1. Gastronome

    Once per game, at night*, you may choose to kill the player 2nd to be executed today (no ties), unless it ends the game.


    The Gastronome crosses the fork in the road by taking the other path.

    • If there was a player about-to-die today that wasn't the executee, the Gastronome may choose to kill them.
    • The Gastronome does not wake up in the event that only 1 (or less) player was ever 'about-to-die', including the executee.
    • Should there be 2 or more players with the highest or 2nd highest votes on a given day are tied on said votes, the Gastronome does not wake; they can only kill 1 player.
    • Lastly, the Gastronome's kill will fail should that kill end the game, such as by killing the Demon.

    How to Run

    During the day, if a player is declared 'about-to-die', mark them with the 1ST ABOUT-TO-DIE reminder token. If there already is a player marked with that and this wasn't a tie, move the 1ST ABOUT-TO-DIE reminder token to that player and mark the previous with the 2ND ABOUT-TO-DIE reminder token.

    Each night, if there is a player marked with the 2ND ABOUT-TO-DIE reminder token, wake the Gastronome. You may point to that player marked 2ND ABOUT-TO-DIE to let the Gastronome know who they'll kill as a reminder. The Gastronome either shakes their head no or yes. Put the Gastronome to sleep.

    If they shake their head no, nothing happens.

    If they shake their head yes, the player marked 2ND ABOUT-TO-DIE dies - mark them with the DEAD reminder token. The Gastronome loses their ability - mark them with the NO ABILITY reminder and remove their night token from the night sheet (the Gastronome won’t wake again.)

    Each dawn, those players are no longer targets - remove their 1ST ABOUT-TO-DIE and 2ND ABOUT-TO-DIE reminder tokens.

    JSON

    
      {
        "id": "gastronome_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/gastronome_scp_fragmented_veil_vol2.png",
        "otherNightReminder": "If there was a player about-to-die today that wasn't the executee: the Gastronome shows a 'no' or 'yes' head signal. If the Gastronome chose 'yes', that player dies.",
        "reminders": [
          "1st About-to-die",
          "2nd About-to-die",
          "Dead"
        ],
        "name": "Gastronome █",
        "team": "townsfolk",
        "ability": "Once per game, at night*, you may choose to kill the playes 2nd to be executed today (no ties), unless it ends the game.",
        "attribution": "Ability: @legitch. Image: Game-icons.net",
        "otherNight": 54.014
      }
    

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Townsfolk

  2. Autofecund

    The 1st night the dead ≥ the living, choose a player: revive another player of their character type. [+0 or +1 Outsider]


    The Autofecund fulfills needs that cannot be normally met without a super-sonic vibrational frequency that melts concrete like butter.

    • The Autofecund activates the 1st night the dead equal or outnumber the living to choose player to... "procreate" with.
    • in the town square, straight up "procreating it", and by "it", haha, well. let's justr say. Another player of the chosen's character type.
    • This occurs only once, and on that exact night. If an Autofecund is made after the 1st general night the dead equal or outnumber the living, this will occur on their 1st night in general.
    • Lastly, if the Autofecund is to be in-play, a Townsfolk might be replaced with an Outsider if the Storyteller decides it so.

    How to Run

    During setup, you may add an Outsider.

    When the number of dead players equals or exceeds the number of alive players, add a night token to the Autofecund’s entry on the night sheet.

    That night, wake the Autofecund. They point to any player. Put the Autofecund to sleep.

    Another player of the same character type becomes alive again - mark them with the Autofecund's ALIVE reminder and remove their shroud (they wake later tonight if they normally would. If they wake on the first night only, they wake now to use their ability.) At dawn, after declaring which players died, declare which player is alive again (do not say why.) The Autofecund loses their ability - mark them with the NO ABILITY reminder and remove their night token from the night sheet.

    JSON

    
      {
        "id": "autofecund_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/autofecund_scp_fragmented_veil_vol2.png",
        "otherNightReminder": "If the dead equal or outnumber the living, the Autofecund points to a player: another player of their character type is revived.",
        "reminders": [
          "Alive",
          "No ability"
        ],
        "setup": true,
        "name": "Autofecund █",
        "team": "townsfolk",
        "ability": "The 1st night the dead ≥ the living, choose a player: revive another player of their character type. [+0 or +1 Outsider]",
        "attribution": "Ability: @legitch. Image: Game-icons.net",
        "otherNight": 62.297
      }
    

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Townsfolk

  3. Toaster

    If you're 1 of 2 (or less) Townsfolk that publicly claimed to be a Toaster today & an evil player kills you, they die.


    I am a Toaster. I toast bread, and cook forks.

    • If I claimed to be a Toaster today and an evil player sticks their ability into me, they get the shock of a lifetime (death.)
    • It doesn't matter what character type attacks me; they get cooked, fried, and served.
    • This can also be the night after I claimed to be a Toaster, or even the same day.
    • However, this doesn't occur if 3 or more Townsfolk claimed to be a Toaster today (including myself.)

    How to Run

    If a Townsfolk claims to be the Toaster during the day, put the CLAIMED reminder by their character token (up to 3 times).

    If the Toaster was killed by an evil player and 2 or less Townsfolk (including themselves) are marked with the CLAIMED reminder token, the killer dies - mark them with the DEAD reminder.

    Each dawn, remove all CLAIMED reminder tokens.

