by an ability that detects or affects good characters, choose what character and alignment the Shadoo registers as. Do whatever is appropriate, such as showing a good character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect good, Townsfolk, or Outsider players.
{
"id": "shadoo_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/shadoo_scp_fragmented_veil.png",
"firstNightReminder": "Show the Grimoire to the Shadoo for as long as they need, they point to a player. The next good player that player chooses with their ability or nominates dies when they next wake.",
"otherNightReminder": "Those marked to die, die. Show the Grimoire to the Shadoo for as long as they need, they point to a player. The next good player that player chooses with their ability or nominates dies when they next wake.",
"reminders": [
"Shrouded",
"Shrouded",
"Shrouded",
"Shrouded",
"Shrouded",
"Darkened",
"Darkened",
"Darkened",
"Darkened",
"Darkened",
"Dead"
],
"name": "Shadoo █",
"team": "demon",
"ability": "Each night, see the Grimoire & choose a player: the next good player they choose dies at night*. You might register as good & a good character.",
"special": [
{
"name": "grimoire",
"type": "signal",
"time": "night"
}
],
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 0.017,
"otherNight": 37.017,
"jinxes": [
{
"id": "snakecharmer",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "damsel",
"reason": "If the Shadoo is (or has been) in play, the Damsel is poisoned."
},
{
"id": "heretic",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "magician",
"reason": "When the Shadoo sees the Grimoire, the Minions' and Magician's character tokens are removed."
},
{
"id": "ogre",
"reason": "The Shadoo registers as evil to the Ogre."
},
{
"id": "poppygrower",
"reason": "If the Poppy Grower is in play, the Shadoo does not see the Grimoire until the Poppy Grower dies."
},
{
"id": "visionary_the_bootleggers_anthology",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "abdominal_scp_fragmented_veil",
"reason": "If the Shadoo is (or has been) in play, the Abdominal is poisoned."
},
{
"id": "ornithologist_2tfafullcharacterlist",
"reason": "If the Ornithologist is in play, the Shadoo does not see the Grimoire until they die."
}
]
}
Ability: @legitch. Image: @le_nuberto
Demon
Each night*, choose a (2 if a good Minion died before) player: they die. You are sober, healthy & cannot die at night. [You choose which non-Outsiders are evil.]
SCP-031 is an amalgamous blob that enthralls those it can into a romantic trance, making them believe they are loved one of immeasurable value.
During the first night, wake the Watislujv. The Watislujv points at a player. If they're not an Outsider, nod your head 'yes' to the Watislujv, show that player the “You Are” info token, and give a thumbs down. Otherwise, nod your head 'no' to prompt for another choice. Repeat until the normal number of Minions exist. Put the Watislujv to sleep. For each Minion that wasn't chosen by the Watislujv, show them the "You Are" info token, and give a thumbs up.
During the Minion Info & Demon Info steps, only include the Watislujv and the evil players they made, whether they are Townsfolk or Minion - do not include the good Minions in this, either as a participant or someone seen during the steps.
If a good Minion dies, mark them with the MINION DIED reminder token.
Each night except the first, wake the Watislujv. They point at any player. That player dies - mark them with the DEAD reminder. If the Watislujv wakes to act while a good Minion is marked MINION DIED, show them this reminder token, they point at any two players, one at a time. In the order chosen, each chosen player dies - mark them with the DEAD reminders. Remove the MINION DIED reminder token.
The Watislujv is always sober and health (even if they're also marked DRUNK or POISONED,) and if they would die at night, they remain alive.
{
"id": "watislujv_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/watislujv_scp_fragmented_veil.png",
"firstNightReminder": "The Watislujv points to a player. Shake your head 'yes' if they didn't chose an Outsider, or 'no' otherwise and prompt them to choose again. They do this for as many Minions as should be in play. Wake those players, show them the 'You are' card, and a thumbs down. Lastly, wake all Minions not chosen, show them the 'You are' card, and a thumbs up.",
"otherNightReminder": "If a good Minion died after you last woke: the Watislujv points to two players. Otherwise: the Watislujv points to a player. Chosen players die.",
"reminders": [
"Minion died",
"Dead",
"Dead"
],
"setup": true,
"name": "Watislujv █",
"team": "demon",
"ability": "Each night*, choose a (2 if a good Minion died before) player: they die. You are sober, healthy & cannot die at night. [You choose which non-Outsiders are evil.]",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 1.031,
"otherNight": 48.031,
"jinxes": [
{
"id": "assassin",
"reason": "The Watislujv cannot die to the Assassun's ability."
},
{
"id": "boffin",
"reason": "If the Boffin is good, the Demon does not learn what ability they gained from it."
},
{
"id": "cultleader",
"reason": "If the Watislujv turns the Cult Leader evil, they can't turn good due to their own ability."
},
{
"id": "damsel",
"reason": "The Damsel learns an out-of-play Outsider if they were chosen by the Watislujv during the first night."
},
{
"id": "mastermind",
"reason": "A good Mastermind's ability is replaced with \"If the Demon kills you at night, the next day, the next living executee's team loses.\""
},
{
"id": "poppygrower",
"reason": "If the Poppy Grower is in play, the Storyteller chooses which players join the Watislujv's team."
},
{
"id": "scarletwoman",
"reason": "Minions register as the Demon to a good Scarlet Woman."
},
{
"id": "spy",
"reason": "The Storyteller chooses the Spy first on the Watislujv's behalf, both players learn this."
},
{
"id": "summoner",
"reason": "The game starts with the Watislujv in play, as normal. If the Summoner chooses a player, they make that player a not-in-play Demon. If the Summoner is evil, the chosen player becomes evil and deaths tonight are arbitrary."
},
{
"id": "vizier",
"reason": "If the Vizier is good, they may only choose to execute immediately if three or more players voted, regardless of those players' alignment."
},
{
"id": "widow",
"reason": "The Storyteller chooses the Widow first on the Watislujv's behalf, both players learn this."
},
{
"id": "abdominal_scp_fragmented_veil",
"reason": "The Abdominal learns an out-of-play Outsider if they were chosen by the Watislujv during the first night."
},
{
"id": "misanthrope_scp_fragmented_veil",
"reason": "The Storyteller chooses the Misanthrope first on the Watislujv's behalf, both players learn this."
},
{
"id": "peanut_scp_fragmented_veil",
"reason": "The Watislujv cannot die to the Peanut's ability."
},
{
"id": "umbilical_scp_fragmented_veil",
"reason": "The Storyteller chooses the Umbilical first on the Watislujv's behalf, both players learn this."
},
{
"id": "prosecutor_scp_fragmented_veil",
"reason": "The Watislujv cannot die to the Prosecutor's ability."
},
{
"id": "esper_the_bootleggers_anthology",
"reason": "The Storyteller chooses the Esper first on the Watislujv's behalf, both players learn this."
},
{
"id": "mouldwarp_the_bootleggers_anthology",
"reason": "The Mouldwarp's ability is replaced with \"On your 3rd night, gain an out-of-play Demon ability.\""
},
{
"id": "prankster_the_bootleggers_anthology",
"reason": "Only evil non-Demons register as a Minion to the Prankster."
},
{
"id": "blabbermouth_hblreleased",
"reason": "The Blabbermouth learns an out-of-play Outsider if they were chosen by the Watislujv during the first night."
},
{
"id": "chupacabra_hblreleased",
"reason": "If the Chupacabra is good, the Chupacabra does not learn which players were nominated by evil & may choose any player. If that player was not nominated by evil today, they do not die."
},
{
"id": "leftenent_hblreleased",
"reason": "If the Leftenent is good, they do not learn when a good player chose the Demon with their ability."
},
{
"id": "Prodigy_Circus_Music",
"reason": "The Prodigy learns an out-of-play Outsider if they were chosen by the Watislujv during the first night."
},
{
"id": "ornithologist_2tfafullcharacterlist",
"reason": "If the Ornithologist is in play, the Storyteller chooses which Townsfolk or Minions tokens are blank. Players who draw those tokens join the Watislujv's team."
},
{
"id": "bloodless_darkartists_stuff",
"reason": "The Storyteller chooses the Bloodless first on the Watislujv's behalf, both players learn this."
}
]
}
When thinking of Minions to put onto the script or put into play with the Watislujv, consider if their ability would be balanced if the Alchemist character had it. However, also note that the Watislujv is sober and healthy at all times and cannot die at night, thus you are enabled to including more possible candidates for Minion abilities on the good team's side, such as the Poisoner or Godfather.
Ability: @legitch. Image: @le_nuberto
Demon
Each night*, choose a player: they die. You start knowing 2 to 3 good players and their characters. If all are executed, evil wins.
SCP-035 is a lovecraftian eldritch comedy mask that lures victims into a false sense of security using social engineering (and also telepathy).
At the start of the game, the Pacifist and Sailor are marked to be the good players that cannot be misregistered. Over the course of the game, both of them are executed, and whilst they survive, evil wins.
While preparing the first night, put 2 to 3 of the Possessre's SINNER reminder tokens by individual good character tokens.
During the first night, wake the Possessre and point to each player marked SINNER and show their character token to the Possessre.
Each night except the first, wake the Possessre. They point at any player. That player dies - mark them with the DEAD reminder. Put the the Possessre to sleep.
If a player marked with the SINNER reminder is executed, replace that reminder with the BLASPHEMED reminder. If there are no more players marked SINNER, declare that the game ends and evil wins.
{
"id": "possessre_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/possessre_scp_fragmented_veil.png",
"firstNightReminder": "For each player marked 'Sinner', point to them and show their character token.",
"otherNightReminder": "The Possessre points to a player. That player dies. ",
"reminders": [
"Sinner",
"Sinner",
"Sinner",
"Blasphemed",
"Blasphemed",
"Dead"
],
"name": "Possessre █",
"team": "demon",
"ability": "Each night*, choose a player: they die. You start knowing 2 to 3 good players and their characters. If all are executed, evil wins.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 18.035,
"otherNight": 40.035,
"jinxes": [
{
"id": "fearmonger",
"reason": "The Possessre registers as the Fearmonger to their ability whilst nominating a Fearmonger's target that's also their own."
},
{
"id": "vizier",
"reason": "The Vizier cannot execute the last target of the Possessre."
},
{
"id": "steeplejack_the_bootleggers_anthology",
"reason": "If the Steeplejack dies at night & chooses the Possessre, they learn one of their unexecuted good player targets & their character. If they're not in-play, this info is arbitrary."
},
{
"id": "porcher_hblreleased",
"reason": "If the Demon gains the Possessre's ability, they learn the marked players without needing to wake."
},
{
"id": "Ariel_Circus_Music",
"reason": "Whilst dead, the Ariel's dead vote secretly counts as two if they are voting on a Possessre target they chose with their ability."
},
{
"id": "heir_darkartists_stuff",
"reason": "Players that die in someone's stead register as being executed to the Possessre."
}
]
}
Ability: @legitch. Image: @le_nuberto
Demon
Each night*, choose 2 players: 1 dies, the other becomes a not-in-play evil Minion you choose, unless theres 1+ extra evil. [1 Minion, +1 Outsider for each lost]
SCP-049 is a quixotic plague doctor who can kill by touch alone, and then use the corpses to raise an army of darkness.
The Pestalgue chooses 2 players and the Godfather. One of the players is protected by the Innkeeper, whilst the other is safe from the Demon due to the Monk. No one dies, and the one protected by the Innkeeper becomes the Godfather, as the Monk prevents the Pestalgue from making players become evil Minions.
While setting up the game, remove all but one Minion token, and add Outsider tokens for each Minion lost this way.
Each night except the first, wake the Pestalgue. They point at any two players. Put the Pestalgue to sleep. One of the chosen players dies - mark them with the DEAD reminder. If there is no extra evil character in play and the Minion picked by the Pestalgue is not in play, perform the following on the other chosen player:
Show the YOU ARE info token, then the Minion token. Show the YOU ARE info token, then give a thumbs down. Replace their character token with the Minion token and put the new Minion to sleep.
{
"id": "pestalgue_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/pestalgue_scp_fragmented_veil.png",
"otherNightReminder": "The Pestalgue points to two players and a Minion on the character sheet - 1 of the players becomes that Minion and becomes evil if there already isn't 1 extra evil player and that Minion is not in play, the other player dies.",
"reminders": [
"Dead"
],
"setup": true,
"name": "Pestalgue █",
"team": "demon",
"ability": "Each night*, choose 2 players: 1 dies, the other becomes a not-in-play evil Minion you choose, unless theres 1+ extra evil. [1 Minion, +1 Outsider for each lost]",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 33.049,
"jinxes": [
{
"id": "baron",
"reason": "If the Pestalgue chooses a player to become the evil Baron, up to two players become not-in-play Outsiders."
},
{
"id": "engineer",
"reason": "If the Engineer removes the Pestalgue before they have one more than their regular amount of Minions, they choose which players are which Minions until they have a regular amount, and the evil team learns each other."
},
{
"id": "hatter",
"reason": "The Demon cannot choose to be a Pestalgue. If the Pestalgue chooses to be another Demon before they have one more than their regular amount of Minions, they choose which players are which Minions until they have a regular amount, and the evil team learns each other."
},
{
"id": "pithag",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "summoner",
"reason": "If the Pestalgue creates a Summoner, their ability cannot create a new evil Demon if there's already 1 extra evil player. If the Summoner creates a not-in-play Demon, deaths tonight are arbitrary."
},
{
"id": "porcher_hblreleased",
"reason": "If the Demon gains the Pestalgue's ability, they may wake for it once to choose 1 player to become an evil Minion."
},
{
"id": "penitent_the_bootleggers_anthology",
"reason": "If the Pestalgue chooses to change their ability before they have one more than their regular amount of Minions, they choose which players are which Minions until they have a regular amount, and the evil team learns each other."
},
{
"id": "bilgerat",
"reason": "If the World-Hopper creates a Bilge Rat, players become not-in-play Outsiders or Outsiders become not-in-play Townsfolk until they are exactly 3."
},
{
"id": "falseprophet_darkartists_stuff",
"reason": "If the Pestalgue creates a False Prophet, deaths tonight are arbitrary."
}
]
}
Depending on the script, adding more than one or two Outsiders can put the good team at a significant disadvantage.
Ability: @legitch. Image: @le_nuberto
Demon
Each night*, choose a player: they die. If a good player would be responsible for your death, you don't die unless they correctly guess which Minions are in-play.
SCP-058 is a hostile bovine heart with insect-like features that narrates complete nonsense.
Each night except the first, wake the Harpodaarkniz. They point at any player. That player dies - mark them with the DEAD reminder. Put the Harpodaarkniz to sleep.
If the Harpodaarkniz would die due to the action's of a good player, they live unless that player correctly guesses what Minions are in-play. If executed or killed during the day, the accuser/killer should publicly say what Minions are in-play. If killed during the night, the killer should point to the Minions on the character sheet they think are in play. Regardless of how you interpret the context clues, if they are correct about the guesses, the Harpodaarkniz dies and the good team wins.
{
"id": "harpodaarkniz_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/harpodaarkniz_scp_fragmented_veil.png",
"otherNightReminder": "The Harpodaarkniz points to a player. That player dies.",
"reminders": [
"Dead"
],
"name": "Harpodaarkniz █",
"team": "demon",
"ability": "Each night*, choose a player: they die. If a good player would be responsible for your death, you don't die unless they correctly guess which Minions are in-play.",
"attribution": "Ability: @legitch. Image: @_harryjamespotter",
"otherNight": 45.058,
"jinxes": [
{
"id": "alsaahir",
"reason": "The Alsaahir must also guess what Minions are in-play in order to win the game."
},
{
"id": "pithag",
"reason": "The Pit-Hag cannot transform Minion players or players into new Minions whilst this is in-play."
}
]
}
It goes without saying, but the Harpodaarkniz is more fun on scripts without any loud Minions, or at the very least, Minions whose presence is only known to a select few people.
Ability: @legitch. Image: @_harryjamespotter
Demon
From now on, nominations don't occur & the Storyteller asks questions: wrong answers kill, correct 1s kill the winner's choice. Evil only loses when all die.
SCP-087 is a stairwell that further descends everyone into madness.
During the nomination process for execution, declare that players cannot make nominations, but you will be giving questions. Publicly declare your question. Any living player may publicly answer it, or you may forcefully choose a player too. If their answer is wrong, they die, and you may choose to keep the current question, or declare a new one. If their answer is correct, declare that to all players, and let the winner point at player, and declare that the chosen player dies - put a shroud on their character token in the Grimoire. Either way the question is answered, you may choose to end the day at any time.
The Abysewhell does not lose their ability when they are drunk, poisoned, or dead, and killing the Abysewhell does not immediately end the game until all other evil players are dead (also unaffected by being drunk or poisoned).
{
"id": "abysewhell_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/abysewhell_scp_fragmented_veil.png",
"name": "Abysewhell █",
"team": "demon",
"ability": "From now on, nominations don't occur & the Storyteller asks questions: wrong answers kill, correct 1s kill the winner's choice. Evil only loses when all die.",
"special": [
{
"name": "pointing",
"type": "ability",
"time": "day"
}
],
"attribution": "Ability: @legitch. Image: @le_nuberto",
"jinxes": [
{
"id": "banshee",
"reason": "If the Abysewhell is in play & the Banshee dies from an evil player answering their question correctly, their ability activates immediately."
},
{
"id": "butler",
"reason": "The Butler's ability is replaced with \"Each night, choose a living player (not yourself): you become their alignment (you don't know which.)\""
},
{
"id": "cannibal",
"reason": "The Cannibal instead gains the ability of the most recent player to die to a good player answering their question correctly."
},
{
"id": "devilsadvocate",
"reason": "Devil's Advocate-protected-players cannot die by answering their question incorrectly."
