1. Ventilation Shaft

    Almanac · Axolator · 27 characters

    Notes

    Engineer / Fang Gu: If the Engineer creates a Fang Gu, a Townsfolk might become an out-of-play Outsider. The Bootlegger rule's here to address an Engineer creating a Fang Gu in a base-0 Outsider game. I'd very strongly consider not creating an Outsider if the Engineer makes a Fang Gu in a b1/b2 Outsider game.

  2. Townsfolk

    Noble

    You start knowing 3 players, 1 and only 1 of which is evil.


    Sarcasm is indeed the lowest form of wit. But speaking in response to your criticism, Sir, it is, nevertheless, a form of wit.

    "You start knowing 3 players, 1 and only 1 of which is evil." The Noble learns that one of three players is evil. The Noble learns their information on the first night only. If a Noble is created mid-game, the Noble learns their information on their first night. The Noble learns two good players and one evil player. They may not learn one good player and two evil players. They may not learn three evil players.

    How to Run

    1. While preparing the first night, mark two good players' character tokens with Noble KNOW reminders. Mark any evil player's character token with the third KNOW reminder.
    2. During the first night, wake the Noble. Point to all three players marked KNOW. Put the Noble to sleep.
  3. Townsfolk

    Pixie

    You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.


    Round and round the garden, go. Little girls run to and fro. Little boys climb up the tree. Which of these should Pixie be? Ladies smile and go to town. Lords with axe chop forest down. What’s yours is mine. What’s mine, divine. Silly little Pixie, me.

    "You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die." The Pixie pretends to be the same character as someone else. On the first night, the Pixie learns an in-play Townsfolk. The Storyteller chooses which Townsfolk this is. The Pixie does not learn which player is this character. If the Pixie player pretends that they are this Townsfolk, they gain the ability of this Townsfolk when the Townsfolk dies. They could have spoken loudly about being the character for one day, or pretended to be the character each day this game, or accused the Townsfolk of being a liar—the Storyteller is the judge of whether or not the player was convincing, by “being mad that they are this character”. When the Townsfolk player dies, the Pixie does not learn this, and is not told that they have gained a new ability. They may learn this has happened if they wake at night and start gaining information, or are prompted to choose players. If the player the Pixie learns about changes character then dies, the Pixie gains the ability of the Townsfolk the Pixie learnt about, not the new character.

    How to Run

    1. During the first night, mark a Townsfolk character token with the Pixie’s MAD reminder. Wake the Pixie. Show the Pixie this Townsfolk character token. Put the Pixie to sleep.
    2. If the Townsfolk marked MAD dies, and you feel that the Pixie player has been sufficiently mad that they were this character, replace the MAD reminder with the HAS ABILITY reminder. The Pixie now has this Townsfolk’s ability, and will wake at night when this Townsfolk would normally wake.
  4. Townsfolk

    General

    Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.


    I don’t have time for quotes.

    "Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither." The General knows who is winning. If the good team is winning, the Storyteller gives a thumbs up. If the evil team is winning, the Storyteller gives a thumbs down. If neither team is winning, or the Storyteller isn’t sure, the Storyteller gives a thumbs to the side. The Storyteller is the judge on which team is winning. Many factors may be included, such as how many players of each team are still alive, how much information the good team has, how successful the evil team’s bluffs seem to be, which players the group wants to execute next, or how experienced the Demon player is. All of these, and more, will inform the Storyteller’s judgment. The Storyteller decides who is winning at the point that the General wakes. Previous events in the night may affect their decision.

    How to Run

    1. Each night, wake the General. If you believe that the good team is winning, give a thumbs up. If you believe that the evil team is winning, give a thumbs down. If you don’t know which team is winning, give a thumbs to the side. Put the General to sleep.
  5. Townsfolk

    Preacher

    Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.


    It is better to be rich and healthy than poor and sick.

    "Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability." The Preacher removes Minion abilities. If the Preacher chooses a Minion, that Minion is woken to learn that they have been preached, and can no longer act while the Preacher is alive, sober, and healthy. If the Preacher chooses a player who is not a Minion, nothing happens. The Preacher may choose dead players. If the Preacher is drunk or poisoned at the time they choose a player, that player is not affected by the Preacher’s ability. If the Preacher becomes drunk or poisoned, preached Minions regain their abilities until the Preacher is sober and healthy.

