Townsfolk
6 characters
Clockmaker
You start knowing how many steps from the Demon to its nearest Minion.
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Sailor
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
Artist
Once per game, during the day, privately ask the Storyteller any yes/no question.
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Slayer
Once per game, during the day, publicly choose a player: if they are the Demon, they die.
Outsider
2 characters
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Klutz
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Minion
2 characters
Scarletwoman
If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Assassin
Once per game, at night*, choose a player: they die, even if for some reason they could not.
Demon
2 characters
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Vortox
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Fabled
1 characters
Sentinel
There might be 1 extra or 1 fewer Outsider in play.
Savant Proposition Generator