},
{
"id": "engineer",
"reason": "The Engineer cannot swap out the Abysewhell."
},
{
"id": "eviltwin",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "farmer",
"reason": "If the Abysewhell is in play & the Farmer dies from an evil player answering their question correctly, a good player becomes a Farmer that night."
},
{
"id": "fearmonger",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "flowergirl",
"reason": "The Flower Girl instead learns if a Demon or Minion correctly answered any questions for their ability."
},
{
"id": "fortuneteller",
"reason": "Minions register as the Demon to the Fortune Teller."
},
{
"id": "goblin",
"reason": "If the Abysewhell is in play & the Goblin dies from a good player answering their question correctly (whilst they claimed to be the Goblin), their team wins."
},
{
"id": "innkeeper",
"reason": "Innkeeper-protected-players cannot die from players answering their question correctly."
},
{
"id": "mastermind",
"reason": "The Mastermind's ability is replaced with \"The first 2 times you answer incorrectly per day, you don't die.\"."
},
{
"id": "mayor",
"reason": "If the Abysewhell is in play & the Mayor is one of the last two good players alive, the next two times they would've died, they don't."
},
{
"id": "minstrel",
"reason": "If a Minion dies during the day, the Minstrel's ability activates starting dusk and lasts until dusk tommorow."
},
{
"id": "monk",
"reason": "Monk-protected-players cannot die from evil players answering their question correctly."
},
{
"id": "pacifist",
"reason": "If the Pacifist is in-play, good players might not die by answering their question incorrectly."
},
{
"id": "ravenkeeper",
"reason": "If the Abysewhell is in play & the Ravenkeeper dies during the day by a player answering their question correctly, they wake that night to use their ability. They are drunk if their killer is good."
},
{
"id": "sage",
"reason": "If the Abysewhell is in play & the Sage dies during the day by an player answering their question correctly, they wake that night to learn 2 evil players. They are drunk if their killer is good."
},
{
"id": "saint",
"reason": "If the Abysewhell is in play & the Saint dies during the day by a good player answering their question correctly, their team loses."
},
{
"id": "scarletwoman",
"reason": "If the Scarlet Woman is in-play, the first time the Abysewhell answers their question incorrectly, they are instead declared correct."
},
{
"id": "soldier",
"reason": "The Soldier cannot die from evil players answering their question correctly."
},
{
"id": "towncrier",
"reason": "The Town Crier instead learns how many Minions answered any questions for their ability. If the number would be 0, they are instead drunk that night."
},
{
"id": "undertaker",
"reason": "The Undertaker instead learns the last player to die today to a good player answering their question correctly."
},
{
"id": "virgin",
"reason": "The first time the Virgin would die from a player answering their question correctly, if the killer is a Townsfolk, they are executed immediately."
},
{
"id": "vizier",
"reason": "The Vizier's ability is replaced with \"You cannot die during the day. You may suggest a question to the Storyteller they'll use. You are not required to die for evil to lose.\"."
},
{
"id": "witch",
"reason": "Witch-cursed players die after answering their question, even if correct."
},
{
"id": "zealot",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "bloodnote_scp_fragmented_veil",
"reason": "After a player answers a question correctly, they still die, regardless of the { } text."
},
{
"id": "pipemaze_scp_fragmented_veil",
"reason": "If a player would die during the day except by answering a question incorrectly, it follows the Pipemaze's rule."
},
{
"id": "sauelsuesor_scp_fragmented_veil",
"reason": "Players killed by the Sauelsuesor answering their question correctly register as nominated by them."
},
{
"id": "tunisian_scp_fragmented_veil",
"reason": "The Tunisian-protected-good-players cannot die from players answering their question correctly."
},
{
"id": "peacemonger_scp_fragmented_veil",
"reason": "If no good player answers a question correctly during the day, the Peacemonger's ability will activate."
},
{
"id": "immaterial_scp_fragmented_veil",
"reason": "If the Immaterial would die during the day, they might live and kill a teammate tonight."
},
{
"id": "revenant_scp_fragmented_veil",
"reason": "If the Abysewhell is in play & the Revenant dies during the day by a player answering their question correctly, they wake that night to use their ability. They are drunk if their killer is good."
},
{
"id": "gocphysics_scp_fragmented_veil",
"reason": "GOC Physics cannot die from evil players answering their question correctly whilst they activated their ability last night."
},
{
"id": "autarch_hblreleased",
"reason": "Players who answer a question, whether they are right or wrong, register as having nominated to the Autarch."
},
{
"id": "crawler_hblreleased",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "chupacabra_hblreleased",
"reason": "If the Abysewhell is in play, the Chupacabra can only choose to kill players that killed evil players today by answering correctly today."
},
{
"id": "fetch_hblreleased",
"reason": "The 1st player who dies during the day registers as executed to the Fetch."
},
{
"id": "haberdasher_hblreleased",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "moonflower_hblreleased",
"reason": "Players who die by a good player answering their question correctly register as executed to the Moonflower."
},
{
"id": "porcher_hblreleased",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "rancher_hblreleased",
"reason": "Evil players that die to a good player answering their question correctly register as executed to the Rancher."
},
{
"id": "seraph_hblreleased",
"reason": "Good players who die by the Seraph answering their question correctly register as executed to the Seraph."
},
{
"id": "vampire_hblreleased",
"reason": "If the Abysewhell is in play & an evil player would kill another evil player by answering their question correctly, the victim lives. If a Townsfolk chooses to kill the Vampire by answering their question correctly, both players are poisoned until dawn, even if the Vampire dies."
},
{
"id": "wigsnatcher_hblreleased",
"reason": "Players who die by a evil player answering their question correctly register as dieing at night to the Wig Snatcher."
},
{
"id": "archivist_the_bootleggers_anthology",
"reason": "Each day, the Archivist may ask a yes/no question about a question that a player received. This answer is arbitrary is that player is not evil."
},
{
"id": "cardinal_the_bootleggers_anthology",
"reason": "If the Abysewhell is in play, & the Cardinal is chosen by a player answering their question correctly, their alignment becomes opposite to whoever chose them, even as they die."
},
{
"id": "deserter_the_bootleggers_anthology",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "fencer_the_bootleggers_anthology",
"reason": "The Fencer's ability is replaced with 'Once per game, during the day, visit the Storyteller to learn the answer to a future question.'"
},
{
"id": "firebrand_the_bootleggers_anthology",
"reason": "If the Abysewhell is in play & the Firebrand draws first blood (killing another player by answering correctly) and survives, they'll use their ability tonight."
},
{
"id": "localhero_the_bootleggers_anthology",
"reason": "If the Abysewhell is in play & an evil player kills the Local Hero by answering their question correctly, the character they know dies tonight."
},
{
"id": "penitent_the_bootleggers_anthology",
"reason": "If the Abysewhell is in play & the Penitent dies and the Abysewhell chooses to change their ability whilst dead, a living Minion gets it instead and becomes \"the Demon\"."
},
{
"id": "spicetrader_the_bootleggers_anthology",
"reason": "Players that answer questions register as voting to the Spice Trader."
},
{
"id": "steeplejack_the_bootleggers_anthology",
"reason": "If the Abysewhell is in play & the Steeplejack dies during the day by a player answering their question correctly, they wake that night to use their ability. They are drunk if their killer is good."
},
{
"id": "silversmith_the_bootleggers_anthology",
"reason": "If the Abysewhell is in play & only 3 players live on the final day, the Silversmith may suggest a question to the Storyteller they'll use."
},
{
"id": "warden_the_bootleggers_anthology",
"reason": "If the Abysewhell is in play & an evil player would kill the player the Warden chose by answering their question correctly, that player does not die."
},
{
"id": "wight_the_bootleggers_anthology",
"reason": "The Wight & 'cursed' players 'curse' whoever kills it by answering their question correctly, up to 2 people. Cursed Townsfolk are poisoned."
},
{
"id": "Carpenter_Circus_Music",
"reason": "The Carpenter instead learns how many alive neighbours of evil players died today."
},
{
"id": "Cleric_Circus_Music",
"reason": "If the Abysewhell is in play & the Cleric kills an evil player by answering their question whilst they have their ability, good wins."
},
{
"id": "Kenku_Circus_Music",
"reason": "If the Abysewhell is in play & a Kenku-protected-players would die from an evil player answering their question correctly, 2 other good players die instead."
},
{
"id": "Shade_Circus_Music",
"reason": "If the Abysewhell is in play & the Shade answers a question, right or wrong, their might ability activate on the most recent good winner."
},
{
"id": "bugkeeper_festival_of_lanterns",
"reason": "Players who choose the Bug Keeper by answering correctly register as having nominated them."
},
{
"id": "firewatcher_festival_of_lanterns",
"reason": "If a Firewatcher-protected-player would die from an evil player answering their question correctly, they die instead & the day ends."
},
{
"id": "vixin_festival_of_lanterns",
"reason": "If the Abysewhell is in play & the Vixin dies to a good player answering their question correctly, their ability activates tonight."
},
{
"id": "junkbug_stardustcollectionreleased",
"reason": "If the Junkbug correctly answers a question & chooses to kill an evil player, their ability activates to drunken a player."
},
{
"id": "trapsmith_mistfitsprerelease",
"reason": "If an evil player kills the Trapsmith-protected player by answering their question correctly, they are told to pick again."
},
{
"id": "buggane_2tfafullcharacterlist",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "carpenter_2tfafullcharacterlist",
"reason": "If a good player kills the Carpenter by answering their question correctly, they become a not-in-play evil Minion tonight."
},
{
"id": "escapeartist_2tfafullcharacterlist",
"reason": "The Escape Artist's ability is replaced with \"If chosen by an player answering their question correctly, before you die, you may publicly ask for a question. If correct & they oppose them, they also die.\"."
},
{
"id": "lemming_2tfafullcharacterlist",
"reason": "If the Abysewhell is in play & the Lemming is chosen by a good player answering their ability, they become a Lemming and not all Lemmings die to their ability."
},
{
"id": "milkmaid_2tfafullcharacterlist",
"reason": "If the Abysewhell is in play & the Milkmaid dies during the day by a player answering their question correctly, they wake that night to use their ability. They are drunk if their killer is good."
},
{
"id": "ratcatcher_2tfafullcharacterlist",
"reason": "If the Abysewhell is in play & the Rat-Catcher dies during the day by an player answering their question correctly, an alive evil player gains the ability \"Good wins if just 3 players live. The Demon knows who you are\". They are drunk if their killer is good."
},
{
"id": "schemester_2tfafullcharacterlist",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "scorpion_2tfafullcharacterlist",
"reason": "Players that die to a good player answering their question correctly register as executed to the Scorpion."
},
{
"id": "troll_2tfafullcharacterlist",
"reason": "If the Abysewhell is in play & an evil player kills the Troll by answering their question correctly, an evil player dies instead (unless the Troll is drunk)."
},
{
"id": "vicar_2tfafullcharacterlist",
"reason": "Vicar-protected-players cannot die from evil players answering their question correctly."
},
{
"id": "whiteelephant_2tfafullcharacterlist",
"reason": "If the Abysewhell is in play & the White Elephants dies to a good player answering their question correctly, they register as executed."
},
{
"id": "akiryo_darkartists_stuff",
"reason": "Good players who die by another good player answering their question correctly register as executed to the Akiryo."
},
{
"id": "anthropologist_darkartists_stuff",
"reason": "If both the Abysewhell & Anthropologist are in play & no one claimed their character before the day ended, evil wins tonight."
},
{
"id": "baker_darkartists_stuff",
"reason": "Baker-protected-players cannot die from evil players answering their question correctly."
},
{
"id": "bloodless_darkartists_stuff",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "bogdweller_darkartists_stuff",
"reason": "If the Abysewhell is in play & the Bogdweller is chosen by a player answering their question correctly, their ability activates tonight."
},
{
"id": "breathsnatch_darkartists_stuff",
"reason": "Evil players that die to a good player answering their question correctly register as executed to the Breathsnatch."
},
{
"id": "childoflir_darkartists_stuff",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "dockworker_darkartists_stuff",
"reason": "If the Abysewhell is in play & an evil player would be killed by a player answering their question correctly, they register as an executed Demon to the Dockworker."
},
{
"id": "guilt_darkartists_stuff",
"reason": "Players who kill other players by answering their question correctly register as having nominated & executed to the Guilt."
},
{
"id": "haunt_darkartists_stuff",
"reason": "If the Abysewhell is in play & the Haunt or their victim are killed by a good player answering their question correctly, all players learn this."
},
{
"id": "heir_darkartists_stuff",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "houndmaster_darkartists_stuff",
"reason": "If the Abysewhell is in play & the Houndmaster choose an evil player when answering their question correctly, their ability activates tonight."
},
{
"id": "justice_darkartists_stuff",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "maskbearer_darkartists_stuff",
"reason": "Maskbearer-protected-players cannot die from players answering their question correctly."
},
{
"id": "moonshiner_darkartists_stuff",
"reason": "If the Abysewhell is in play & the Moonshiner is chosen by a player answering their question correctly, they are drunk until dawn, even if the Moonshiner dies."
},
{
"id": "mourner_darkartists_stuff",
"reason": "Players killed by a player answering their question correctly register as executed to the Mourner."
},
{
"id": "wayfarer_darkartists_stuff",
"reason": "If the Abysewhell is in play, the Wayfarer instead learns if the chosen player has killed an evil player by answering their question correctly."
}
]
}
Consider how many players you want to die each day to make the game more intense and engaging for all players. It's recommended you aim for games that end on Day 3, 4, or 5.
Ability: @legitch. Image: @le_nuberto
Demon
Each night*, choose a player: they die. If all good players choose to activate the Femur Breaker, good wins. You cannot die, no matter what.
SCP-106 is a hostile and masochistic humanoid who can phase through all attacks opposing them, but can be lured away to their containment through human sacrifice.
Each night except the first, wake the Oldephaz. They point at any player. That player dies - mark them with the DEAD reminder. Put the Oldephaz to sleep.
If the Oldephaz would die, they remain alive (but they die if they are drunk or poisoned.) If the Oldephaz was executed, declare that the player was executed but remains alive (do not say why.)
The good team wins if all good players agree to activate the 'Femur Breaker' during the day. If the Oldephaz is not in play and all good players agree to activate the 'Femur Breaker' during the day, evil wins.
{
"id": "oldephaz_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/oldephaz_scp_fragmented_veil.png",
"otherNightReminder": "Oldephaz points to a player. That player dies.",
"reminders": [
"Dead"
],
"name": "Oldephaz █",
"team": "demon",
"ability": "Each night*, choose a player: they die. If all good players choose to activate the Femur Breaker, good wins. You cannot die, no matter what.",
"attribution": "Ability: @katsitsanoron. Image: @le_nuberto",
"otherNight": 45.106,
"jinxes": [
{
"id": "assassin",
"reason": "The Oldephaz cannot die to the Assassin's ability."
},
{
"id": "mastermind",
"reason": "If the Mastermind is in-play & their ability can activate, the Oldephaz can die to an evil player nominating and executing them."
},
{
"id": "politican",
"reason": "The Politician is not required to activate the Femur Breaker."
},
{
"id": "scarletwoman",
"reason": "If the Scarlet Woman is in-play & their ability can activate, the Oldephaz can die to an evil player nominating and executing them."
},
{
"id": "slayer",
"reason": "The first time the Slayer chooses to activate the femur breaker, up to two good players don’t need to (whether the Oldephaz is in-play or not)."
},
{
"id": "peanut_scp_fragmented_veil",
"reason": "The Oldephaz cannot die to the Peanut's ability."
},
{
"id": "prosecutor_scp_fragmented_veil",
"reason": "The Oldephaz cannot die to the Prosecutor's ability."
},
{
"id": "Cleric_Circus_Music",
"reason": "Whilst the Cleric has their ability, up to two good players don’t need to activate the Femur Breaker (whether the Oldephaz is in-play or not)."
},
{
"id": "bloodless_darkartists_stuff",
"reason": "If the Bloodless is in-play & their ability can activate, the Oldephaz can die to an evil player nominating and executing them."
}
]
}
It's best to put the Oldephaz on scripts with 3 other quiet Demons with recognizable tells, such as possible extra kills, passive false information, or poisoning.
Ability: @katsitsanoron. Image: @le_nuberto
Demon
Each day except the 1st, publicly choose a player: they die. You are completely safe if any Minions live & die otherwise. [+1 Minion. No team info]
SCP-169 is a colossal cephalopod that's now slowly awakening from it's dormant slumber, and must be put down without the intervention of Minions wishing to bring about the end of the world.
While setting up the game, before putting character tokens in the bag, add one extra Minion character token and remove one Townsfolk character token.
During the first night, wake the Cespholopod. Show the THESE CHARACTERS ARE NOT IN PLAY info token, then any three good character tokens that are not in play. Then, put the Cespholopod to sleep. Do not do the Minion Info and Demon Info steps.
Once per day except the first day, the Cespholopod may publicly choose a player. That player dies.
If any player attacks, drunkens, poisons, overwrites info of, imposes a negative effect, redirects the target(s) of, or would register as evil to certain abilities (context-sensitive), converts the alignment of, or does any negative action/effect to the Cespholopod, they remain unaffected by the action.
If a Minion is killed and no living ones remain, the Cespholopod dies.
{
"id": "cespholopod_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/cespholopod_scp_fragmented_veil.png",
"setup": true,
"name": "Cespholopod █",
"team": "demon",
"ability": "Each day except the 1st, publicly choose a player: they die. You are completely safe if any Minions live & die otherwise. [+1 Minion. No team info]",
"special": [
{
"name": "pointing",
"type": "ability",
"time": "day"
}
],
"attribution": "Ability: @legitch. Image: @le_nuberto",
"jinxes": [
{
"id": "boffin",
"reason": "Another Minion registers as the Demon to the Boffin instead of the Cespholopod."