    JSON

    
      {
        "id": "toaster_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/toaster_scp_fragmented_veil_vol2.png",
        "otherNightReminder": "If the Toaster claimed to be the Toaster today as 1 or 2 Townsfolk that did and was killed by an evil player's ability, that evil player dies.",
        "reminders": [
          "Claimed",
          "Claimed",
          "Claimed",
          "Dead"
        ],
        "name": "Toaster █",
        "team": "townsfolk",
        "ability": "If you're 1 of 2 (or less) Townsfolk that publicly claimed to be a Toaster today & an evil player kills you, they die.",
        "attribution": "Ability: @legitch. Image: Game-icons.net",
        "otherNight": 55.426
      }
    

    When a player claims to be the Toaster during the day, declare that this player has claimed to be the Toaster, so that all the group hears. It might be harder to recognize or recall when a player has claimed to be the Toaster amongst the chaos of the day, especially when anyone can reasonably claim to be Toaster before or during nominations, so it's better to make these actions clear to all as the game goes on.

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Townsfolk

  4. Horrorshow

    If the Demon kills you, the next day, visit the Storyteller to learn a funny fact.


    An attentive and active Storyteller will always have something funny to witness, and the Horrorshow brings it to light.

    • If the Horrorshow is killed by the Demon, the next time it is day, they may visit the Storyteller to learn an elaborate and complex fact that is mildly amusing.
    • When the Horrorshow is killed, normally, they aren't alerted to what had killed them naturally. They will have to visit the Storyteller on the next available day to learn if their killer was the Demon or not through if they receive their fact.
    • Once the Horrorshow's ability is active, should they not visit the Storyteller the next available day to learn their fact, they will not learn it on any further days.
    • Normally, the Horrorshow would be killed by the Demon at night to learn their fact the upcoming day, but in the situation that the Demon killed the Horrorshow during the day, the Horrorshow must visit the Storyteller that same day to learn their funny fact.

    How to Run

    If the Horrorshow was killed by the Demon, mark them with the PREMISE reminder token.

    During the day, if the Horrorshow requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper a 'funny' fact to the Horrorshow.

    At dusk or after the Horrorshow has learned their 'funny' fact, remove the PREMISE reminder token.

    JSON

    
      {
        "id": "horrorshow_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/horrorshow_scp_fragmented_veil_vol2.png",
        "reminders": [
          "Premise"
        ],
        "name": "Horrorshow █",
        "team": "townsfolk",
        "ability": "If the Demon kills you, the next day, visit the Storyteller to learn a funny fact.",
        "attribution": "Ability: @legitch. Image: Game-icons.net"
      }
    

    Typically, the 'funny fact' you provide to the Horrorshow for dieing to the Demon should be one of immense complexity, specifics, or detail to make the immense trigger behind it worthwhile, often but not always including the exact characters of the involved peoples in the fact.

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Townsfolk

  5. Edisonian

    Your team's vote tokens secretly count for twice as much. Yours does too.


    The Edisonian gives the dead a stronger presence amongst it's mist.

    • When an ally of the Edisonian uses and consumes a vote token on a nomination, it carries twice that much voting power.
    • This voting power is kept a secret however, as the Storyteller will not directly declare any particular vote has more voting power.
    • The Storyteller secretly keeps a record of which player is really about to die if the declared vote outcome is indifferent to the real vote outcome.
    • The Edisonian also has this effect exclusive to themselves at all times, especially when dead and they normally get their vote token.
    • The multiplication of the vote token weight is respective of additive modifiers aswell, and occurs afterwards.

    How to Run

    Each time you tally the vote token of an ally to the Edisonian or Edisonian themselves, count it as twice as many (do not count it aloud or declare it). If the current player 'About-to-die' based off the publicly given number of votes is different from the player actually about to die, secretly keep a record of which player is really about to die by marking them with Edisonian’s ABOUT TO DIE reminder, then execute them when nominations are over.

    JSON

    
      {
        "id": "edisonian_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/edisonian_scp_fragmented_veil_vol2.png",
        "reminders": [
          "About to die"
        ],
        "name": "Edisonian █",
        "team": "townsfolk",
        "ability": "Your team's vote tokens secretly count for twice as much. Yours does too.",
        "attribution": "Ability: @legitch. Image: Game-icons.net"
      }
    

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Townsfolk

  6. Mothman

    On the 3rd night, gain a Demon ability (you wake after evil killing characters). Your kills fail if it ends the game.


    The Mothman emerges from their cacoon to terrorize the evil populace with their lacewings.

    • On the 3rd night in general, the Mothman becomes any Demon but still oriented on the good team.
    • This occurs on the 3rd night only, and not the 3rd night relative to the Mothman's existance. Should the 3rd night pass but the Mothman wasn't in-play or didn't have their ability, the Mothamn won't get it again.
    • The Demon ability the Mothman gains may already be in-play or not, but is however delayed to only wake after all evil killing characters (which almost always includes the Demon).
    • Lastly, the Mothman's kill will fail to occur should that kill cause the immediate end of the game, such as by killing the Demon, or by killing a Evil Twin or Mastermind.

    How to Run

    When preparing the first night, put the Mothman’s NIGHT 1 reminder by the Mothman. When preparing the second night, put the Mothman’s NIGHT 2 reminder by the Mothman. When preparing the third night, put the Mothman’s NIGHT 3 reminder by the Mothman.

