Townsfolk
12 characters
Steward
You start knowing 1 good player.
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Shugenja
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Highpriestess1_75_2-75
No information
Snakecharmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Dreamer1-75
No information
Fortuneteller
Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Alsaahir
Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
Fisherman1_75_4-75
No information
Amnesiac
You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Banshee
If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.
Cannibal
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Outsider
4 characters
Recluse1-75
No information
Sweetheart
When you die, 1 player is drunk from now on.
Politician
If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Puzzlemaster
1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
Minion
4 characters
Xaan
On night X, all Townsfolk are poisoned until dusk. [X Outsiders]
Wraith
You may choose to open your eyes at night. You wake when other evil players do.
Goblin1_75_2-75
No information
Marionette
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Demon
1 characters
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Savant Proposition Generator