},
{
"id": "engineer",
"reason": "The Engineer cannot choose the Cespholopod to swap in or out."
},
{
"id": "exorcist",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "farmer",
"reason": "If the Cespholopod kills the Farmer, a good player becomes a Farmer that night."
},
{
"id": "flowergirl",
"reason": "The Flowergirl instead learns how many times Minions voted today for their ability."
},
{
"id": "fortuneteller",
"reason": "Minions register as the Demon to the Fortune Teller."
},
{
"id": "golem",
"reason": "If the Golem nominates a Minion, the Minion player does not die."
},
{
"id": "grandmother",
"reason": "If the Cespholopod kills the Grandmother's grandchild, the Grandmother dies tonight."
},
{
"id": "hatter",
"reason": "The Demon cannot choose to become the Cespholopod. If the Hatter dies, the Cespholopod can only choose 1 Minion to become a different one."
},
{
"id": "innkeeper",
"reason": "If the Cespholopod would kill the player the Innkeeper chose, that player does not die."
},
{
"id": "king",
"reason": "If the Cespholopod kills the King and the Choirboy is alive, the Choirboy wakes tonight to learn all the Minions. Minions also learn that the King is in-play (but not who they are)."
},
{
"id": "magician",
"reason": "The Magician's ability is replaced with: \"Each night, choose if you want to register as evil or not.\""
},
{
"id": "marionette",
"reason": "The Marionette instead neighbours a Minion, who also knows who the Marionette is."
},
{
"id": "mastermind",
"reason": "The Mastermind's ability activates if all other Minions are dead, and not the Cespholopod."
},
{
"id": "mayor",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "monk",
"reason": "If the Cespholopod would kill the player the Monk chose, that player does not die."
},
{
"id": "pithag",
"reason": "The Pit-Hag cannot choose the Cespholopod to swap in or out."
},
{
"id": "poppygrower",
"reason": "The Cespholopod only start with 1 bluff. When the Poppy Grower dies, they then learn an additional 2 bluffs."
},
{
"id": "psychopath",
"reason": "The Psychopath neighbours the Cespholopod and is not required to die for the Cespholopod to be vulnerable."
},
{
"id": "ravenkeeper",
"reason": "If the Cespholopod kills the Ravenkeeper, they wake that night to use their ability."
},
{
"id": "sage",
"reason": "If the Cespholopod kills the Sage, they wake that night to learn 1 of 2 players are a particular Minion, for each in-play Minion."
},
{
"id": "scarletwoman",
"reason": "Minions register as the Demon to the Scarlet Woman."
},
{
"id": "slayer",
"reason": "Minions register as the Demon to the Slayer."
},
{
"id": "spy",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "summoner",
"reason": "If the Cespholopod and the Summoner are both in play, the game starts with one less Minion in play. The Summoner instead chooses another player other than the Cespholopod to become a Minion of their choice, rather than a Demon. If that Minion is already in-play, a different Minion is made instead."
},
{
"id": "vizier",
"reason": "The Vizier neighbours the Cespholopod and is not required to die for the Cespholopod to be vulnerable."
},
{
"id": "widow",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "misanthrope_scp_fragmented_veil",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "tunisian_scp_fragmented_veil",
"reason": "If the Cespholopod would kill the good player the Tunisian chose, that player does not die."
},
{
"id": "panacea_scp_fragmented_veil",
"reason": "If the Cespholopod would kill the player the Panacea chose, that player does not die."
},
{
"id": "peacemonger_scp_fragmented_veil",
"reason": "The Peacemonger's ability will instead activate if the Cespholopod didn't kill anyone during the day."
},
{
"id": "revenant_scp_fragmented_veil",
"reason": "If the Cespholopod kills the Revenant, they wake that night to use their ability."
},
{
"id": "gocphysics_scp_fragmented_veil",
"reason": "If the Cespholopod would kill the player the GOC Physics whilst they activated their ability last night, they do not die."
},
{
"id": "chupacabra_hblreleased",
"reason": "If the Cespholopod is in play, the Chupacabra does not learn which players were nominated by evil & may choose any player. If that player was not nominated by evil today, they do not die."
},
{
"id": "fetch_hblreleased",
"reason": "The Cespholopod themselves cannot register as executed to the Fetch for their ability."
},
{
"id": "leftenent_hblreleased",
"reason": "Minions register as the Demon to the Leftenent."
},
{
"id": "porcher_hblreleased",
"reason": "If the Cespholopod is in-play, the Porcher ability they gain is always active, but they cannot kill with it. If the Porcher ability grants the Cespholopod ability, a Townsfolk becomes evil and registers as a Minion to the Demon, but cannot kill with that ability."
},
{
"id": "wigsnatcher_hblreleased",
"reason": "If the Cespholopod is in play & the player the Wig Snatcher chose dies by the Cespholopod, the Wig Snatcher becomes their character that night."
},
{
"id": "haberdasher_hblreleased",
"reason": "The Cespholopod is safe from losing their ability from the Haberdasher, but still cannot kill their good neighbors."
},
{
"id": "archivist_the_bootleggers_anthology",
"reason": "The Archivist can only ask questions about Minions' abilities (between any to all) instead of the Demon's ability."
},
{
"id": "fencer_the_bootleggers_anthology",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "penitent_the_bootleggers_anthology",
"reason": "If the Penitent dies, a Minion instead gets the choice to have their ability replaced with 'Each night*, choose a player: they die. Once per game, the Storyteller chooses who instead.'"
},
{
"id": "Carpenter_Circus_Music",
"reason": "If the Cespholopod is in play & the Carpenter would learn a 'yes', they instead learn half of the Minion players (rounded down)."
},
{
"id": "Kenku_Circus_Music",
"reason": "If the Cespholopod would kill the player the Kenku chose, 2 other good players instead die."
},
{
"id": "Cleric_Circus_Music",
"reason": "The Cleric's ability is replaced with \"If you nominate the last living Minion, they die.\"."
},
{
"id": "firewatcher_festival_of_lanterns",
"reason": "If the Cespholopod would kill a player the Firewatcher is targetting, the Firewatcher dies instead & the day ends."
},
{
"id": "singer_festival_of_lanterns",
"reason": "Minions register as the Demon to the Singer."
},
{
"id": "vixin_festival_of_lanterns",
"reason": "The Vixin's first night choice is made by the Storyteller."
},
{
"id": "buggane_2tfafullcharacterlist",
"reason": "If the Cespholopod would kill a Townsfolk the Buggane is protecting, that player does not die."
},
{
"id": "curarist_2tfafullcharacterlist",
"reason": "The Curarist's ability is replaced with \"You bring a friend. [+1 to +2 Outsiders, they neighbour a Minion]\"."
},
{
"id": "dean_2tfafullcharacterlist",
"reason": "If the Cespholopod is in play, the Dean instead learns the last living Minion once they reach that condition."
},
{
"id": "hippie_2tfafullcharacterlist",
"reason": "If the Cespholopod is in play, Minions don't wake together. Only one of them wakes."
},
{
"id": "milkmaid_2tfafullcharacterlist",
"reason": "If the Cespholopod kills the Milkmaid, they wake that night to use their ability."
},
{
"id": "ornithologist_2tfafullcharacterlist",
"reason": "The Cespholopod player does not draw a blank token."
},
{
"id": "ratcatcher_2tfafullcharacterlist",
"reason": "If the Cespholopod does not learn who the Rat-catched Minion is."
},
{
"id": "troll_2tfafullcharacterlist",
"reason": "If the Cespholopod would kill the Troll, a Minion dies instead (unless the Troll is drunk)."
},
{
"id": "baker_darkartists_stuff",
"reason": "If the Cespholopod would kill the player the Baker is protecting that night, that player does not die."
},
{
"id": "bloodless_darkartists_stuff",
"reason": "The 2nd to last living Minion to die registers as the Demon to the Bloodless"
},
{
"id": "dianite_darkartists_stuff",
"reason": "The Cespholopod does not register as evil to the Dianite."
},
{
"id": "dockworker_darkartists_stuff",
"reason": "Minions register as the Demon to the Dockworker for the execution."
},
{
"id": "fencer_darkartists_stuff",
"reason": "If the Cespholopod kills the Fencer, the Cespholopod can die to their ability."
},
{
"id": "haunt_darkartists_stuff",
"reason": "The Haunt's first night choice is made by the Storyteller."
},
{
"id": "houndmaster_darkartists_stuff",
"reason": "The Houndmaster's ability does not activate by nominating the Cespholopod."
},
{
"id": "omen_darkartists_stuff",
"reason": "If the Cespholopod is in play & the last Minion dies, the Omen's ability activates on them instead of the Demon."
},
{
"id": "ritualist_darkartists_stuff",
"reason": "Only 1 jinxed character can be in play."
}
]
}
Ability: @legitch. Image: @le_nuberto
Demon
All players know you are in play & what your ability is. For each minion, the Storyteller will give a public hint at any time. [Minions can be from any set]
SCP-354 is a pool of a blood-like substance that brings in waves of monsters and terrors from other worlds to do battle against mankind.
One of the in-play Minions is a Baron. At dawn, the Storyteller believes that evil is already winning substantially via a lucky kill on the barber, so the Storyteller gives the hint (in the form of a rhyme): "From cobble brings smoke, in the central venture, the wheel turns for this arrow to the clouds, indefinite pleasure."
While setting up the game, replace the Minion character tokens with Minion tokens from any set you possess. Decide what special ability the Bludbaythe has.
While preparing the first night, put the Bludbaythe's HINT reminder token by each Minion character token.
Immediately after dawn on the first day, declare that the Bludbaythe is in play, inform the group of the special ability the Bludbaythe has this game, and what possible sets Minions can come from.
During the game, treat that player as if they had that ability, waking them when needed, prompting them to choose players when needed, or whatever else is appropriate. Use the Bludbaythe's ? reminders if you need to.
At any time (even at night), if you decide too, remove a HINT reminder from a Minion, and declare a cryptic hint regarding that Minion.
{
"id": "bludbaythe_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/bludbaythe_scp_fragmented_veil.png",
"firstNightReminder": "Announce 'the Bludbaythe is in play', inform the group of the special ability the Bludbaythe has this game, and what possible sets Minions can come from. It is recommended you change this announcement to make it more thematic whilst keeping it's contents.",
"otherNightReminder": "If the Bludbaythe's special ability causes them to wake tonight: Wake the Bludbaythe and run their ability.",
"reminders": [
"Hint",
"Hint",
"Hint",
"Hint",
"Dead",
"?",
"?",
"?"
],
"setup": true,
"name": "Bludbaythe █",
"team": "demon",
"ability": "All players know you are in play & what your ability is. For each minion, the Storyteller will give a public hint at any time. [Minions can be from any set]",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 72.354,
"otherNight": 49.354,
"jinxes": [
{
"id": "alchemist",
"reason": "The Alchemist cannot have off-script Minion abilities."
},
{
"id": "boomdandy",
"reason": "If the Boomdandy is executed, instead of exploding, they live, something bad happens to the good team, and the Boomdandy sees the Grimoire tonight."
},
{
"id": "dreamer",
"reason": "The Dreamer visits the Storyteller during each day to choose a player instead of waking up each night, and instead of learning 1 evil character at most, they learn up to 3 Minions and/or the Bludbaythe, alongside the 1 good character."
},
{
"id": "engineer",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "fearmonger",
"reason": "The Fearmonger's prescense will not be announced when they choose a new player. If the Fearmonger's ability would cause them to win the game, instead, something bad happens to the good team, and the Fearmonger sees the Grimoire tonight."
},
{
"id": "hatter",
"reason": "The Hatter's ability can only transform others into on-script Minions."
},
{
"id": "investigator",
"reason": "The Investigator might learn 2 to 4 particular Minions their target could be, instead of just 1."
},
{
"id": "juggler",
"reason": "For each Juggler guess not used on their first day (up to 3), the Juggler may publicly guess a Minion that is in-play the day a hint is given, for each hint, and learn how many they got correct that night."
},
{
"id": "king",
"reason": "The King cannot learn evil characters. Each night, the King (after learning an alive character if valid) chooses a hint you gave & a player: if that player is the one the hint referred too, they learn this, it cannot misregister or be false."
},
{
"id": "mastermind",
"reason": "If the Mastermind's ability would cause them to win the game, instead, something bad happens to the good team, the Mastermind sees the Grimoire tonight, and chooses a player to become the evil Bludbaythe (once)."
},
{
"id": "pithag",
"reason": "The Pit-Hag cannot create off-script Minions."
},
{
"id": "plaguedoctor",
"reason": "If the Plague Doctor dies, a Minion (living or dead) learns that they'll keep their ability when dead."
},
{
"id": "summoner",
"reason": "The Bludbaythe's prescense & ability will still be anounced, even if the Summoner starts in-play and removes them. When the Summoner then chooses a player after this, they must choose to make them the evil Bludbaythe."
},
{
"id": "vizier",
"reason": "The Vizier's prescense will not be announced at the start of the game."
},
{
"id": "sauelsuesor_scp_fragmented_veil",
"reason": "The Sauelsuesor only learns if they nominated a Minion, and doesn't know which Minion they are,"
},
{
"id": "autarch_hblreleased",
"reason": "If the Autarch's ability would cause them to win the game, instead, something bad happens to the good team, and the Autarch sees the Grimoire tonight."
},
{
"id": "cobbler_hblreleased",
"reason": "The Cobbler might learn 2 to 4 Minions that is in-play or not in-play with the good character, instead of just 1 evil character."
},
{
"id": "porcher_hblreleased",
"reason": "If the Bludbaythe swaps to a different ability, hints will still be given out as appropiate."
},
{
"id": "wigsnatcher_hblreleased",
"reason": "The Wig Snatcher cannot become a Minion through their ability, but learns if they wouldve."
},
{
"id": "archivist_the_bootleggers_anthology",
"reason": "The Archivist's questions will instead pertain a publicly given hint of the Archivist's choice that corresponds to the associated Minion."
},
{
"id": "falconer_the_bootleggers_anthology",
"reason": "The Falconer can choose to not use their ability on the 1st night, inexchange for being able to use it every night proceding a day where a hint was given out, only being able to select 3 Minions at the same time."
},
{
"id": "localhero_the_bootleggers_anthology",
"reason": "The Local Hero might learn 2 to 4 opposing Minions, instead of just 1, but they're still referring to the same player."
},
{
"id": "penitent_the_bootleggers_anthology",
"reason": "If the Bludbaythe exchanges their ability, hints will still be given out as appropiate."
},
{
"id": "skeptic",
"reason": "If the Skeptic starts in-play, players are not announced that the Bludbaythe is in-play, and their special ability is \"Each night*, choose a player: they die.\"."
},
{
"id": "yinyang_diviner_festival_of_lanterns",
"reason": "The Yin-Yang Diviner might instead learns 4 to 8 Minions."
},
{
"id": "aesthete_2tfafullcharacterlist",
"reason": "The Aesthete cannot learn in-play Minions."
},
{
"id": "boxer_2tfafullcharacterlist",
"reason": "The Boxer does not learn the Minion's character, only that they were chosen."
},
{
"id": "disciple_darkartists_stuff",
"reason": "The Disciple might learn 2 to 4 opposing Minions, instead of just 1."
},
{
"id": "carpenter_2tfafullcharacterlist",
"reason": "The Carpenter cannot create off-script Minions."
},
{
"id": "goatherd_2tfafullcharacterlist",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "perkeo_2tfafullcharacterlist",
"reason": "If the Perkeo's ability would cause them to win the game, instead, something bad happens to the good team, the Perkeo sees the Grimoire tonight."
},
{
"id": "schemester_2tfafullcharacterlist",
"reason": "If the Schemester's ability would cause them to win the game, instead, they swap characters with the Demon."
},
{
"id": "scorpion_2tfafullcharacterlist",
"reason": "The Scorpion's prescense will not be announced when they are executed. If the Scorpion's ability would cause them to win the game, instead, something bad happens to the good team, and the Scorpion sees the Grimoire tonight."
},
{
"id": "akiryo_darkartists_stuff",
"reason": "Only 1 jinxed character can be in play."
}
]
}
The Bludbaythe is an incredibly sophisticated and enigmatic character, and is recommended for both experienced players and Storytellers.
It's generally a good idea for all Minions brought in by the Bludbaythe to be quiet minions which don't announce their presence, and to also disallow Minions which can suddenly end games by some sort of condition failing to be met.
There is no official standard for what types of texts the hints are. They may be cryptic riddles that use word play, or direct factual information - both examples can do a good job to facilitate discussion amongst the circle of people. It's the Storyteller's job to create an engaging game for all players using this lack of restriction to their advantage.
The Bludbaythe's special ability may be as simple or as complex as you want to fit the gameplay and the Minions you added. Some good examples of special abilities include: "Each night*, choose a player: they die. You die if (& only if) all other Minions are dead.", or also: "After day 5, evil wins. If a good player is executed, this comes closer by a day." It's recommended you make abilities that don't make the Bludbaythe wake on the first night to prevent confusion with the first night order.
Ability: @legitch. Image: @le_nuberto
Demon
Each night after the 3rd, choose half of all living players: they die. Each night before that, choose a player: they might register as evil & an evil character.
SCP-457 is a constantly burning humanoid with a primitive instinct to burn everything to ashes.
When preparing the first night, put the Pyrrite’s NIGHT 1 reminder by the Pyrrite. When preparing the second night, put the Pyrrite’s NIGHT 2 reminder by the Pyrrite. When preparing the third night, put the Pyrrite’s NIGHT 3 reminder by the Pyrrite. When preparing the fourth night, put the Pyrrite's NIGHT 4 reminder by the Pyrrite.