    During the night, if the Mothman has a NIGHT 3 reminder, wake the Mothman. Show the YOU ARE info token then the character token of a Demon. If the Mothman has a not-in-play Demon ability, mark the Mothman with the IS THE MOTHMAN reminder and swap the Mothman token with this Demon token and turn it upside down (this shows they are still good.) Put the Mothman to sleep if need be.

    The Mothman has this Demon ability. They use it as if they were that Demon, but only wake at night after all evil killing characters have acted.

    JSON

    
      {
        "id": "mothman_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/mothman_scp_fragmented_veil_vol2.png",
        "otherNightReminder": "If it is the 3rd night, wake the Mothman. Show them the Demon token of the ability they have. If the Mothman has their Demon ability, wake them now to act on it.",
        "reminders": [
          "Is the Mothman",
          "Night 1",
          "Night 2",
          "Night 3",
          "Dead"
        ],
        "name": "Mothman █",
        "team": "townsfolk",
        "ability": "On the 3rd night, gain a Demon ability (you wake after evil killing characters). Your kills fail if it ends the game.",
        "attribution": "Ability: @legitch. Image: Game-icons.net",
        "otherNight": 54.2901
      }
    

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Townsfolk

  7. Erote

    If an Erote is mad you or they are 1 whilst the living outnumber the dead, you might be executed. [+1 Erote, you know them]


    The Erote has a forbidden romance with another.

    • If the Erote is to be in-play, another Townsfolk will be an Erote as-well; a 2-for-1 combo!
    • On the first night, the Erotes learn who each other are at the same time.
    • As it is tied to a setup effect, the Erotes learning each other cannot be false, no matter what!
    • If any Erote is mad about being an Erote, or that their partner is an Erote, any Erote (whether the same or different) with their ability might be executed.
    • Typically, if an Erote is mad about their partner being an Erote, they and their partner will be executed back to back.
    • However, once the dead equal or outnumber the living, this can no longer occur.

    How to Run

    While setting up the game, before putting character tokens in the bag, add one extra Erote character token and remove one Townsfolk character token.

    During the first night, wake both Erotes. Let them make eye contact. Put them both to sleep.

    At any time (even at night), if you believe that an Erote is mad about them or their partner being an Erote, then you can decide to execute any Erote with their ability. Declare this to the group. They die - mark them with a shroud.

    If you execute them during the day before the normal execution happens, go to the night phase (there is a maximum of one execution per day.)

    When the number of dead players equals or exceeds the number of alive players, add the Erote's FREE reminder token to either an Erote or the Grimoire - they can no longer be executed by their ability.

    JSON

    
      {
        "id": "erote_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/erote_scp_fragmented_veil_vol2.png",
        "firstNightReminder": "Show the Erotes who they are.",
        "reminders": [
          "Free"
        ],
        "setup": true,
        "name": "Erote █",
        "team": "townsfolk",
        "ability": "If an Erote is mad you or they are 1 whilst the living outnumber the dead, you might be executed. [+1 Erote, you know them]",
        "attribution": "Ability: @legitch. Image: Game-icons.net",
        "firstNight": 1.303
      }
    

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Townsfolk

  8. Lowroller

    Each night, choose a player (not yourself): on a scale of 1-3, learn how much executing them tomorrow hurts their team.


    The Lowroller learns how much they should ball up against their opponent.

    • The Lowroller learns a guestimation when choosing a player on how impactful their execution would be in hurting their own team.
    • The Lowroller can only learn a number thats 1, 2, or 3. If the Storyteller believes the chosen player falls outside of this range for whatever reason, the final result must be clamped to fit within that small range.
    • This only goes for tomorrow, and does not account for actions, expected gamestate, or assumed ability results for future days.

    How to Run

    Each night, wake the Lowroller. They point at any player. Show them fingers (1, 2, or 3) equalling the number of how impactful you think executing them tomorrow would be in hurting that player's team. Put the Lowroller to sleep.

    JSON

    
      {
        "id": "lowroller_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/lowroller_scp_fragmented_veil_vol2.png",
        "firstNightReminder": "The Lowroller points to a player. Show the finger signal (1, 2, or 3) for how impactful their execution would be tomorrow in hurting their own team.",
        "otherNightReminder": "The Lowroller points to a player. Show the finger signal (1, 2, or 3) for how impactful their execution would be tomorrow in hurting their own team.",
        "name": "Lowroller █",
        "team": "townsfolk",
        "ability": "Each night, choose a player (not yourself): on a scale of 1-3, learn how much executing them tomorrow hurts their team.",
        "attribution": "Ability: @legitch. Image: Game-icons.net",
        "firstNight": 60.7666,
        "otherNight": 79.7666
      }
    

    The Lowroller has very powerful information which is designed around it's weakness factor, that being non-standard to the Storyteller running the game, and thus their view on the gamestate. This should be kept in mind when running the Lowroller in order to let players interpret the information given to them.

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Townsfolk

  9. Nosferatu

    You can't die. Each night*, the Demon guesses who you are: if correct, you are poisoned.


    Nosferatu cannot die, but loses their powers upon drinking demonsblood.

