Townsfolk

14 characters
Clockmaker
Clockmaker
You start knowing how many steps from the Demon to its nearest Minion.
Librarian
Librarian
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Pixie
Pixie
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Empath
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Highpriestess1_75_2-75
Highpriestess1_75_2-75
No information
Dreamer1-75
Dreamer1-75
No information
Monk
Monk
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
Gambler
Gambler
Each night*, choose a player & guess their character: if you guess wrong, you die.
Fisherman1_75_4-75
Fisherman1_75_4-75
No information
Alchemist
Alchemist
You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
Amnesiac
Amnesiac
You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Sage
Sage
If the Demon kills you, you learn that it is 1 of 2 players.
Mayor
Mayor
If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Poppygrower
Poppygrower
Minions & Demons do not know each other. If you die, they learn who each other are that night.

Outsider

4 characters
Drunk
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Mutant
Mutant
If you are “mad” about being an Outsider, you might be executed.
Politician
Politician
If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Damsel
Damsel
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.

Minion

5 characters
Godfather
Godfather
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Harpy
Harpy
Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Cerenovus
Cerenovus
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Marionette
Marionette
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Goblin1_75_2-75
Goblin1_75_2-75
No information

Demon

1 characters
Vortox
Vortox
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.

Loric

2 characters
Zenomancer
Zenomancer
One or more players each have a goal. When achieved, that player learns a piece of true info.
Bootlegger
Bootlegger
This script has homebrew characters or rules.
Abilities