Each night, wake the Pyrrite.
If they are not marked with the NIGHT 4 reminder, they point at any player. The chosen player might migregister by evil - put the RECLUSIVE reminder token by the chosen player's character token. Put the Pyrrite to sleep. Each time a player marked RECLUSIVE is targeted by an ability that detects or affects evil characters, choose which character and alignment that player registers as. Do whatever is appropriate, such as showing an evil character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect evil, Minion, or Demon players.
If they are marked with the NIGHT 4 reminder, they point to half of all living players (rounded up), one at a time (if the player is unsure how many players they should be pointing to, you may also show the finger symbol for that number to help them out). Put the Pyrrite to sleep. In the order chosen, each chosen player dies - mark them with DEAD reminders.
{
"id": "pyrrite_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/pyrrite_scp_fragmented_veil.png",
"firstNightReminder": "The Pyrrite points to a player. That player might register as evil and a Minion or Demon.",
"otherNightReminder": "If it is the 2nd or 3rd night, the Pyrrite points to a player. That player might register as evil and a Minion or Demon. If it is the 4th night or beyond, the Pyrrite points to half of all living players. Those players die.",
"reminders": [
"Night 1",
"Night 2",
"Night 3",
"Night 4+",
"Reclusive",
"Reclusive",
"Reclusive",
"Dead",
"Dead",
"Dead",
"Dead",
"Dead",
"Dead",
"Dead"
],
"name": "Pyrrite █",
"team": "demon",
"ability": "Each night after the 3rd, choose half of all living players: they die. Each night before that, choose a player: they might register as evil & an evil character.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 0.457,
"otherNight": 32.457,
"jinxes": [
{
"id": "goon",
"reason": "If the Pyrrite is drunkened by the Goon, they are immune to it the next night."
},
{
"id": "ogre",
"reason": "If a misregistered player registers as evil to the Ogre, the Ogre learns that they are evil."
}
]
}
Ability: @legitch. Image: @le_nuberto
Demon
Each night*, choose a player: they die. With 3+ dead, you can only choose their neighbours, but evil players you kill the 1st time live & register as dead.
The Peredatore (SCP-575) is a shapeless darkness with predator instincts. It solidifies darkness as a whole to envelope and consume all.
Each night except the first, wake the Peredatore. If there are 3 or more dead players, they must point to anyone neighbouring a dead player, otherwise, they point at any player. That player dies - mark them with the DEAD reminder, or if they are a living evil player, there are 3 or more dead players, and they aren't marked with the Peredatore's FALSELY DEAD reminder token, instead mark them with the FALSELY DEAD reminder - they remain alive, and you'll declare that they died, but do not add a shroud to them. From now on, register them as dead.
{
"id": "peredatore_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/peredatore_scp_fragmented_veil.png",
"otherNightReminder": "If there is at least 3 dead players: The Peredatore points to a player neighbouring another dead player. Otherwise: The Peredatore points to a player. That player dies.",
"reminders": [
"Falsely dead",
"Falsely dead",
"Falsely dead",
"Falsely dead",
"Falsely dead",
"Dead"
],
"name": "Peredatore █",
"team": "demon",
"ability": "Each night*, choose a player: they die. With 3+ dead, you can only choose their neighbours, but evil players you kill the 1st time live & register as dead.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 34.575
}
Ability: @legitch. Image: @le_nuberto
Demon
Each night*, 2 players might die. Executions don't kill if only evil voted. This spreads by pointing whilst most players aren't evil. [No minions]
SCP-610 is an incurable skin diseases infects on contact, including the pointing of fingers.
The game begins, and the Enfekthyte immediately begins to spread and convert others due to a high quantity of nominations in fear of a Vortox being in-play. At a certain point, there are 6 dead players and 6 alive players, 2 of those alive players being good. The Storyteller believes enough players are infected with the Enfekthyte, and prevents anymore conversions of the Enfekthyte from occurring for the rest of the game.
4 players are alive. 2 Enfekthytes and no good players vote to execute the current nominee. That player is executed but remains alive.
While setting up the game, remove all Minion tokens and add Townsfolk or Outsider tokens.
During the night, whilst the STERILE reminder is not on the Grimoire, if a player chooses to use their ability on the Enfekthyte, immediately replace their character token with the Enfekthyte's character token, show them the YOU ARE info token, then the Enfekthyte's character token, and give a thumbs down. If you believe that enough of the players are the Enfekthyte, put in the STERILE reminder token.
During the day, whilst the STERILE reminder is not on the Grimoire, if a player chooses to use their ability on the Enfekthyte, nominates them, or an Enfekthyte nominates them, mark them with the INFECTED reminder. If you believe that enough of the players are to be the Enfekthyte, put in the STERILE reminder token.
At dusk, replace the character tokens of players marked with the INFECTED reminder with the Enfekthyte's character token. Wake each new Enfekthyte, show them the YOU ARE info token, then the Enfekthyte's character token, and give a thumbs down. Put them to sleep.
Each night except the first, you may decide that 0 - 2 players die.
If a vote has just been tallied, but no good players voted, the executed player does not die, declare that the player was executed but remains alive (do not say why.)
{
"id": "enfekthyte_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/enfekthyte_scp_fragmented_veil.png",
"otherNightReminder": "Choose 0-2 players, those player(s) dies.",
"reminders": [
"Good Voted",
"Infected",
"Infected",
"Infected",
"Infected",
"Infected",
"Infected",
"Infected",
"Infected",
"Infected",
"Infected",
"Infected",
"Sterile",
"Dead",
"Dead"
],
"setup": true,
"name": "Enfekthyte █",
"team": "demon",
"ability": "Each night*, 2 players might die. Executions don't kill if only evil voted. This spreads by pointing whilst most players aren't evil. [No minions]",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 32.61,
"jinxes": [
{
"id": "clockmaker",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "damsel",
"reason": "The Enfekthyte registers as a Minion to the Damsel."
},
{
"id": "engineer",
"reason": "The Enfekthyte and the Engineer can not both be in play at the start of the game. If the Engineer creates the Enfekthyte, all evil players and some to most other players become evil the Enfekthyte."
},
{
"id": "hatter",
"reason": "If the Hatter dies and the Enfekthyte is in play, nothing happens. If the Hatter dies and an evil player chooses the Enfekthyte, all current evil players and some to most other players become evil the Enfekthyte."
},
{
"id": "investigator",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "magician",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "minstrel",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "poppygrower",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "preacher",
"reason": "The Enfekthyte registers as a Minion to the Preacher if it isn't the last remaining evil player with their ability."
},
{
"id": "summoner",
"reason": "If the Summoner create the Enfekthyte, all evil players become evil the Enfekthyte."
},
{
"id": "towncrier",
"reason": "The Enfekthyte registers as a Minion to the Town Crier."
},
{
"id": "zealot",
"reason": "The Zealot might register as evil to the Enfekthyte's ability."
},
{
"id": "ballodeath_scp_fragmented_veil",
"reason": "The Ball o' Death kills any Enfekthyte's they choose."
},
{
"id": "prognosticator_scp_fragmented_veil",
"reason": "The Enfekthyte registers as a Minion to the Prognosticator."
},
{
"id": "eyepod_scp_fragmented_veil",
"reason": "The Enfekthyte registers as a Minion to the Eyepod."
},
{
"id": "sauelsuesor_scp_fragmented_veil",
"reason": "The Enfekthyte registers as a Minion to the Sauelsuesor."
},
{
"id": "porcher_hblreleased",
"reason": "If the Enfekthyte is in play and the Porcher dies, nothing happens."
},
{
"id": "prankster_the_bootleggers_anthology",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "shinobi_temporary_box",
"reason": "Only the 1st few Enfekthytes register as Minions to the Shinobi."
},
{
"id": "Candlemaker_Circus_Music",
"reason": "The Enfekthyte registers as a Minion to the Candlemaker."
},
{
"id": "boxer_2tfafullcharacterlist",
"reason": "The Boxer cannot be infected by choosing a player, but can be infected by a player choosing them."
},
{
"id": "draper_2tfafullcharacterlist",
"reason": "Only the 1st few Enfekthytes register as Minions to the Draper."
},
{
"id": "ornithologist_2tfafullcharacterlist",
"reason": "If the Ornithologist is in play, the Enfekthyte does not remove any Minions, but instead also makes them Enfekthytes. They can think they are any Minion or Demon, but they cannot infect anyone during this. At any time, the Ornithologist might die."
},
{
"id": "ratcatcher_2tfafullcharacterlist",
"reason": "The Enfekthyte registers as a Minion to the Rat-Catcher."
},
{
"id": "unicorn_2tfafullcharacterlist",
"reason": "The Enfekthyte registers as a Minion to the Unicorn."
},
{
"id": "vicar_2tfafullcharacterlist",
"reason": "The Vicar assumes there is a normal amount of Minions with the Enfekthyte in-play."
}
]
}
Most nights, kill a member of the faction with the current percentage majority. Whilst the Enfekthyte has the majority, killing a good player is usually unfair. Your aim is to get to three players alive - two good players and one Enfekthyte player. On the final day, if the players don’t execute, kill a good player that night so that evil wins.
Ability: @legitch. Image: @le_nuberto
Demon
Each night, choose 2 players: they are poisoned. The previously poisoned players die, then become healthy. [-1 Minion, +1 or +2 Outsiders]
SCP-682 is a hard to kill titanic reptile of immense regenerative capabilities and endurance, who isn't fond of working with too many people.
While setting up the game, before putting character tokens in the bag, add one extra Outsider character token and remove one Minion character token. You may also choose to add another extra Outsider character token and remove one Townsfolk character token.
Each night, wake the Hartudeztroi. They point at 2 players. Put the Hartudeztroi to sleep. The chosen players are poisoned—mark them with a POISONED reminder.
Each night except the first, the other players marked POISONED dies - mark them with a DEAD reminder, then remove their POISONED reminder.
{
"id": "hartudeztroi_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/hartudeztroi_scp_fragmented_veil.png",
"firstNightReminder": "The Hartudeztroi points to 2 players. Those players are poisoned.",
"otherNightReminder": "The Hartudeztroi points to a players. Those players are poisoned. The previously poisoned players die.",
"reminders": [
"Poisoned",
"Poisoned",
"Dead",
"Dead"
],
"setup": true,
"name": "Hartudeztroi █",
"team": "demon",
"ability": "Each night, choose 2 players: they are poisoned. The previously poisoned players die, then become healthy. [-1 Minion, +1 or +2 Outsiders]",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 39.682,
"otherNight": 35.682,
"jinxes": [
{
"id": "engineer",
"reason": "If the Engineer swaps out the Hartudeztroi, a living player becomes a Minion & learns the evil team, prioritizing an Outsider. If the Engineer swaps in the Hartudeztroi, all players learn the Hartudeztroi is in-play."
},
{
"id": "hatter",
"reason": "If the Hartudeztroi chooses to swap off, a living player becomes a Minion & learns the evil team, prioritizing an Outsider. If the Demon swaps into the Hartudeztroi, all players learn the Hartudeztroi is in-play."
},
{
"id": "pithag",
"reason": "If Pit-Hag chooses to swap off the Hartudeztroi, a living player becomes a Minion & learns the evil team, prioritizing an Outsider. If the Demon swaps into the Hartudeztroi, all players learn the Hartudeztroi is in-play."
},
{
"id": "summoner",
"reason": "The Summoner may choose themselves (& only themselves) to become the Hartudeztroi on the 2nd night."
},
{
"id": "porcher_hblreleased",
"reason": "The Demon cannot gain the Hartudeztroi's ability. If the Hartudeztroi is in play & the Porcher dies, they instead wake to choose 1 player to become a evil (once)."
},
{
"id": "penitent_the_bootleggers_anthology",
"reason": "When the Penitent dies, if the Hartudeztroi chooses to accept the 2nd Demon ability, they may instead choose 3 players to kill at night instead of 2."
}
]
}
Ability: @legitch. Image: @le_nuberto
Demon
Each night*, even if dead, choose a player: they die. If a Demon died today, you don't wake tonight. [Another Minion is this]
SCP-745 are bipedal predators that mimic the headlights of a car when they hunt. They're known for their behaviour to pair up in packs of two.
While setting up the game, before putting character tokens in the bag, remove any one Minion's character tokens and add another Haedlaite character token.
Each night except the first, wake any Haedlaite, even if they're dead. They point at any player. That player dies - mark them with the DEAD reminder. Put that Haedlaite to sleep. Repeat for the other Haedlaite to act.
If the Haedlaite dies during the day, mark them with the MOURNING reminder. That night, if an Haedlaite would wake, they instead don't, then the MOURNING reminder token is removed.
{
"id": "haedlaite_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/haedlaite_scp_fragmented_veil.png",
"otherNightReminder": "The Haedlaite points to a player. That player dies.",
"reminders": [
"Mourning",
"Dead",
"Dead"
],
"setup": true,
"special": [
{
"name": "bag-duplicate",
"type": "selection"
}
],
"name": "Haedlaite █",
"team": "demon",
"ability": "Each night*, even if dead, choose a player: they die. If a Demon died today, you don't wake tonight. [Another Minion is this]",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 36.745,
"jinxes": [
{
"id": "engineer",
"reason": "If the Haedlaite is put into play by the Engineer, a Minion becomes the Haedlaite. If the Haedlaite is put out of play, one of them becomes an out-of-play Minion."
},
{
"id": "hatter",
"reason": "If the Haedlaite is put into play by the Hatter, a Minion becomes the Haedlaite. If the Hatter dies, the Haedlaite can choose to be Minion if another the Haedlaite exists, which forces the other the Haedlaite to become another Demon."
},
{
"id": "pithag",
"reason": "If the Pit-Hag creates the Haedlaite, another evil player might become the Haedlaite."
},
{
"id": "scarletwoman",
"reason": "The Scarlet Woman's ability is replaced with: \"Haedlaites do not mourn and will still wake when another Haedlaite dies.\""
},
{
"id": "summoner",
"reason": "If the Summoner creates the Haedlaite, they also become a Haedlaite."
},
{
"id": "fencer_darkartists_stuff",
"reason": "If the Haedlaite kills the Fencer, the Haedlaite dies and can't wake."
}
]
}
Ability: @legitch. Image: @le_nuberto
Demon
Each night* choose a player: they die. You learn the character, have the ability of & might register as them (if not an Outsider) until the next dawn.
SCP-939 are endothermic skinless predator that lures others into death by mimicking their victim's pleas of help.
During the second night, the "Big Red Dog" attacks and successfully kills the Artist. They are shown the Artist's character token to indicate that this is the character they killed. The upcoming day, the "Big Red Dog" asks the Storyteller for a private meeting to learn the answer to their yes/no question.
The King learns that there is a living Choirboy. In reality, the Choirboy was the latest victim of the "Big Red Dog", who is currently registering to the King as them.
The "Big Red Dog" attacks and successfully kills the Fisherman. The "Big Red Dog" forgets to use the Fisherman's advice the upcoming day during the commotion. The night after, the "Big Red Dog" attacks but fails to kill someone. The day after, the "Big Red Dog" requests the Storyteller for a private meeting, but is denied as they no longer had the Fisherman's ability since dawn.
Each night except the first, wake the "Big Red Dog". They point at any player. That player dies - mark them with the DEAD reminder, and if both successful and the victim is not an Outsider, show their character token and mark them with the STOLEN reminder. the "Big Red Dog" now has the victim’s ability (until the dawn after the upcoming one), and will wake at night when their character would normally wake (you can now use the dead character’s reminders for the "Big Red Dog"). To avoid confusion between the ability they steal from their latest victim, their victim prior, and their own killing ability, show them the character token of the ability they are using when waking them up for all cases. Put the "Big Red Dog" to sleep.
At dawn, remove the STOLEN reminder on any player without the DEAD reminder before announcing who has died and removing the DEAD reminders from the "Big Red Dog"'s victim.
Each time the "Big Red Dog" is targeted by an ability that detects or affects the character type of the victim whilst they are marked with the STOLEN reminder, choose what character the "Big Red Dog" registers as based off the latest victim. Do whatever is appropriate, such as showing a certain character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect certain types of characters.
{
"id": "bigreddog_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/bigreddog_scp_fragmented_veil.png",
"otherNightReminder": "The \"Big Red Dog\" points to a player. That player dies. If that player isn't protected: Show the character token of that player and place the Stolen marker by that player.",
"reminders": [
"Stolen",
"Stolen",
"Dead"
],
"name": "\"Big Red Dog\" █",
"team": "demon",
"ability": "Each night* choose a player: they die. You learn the character, have the ability of & might register as them (if not an Outsider) until the next dawn.",
"attribution": "Ability: @katsitsanoron. Image: @le_nuberto. Help: @legitch",
"otherNight": 32.939,
"jinxes": [
{
"id": "cultleader",
"reason": "If the \"Big Red Dog\" gains the Cult Leader ability, they can't turn good due to it."
}
]
}
Ability: @katsitsanoron. Image: @le_nuberto. Help: @legitch
Demon
Each even nights, choose a player: they die. During odd days, if you said your secret phrase publicly (once per day), the last healthy good to speak is poisoned.
SCP-966 are invisible humanoid predators with sharp claws that can emit bursts of waves which permanently inhibit sleep, deteriorating one's mind and soul.
During setup, write a phrase on a piece of paper, or on a phone.
While preparing the first night, put the Untisaleep's ODD and SHRIEK reminder token by the Untisaleep's character token.
During the first night, wake the Untisaleep. Show this phrase, then put them to sleep.