    • The Nosferatu cannot normally die to any source, including Minion abilities, and execution.
    • Starting with the 2nd night and beyond, the Demon acknowledges a Nosferatu exists and tries to guess who they are each night going forward.
    • If the Demon is correct, the Nosferatu is poisoned from now on, and effectively loses their powers.
    • The Demon doesn't guess at night if the Nosferatu is drunk or poisoned, but the guess occurs early in the night as to avoid most drunkening or poisoning sources that start at night.
    • If the Demon is incorrect, nothing happens. There is no immediate indicator if they guessed right or wrong, but the Demon can infer such if they stop being prompted on guesses afterwards.

    How to Run

    If the Nosferatu would die, they remain alive (but they die if they are drunk or poisoned.) If the Nosferatu was executed, declare that the player was executed but remains alive (do not say why.)

    Each night except the first, wake the Demon. Show them the THIS CHARACTER SELECTED YOU info token, then the Nosferatu token. They point at a player. Put the Demon to sleep. If the chosen player is a Nosferatu, they become poisoned - put the POISONED reminder token by the Nosferatu token.

    JSON

    
      {
        "id": "nosferatu_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/nosferatu_scp_fragmented_veil_vol2.png",
        "otherNightReminder": "Wake the Demon, show them the 'This character selected you' card, show the Nosferatu token. The Demon points to a player. If the Nosferatu, they are poisoned.",
        "reminders": [
          "Poisoned"
        ],
        "name": "Nosferatu █",
        "team": "townsfolk",
        "ability": "You can't die. Each night*, the Demon guesses who you are: if correct, you are poisoned.",
        "attribution": "Ability: @legitch. Image: Game-icons.net",
        "otherNight": 6.221970
      }
    

    Attribution

    Ability: @legitch. Image: @le_nuberto

    Townsfolk

  10. Jackalope

    Each day, visit the Storyteller & ask a question: they answer with a card. You might be allowed to ask up to 2 more times.


    The Jackalope frolics the fields of love, searching for answers in the most cryptic way possible.

    • The Jackalope may visit the Storyteller to learn a cryptic answer to any question they ask in the form of a card.
    • The level of crypticness the Storyteller's answer is and the value it provides is subjective by their standards, but typically they try to answer in a way that is informative but not concrete in it's resulting value.
    • As a result of this subjective crypticness of un-static wavering value, should the Storyteller deem noteworthy, the Jackalope may granted another chance at their ability for today, up to 2 extra times total.
    • Whatever the answer is from a question, it just must be a card. This includes playing cards, trading cards, game cards, credit cards, insurance cards, membership cards, discount cards, and anything that is, at it's core, a card. If so, it's allowed.

    How to Run

    Once per day, if the Jackalope requests a private chat with you, take them away from the circle so you cannot be overheard. They whisper a question, you show them a card, any card! (provided it is relevant to answering their question in some indeterminate way) If you feel as though either the question nor answer was able to provide enough value to satisfy the Jackalope's ability, you may choose to provide them the chance to do this again today during the same sit-down. After the 2nd answer, you may choose to do this again a 3rd time for the same reason.

    JSON

    
      {
        "id": "jackalope_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/jackalope_scp_fragmented_veil_vol2.png",
        "name": "Jackalope █",
        "team": "townsfolk",
        "ability": "Each day, visit the Storyteller & ask a question: they answer with a card. You might be allowed to ask up to 2 more times.",
        "attribution": "Ability: @legitch. Image: Game-icons.net"
      }
    

    Before the game starts, let all players know what cards are to be available to the Jackalope by showing them the full deck and/or holdings of them. This lets players faking to be the Jackalope appear to be more reasonable by knowing what cards they can fake for the current matters of the game.

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Townsfolk

  11. Rat King

    If you die, a living good neighbour is poisoned & secretly gains this ability, even if poisoned.


    There must always be a Rat King, bringer of vermin, and scourge of basic hygiene.

    • When the Rat King dies, they bring upon a sickly plague towards an unfortunate living good neighbour.
    • This good neighbour is irrespective of their character type. They can be Townsfolk, Outsider, or even a possible good Minion or Demon if one somehow exists.
    • Regardless of the case, they are poisoned and gain this ability, which spreads indefinitely.
    • If the Rat King and their vermin will pass along the ability even if they're poisoned, but not if they're drunk.
    • Although one living player is to be poisoned at a time by the Rat King, all dead players once poisoned still are.

    How to Run

    If the Rat King or the player marked VERMIN dies, you may choose any living good neighbour to become the next Rat King; they are poisoned - place the VERMIN reminder by this player's character token.

    JSON

    
      {
        "id": "ratking_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/ratking_scp_fragmented_veil_vol2.png",
        "otherNightReminder": "Choose a living good neighbour that is poisoned and gains this ability.",
        "reminders": [
          "Vermin"
        ],
        "name": "Rat King █",
        "team": "outsider",
        "ability": "If you die, a living good neighbour is poisoned & secretly gains this ability, even if poisoned.",
        "attribution": "Ability: @legitch. Image: Game-icons.net",
        "otherNight": 57.027
      }
    

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Outsider

  12. Fratricidal

    You start knowing a Townsfolk. Once per game, at night*, you may kill them to change their alignment. [They might start evil]


    The Fratricidal will either snap their brother to reality, or give them a reason to turn traitor.

    • The Fratricidal starts knowing any Townsfolk - their 'brother', they may be turned evil by their ability.
    • The Fratricidal can even learn evil Townsfolk created from other sources, like the Bounty Hunter.
    • Should their Fratricidal decide it, they can then murder their brother in order to change their alignment.
    • Should the Fratricidal fail to kill their brother, or the brother is killed by another source, nothing happens.

    How to Run

    During setup, you may choose to turn one Townsfolk character token upside down, to represent that they are evil. Whether or not you did, mark them with the BROTHER reminder.

    During the first night, wake the Fratricidal. Point to the player marked BROTHER. Put the Fratricidal to sleep.

    Each night except the first, wake the Fratricidal. They either shake their head no or yes. Put the Fratricidal to sleep.

    If the Fratricidal shook yes, their brother dies - mark the player marked BROTHER with the DEAD reminder. If successful, rotate their character token - right side up for good, upside-down for evil, then wake them, give them a thumbs-up or a thumbs-down (indicating their new alignment), then put them to sleep. The Fratricidal loses their ability - mark them with the NO ABILITY reminder and remove their night token from the night sheet (the Assassin won’t wake again.)

    JSON

    
      {
        "id": "fratricidal_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/fratricidal_scp_fragmented_veil_vol2.png",
        "firstNightReminder": "Point to the Fratricidal's 'brother'. You may wake them and show them the 'You are' card and the thumbs down evil sign.",
        "otherNightReminder": "If the Fratricidal has not yet used their ability and their 'Brother' lives: The Fratricidal either shows the 'no' head signal, or shows the 'yes' head signal. Their 'brother' dies.",
        "reminders": [
          "Brother",
          "No ability",
          "Dead"
        ],
        "name": "Fratricidal █",
        "team": "outsider",
        "ability": "You start knowing a Townsfolk. Once per game, at night*, you may kill them to change their alignment. [They might start evil]",
        "attribution": "Ability: @legitch. Image: Game-icons.net",
        "firstNight": 81.073,
        "otherNight": 52.073
      }
    

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Outsider

  13. Pyrophoric

    Whilst nominated, you might be executed.


    The Pyrophoric... explodes. Big boom.

    • The Pyrophoric can go off at any time with a bang, anywhere between as soon as they are nominated, to when the counting of votes for their nomination ends.

    How to Run

    At any time, whilst the Pyrophoric is nominated, then you can decide to execute the Pyrophoric. Declare this to the group. They die - mark them with a shroud.

    JSON

    
      {
        "id": "pyrophoric_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/pyrophoric_scp_fragmented_veil_vol2.png",
        "name": "Pyrophoric █",
        "team": "outsider",
        "ability": "Whilst nominated, you might be executed.",
        "attribution": "Ability: @legitch. Image: Game-icons.net"
      }
    

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Outsider

  14. Chrysalis

    On the 3rd or 4th night, kill, learn, & become the evil Demon.


    The Chrysalis is ready to be reborn.

    • The Chrysalis attempts to devour the Demon on the 3rd or 4th night.
    • If it doesn't happen on the 3rd night, it will always attempt to happen on the 4th night, but never further nights if that also fails.
    • If the Chrysalis is successful in their devouring of the Demon and killing them, the Chrysalis learns who the Demon is, and what Demon is then in-play.

    How to Run

    When preparing the first night, put the Chrysalis’s NIGHT 1 reminder by the Summoner. When preparing the second night, put the Chrysalis’s NIGHT reminder by the Summoner. Rinse and repeat for Nights 3 and 4.

    During the night, if the Chrysalis has the NIGHT 3 or NIGHT 4 reminder, you may choose kill the Demon (if it's NIGHT 3) or must kill the Demon (if it's NIGHT 4); they die - mark them with the DEAD reminder token. If successful, wake the Chrysalis. Point to the Demon, show the YOU ARE info token, then their Demon token, then a thumbs down. Replace their character token with the Demon token and put the new Demon to sleep.

    JSON

    
      {
        "id": "chrysalis_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/chrysalis_scp_fragmented_veil_vol2.png",
        "otherNightReminder": "If it is the 3rd night, the Demon might die (must on the 4th night). If so, wake the Chrysalis. Point to the Demon, show them the 'You are' card and their Demon token and a thumbs down.",
        "reminders": [
          "Night 1",
          "Night 2",
          "Night 3",
          "Night 4",
          "Dead"
        ],
        "name": "Chrysalis █",
        "team": "outsider",
        "ability": "On the 3rd or 4th night, kill, learn, & become the evil Demon.",
        "attribution": "Ability: @legitch. Image: Game-icons.net",
        "otherNight": 22.2
      }
    

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Outsider

  15. Bard

    You must nominate with a poem. Bad poems might end a player's nomination, even if not in-play.


    The Bard must nominate with grace, or fails their nomination - posthaste!

    • With the Bard on a script, players may nominate using a poem instead of an accusation. Any kind of poem works, such as a limerick or haiku, but should that poem be subjectively bad (by the Storyteller's standard, typically due to incorrect or invalid formatting/structuring), it kills that player's nomination.
    • An ended nomination counts as that player having used their nomination for the day, but also that player not having nominated at all. However, an ended nomination does not prevent the nominee from being nominated again.
    • Players may choose to nominate with a poem if they so wish, but with the Bard is in-play, that Bard must nominate with a poem, otherwise they are breaking the rules, similar to Butler or Zealot.

    How to Run

    During the day, if a player makes a nomination, they may choose to present their accusation in the form of a poem, even if the Bard is not in-play. If that poem is considered bad by the Storyteller, that nomination is forfeit - publicly declare this, and deny the nomination on the current player, barring the nominator from nominating again today.