Each day, once only, if the Untisaleep says the secret phrase and is marked with the SHRIEK reminder, remove the SHRIEK reminder from the Untisaleep's character, and choose any one good player to become poisoned - mark this player with the POISONED reminder. The Untisaleep does not lose this part of their ability when dead.
Each dusk, replace the Untisaleep's ODD reminder token with the EVEN reminder token, and vice-versa.
At dawn, mark the Untisaleep with the SHRIEK reminder if it already aren't marked with it.
Each even-numbered night, wake the Untisaleep. They point at any player. That player dies - mark them with the DEAD reminder. Put the Untisaleep to sleep.
{
"id": "untisaleep_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/untisaleep_scp_fragmented_veil.png",
"firstNightReminder": "Show the Untisaleep their secret phrase.",
"otherNightReminder": "If it's an even-numbered night: the Untisaleep points to a player. That player dies.",
"reminders": [
"Even",
"Odd",
"Shriek",
"Poisoned",
"Poisoned",
"Poisoned",
"Poisoned",
"Poisoned",
"Poisoned",
"Poisoned",
"Poisoned",
"Dead"
],
"name": "Untisaleep █",
"team": "demon",
"ability": "Each even-numbered night, choose a player: they die. If you said your secret phrase publicly (once per day), a good player is poisoned from now on.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 11.966,
"otherNight": 34.966,
"jinxes": [
{
"id": "steeplejack_the_bootleggers_anthology",
"reason": "If the Steeplejack dies at night & chooses the Untisaleep, they may visit the Storyteller tomorrow to learn a hint towards the Untisaleep’s phrase. If not in play, this info is arbitrary."
}
]
}
Ability: @legitch. Image: @le_nuberto
Demon
1 to 2 good players die each night*, prioritizing your choice. Whoever wins, loses, & vice-versa. Minions have no abilities. [No setup effects work]
SCP-1000 were the prior inhabitants of Earth before humans overthrew their dominance over the Earth.
While setting up the game, ignore all setup effects imposed by other players' character abilities.
Each night except the first, wake the Lettucbaken. They point at any player. If that player is good, they die. Otherwise, you choose one or two good players that die. Either-way, mark the victim with the DEAD reminder. Put the Lettucbaken to sleep.
If the game ends and the evil team would have won, declare that the good team wins and the evil team loses.
If the game ends and the good team would have won, declare that the evil team wins and the good team loses.
Minions have no ability - mark them all with the NO ABILITY reminder token. If a Minion would normally wake at night to make a choice, take an action or learn information due to their ability, they no longer do so. If their ability would otherwise have an effect on the game, it does not.
If the Lettucbaken is made drunk or poisoned, Minions regain their abilities, but lose them again when the Lettucbaken becomes healthy and sober.
{
"id": "lettucbaken_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/lettucbaken_scp_fragmented_veil.png",
"otherNightReminder": "The Lettucbaken points to a player. If that player is good, they die. Otherwise, choose 1 or 2 good players not protected from dying tonight, they die instead.",
"reminders": [
"No ability",
"No ability",
"No ability",
"Dead",
"Dead"
],
"name": "Lettucbaken █",
"team": "demon",
"ability": "1 to 2 good players die each night*, prioritizing your choice. Whoever wins, loses, & vice-versa. Minions have no abilities. [No setup effects work]",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 32.1,
"jinxes": [
{
"id": "drunk",
"reason": "The Drunk is unaffected by the Lettucbaken and will continue to think they are a Townsfolk."
},
{
"id": "engineer",
"reason": "The Engineer cannot choose the Lettucbaken to swap in."
},
{
"id": "hatter",
"reason": "The Demon cannot choose to become the Lettucbaken."
},
{
"id": "pithag",
"reason": "The Pit-Hag cannot choose the Lettucbaken to swap in."
},
{
"id": "spy",
"reason": "The Spy only retains the ability to see the Grimoire."
},
{
"id": "summoner",
"reason": "The Summoner cannot choose the Lettucbaken to summon."
},
{
"id": "widow",
"reason": "The Widow only retains the ability to see the Grimoire."
},
{
"id": "misanthrope_scp_fragmented_veil",
"reason": "The Misanthrope only retains the ability to see the Grimoire."
},
{
"id": "esper_the_bootleggers_anthology",
"reason": "The Esper only retains the ability to see the Grimoire."
},
{
"id": "sleepwalker_the_bootleggers_anthology",
"reason": "The Sleepwalker is unaffected by the Lettucbaken and will continue to think they are a Townsfolk."
}
]
}
Allow players to execute you - the Storyteller - in order to allow them to end the game early should they truly believe that the Lettucbaken is in-play (which causes a good team win if the Lettucbaken is in-play, and an evil team win if not), as you want to avoid players having nothing to do whilst a game is running.
Ability: @legitch. Image: @le_nuberto
Demon
You start drawing your ability (you learn what it is). 1 good player sees this drawing & you know their character.
SCP-1048 is an innocent-appearing animated teddy-bear who uses their craftwork to construct how the game is setup, what abilities they might have, and who their victims are.
During the game's setup, the Storyteller obtains a random number to decide who the Skreeblebar is, and brings them into a private conversation. They give them 5 minutes to create a drawing that will decide their final ability. Afterwards, the Storyteller creates the new ability for the Skreeblebar, lets them know what it is, then resumes activity with drawing character tokens.
During the drawing phase, the Skreeblebar draws a crude picture of a flower garden. Based off the Flowergirl and Poppygrower, the Storyteller grants the Skreeblebar the following ability: "Each night*, choose a player: they die. Minions & Demons do not know each other, but all Minions know you are in play, and Minions learn if you voted today. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [1 Outsider is a Minion]"
Before setting up the game, this character requires a specific medium of which the game is playing on (such as online), or the 'Dr. Maynard' Fabled to be run to validate the environment that permits a private 1-to-1 conversation between the Demon and Storyteller. The Skreeblebar approaches the Storyteller during this private conversation to give them a drawing, let the player know that they are not allowed to speak whilst making the drawing, and must rely on it and how the Storyteller interprets it. Depending on the drawing, the Storyteller decides to remove and/or add any character tokens, or grant the Skreeblebar new abilities. The Skreeblebar learns what the final effects of the drawing are.
During the first night, choose a good player, and wake them. Show them the Skreeblebar's drawing, either using the original paper the drawing is located on, or through a picture of the drawing on a phone. Mark that player with the ART-CRITIC reminder and put them to sleep. Wake the Skreeblebar. Show them the character token of player marked ART-CRITIC. Put the Skreeblebar to sleep.
Each night except the first (unless changed by a drawing), wake the Skreeblebar. By default, they point at any player. That player dies - mark them with the DEAD reminder. Put the Skreeblebar to sleep.
During the game, if a drawing during setup granted the Skreeblebar a new ability, treat that player as if they had that ability, and when needed, prompting them when woken to choose different things other than 1 player each night except the first. Use the Skreeblebar’s ? reminders if you need to.
{
"id": "skreeblebar_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/skreeblebar_scp_fragmented_veil.png",
"firstNightReminder": "Wake a good player, show them the Skreeblebar's drawing. Wake the Skreeblebar, show them the 'This character selected you' card and the character token of the good player that saw the drawing. If the Skreeblebar gained a new ability from their drawing that acts on the first night: also run it.",
"otherNightReminder": "If the Skreeblebar gained the regular each-night* tactical kill ability: the Skreeblebar points to a player. That player dies. If the Skreeblebar gained a new ability from their drawing that acts on other nights, also run it.",
"reminders": [
"Art-Critic",
"Dead",
"?",
"?",
"?"
],
"setup": true,
"name": "Skreeblebar █",
"team": "demon",
"ability": "You start drawing your ability (you learn what it is). 1 good player sees this drawing & you know their character.",
"attribution": "Ability: @legitch. Image: @le_nuberto. Help: @supergdpwyl",
"firstNight": 43.1048,
"otherNight": 49.1048,
"jinxes": [
{
"id": "steeplejack_the_bootleggers_anthology",
"reason": "If the Steeplejack dies at night & chooses the Skreeblebar, they learn if they are in-play or not, and if so, what the drawing is."
}
]
}
It's typically a good idea that the good player chosen to see the drawing is a Townsfolk with a goal to bait the Demon, or an Outsider that doesn't want to die or be found out by evil players (ex. Soldier, Ravenkeeper, Sage, Choirboy, Plague Doctor, Sweetheart, Hatter, Damsel.) This keeps the mystery of a Skreeblebar being in-play or not for a brief while.
Ability: @legitch. Image: @le_nuberto. Help: @supergdpwyl
Demon
Each night*, a player might die. If 5+ players are alive, the 1st time this dies, choose a living player tonight: they become an evil Garafitti.
SCP-1155 is living street art that preys on unsuspecting victims into coming close and being devoured. When obstructed, it moves to a new surface and stalks the offender.
Each night except the first, a player might die - mark them with a DEAD reminder and a shroud. If the Garafitti is currently dead, marked with the 1ST DEATH reminder, and there isn't another the Garafitti, wake them. They point to a player. Put the Garafitti to sleep. Wake the chosen player. Show them the YOU ARE info token, then the Garafitti's character token, then the YOU ARE info token, then a thumbs-down. Change their character to a Garafitti - swap their character token with the spare Garafitti token. They become evil. Put the new Garafitti to sleep.
If the Garafitti dies, there were five or more alive players immediately before then, and no Garafitti is marked with the 1ST DEATH reminder, mark them with the 1ST DEATH reminder.
{
"id": "garafitti_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/garafitti_scp_fragmented_veil.png",
"otherNightReminder": "If the Garafitti died before and there isn't a '1st death' mark: the Garafitti points to a player. The chosen player is now an evil Garafitti. Wake the new Garafitti. Show the 'You are' card, then the Garafitti token. Show the 'You are' card, then the thumb-down 'evil' hand sign. Choose a player, that player dies. ",
"reminders": [
"1st death",
"Dead"
],
"name": "Garafitti █",
"team": "demon",
"ability": "Each night*, a player might die. If 5+ players are alive, the 1st time this dies, choose a living player tonight: they become an evil Garafitti.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 38.1155
}
Ability: @legitch. Image: @le_nuberto
Demon
Each night*, choose a player, even if dead: they die if they're good & chosen by at least 1 evil player at night. You register as a Minion too. [All Minions are Pecks. No team info]
SCP-1507 are animated lawn flamingos that are incredibly territorial and act in hordes. They kill in the most embarrassing manner: by pecking you to death.
On the first night, each Pecks wakes to learn 3 not-in-play characters. The 1st learned Pacifist, Ravenkeeper, and Saint. The 2nd learned Balloonist, Saint, and Alsaahir. The 3rd learned Pacifist, Saint, and Balloonist. Each Pecks did not learn which players are the other Pecks.
During the night, a Pecks chooses a good player, nothing happens. Later on, the same Pecks chooses the same good player, the chosen player dies.
During the night, 2 Pecks choose the same good player, the chosen player dies.
During the night, 2 Pecks choose an evil Townsfolk that was created by the Bounty Hunter, the chosen player does not die as they are evil.
While setting up the game, before putting the character tokens in the bag, replace all Minion tokens with the Pecks tokens.
During the first night, wake each Pecks player. Show the THESE CHARACTERS ARE NOT IN PLAY info token, then any three good character tokens that are not in play. Then, put them to sleep. Do not do the Minion Info and Demon Info steps.
During the night, if an evil player (including Pecks) chooses to use their ability on any player on a good player, mark them with the PECKED reminder if they aren't already marked with it.
During each night except the first, wake any Pecks, even if they're dead. They point to a player. If they choose a good player marked with the PECKED reminder, that player dies - mark them with the DEAD reminder (this is done before the PECKED reminder is applied by Pecks). Put that Pecks to sleep. Repeat until all Pecks have acted.
{
"id": "pecks_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/pecks_scp_fragmented_veil.png",
"otherNightReminder": "The Pecks points to a player. If that player is good and was chosen by an evil player at any time during the night (except this exact instance): That player dies.",
"reminders": [
"Pecked",
"Pecked",
"Pecked",
"Pecked",
"Pecked",
"Pecked",
"Pecked",
"Pecked",
"Pecked",
"Pecked",
"Pecked",
"Dead",
"Dead",
"Dead",
"Dead"
],
"setup": true,
"special": [
{
"name": "bag-duplicate",
"type": "selection"
}
],
"name": "Pecks █",
"team": "demon",
"ability": "Each night*, choose a player, even if dead: they die if they're good & chosen by at least 1 evil player at night. You register as a Minion too. [All Minions are Pecks. No team info]",
"attribution": "Ability: @katsitsanoron. Image: @le_nuberto. Help: @legitch, @supergdpwyl",
"otherNight": 32.1507,
"jinxes": [
{
"id": "engineer",
"reason": "If the Engineer removes the Pecks from play, all evil players learn who each other are. If the Engineer creates the Pecks, some to all evil players become the Pecks."
},
{
"id": "hatter",
"reason": "If the Hatter dies, the Pecks is in play, 1 of the the Pecks wakes to make the decision, and if they choose a different Demon, a normal evil team is created from the Pecks and all evil players learn who each other are. If the Hatter dies and the Demon chooses the Pecks, some to all Minions become the Pecks too."
},
{
"id": "magician",
"reason": "The Magician is safe from Pecks unless chosen twice or more at the same time that night."
},
{
"id": "pithag",
"reason": "If the Pit-Hag creates the Pecks, some to all evil players become the Pecks."
},
{
"id": "poppygrower",
"reason": "Each Pecks only start with 1 bluff. When the Poppy Grower dies, all of them learn an additional 2 bluffs."
},
{
"id": "preacher",
"reason": "The Pecks only registers as a Minion to the Preacher if it isn't the last remaining evil player with their ability."
},
{
"id": "soldier",
"reason": "The Soldier is safe from Pecks if chosen twice or more at the same time that night."
},
{
"id": "summoner",
"reason": "If the Summoner creates the Pecks, some to all Minions become the Pecks."
},
{
"id": "worldhopper_scp_fragmented_veil",
"reason": "If the World-Hopper activates, the Pecks is in play, 1 of the the Pecks wakes to make the decision & if they accept the character change, a normal evil team is created from the the Pecks players and the evil team learns each other. The Storyteller will never choose to create the Pecks players."
},
{
"id": "porcher_hblreleased",
"reason": "If the Pecks is in play and the Porcher dies, nothing happens."
},
{
"id": "penitent_the_bootleggers_anthology",
"reason": "If the Penitent dies & the Pecks is in play, nothing happens."
},
{
"id": "prankster_the_bootleggers_anthology",
"reason": "The Pecks registers as a Minion to the Prankster if it isn't the last remaining evil player with their ability."
},
{
"id": "boxer_2tfafullcharacterlist",
"reason": "The Boxer is no longer safe from Minions."
},
{
"id": "fencer_darkartists_stuff",
"reason": "If the Pecks kills the Fencer, the Pecks dies and can't wake."
}
]
}
It's recommended that you give varied different bluffs to the multiple Peckss instances.
Ability: @katsitsanoron. Image: @le_nuberto. Help: @legitch, @supergdpwyl
Demon
You play Chess as black, all alive play white & must make 1 move per day. If a side loses, the team of its last player loses. If all Minions die, lose a piece.
SCP-1875 is a chess set possessed by a Russian chess prodigy's two daughters that don't like staying caged.
When ☐☐☒▦⚉☐☒☐☐☐ receives their character token and after the DEMON STEP occurs, declare that ☐☐☒▦⚉☐☒☐☐☐ is in play, and which player it is. Set up a chess board and move it to the space that isn't directly on the circle of players, then move ☐☐☒▦⚉☐☒☐☐☐ to that space.
☐☐☒▦⚉☐☒☐☐☐ stops becoming an interact-able character - they can no longer vote or nominate, and they cannot be nominated, executed, drunkened, poisoned, or killed. However, they are still freely allowed to talk to anyone and leave their seat for discussions. Each time ☐☐☒▦⚉☐☒☐☐☐ is targeted by an ability that detects or affects characters, don't.
Each day, all living players must take a turn moving a white piece and beat black in Chess. If a player wants to make a move, let them interact with the chess board, and declare that the player is acting on behalf of white. Mark them with the LAST PLAYER reminder token, and wait for ☐☐☒▦⚉☐☒☐☐☐ to then make their move - note that all living players must make one (and only one) move.
If the white side loses, declare that the game ends and the team of the player marked LAST PLAYER loses. If the black side loses, declare that the game ends and ☐☐☒▦⚉☐☒☐☐☐'s team loses.
If a Minion dies and no more Minions are left, ☐☐☒▦⚉☐☒☐☐☐ loses a chess piece - choose any remaining black chess piece on the board and remove it. If only the Black King remains as ☐☐☒▦⚉☐☒☐☐☐'s last piece, it must be removed, which will cause ☐☐☒▦⚉☐☒☐☐☐ to lose.
If all good players are dead, declare that the game has ended and the evil team wins.
{
"id": "_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/_scp_fragmented_veil.png",
"reminders": [
"Last player"
],
"name": "☐☐☒▦⚉☐☒☐☐☐ █",
"team": "demon",
"ability": "You play Chess as black, all alive play white & must make 1 move per day. If a side loses, the team of its last player loses. If all Minions die, lose a piece.",
"attribution": "Ability: @legitch. Image: @le_nuberto"
}
Ability: @legitch. Image: @le_nuberto
Demon
Each night*, choose a player: they die. [1 to All Minions are from the Trouble Brewing set]
SCP-1936 is the town of Daleport which fell to a series of destructive events ushered in by a ritual attempting to bring gods into our world.
While setting up the game, before putting character tokens in the bag, replace at least one Minion character token with a Minion character token from the Trouble Brewing set/edition.