    During a Bard's nomination, the Bard must nominate with a poem.

    JSON

    
      {
        "id": "bard_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/bard_scp_fragmented_veil_vol2.png",
        "name": "Bard █",
        "team": "outsider",
        "ability": "You must nominate with a poem. Bad poems might end a player's nomination, even if not in-play.",
        "attribution": "Ability: @legitch. Image: Game-icons.net"
      }
    

    If the Bard accidentally forgets to accompany their nomination with a poem, still register it. If you cancel their nominaton despite not having made a poem, all players will know which player is the Bard, which is unfair for the evil team. Mistakes happen. Just play on and have a private chat later.

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Outsider

  16. Oblate

    You start knowing half of a sentence, 1 Minion knows the other. If you publicly say it, become that evil Minion tonight.


    The Oblate commences in a ritual for the end of the world; them being the key, and a Minion being the lock.

    • The game will start with 1 sentence of any kind or length, to which it will be split in half and be given to the Oblate and a Minion.
    • Should the Oblate figure out the full sentence and fully say it, they become that evil Minion the upcoming night.
    • The Oblate cannot fulfill their requirements by saying the sentence in a private conversation, but the Oblate does not need to publicly declare themselves as the Oblate when saying their sentence.
    • The Minion that the Oblate becomes doesn't change should that Minion which knows the other sentence half also change characters.

    How to Run

    During setup, write a sentence on a piece of paper, or on a phone.

    During the first night, wake the Oblate. Show them one half of this sentence, then put them to sleep. Wake a Minion, show them the other half, mark them with the DIARCH reminder token, then put them to sleep.

    If the Oblate publicly says their sentence and isn't marked with the IS MINION reminder token, mark them with it now. You may change their character token to the Minion token if it isn't being used by any player. Tonight, wake them. Show them the "You Are" info token, then the Minion character token marked DIARCH (if the Minion changed characters before this, it is still the same token originally), then give a thumbs down.

    Treat the Oblate as if they are this Minion character. Use the Oblate's ? reminders if needed, to substitute for the character's own reminders.

    JSON

    
      {
        "id": "oblate_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/oblate_scp_fragmented_veil_vol2.png",
        "firstNightReminder": "Show the Oblate part of their sentence. Show a Minion the other part.",
        "otherNightReminder": "If the Oblate publicly said the full sentence: Show them the 'You are' card, the Minion they have become, and a thumbs down.",
        "reminders": [
          "Diarch",
          "Is Minion"
        ],
        "remindersGlobal": [
          "?",
          "?",
          "?"
        ],
        "name": "Oblate █",
        "team": "outsider",
        "ability": "You start knowing half of a sentence, 1 Minion knows the other. If you publicly say it, become that evil Minion tonight.",
        "attribution": "Ability: @legitch. Image: Game-icons.net",
        "firstNight": 17.2317,
        "otherNight": 32.2317
      }
    

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Outsider

  17. Identity Thief

    If the Demon would kill you, you instead kill, learn, & become the evil Demon.


    The Identity Thief takes without giving when threatened.

    • Should the Demon specifically kill the Identity Thief, the Identity Thief strikes back by killing them and taking their place!
    • The Identity Thief will try to kill the Demon to save their skin. If the Demon somehow survives however, nothing will then happen.
    • If the Identity Thief is successful in killing the Demon, they learn who it is, and what Demon they both are now.
    • The Demon does not learn this, although can infer on who the new Demon is via their upcoming death.

    How to Run

    If the Identity Thief would be killed by the Demon, instead, the Demon dies - mark them with the DEAD reminder token. If successful, wake the Identity Thief. Point to the Demon, show the YOU ARE info token, then their Demon token, then a thumbs down. Replace their character token with the Demon token and put the new Demon to sleep.

    JSON

    
      {
        "id": "identitythief_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/identitythief_scp_fragmented_veil_vol2.png",
        "otherNightReminder": "If the Identity Thief would've been killed by the Demon: the Demon dies. If so, the Identity Thief is now the new evil Demon. Wake them. Show the 'You are' card, point to the original Demon, then their Demon token, then the thumb-down 'evil' hand sign.",
        "reminders": [
          "Dead"
        ],
        "name": "Identity Thief █",
        "team": "outsider",
        "ability": "If the Demon would kill you, you instead kill, learn, & become the evil Demon.",
        "attribution": "Ability: @legitch. Image: Game-icons.net",
        "otherNight": 56.154
      }
    

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Outsider

  18. Keeper

    The 1st or 2nd player to be killed by a Minion or Demon becomes evil.


    The Keeper of the reaper contains the dead in their own prison.

    • When a player is killed by a Minion or Demon ability, they will become evil if they're the 1st victim, or the 2nd victim should the 1st not be turned.
    • This does not regard the alignment of either party, including if the Minion or Demon killer is somehow good or not.
    • There are no redos for making a good player become evil after the 1st and 2nd kill if this fails to do so originally.

    How to Run

    If the Demon or a Minion kills a player, mark the victim with the 1ST DEATH reminder if not present, or the 2ND DEATH reminder if both that and the 1ST DEATH reminder is not present. At that point the 1st or 2nd victim dies, you may choose for them to become evil. At the next availability/convenience, wake the victim. Show the YOU ARE info token then give a thumbs down. Put them to sleep. Turn their character token upside down (this shows they are now evil.)

    JSON

    
      {
        "id": "keeper_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/keeper_scp_fragmented_veil_vol2.png",
        "otherNightReminder": "Wake the 1st or 2nd player killed by a Minion or Demon who is now evil and show them the 'You are' card and the thumbs down evil sign.",
        "reminders": [
          "1st death",
          "2nd death"
        ],
        "name": "Keeper █",
        "team": "minion",
        "ability": "The 1st or 2nd player to be killed by a Minion or Demon becomes evil.",
        "attribution": "Ability: @legitch. Image: Game-icons.net",
        "otherNight": 28.987
      }
    

    Optional rule: The Keeper can (although not always) make both the 1st and 2nd victims evil. This is only recommended for games of 15 players or more, so that there are not too many evil players.

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Minion

  19. Babay

    You start knowing the Outsiders. If a good 1 nominates & executes a marked player, they become evil & evil wins. [+1 Outsider]


    The Babay tempts children into sin, then purges their soul into the underworld.

    • Any Outsider who selfishly nominates & gets the conviction of a certain character will steal any victory away from the good team.
    • This only goes for good Outsiders - evil Outsiders who make the nomination & execution will not activate the effect due to their impure soul.
    • The Babay starts the game knowing who all the Outsiders are, allowing the Babay to manipulate them as they see fit.

    How to Run

    On the script, place a mark on characters you want to make innocent & immaculate to the Babay.

    While setting up the game, before putting character tokens in the bag, add one extra Outsider character token and remove one Townsfolk character token.

    During the first night, wake the Babay. Point to all Outsider players. Put the Babay to sleep.

    If a good Outsider nominates a marked player, and that nomination results in their execution, turn that Outsider's character token upside down (they are now evil.), then declare that the game is over and evil wins.

    JSON

    
      {
        "id": "babay_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/babay_scp_fragmented_veil_vol2.png",
        "firstNightReminder": "Show which players are Outsiders.",
        "setup": true,
        "name": "Babay █",
        "team": "minion",
        "ability": "You start knowing the Outsiders. If a good 1 nominates & executes a marked player, they become evil & evil wins. [+1 Outsider]",
        "attribution": "Ability: @legitch. Image: Game-icons.net",
        "firstNight": 32.8484
      }
    

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Minion

  20. Zluuburn

    Each night*, choose a player: they die. On the final night, 1 Minion becomes good, no matter what. No Minion Info. [+1 Minion]


    The Zluuburn undertakes a unwilling slave who luckily breaks control at the stroke of the final dawn.

    • The Zluuburn adds one extra evil Minion into the game, at the cost of losing one just at the final night.
    • The Minion that turns good at the final night may or may not be the extra Minion added to the game. however it matters to you.
    • This conversion must occur, even if the Zluuburn is drunk, poisoned, or even dead.
    • The final night is moreso an educated gut feeling of the Storyteller based on game events. Whilst it is accurately pinpointed and identified by most Storytellers, it is entirely possible that the 'final night' happens not to be the final night at all. In a rare situation like this, the Minion-turning-good event does not happen again.
    • Lastly, all Minions (including the one added by the Zluuburn) do not learn who the Demon is, and who their other Minions are.

    How to Run

    During setup, remove a Townsfolk token and add a Minion token.

    During the first night, do not do the Minion Info step, do not wake the Minions.

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

    On the final night, mark the Zluuburn with the FINAL NIGHT reminder token. Wake a Minion. Show the YOU ARE info token then give a thumbs up. Put them to sleep. Turn their character token upside down (this shows they are now evil.)

    JSON

    
      {
        "id": "zluuburn_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/zluuburn_scp_fragmented_veil_vol2.png",
        "firstNightReminder": "Do not inform the Minions who other Minions or the Demon are.",
        "otherNightReminder": "The Zluuburn points to a player. That player dies. If its the final night, wake a Minion and show them the 'You are' card and the thumbs up good signal.",
        "reminders": [
          "Dead",
          "Final night"
        ],
        "setup": true,
        "name": "Zluuburn █",
        "team": "demon",
        "ability": "Each night*, choose a player: they die. On the final night, 1 Minion becomes good, no matter what. No Minion Info. [+1 Minion]",
        "attribution": "Ability: @legitch. Image: @le_nuberto",
        "firstNight": 11.2774,
        "otherNight": 52.2774
      }
    

    Attribution

    Ability: @legitch. Image: @le_nuberto

    Demon

  21. Tower of Babael

    All players choose a unique method of communication they must abide by.


    Communication is smited under the Tower of Babael and cast into the pits below.

    • With the Tower of Babael in-play, all players must select a unique method of communication, to which they must always use and never break.
    • This goes for all players, but may even apply to spectators, and the Storyteller.
    • Players may not select the same method of communication as another player; it must be unique, and it must not be too far away.
    • Methods of communication may include (in all manner of individuality and respect to uniqueness): different languages, mathematical equations, song lyrics, media quotes, emojis, scrambled words, backwards speech, upside down, constructed poems, and more.

    How to Run

    At the start of the game, declare that the Tower of Babael is in-play. For each player, inquire what their method of communication is for the game, and publicly note down what their choice is. Players are not allowed to pick the same (or too similar) selection as another player's.

    When speaking, each player may only use the distinct method of communication publicly established earlier.