Each night except the first, wake the ▽. They point at any player. That player dies - mark them with the DEAD reminder. Put the ▽ to sleep.
{
"id": "1_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/1_scp_fragmented_veil.png",
"otherNightReminder": "The ▽ points to a player. That player dies.",
"reminders": [
"Dead"
],
"setup": true,
"name": "▽ █",
"team": "demon",
"ability": "Each night*, choose a player: they die. [1 to All Minions are from the Trouble Brewing set]",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 33.1936,
"jinxes": [
{
"id": "alchemist",
"reason": "If the Alchemist cannot have the Spy ability if its only available by the ▽."
},
{
"id": "damsel",
"reason": "If the Spy is (or has been) in play, the Damsel is poisoned."
},
{
"id": "heretic",
"reason": "The Spy and Heretic cannot both be in-play at the same time. The Baron might only add 1 Outsider, not 2."
},
{
"id": "magician",
"reason": "When the Spy sees the Grimoire, the Demon and Magician's character tokens are removed."
},
{
"id": "ogre",
"reason": "The Spy registers as evil to the Ogre."
},
{
"id": "pithag",
"reason": "If the ▽ is not in-play, the Pit-Hag cannot create the Poisoner, Spy, Baron, or Scarlet Woman if they are only available by the ▽."
},
{
"id": "plaguedoctor",
"reason": "If the ▽ is not in-play, the Poisoner, Spy, Baron, or Scarlet Woman abilities cannot be brought in if they are only available by the ▽. If the Plague Doctor dies, a living Minion gains the Spy or Scarlet Woman ability in addition to their own ability, and learns this. If the Storyteller gains the Baron ability, up to two players become not-in-play Outsiders."
},
{
"id": "poppygrower",
"reason": "If the Poppy Grower is in play, the Spy does not see the Grimoire until the Poppy Grower dies."
},
{
"id": "wigsnatcher_hblreleased",
"reason": "The Wig Snatcher cannot become the Spy."
},
{
"id": "visionary_the_bootleggers_anthology",
"reason": "The Spy and Visionary cannot both be in-play at the same time."
},
{
"id": "ornithologist_2tfafullcharacterlist",
"reason": "If the Ornithologist is in-play, the Spy does not see the Grimoire until they die."
}
]
}
Ability: @legitch. Image: @le_nuberto
Demon
A living known Minion 'is the Demon' & chooses a player each night*: they die. If there are ≤2 living good & an evil died today, no good dies tonight. [+1 no-info Minion]
SCP-1981 is an archived video tape of Ronald Reagan's 'Evil Empire' speech that deviates into madness & absurdity over multiple re-runs.
While setting up the game, before putting character tokens in the bag, remove the Eyeceue's token and add a Minion character token. Add the Eyeceue's IS THE DEMON and BLIND reminder token to the Grimoire.
At the start of the first night, move the BLIND reminder token to any Minion player. Do not do the Minion Info/Demon Info steps for this player, and do not include them in said steps for other players.
At all times after passing out character tokens, place the IS THE DEMON reminder token by a living Minion player's character token who doesn't have the BLIND reminder token - when they die and there is at-least 1 more living Minion player that satisfies this condition, move the reminder token to their character token, otherwise, the evil team loses.
If an evil player dies during the day, mark them with the DIED TODAY reminder.
Each night except the first, if there are 3 or more alive good players or no evil player is marked DIED TODAY, wake 'the Demon' player, show them the THIS CHARACTER SELECTED YOU info token, then the Eyeceue's token. They point at any player. That player dies - mark them with the DEAD reminder. Put the Eyeceue to sleep.
During the night, if a good player would die but there are 2 or less alive good players and an evil player is marked DIED TODAY, they don't.
At dawn, remove the DIED TODAY reminder token if it is present.
{
"id": "eyeceue_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/eyeceue_scp_fragmented_veil.png",
"otherNightReminder": "Wake the Demon, show them the 'This character selected you' token, then the Eyeceue's token. They point to a player. That player dies unless both there are 2 or less good players alive and an evil player died today.",
"remindersGlobal": [
"Is the demon",
"Blind",
"Died today",
"Dead"
],
"setup": true,
"name": "Eyeceue █",
"team": "demon",
"ability": "A living known Minion 'is the Demon' & chooses a player each night*: they die. If there are ≤2 living good & an evil died today, no good dies tonight. [+1 no-info Minion]",
"special": [
{
"name": "bag-disabled",
"type": "selection"
}
],
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 1.1981,
"otherNight": 33.1981,
"jinxes": [
{
"id": "assassin",
"reason": "The Assassin's kill cannot penetrate the death-prevention of the Eyeceue's ability."
},
{
"id": "boomdandy",
"reason": "If the Eyeceue is active, the Boomdandy is always the last player to be 'the Demon', and their ability isn't active."
},
{
"id": "exorcist",
"reason": "If the Exorcist chooses 'the Demon', 'the Demon' loses their ability until dusk and does not wake to kill tonight, instead learning the Exorcist player."
},
{
"id": "goblin",
"reason": "If the Eyeceue is active, the Goblin is always the last player to be 'the Demon', and their ability isn't active."
},
{
"id": "lycanthrope",
"reason": "If the Lycanthrope rampages a good player, 'the Demon' still wakes for their Minion ability but does not wake to kill tonight."
},
{
"id": "magician",
"reason": "The Magician instead makes Minions think they are another Minion."
},
{
"id": "mastermind",
"reason": "If the Eyeceue is active, the Mastermind is always the last player to be 'the Demon', and their ability is active when they die."
},
{
"id": "scarletwoman",
"reason": "The Scarlet Woman is always the blind Minion. When the last Minion dies, they become it and are no longer considered blind."
},
{
"id": "summoner",
"reason": "The Summoner instead removes a Minion instead of the Demon, and also creates an evil Minion instead of an evil Demon. The Eyeceue is assigned to no-one until the Summoner makes their Minion. If the Minion chosen is already in-play, an out-of-play Minion is chosen instead."
},
{
"id": "spy",
"reason": "If the Eyeceue is active, the Spy only sees half of the Grimoire & cannot be the blind Minion."
},
{
"id": "vizier",
"reason": "If the Eyeceue is active, the Vizier cannot be 'the Demon' & cannot be the blind Minion."
},
{
"id": "widow",
"reason": "If the Eyeceue is active, the Widow only sees half of the Grimoire & cannot be the blind Minion."
},
{
"id": "neglected_scp_fragmented_veil",
"reason": "If 'the Demon' chooses to kill a Neglected-chosen player, they can be made drunk despite it not being their ability."
},
{
"id": "gocphysics_scp_fragmented_veil",
"reason": "If 'the Demon' chooses to kill the actived GOC Physics, they can still be affected despite it not being their ability and being 'the Demon'."
},
{
"id": "misanthrope_scp_fragmented_veil",
"reason": "If the Eyeceue is active, the Misanthrope only sees half of the Grimoire & cannot be the blind Minion."
},
{
"id": "peanut_scp_fragmented_veil",
"reason": "The Peanut's kill cannot penetrate the death-prevention of the Eyeceue's ability."
},
{
"id": "prosecutor_scp_fragmented_veil",
"reason": "The Prosecutor's kill cannot penetrate the death-prevention of the Eyeceue's ability."
},
{
"id": "shyguy_scp_fragmented_veil",
"reason": "If the Eyeceue is active, the Shy Guy is always the last player to be 'the Demon' and can die whilst that happens."
},
{
"id": "esper_the_bootleggers_anthology",
"reason": "If the Eyeceue is active, the Esper only sees half of the Grimoire & cannot be the blind Minion."
},
{
"id": "surgeon_the_bootleggers_anthology",
"reason": "The Surgeon can kill 'the Demon'."
},
{
"id": "gargoyle",
"reason": "If the Eyeceue is active, the Gargoyle is always the last player to be 'the Demon', and their ability isn't active."
},
{
"id": "vigilante_hypers_hoard_of_homebrew",
"reason": "The Vigilante can kill 'the Demon'."
},
{
"id": "bloodless_darkartists_stuff",
"reason": "If the Eyeceue is active, the 1st Minion that dies registers as the Demon to the Bloodless. They only see half the Grimore unless they are the blind Minion. If good or no-one is executed, they become their character."
}
]
}
Feel free to end the game prematurely in the scenario that the good team are left in a position in which they cannot win, that typically being when only 1 good player is left, thus they are unable to eliminate the evil team without reaching a stand-off of exactly 2 players.
Ability: @legitch. Image: @le_nuberto
Demon
You win with good, have a Demon's ability, & cannot kill yourself. If all Minions publicly guess you are 2662 & you're not about to die, evil wins. [+1 Outsider]
SCP-2662 is an eldritch being that isn't interested in taking up the mantle of world-ending destroyer, rather content with playing video games & consuming online media.
While setting up the game, before putting character tokens in the bag, remove xX_2662_Xx's token and a Townsfolk token, then add a Demon character token and an Outsider character token. Add xX_2662_Xx's IS xX_2662_Xx reminder token to the Grimoire. Put the swapped Demon character token in the bag, not xX_2662_Xx's character token.
While preparing the first night, put xX_2662_Xx's IS xX_2662_Xx reminder token by the Demon character token, changing that player's character to xX_2662_Xx. Wake the Demon, show them the “You Are” info token then the xX_2662_Xx character token, put them to sleep. Whilst retaining the ability of another Demon, they win with the good team instead of the evil team.
If xX_2662_Xx would die to themselves, they remain alive.
At any time during the game (except if xX_2662_Xx is about to die by nomination & execution), if all Minions publicly guesses that the Demon is xX_2662_Xx whilst naming them and is correct, the game ends. Declare that the evil team wins.
If the game ends and the evil team would have won, declare that xX_2662_Xx isn't part of that win, and loses, even if xX_2662_Xx is dead.
If the game ends and the good team would have won, declare that xX_2662_Xx is part of that win, even if xX_2662_Xx is dead.
{
"id": "xx_2662_xx_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/xx_2662_xx_scp_fragmented_veil.png",
"remindersGlobal": [
"Is xX_2662_Xx"
],
"setup": true,
"special": [
{
"name": "bag-disabled",
"type": "selection"
},
{
"name": "replace-character",
"type": "reveal"
}
],
"name": "xX_2662_Xx █",
"team": "demon",
"ability": "You win with good, have a Demon's ability, & cannot kill yourself. If all Minions publicly guess you are 2662 & you're not about to die, evil wins. [+1 Outsider]",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"jinxes": [
{
"id": "lleech",
"reason": "xX_2662_Xx cannot kill their Lleech'ed host."
},
{
"id": "poppygrower",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "scarletwoman",
"reason": "If the xX_2662_Xx dies, their ability lasts (except the 2nd Demon ability), and the Scarlet Woman instead becomes that 2nd Demon."
},
{
"id": "snakecharmer",
"reason": "The Snake Charmer is poisoned. They become evil & win the game if Minions correctly guess that the Demon is xX_2662_Xx."
},
{
"id": "spy",
"reason": "Instead of adding 1 Outsider, 1 Townsfolk is secretly drunk. When the Spy views the Grimoire, they see xX_2662_Xx as the Demon whose ability they have and doesn't know who is secretly drunk."
},
{
"id": "summoner",
"reason": "The Storyteller (and not the Summoner) can choose if the summoned Demon is secretly xX_2662_Xx or not."
},
{
"id": "widow",
"reason": "Instead of adding 1 Outsider, 1 Townsfolk is secretly drunk. When the Widow views the Grimoire, they see xX_2662_Xx as the Demon whose ability they have and doesn't know who is secretly drunk."
},
{
"id": "misanthrope_scp_fragmented_veil",
"reason": "Instead of adding 1 Outsider, 1 Townsfolk is secretly drunk. When the Misanthrope views the Grimoire, they see xX_2662_Xx as the Demon whose ability they have and doesn't know who is secretly drunk."
},
{
"id": "oldephaz_scp_fragmented_veil",
"reason": "The xX_2662_Xx is considered 'about to die' if they have the Oldephaz's ability and more than half of the players have voted to start the Femur Breaker."
},
{
"id": "1_scp_fragmented_veil",
"reason": "If the Spy or Baron is in-play, instead of adding 1 Outsider, 1 Townsfolk is secretly drunk. When the Spy views the Grimoire, they see xX_2662_Xx as the ∇ and doesn't know who is secretly drunk. If the xX_2662_Xx dies, their ability lasts (except the killing part) and the Scarlet Woman becomes the ∇"
},
{
"id": "whatknife_scp_fragmented_veil",
"reason": "xX_2662_Xx cannot have the What Knife?'s ability."
},
{
"id": "esper_the_bootleggers_anthology",
"reason": "Instead of adding 1 Outsider, 1 Townsfolk is secretly drunk. When the Esper views the Grimoire, they see xX_2662_Xx as the Demon whose ability they have and doesn't know who is secretly drunk."
},
{
"id": "mouldwarp_the_bootleggers_anthology",
"reason": "The Mouldwarp cannot be xX_2662_Xx."
},
{
"id": "kukalpa_hblreleased",
"reason": "xX_2662_Xx's ability lasts (except their 2nd Demon ability), even if they are dead."
},
{
"id": "bloodless_darkartists_stuff",
"reason": "Instead of adding 1 Outsider, 1 Townsfolk is secretly drunk. Once the Bloodless sees the Grimoire, they see xX_2662_Xx as the Demon whose ability they have and doesn't know who is secretly drunk. If a new Demon is made, the xX_2662_Xx's ability lasts (except the 2nd Demon ability), and the chosen evil instead becomes that 2nd Demon."
}
]
}
Ability: @legitch. Image: @le_nuberto
Demon
Each night*, choose a player: they die. The day & night actions run on a timer that gets progressively smaller over time. After day 5, evil wins.
SCP-3045 is an executable program that can dynamically "shortens" any media inserted into it, until it invariably devolves into swarms of aggressive bees...
Immediately after dawn on the first day, declare that bzzip.exe is in play. Mark bzzip.exe with the DAY 1 reminder. At the beginning of each following day, mark bzzip.exe with DAY 2, then DAY 3, then DAY 4, then DAY 5 reminders. If a day ends and bzzip.exe is marked with the DAY 5 reminder, declare that evil wins. Each dawn, announce how much time players have to discuss amongst each other before nominations occur, during nominations, and when a player nominates. When a player makes a nomination but doesn't give their reasoning within the time limit, consider their nomination forfeit and cancel it (that player cannot make another nomination again today). Each dusk, announce how much time players have to input their actions when woken at night. When a player is woken to input their action but doesn't give it within the time limit, consider their ability tonight forfeit and cancel it, put them back to sleep.
Each night except the first, wake bzzip.exe. They point at any player. That player dies - mark them with the DEAD reminder. Put bzzip.exe to sleep.
{
"id": "bzzipexe_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/bzzipexe_scp_fragmented_veil.png",
"otherNightReminder": "bzzip.exe points to a player. That player dies.",
"reminders": [
"Dead",
"Day 1",
"Day 2",
"Day 3",
"Day 4",
"Day 5"
],
"name": "bzzip.exe █",
"team": "demon",
"ability": "Each night*, choose a player: they die. The day & night actions run on a timer that gets progressively smaller over time. After day 5, evil wins.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 32.3045,
"jinxes": [
{
"id": "hatter",
"reason": "If the Hatter dies on or after day 5, the Demon cannot choose bzzip.exe."
},
{
"id": "mayor",
"reason": "If the bzzip.exe is in play & no execution occurs on day 5, good wins."
},
{
"id": "pithag",
"reason": "After day 5, the Pit-Hag cannot choose bzzip.exe."
},
{
"id": "modiste_darkartists_stuff",
"reason": "After day 5, the Modiste cannot choose bzzip.exe."
}
]
}
Ability: @legitch. Image: @le_nuberto
Demon
You & all Minions have a quest. On completion, that player evolves into their Demon marked on script (you keep your ability) & all players learn which.
SCP-3456 are the the horsemen of the apocalypse, arriving during moments of cataclysm, disasters, and misfortune among-st humans. They are soulless, cunning, merciless, and masochistic, with the caveat that they require a ritual to complete in order to draw out their powers.
On the script, place a mark on each Minion and the O. Horseman that corresponds to a Demon they'll transform into once their quest is complete.
While setting up the game, decide what quest the O. Horseman and each Minion has, and write them on a piece of paper, or on a phone.
During the first night, wake the Demon. Show their quest, then put them to sleep. Repeat this for each Minion as-well. Mark the evil team with the O. Horseman's PROGRESS CLOCK reminder token.
Note that quests in it of themselves can provide additional information, such as which player has which character, or which character is in-play, if it pertains to the quest.
Each time a player with a quest advances in it, rotate the PROGRESS CLOCK reminder near their character token by a certain amount of degrees so that once the quest is fully complete, it completes a full rotation (Ex. If a quest requires 2 certain players be executed, the reminder token will be rotated 180° degrees with each advancement. If a quest requires 3 phrases be said by the player during the day, the reminder token will be rotated 120° degrees with each advancement). Additionally, use the O. Horseman’s ? reminders if you need to.
Upon a complete rotation of a PROGRESS CLOCK reminder, replace that token with the TRANSFORMED reminder token, if it's the O. Horseman, also mark them with the KEEPS ABILITY. Wake that player, show them the YOU ARE info token, then their new Demon character token, then put them to sleep. Replace their old character token with the new Demon character token indicate as a mark on the script.
Each dawn, if a Demon player is marked with the O. Horseman's TRANSFORMED reminder, declare that this Demon is in-play, then remove that reminder (if needed, also detail what their ability).