    JSON

    
      {
        "id": "towerofbabael_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/towerofbabael_scp_fragmented_veil_vol2.png",
        "name": "Tower of Babael @",
        "team": "fabled",
        "ability": "All players choose a unique method of communication they must abide by.",
        "attribution": "Ability: @abacba. Image: @le_nuberto"
      }
    

    Attribution

    Ability: @abacba. Image: @le_nuberto

    Fabled

  22. Plaything

    Idle players might die (all learn this.)


    Idle minds are the devil's plaything.

    • Players that too quiet, inactive, or reclusive might die at any time.
    • There is no set limit or standard categorization that can be used. It is up to the Storyteller to decide what 'idleness' constitutes and when to invoke it.
    • When this occurs, the Storyteller publicly declares this, and who died due to this.

    How to Run

    At any time (even at night), if you believe that a player is being too idle (in your viewpoint), then you can decide to kill them. Declare this to the group. They die - mark them with a shroud.

    JSON

    
      {
        "id": "plaything_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/plaything_scp_fragmented_veil_vol2.png",
        "name": "Plaything █",
        "team": "fabled",
        "ability": "Idle players might die (all learn this.)",
        "attribution": "Ability: @legitch. Image: Game-icons.net"
      }
    

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Fabled

  23. Freakmonkey

    If all living evil players vote on a nomination, marked players also register as the nominator to their own ability.


    “FROSTED GOLDEN APPLE-SCRAPS. FROSTED GOLDEN APPLE-SCRAPS.”

    The Freakmonkey allows for nomination-related abilities to be less tied to whoever can nominate faster.

    • With the Freakmonkey in-play, should every evil player nominate on a given nomination, players with a marked character also register as the nominator.
    • This effectively allows characters tied to their ability needing to activate via their own nomination (or another Minion/Demon's) to be able to enable that condition should every evil player vote concurrently.
    • This includes not just the base Minion(s) and Demon(s), but also evil Townsfolk and evil Outsiders created via other means.
    • The Freakmonkey effectively merges the aspects of two or more players into one when all evil players vote to activate it. All players should be on board in understanding what characters are affected, and what aren't.
    • Lastly, when the Freakmonkey's ability activates, only marked players mis-register as the nominator as also themselves, not other players.

    How to Run

    At the start of the game, declare that the Freakmonkey is in play. Add the Freakmonkey token to the Grimoire. On the script, place a mark on characters you want to make funky fresh with the Freakmonkey.

    Each nomination, if the all living evil players vote on it, mark the nominee with the ALL EVIL VOTED reminder token. To players with marked characters on the script, the nominator of said nominator is also them, or effectively meets the same conditions they can.

    JSON

    
      {
        "id": "freakmonkey_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/freakmonkey_scp_fragmented_veil_vol2.png",
        "reminders": [
          "All evil voted",
          "All evil voted",
          "All evil voted"
        ],
        "setup": true,
        "name": "Freakmonkey █",
        "team": "fabled",
        "ability": "If all living evil players vote on a nomination, marked players also register as the nominator to their own ability.",
        "attribution": "Ability: @legitch. Image: Game-icons.net",
        "flavor": "FROSTED GOLDEN APPLE-SCRAPS. FROSTED GOLDEN APPLE-SCRAPS."
      }
    

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Fabled

  24. Daevite

    Under good public reasoning, players may have their night-actions chosen for them by the Storyteller (they know what it is.)


    The Daevite takes control when most necessary.

    • When the Daevite enters play, the Storyteller will announce when the Daevite will actually come into effect to control a player's action at night.
    • Should that condition be met, whether globally or individually per person, the Storyteller may decide to take control of a player's night action through the Daevite.
    • That night, the Storyteller will act on the player's behalf, showing them who/what they chose for them, and then giving the appropriate feedback for that action (if any).

    How to Run

    At any time, declare that the Daevite is in play and under what reasoning it will be employed onto a player(s). Add the Daevite token and their POSSESSED reminder tokens to the Grimoire.

    Whilst the conditions stated for the Daevite's control come into effect or are true, have the POSSESSED reminder tokens by the affiliated/associated players for the duration. Inversely, when the conditions met are no longer true, remove them.

    During the night, when a POSSESSED player would wake for their night action, show them the Daevite's character token, then what actions the Storyteller will take on their behalf, and lastly any feedback from said night actions.

    JSON

    
      {
        "id": "daevite_scp_fragmented_veil_vol2",
        "image": "https://www.bloodstar.xyz/p/legitch/SCP_Fragmented_Veil_Vol2/daevite_scp_fragmented_veil_vol2.png",
        "reminders": [
          "Possessed",
          "Possessed",
          "Possessed"
        ],
        "name": "Daevite █",
        "team": "fabled",
        "ability": "Under good public reasoning, players may have their night-actions chosen for them by the Storyteller (they know what it is.)",
        "attribution": "Ability: @legitch. Image: Game-icons.net"
      }
    

    Attribution

    Ability: @legitch. Image: Game-icons.net

    Fabled

  25. Night Order

    First Night

    Erote
    Babay
    Zluuburn
    Lowroller
    Oblate
    Fratricidal

    Other Nights

    Nosferatu
    Gastronome
    Autofecund
    Zluuburn
    Mothman
    Lowroller
    Toaster
    Oblate
    Chrysalis
    Keeper
    Identity Thief
    Rat King
    Fratricidal
  26. this almanac generated using Bloodstar Clocktica