{
"id": "ohorseman_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/ohorseman_scp_fragmented_veil.png",
"firstNightReminder": "For you and each Minion player, wake them, show them their quest.",
"otherNightReminder": "If the O. Horseman or a Minion completed their quest and transformed into their Demon: Announce which Demon is now in-play.",
"reminders": [
"Progress clock",
"Transformed"
],
"remindersGlobal": [
"Progress clock",
"Progress clock",
"Progress clock",
"Transformed",
"Transformed",
"Transformed",
"Keeps ability",
"?",
"?",
"?"
],
"setup": true,
"name": "O. Horsemen █",
"team": "demon",
"ability": "You & all Minions have a quest. On completion, that player evolves into their Demon marked on script (you keep your ability) & all players learn which.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 11.3456,
"otherNight": 89.3456,
"jinxes": [
{
"id": "engineer",
"reason": "Minions-turned-Demons cannot be affected by the Engineer."
},
{
"id": "fanggu",
"reason": "When a Minion becomes the Fang Gu after completing their quest, one Townsfolk might become an Outsider."
},
{
"id": "kazali",
"reason": "When a Minion becomes the Kazali after completing their quest, Minions & other Demons wake the same night to choose which Minion & Demon characters they'd like to be."
},
{
"id": "legion",
"reason": "When a Minion becomes the Legion after completing their quest, one player becomes an evil Legion."
},
{
"id": "leviathan",
"reason": "When a Minion becomes the Leviathan after completing their quest, if its after Day 5, there is 1 more day before evil wins."
},
{
"id": "lilmonsta",
"reason": "When a Minion becomes the Lil' Monsta after completing their quest, they keep their original Minion character."
},
{
"id": "minstrel",
"reason": "Minions-turned-Demons still register as Minions to the Minstrel."
},
{
"id": "riot",
"reason": "The Minions-turned-Riot's ability cannot win the game, but is still active even if they die."
},
{
"id": "towncrier",
"reason": "Minions-turned-Demons still register as Minions to the Town Crier."
},
{
"id": "vigormortis",
"reason": "Minions-turned-Demons still register as Minions to the Vigormortis. If the Minion that could become the Vigormortis is in-play, one Outsider might be replaced with a Townsfolk."
},
{
"id": "1_scp_fragmented_veil",
"reason": "When a Minion becomes the ∇ after completing their quest, any Minions & Demons might become ones from the Trouble Brewing set."
},
{
"id": "ballodeath_scp_fragmented_veil",
"reason": "Minions-turned-Demons still register as Minions to the Ball o' Death."
},
{
"id": "cespholopod_scp_fragmented_veil",
"reason": "If the Minion that could become the Cespholopod is in-play, Minions & the Demon do not learn each other and one extra Minion is in-play."
},
{
"id": "eyeceue_scp_fragmented_veil",
"reason": "Minions-turned-Demons still register as Minions to the Eyeceue. When a Minion becomes the Eyeceue after completing their quest, they keep their original Minion character."
},
{
"id": "haedlaite_scp_fragmented_veil",
"reason": "When a Minion becomes the Haedlaite after completing their quest, one Minion becomes a Haedlaite but still registers as a Minion."
},
{
"id": "hartudeztroi_scp_fragmented_veil",
"reason": "If the Minion that could become the Hartudeztroi is in-play, one Minion is replaced with an Outsider and one Townsfolk might be replaced with an Outsider. If they die before they transform from their quest, one Outsider becomes an evil Minion."
},
{
"id": "lettucbaken_scp_fragmented_veil",
"reason": "Minions-turned-Demons still register as Minions to the Lettucbaken. Players are only told when a new Demon is made rather than what Demon it is."
},
{
"id": "navigator_scp_fragmented_veil",
"reason": "Minions-turned-Demons still register as Minions to the Navigator."
},
{
"id": "pecks_scp_fragmented_veil",
"reason": "When a Minion becomes the Pecks after completing their quest, all other evil players become a Pecks, then revert back to their previous character once the original Pecks dies."
},
{
"id": "prognosticator_scp_fragmented_veil",
"reason": "Minions-turned-Demons still register as Minions to the Prognosticator."
},
{
"id": "sauelsuesor_scp_fragmented_veil",
"reason": "Minions-turned-Demons still register as Minions to the Sauelsuesor."
},
{
"id": "watislujv_scp_fragmented_veil",
"reason": "A Minion-turned-Watislujv will register any Minion as a good Minion."
},
{
"id": "whatknife_scp_fragmented_veil",
"reason": "If the Minion that could become the What Knife? is in-play, Minions think they are good characters, even if they become a Demon."
},
{
"id": "xx_2662_xx_scp_fragmented_veil",
"reason": "When a Minion becomes the xX_2662_Xx after completing their quest, only the Minion is alerted to this, and not all players."
},
{
"id": "auwre_the_bootleggers_anthology",
"reason": "If the Minion that could become the Au'wre is in-play, Minions & the Demon do not learn each other until that player dies."
},
{
"id": "cawthane_the_bootleggers_anthology",
"reason": "If the Minion that could become the Cawthane would be in-play, they are replaced with an Outsider, and the O' Horseman gets their quest. When completed, they get to choose which player to make an evil Cawthane."
},
{
"id": "fencer_the_bootleggers_anthology",
"reason": "The Fencer learns of all the Demon choices as opposed to just the O. Horsemen's."
},
{
"id": "ketos_the_bootleggers_anthology",
"reason": "If the Minion that could become the Ketos is in-play, one Outsider might be replaced with a Townsfolk. When they become the Ketos after completing their quest, if its after Day 5, there is 1 more day before evil wins."
},
{
"id": "Candlemaker_Circus_Music",
"reason": "Minions-turned-Demons still register as Minions to the Candlemaker."
},
{
"id": "Tiresias_Circus_Music",
"reason": "Minions-turned-Demons still register as Minions to the Seer. If the Minion that could become the Seer is in-play, they don't get any Minion info."
},
{
"id": "qiongqi_festival_of_lanterns",
"reason": "When a Minion becomes the Qiong Qi after completing their quest, one Townsfolk might become an Outsider."
},
{
"id": "taotie",
"reason": "When a Minion becomes the Taotie after completing their quest, one Townsfolk might become an Outsider."
},
{
"id": "taowu_festival_of_lanterns",
"reason": "Minions-turned-Demons still register as Minions to the Tao Wu. If the Minion that could become the Tao Wu is in-play, the Demon goes not get the Demon info until that player dies."
},
{
"id": "cacophony_2tfafullcharacterlist",
"reason": "When a Minion becomes the Cacophony after completing their quest, one Townsfolk might become an Outsider."
},
{
"id": "fawn_2tfafullcharacterlist",
"reason": "Minions-turned-Demons still register as Minions to the Fawn."
},
{
"id": "furzeburner_2tfafullcharacterlist",
"reason": "Minions-turned-Demons still register as Minions to the Furze-Burner."
},
{
"id": "olalla_2tfafullcharacterlist",
"reason": "When a Minion becomes the Olalla after completing their quest, one Townsfolk might become an Outsider."
},
{
"id": "ratcatcher_2tfafullcharacterlist",
"reason": "Minions-turned-Demons still register as Minions to the Rat-Catcher."
},
{
"id": "troll_2tfafullcharacterlist",
"reason": "Minions-turned-Demons still register as Minions to the Rat-Catcher."
},
{
"id": "cataphractos_mistfitsreleased",
"reason": "Minions-turned-Demons still register as Minions to the Cataphractos."
},
{
"id": "haerbrake_mistfitsreleased",
"reason": "If the Minion that could become the Haerbrake is in-play, one Outsider might be replaced with a Townsfolk."
},
{
"id": "switchblame_mistfitsreleased",
"reason": "When a Minion becomes the Switchblame after completing their quest, if its after Day 4, there is 1 more day before evil wins."
},
{
"id": "aunemoia_darkartists_stuff",
"reason": "When a Minion becomes the Aunemoia after completing their quest, one Townsfolk might become an Outsider."
},
{
"id": "badoch_darkartists_stuff",
"reason": "When a Minion would've become the Badoch after completing their quest, no player learns this."
},
{
"id": "daivout_darkartists_stuff",
"reason": "When a Minion would become the Daivout after completing their quest, instead, something bery bad happens to the good team."
},
{
"id": "donjuan_darkartists_stuff",
"reason": "When a Minion becomes the Don Juan after completing their quest, one Townsfolk might become an Outsider."
},
{
"id": "dreydra_darkartists_stuff",
"reason": "Minions-turned-Demons still register as Minions to the Dreydra."
},
{
"id": "faurein_darkartists_stuff",
"reason": "Minions-turned-Demons still register as Minions to the Faurein. If the Minion that could become the Faurein is in-play, they think they are an Outsider, and a Minion controls their ability actions."
},
{
"id": "fencer_darkartists_stuff",
"reason": "Minions-turned-Demons still register as Minions to the Fencer."
},
{
"id": "oivasyr_darkartists_stuff",
"reason": "If the Minion that could become the Oivasyr is in-play, one Outsider might be replaced with a Townsfolk."
},
{
"id": "plea_darkartists_stuff",
"reason": "When a Minion becomes the Plea after completing their quest, one Townsfolk might become an Outsider."
}
]
}
Optional rule: only living Minions pertain their quest and can evolve into Demons. (This is the original intent of the O. Horseman.)
Ability: @legitch. Image: @le_nuberto
Demon
Each night*, choose a player: they die. Minions think they are good characters & you control their actions.
SCP-4955 is a chef's knife that cannot be processed by any stimuli, nor their effects.
While setting up the game, before putting character tokens in the bag, remove all Minion character tokens and add a Townsfolk or Outsider character tokens. For each Minion removed, add the What Knife?'s THINKS THEY ARE reminder token & the Minion character token to the Grimoire. Put the swapped Townsfolk or Outsider character token in the bag, not the Minion character token.
While preparing the first night, for each Minion token present, put the What Knife?'s THINKS THEY ARE reminder token and a Minion character token by a Townsfolk or Outsider character token whilst adhering to the setup's character count, changing that player's character to that respective Minion. They are now that Minion, but think they are their previous Townsfolk or Outsider character and don't actually have that character's ability. Do not give them information on who the evil team is.
During the game, act as if Minions are actually the Townsfolk or Outsider character they think they are. If that character would wake to act at night, the Minion wakes to act. If their ability would give them information, you can give false information to them if you wish. See "Drunkenness and Poisoning" in the rulebook. If a Minion would normally wake at night to act, instead, wake the What Knife?, show them the YOU ARE info token, that Minion's character token, then let them perform the action on behalf of that Minion before putting them to sleep, alongside learning any information from that Minion's ability. Minion abilities that can be activated during the day instead can only be activated by the What Knife?.
Each night except the first, wake the What Knife?. They point at any player. That player dies - mark them with the DEAD reminder. Put the What Knife? to sleep.
{
"id": "whatknife_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/whatknife_scp_fragmented_veil.png",
"otherNightReminder": "The Demon points to a player. That player dies.",
"reminders": [
"Thinks they are",
"Thinks they are",
"Thinks they are",
"Thinks they are",
"Dead"
],
"setup": true,
"name": "What Knife? █",
"team": "demon",
"ability": "Each night*, choose a player: they die. Minions think they are good characters & you control their actions.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 33.4955,
"jinxes": [
{
"id": "balloonist",
"reason": "If a Minion thinks that they are the Balloonist, +1 Outsider might have been added."
},
{
"id": "cerenovus",
"reason": "The Cerenovus ability may choose to make a player mad that this Demon is not in-play."
},
{
"id": "damsel",
"reason": "The Demon learns the Damsel is in-play instead of Minions, but Minions themselves still must make the guess."
},
{
"id": "eviltwin",
"reason": "If the Demon is in-play, the Evil Twin starts thinks that the good twin is their evil twin."
},
{
"id": "huntsman",
"reason": "If a Minion thinks that they are the Huntsman, the Damsel was added."
},
{
"id": "marionette",
"reason": "The Marionette has no ability or setup effect with this Demon in-play."
},
{
"id": "poppygrower",
"reason": "When the Poppy Grower dies, the Demon learns the Minions but the Minions learn nothing."
},
{
"id": "preacher",
"reason": "Preached Minions do not learn they are chosen."
},
{
"id": "psychopath",
"reason": "The Psychopath is unaffected by the Demon & doesn't think they are a good character."
},
{
"id": "scarletwoman",
"reason": "If the Scarlet Woman becomes the Demon, they don't learn this and the original the Demon still controls their actions."
},
{
"id": "summoner",
"reason": "If the Summoner creates this Demon, the chosen player doesn't know this and the Summoner controls their actions."
},
{
"id": "vizier",
"reason": "The Vizier is unaffected by the Demon & doesn't think they are a good character."
},
{
"id": "livingroom_scp_fragmented_veil",
"reason": "The Living Room is unaffected by the Demon & doesn't think they are a good character."
},
{
"id": "Shankaar_Circus_Music",
"reason": "Only 1 jinxed character can be in play."
},
{
"id": "Caliban_Circus_Music",
"reason": "The Caliban is unaffected by the Demon & doesn't think they are a good character."
},
{
"id": "barometz_2tfafullcharacterlist",
"reason": "The Demon learns when the Barometz creates new Minions."
},
{
"id": "curarist_2tfafullcharacterlist",
"reason": "If a Minion thinks that they are the Curarist, +1 Outsider might have been added."
},
{
"id": "draper_2tfafullcharacterlist",
"reason": "The Demon chooses the Townsfolk to make individual Minions register as instead of the Minion."
},
{
"id": "furzeburner_2tfafullcharacterlist",
"reason": "Furze-Burned Minions do not learn they are Outsiders."
},
{
"id": "hippie_2tfafullcharacterlist",
"reason": "Minions do not wake from the Hippie."
},
{
"id": "orchardkeeper_2tfafullcharacterlist",
"reason": "If a Minion thinks that they are the Orchard Keeper, +1 Outsider might have been added."
},
{
"id": "ornithologist_2tfafullcharacterlist",
"reason": "Minions do not draw a blank token, and the Demon does not know what ability they are using when acting on their behalf."
},
{
"id": "unicorn_2tfafullcharacterlist",
"reason": "The Demon learns the improbable condition instead of Minions."
},
{
"id": "doorman_darkartists_stuff",
"reason": "The Demon wakes to kill instead of all evil players."
},
{
"id": "roifainéant_darkartists_stuff",
"reason": "The Minions learn that a What Knife? is in-play & what good character they would've thought they are. The Demon still chooses on their behalf, except for the extra Minion."
}
]
}
Ability: @legitch. Image: @le_nuberto
Demon
If you are executed, your team wins. The Storyteller can break the game rules, and if executed, good wins. [1 Minion is good & doesn't get evil info]
SCP-5000 must make their way to salvation as the entire world is flipped on it's head.
While setting up the game, prepare one Minion you want to be good.
During the first night, wake them. Show the YOU ARE info token, then give a thumbs up. Put them to sleep. During the first night's Minion Info and Demon Info steps, the good Minion will not be included - they will not receive any information regarding who the other Minions are or who the Demon is, nor will the other Minions and Demon know who the good Minion is.
If the Salvation is executed, declare that the game ends and evil wins.
Break any game rules, as you see fit. Use evil reminder tokens if you need them.
{
"id": "salvation_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/salvation_scp_fragmented_veil.png",
"firstNightReminder": "Show a Minion the 'You are' card and a thumbs up good signal.",
"otherNightReminder": "More than likely, you'll choose a player or two, those player(s) dies.",
"reminders": [
"Dead",
"Dead"
],
"setup": true,
"name": "Salvation █",
"team": "demon",
"ability": "If you are executed, your team wins. The Storyteller can break the game rules, and if executed, good wins. [1 Minion is good & doesn't get evil info]",
"attribution": "Ability: @katsitsanoron. Image: @le_nuberto",
"firstNight": 8.5,
"otherNight": 32.5
}
The Salvation is an enigmatic and complex character, and is recommended for highly experienced Storytellers. In addition to rules knowledge, it requires you to have a good sense of fun and fairness. It is your job to create a fun game for all players, so only break the game rules to give false information (as much or as little as you want) or simulate the actions of evil characters that could be in play, but aren’t. If you can convince the players that there is no the Salvation in play, or at least get them discussing the possibility, you’ve done well.
Avoid creating arbitrary rules or changing the win conditions. In order to have a good time, the players need to know how they can win the game if the Salvation is in play.
Ability: @katsitsanoron. Image: @le_nuberto
Demon
Each day, privately curse a word: Until dusk, something bad (they know what it is) might happen to whoever says it or refuses to engage with you.
SCP-048 is a classification given superstition by foundation personnel - objects given this title curse their holder with disciplinary action, dismember, death, etc.
Once per day, if the Accursed requests a private chat with you, take them away from the circle so you cannot be overheard. They'll whisper you a word - write it down on a piece of paper, or on a phone.
At any time, if anyone says the currently cursed word or refuses to engage with an Accursed requesting for talking, mark their character token with the SOMETHING BAD reminder, to remind you that they are now poisoned, or mad, or can’t vote today, or simply as a reminder to decide on what to do later. Bring them away from the group and privately let them know what the effects are, and for how long the effects will last.
Each dusk, the current curse is broken - indicate that the word is no longer active on your end.
{
"id": "accursed_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/accursed_scp_fragmented_veil.png",
"reminders": [
"Something bad",
"Something bad",
"Something bad"
],
"name": "Accursed",
"team": "traveller",
"ability": "Each day, privately curse a word: Until dusk, something bad (they know what it is) might happen to whoever says it or refuses to engage with you.",
"attribution": "Ability: @legitch. Image: @le_nuberto"
}
Ability: @legitch. Image: @le_nuberto
Traveller
Each night*, choose a player: they become a character of the same alignment & all learn what set it's from if it's off-script. The Demon might be unaffected.
SCP-113 is a rock that forcefully changes the sex of whoever grabs it, changing them into a whole new person.
Each night, wake the Two-Spirit. The Two-Spirit points at any player. Put the Two-Spirit to sleep. Wake the chosen player. Show them the YOU ARE info token, then their new character token, then put them to sleep. Replace their old character token with the new character token. If the character isn't from this script however, say that the Two-Spirit has used their ability and transformed a character into one from a different set, also name this set in particular.
{
"id": "twospirit_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/twospirit_scp_fragmented_veil.png",
"otherNightReminder": "The Two-Spirit points to a player. Wake the player and show them the 'You are' card and the relevant character token. If the character is off-script, announce that the Two-Spirit has used their ability and an off-script character was brought in - also note down which specific set they came from.",
"name": "Two-Spirit",
"team": "traveller",
"ability": "Each night*, choose a player: they become a character of the same alignment & all learn what set it's from if it's off-script. The Demon might be unaffected.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 23.113
}
It's recommended that you shouldn't make a Minion become a Demon, or a Demon become a Minion, unless the circumstances for which allow the game to continue or persist without an unbalanced line-up of characters for the evil team. However, if the good team is winning quite cooperatively and the evil team will surely lose soon, you can make a remaining Minion become the Demon whilst keeping the original one.
Ability: @legitch. Image: @le_nuberto
Traveller
Each night*, choose a player: if they agree, their ability might work thrice & get true info. Then, they die, even if for some reason they could not.
The Sugar Rush (SCP-207) is a cola bottle that increases motor functionality and biological speed, even if the host body can't handle it, and will die from it.
Each night except the first, wake the Sugar Rush. The Sugar Rush points at any player. Put the Sugar Rush to sleep. Wake the chosen player, show them the THIS CHARACTER SELECTED YOU' info token, then the Sugar Rush token. That player either nods their head yes or shakes their head no. Put that player to sleep.
If they shook their head no, then nothing happens. Continue with the night phase.
If they nodded their head yes, mark that player with the SPEED!!! reminder.
A player marked SPEED!!! acts up to thrice at the appropriate time, at your choice. If the ability is optional, they might choose to use it thrice. If it is mandatory, they might use it thrice. Use the Sugar Rush’s ? reminders if needed, to substitute for the character’s own reminders. Lastly, their ability might get true information (even if an ability would make them drunk or poisoned.) Once their ability finishes acting, that player dies - mark them with the DEAD reminder. This cannot be prevented in any way.
{
"id": "sugarrush_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/sugarrush_scp_fragmented_veil.png",
"otherNightReminder": "The Sugar Rush points at any player. Then, put the Sugar Rush to sleep. Wake the chosen player, show them the 'This character selected you' token, then the Sugar Rush token. That player either nods their head yes or shakes their head no. If they nodded their head yes, you may choose to activate their ability up to thrice when they next wake. That player dies afterwards.",
"reminders": [
"Speed!!!",
"Dead",
"?",
"?",
"?"
],
"name": "Sugar Rush",
"team": "traveller",
"ability": "Each night*, choose a player: if they agree, their ability might work thrice & get true info. Then, they die, even if for some reason they could not.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 0.0207
}
Ability: @legitch. Image: @le_nuberto
Traveller
Publicly ask, and you might receive (once per day & all players learn what it is). On your 3rd declined request, you are exiled. You are sober & healthy.
The Hanged King (SCP-701) may ask permission from the court king if they may jest around.
During the day, the Hanged King requests: "I request some drunkenness amongst players". The Storyteller approves of this request as it is both generic and not necessarily sided towards any alignment, so they declare it as "Until dawn, 2 Townsfolk are drunk if the Hanged King is evil, or 1 Minion is drunk if the Hanged King is good."
The Hanged King requests: "I request for the Demon to die." Since the base component of this request is too good-oriented, the Storyteller instead flat out denies it and strikes the Hanged King.
The Hanged King requests: "I request the Artist gets another charge of their ability." As the base component of this request is good-oriented (but not to an absurd degree as the previous example), the Storyteller approves of this request, but modifies & declares the final result as "The Artist (if in-play) receives another charge of their ability, but if the Hanged King is evil, any consult they make might receive arbitrary information."
The Hanged King requests: "I request that I get the Amnesiac's ability." Whilst the base component of this request is not sided towards any alignment, it goes against the spirit of the Hanged King's activities & effects being public, thus the Storyteller denies it and strikes the Hanged King.
During the day, the Hanged King can publicly declare that they wish to use their ability, and what their request is. It may be as detailed as possible, or be very generic and up to interpretation by the Storyteller.
If you approve of it, grant the request, and publicly declare what the results of the request are. There can only be one approval per day. Use the Hanged King's ???, !!!, and ... reminders if you need to.
If you decline the request, publicly declare that the request was declined. If the Hanged King is marked with the 2ND DECLINED reminder token, they are immediately exiled, if the Hanged King is marked with the 1ST DECLINED reminder token, instead replace it with the 2ND DECLINED reminder token, if the Hanged King is not marked with either reminder token, mark them with the 1ST DECLINED reminder token.
{
"id": "hangedking_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/hangedking_scp_fragmented_veil.png",
"reminders": [
"???",
"!!!",
"...",
"1st declined",
"2nd declined"
],
"name": "Hanged King",
"team": "traveller",
"ability": "Publicly ask, and you might receive (once per day & all players learn what it is). On your 3rd declined request, you are exiled. You are sober & healthy.",
"attribution": "Ability: @legitch. Image: @le_nuberto"
}
Ability: @legitch. Image: @le_nuberto
Traveller
Each night*, a player might become an on-script character you mentioned today.
SCP-1025 is a book that causes any reader to receive the disease they learn about. Seemingly, this book has strange effects in Ravenswood Bluff.
When you hear the Encyclopediac mention any on-script character, mark that character on the character sheet with the SAID reminder token.
Each night except the first, you may choose a player. Wake the chosen player. Show them the YOU ARE info token, then their new character token, then put them to sleep. Replace their old character token with the new character token. You may need to turn character tokens upside-down to remind you that a player’s alignment is opposite to the colour of the token. You may need to remind the player that their alignment is unchanged, by giving a thumbs-up or thumbs-down.
{
"id": "encyclopediac_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/encyclopediac_scp_fragmented_veil.png",
"otherNightReminder": "Wake a player, show them the 'You are' card and the relevant character token.",
"reminders": [
"Said"
],
"name": "Encyclopediac",
"team": "traveller",
"ability": "Each night*, a player might become an on-script character you mentioned today.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 23.1025
}
Ability: @legitch. Image: @le_nuberto
Traveller
A, if B, choose C1: C2. D. E. The Storyteller chooses who creates what letter section of each ability (B, D, and E are optional), they also get the final say.
The Dissociative (SCP-2020) is an alien that can't seem to make up what their origin is, or for that matter, their own ability.
When the Dissociative travels in, start the process of creating the Dissociative's ability. The Dissociative is made up of 5 aspects: The event (A), the condition (B), the targets of choice and the ability's actions (C1 and C2), statement/clause/secondary-ability #1 (D), and statement/clause/tertiary-ability #2 (E). For each of these aspects, choose anyone you want and think would be able to take on the task, including yourself, or even a spectator. They declare what they want the aspect to be, or they have the option to skip it if its either B, D, or E (note that other players are allowed to talk with that player to influence their decision). C2 cannot have multiple rules on top of it - additional conditions, abilities, or noted effects must be a part of D and//or E respectively. After they make the aspect, you may choose to modify it however you see it, whether to fit the correct wording, or to create a balanced ability. Once all aspects are done, write down the Dissociative's ability on a piece of paper or on a phone, then publicly declare it to the whole group. Use the Dissociative’s ? reminders if you need to.
{
"id": "dissociative_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/dissociative_scp_fragmented_veil.png",
"reminders": [
"?",
"?",
"?"
],
"name": "Dissociative",
"team": "traveller",
"ability": "A, if B, choose C1: C2. D. E. The Storyteller chooses who creates what letter section of each ability (B, D, and E are optional), they also get the final say.",
"attribution": "Ability: @legitch. Image: @le_nuberto"
}
Be aware that the Dissociative is best run in a social and casual environment, as most of the fun of this character comes from everyone scrambling to make a coherent ability, and then rolling with what they made. It's also not a bad idea to impose a time limit on deciding what an aspect of an ability should be - the more stressed out they are, the funnier it is. That's a Legitch guarantee!™
Ability: @legitch. Image: @le_nuberto
Traveller
If you were mad you were your alignment, something good might happen to your team. If you were mad about the opposite, something bad happens to that team.
Dr. Bright really shouldn't claim to be evil, but can.
At any time (even at night), if you believe that Dr. Bright is mad about being their actual alignment, then you can decide to mark any player(s) on their team with the SOMETHING GOOD reminder, to remind you that they are now sober & healthy, or they become a better character, or can vote and nominate twice today, or simply as a reminder to decide on what to do later.
At any time (even at night), if you believe that Dr. Bright is mad about being their opposing alignment, then you can decide to mark any player(s) on the opposing team with the SOMETHING BAD reminder, to remind you that they are now poisoned, or mad, or can’t vote today, or simply as a reminder to decide on what to do later.
{
"id": "drbright_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/drbright_scp_fragmented_veil.png",
"reminders": [
"Something good",
"Something bad"
],
"name": "Dr. Bright",
"team": "traveller",
"ability": "If you were mad you were your alignment, something good might happen to your team. If you were mad about the opposite, something bad happens to that team.",
"attribution": "Ability: @katsitsanoron. Image: @le_nuberto"
}
Ability: @katsitsanoron. Image: @le_nuberto
Traveller
Each night, the starting evil players that know they're evil wake up together to communicate (however possible), then they sleep.
The Telepathagion (SCP-405) is a fatal virus that enables late-stage victims to unlock their full telepathic potential. However, it seems the SCP team has managed to make good use of it...
While performing the Minion info and Demon info steps, put the Telepathagion's TELEPATHIC reminder token by the evil players that know each other and know that they are evil.
Each night, wake all evil players marked with the TELEPATHIC reminder token and let them communicate however possible, whether it be through mouthing, sign language, hand gestures, written notes, or however the current medium of play allows it (Ex. Discord thread). It's up to them to decide to communicate at night. When enough activity has elapsed, but those players back to sleep.
If playing online, instead, bring these members into an online chat. The combined chat will serve as a hub for each member to communicate, and as each member's chat with the Storyteller to perform their actions and yield their information, thus, when a member of the evil team does something, all other evil players will know what they're doing, and if a member of the evil team gets information, all evil players will know what it is.
{
"id": "telepathagion_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/telepathagion_scp_fragmented_veil.png",
"firstNightReminder": "Wake all starting evil players together, allow them to communicate however possible in the current medium. When enough activity has elapsed between these players, put them to sleep.",
"otherNightReminder": "Wake all starting evil players together, allow them to communicate however possible in the current medium. When enough activity has elapsed between these players, put them to sleep.",
"reminders": [
"Telepathic",
"Telepathic",
"Telepathic",
"Telepathic",
"Telepathic"
],
"name": "Telepathagion",
"team": "fabled",
"ability": "Each night, the starting evil players that know they're evil wake up together to communicate (however possible), then they sleep.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"firstNight": 12.00405,
"otherNight": 0.00405
}
Ability: @legitch. Image: @le_nuberto
Fabled
Before the game starts, up to 25% of the script can be changed by a consensus majority of players.
SCP-1190 is a computer simulation of the universe that enthralls anyone who uses it.
Before the game starts, declare that the Galaxy Sim. is in play, and that the Storyteller is open to any changes that players unanimously want. Players may start discussions amongst themselves regarding what they'd like to see this game, and if a majority of players agree on a specific singular change, it is implemented. Otherwise, it can also be used to change empty character slots.
Note that this Fabled cannot be a fix-all for bad scripts, and is limited to only 25% being susceptible to changes.
{
"id": "galaxysim_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/galaxysim_scp_fragmented_veil.png",
"setup": true,
"name": "Galaxy Sim.",
"team": "fabled",
"ability": "Before the game starts, up to 25% of the script can be changed by a consensus majority of players.",
"attribution": "Ability: @legitch. Image: @le_nuberto"
}
Ability: @legitch. Image: @le_nuberto
Fabled
Each day, if no-one is executed, all players publicly choose a coin side, then the Storyteller flips one. If the Demon is correct, evil wins.
SCP-1678 is an authoritarian parallel London located underground that suggests certain doom to those above that don't join their salvation.
Each dusk, if no player was executed today, the Tyranny! activates - declare that all players must publicly choose a coin side. Note the decision the Demon makes with either the HEADS or TAILS reminder token marked by their character token. After getting all players' choices, obtain a coin and flip it. If the Demon's coin side guess is correct, the game ends and the evil team wins. Otherwise, the game continues. As with all Fableds, remember that this bypasses all mis-registration effects. If there are multiple Demons but only 1 alive (or just active) one, count that Demon only. If there are multiple Demons that are alive/active, all Demons must have their coin side correct for the evil team to win.
{
"id": "tyranny_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/tyranny_scp_fragmented_veil.png",
"reminders": [
"Heads",
"Tails"
],
"name": "Tyranny!",
"team": "fabled",
"ability": "Each day, if no-one is executed, all players publicly choose a coin side, then the Storyteller flips one. If the Demon is correct, evil wins.",
"attribution": "Ability: @legitch. Image: @le_nuberto"
}
Feel free to purposely exclude players from needing to make a decision depending on the on-script characters, such as excluding dead players if there is no possible way an active Demon can be dead and the game still continues (Ex. Zombuul).
When playing online, where the visibility of the coin flip's outcome is likely invisible to other players, play honestly and genuinely flip a coin or use a coin-flipping website to determine the outcome, otherwise you impose no actual threat using this fabled to encourage executions.
Optional rule: you may allow for players not to make a decision at all with what coin side they choose, which only affects the Demon and if they'll win or not. However, this goes against the original intent of the Tyranny!, and is not recommended unless you know what you are doing.
Ability: @legitch. Image: @le_nuberto
Fabled
Players doing poorly or experiencing any hardships (in-game or in real life) might have something good happen to them or their ability.
SCP-2536 is the gift that keeps on giving - pity (LOSER).
At any time, if you notice that a player is not performing to well within the game, you may choose to do something good for them or their ability. You may need to mark their character token with a SOMETHING X reminder, to remind that they are now sober & healthy, or they may use their ability twice, or they have double the votes and potential to nominate, or simply as a reminder to decide on what to do later.
{
"id": "thegift_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/thegift_scp_fragmented_veil.png",
"reminders": [
"Something ok",
"Something good",
"Something great!",
"Something excellent!!",
"Something terrific!!!"
],
"name": "The Gift",
"team": "fabled",
"ability": "Players doing poorly or experiencing any hardships (in-game or in real life) might have something good happen to them or their ability.",
"attribution": "Ability: @legitch. Image: @le_nuberto"
}
When adding this Fabled to your games, be aware of the possibility of a player faking their hardships or mental state to get the competitive edge for their team. It's best to run this Fabled in the presence of close friends that you trust to play with integrity.
Ability: @legitch. Image: @le_nuberto
Fabled
The player designated to be Demon gets the choice of Demons they get to be, then all other players get their character tokens. [+the Gardener]
Dr. Maynard is a traitor to the foundation that enables all hell to be broken loose.
Before the game even starts, declare that Dr. Maynard and the Gardener is in play. This character requires a specific medium of which the game is playing on (such as online) validate the environment that permits a private 1-to-1 conversation between the Demon and Storyteller. Choose the player that'll be the Demon this game and bring them into a private conversation. Show them which Demons are available for them to choose - you may choose any amount of Demons to give as options. They pick which Demon they want to be, then the conversation ends.
When sending out character tokens, make sure the player you had the private conversation with is the Demon.
{
"id": "drmaynard_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/drmaynard_scp_fragmented_veil.png",
"setup": true,
"name": "Dr. Maynard",
"team": "fabled",
"ability": "The player designated to be Demon gets the choice of Demons they get to be, then all other players get their character tokens. [+the Gardener]",
"attribution": "Ability: @legitch. Image: @le_nuberto"
}
Ability: @legitch. Image: @le_nuberto
Fabled
Successful kills after the 1st each night instead poison the victim from now on, overriding future healthiness. Day kills are delayed until night.
The Wanderer's Library is a safehaven of books that prevents there being more than 1 recognizable kill.
If any player would die tonight but there is a DEAD reminder present on another player, that player is instead poisoned - mark them with the POISONED reminder, unless that player's ability makes them permanently healthy without any conditions (if a player is made temporarily healthy by an ability, still mark them with the reminder, but don't treat them as permanently-poisoned until they lose that healthiness).
If any player would die to another player's ability during the day, they remain alive. Mark their character token with the DEAD reminder token. Tonight, the player marked with this DEAD reminder dies (or is poisoned depending on circumstances).
{
"id": "wslibrary_scp_fragmented_veil",
"image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil/wslibrary_scp_fragmented_veil.png",
"otherNightReminder": "If a day kill was delayed: those marked with 'Dead' die or are poisoned if another player is dieing tonight.",
"reminders": [
"Poisoned",
"Poisoned",
"Poisoned",
"Poisoned",
"Poisoned",
"Dead",
"Dead"
],
"name": "W's Library",
"team": "fabled",
"ability": "Successful kills after the 1st each night instead poison the victim from now on, overriding future healthiness. Day kills are delayed until night.",
"attribution": "Ability: @legitch. Image: @le_nuberto",
"otherNight": 51.114
}
Ability: @legitch. Image: @le_nuberto
Fabled