    How to Run

    1. Each night, wake the Preacher. They point to a player. Put the Preacher to sleep. If the Preacher choose a Minion, mark that Minion with a NO ABILITY reminder, wake the Minion and show them the THIS CHARACTER SELECTED YOU info token then the Preacher token, then put them to sleep.
    2. All Minions marked NO ABILITY have no ability while the Preacher is alive.
  6. Townsfolk

    Monk

    Each night*, choose a player (not yourself): they are safe from the Demon tonight.


    'Tis an ill and deathly wind that blows tonight. Come, my brother, take shelter in the abbey while the storm rages. By my word, or by my life, you will be safe.

    "Each night*, choose a player (not yourself): they are safe from the Demon tonight." The Monk protects other players from the Demon. Each night except the first, the Monk may choose to protect any player except themself. If the Demon attacks a player who has been protected by the Monk, then that player does not die. The Demon does not get to attack another player—there is simply no death tonight. The Monk does not protect against the Demon nominating and executing someone.

    How to Run

    1. Each night except the first, wake the Monk. The Monk points at any player except themself. (If the Monk points at themself, shake your head no and prompt them to point at another player.) Put the Monk to sleep. Put the Monk's SAFE reminder token by the chosen player's character token.
    2. If the Demon attacks the player marked SAFE, the player remains alive. (Do not mark them with the Demon's DEAD reminder token or add a shroud as you normally would.) At dawn, declare that no one died at night. (Do not say why.)
    3. At dawn, remove the SAFE reminder token.
    4. In other editions, Demons may have abilities other than killing. The Monk's protection also prevents all other harmful effects of the Demon's ability, such as poisoning or turning the protected player evil.
  7. Townsfolk

    Savant

    Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.


    Seventy-two matchsticks on the floor... the sun sets early but the moon is unchanged... a torn piece of cloth... evil in the manor house... three by three... the one we trusted is not what he seems... green light means magnesium... residue, but the pattern is wrong... Seventy-two matchsticks on the floor...

    "Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false." The Savant gets crazy, amazing information that is different every day and every game, but exactly half of it is completely false. Each day, the Storyteller chooses two pieces of information to give the Savant... so get creative! One must be true, and one must be false, and the Savant won’t know which is which. It is up to the Savant to talk with the Storyteller, not the other way around. This isn’t a public conversation, and the group can’t listen in. It’s private. The Savant can choose to not visit the Storyteller if they wish. A drunk or poisoned Savant might get two pieces of true information or two pieces of false information.

    How to Run

    1. Once per day, if the Savant requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper two pieces of information, one true and one false, to the Savant. (If you cannot think of two straight away, either take your time or ask them to come back in a few minutes.)

    Examples & Notes

    • Keep the information you give helpful and related to the game. Avoid saying who exactly the Demon is, or it could be a very short game. If you need help on choosing what to say, give information similar to what Townsfolk abilities would provide.
  8. Townsfolk

    Fisherman1 75 4-75

    게임당 한 번, 낮에 이야기꾼을 방문해 당신의 진영의 승리에 도움이 되는 조언을 들을 수 있습니다.


    Not written yet.

  9. Townsfolk

    Engineer

    Once per game, at night, choose which Minions or which Demon is in play.


    If it bends, great. If it breaks, well, it probably needed fixing anyway.

    "Once per game, at night, choose which Minions or which Demon is in play." The Engineer manufactures the threat that the town faces. The Engineer can choose which Minion characters are in play, or which Demon is in play, but not both. When the Engineer creates new in-play characters, the Demon player remains the Demon, and the Minion players remain Minions. The number of evil players stays the same. If the Engineer tries to create an in-play character, that character stays as the same player. The Engineer doesn’t learn this, and may not use their ability again. If creating Minions, the Engineer chooses the same number of Minions that should be in play for the number of players (see the Traveller sheet or the setup sheet). If the Engineer accidentally chooses too many or too few characters, the Storyteller changes as many evil players’ characters as is fair and feasible. Only characters from the current script may be chosen.

    How to Run

    1. Each night, wake the Engineer. They either shake their head no or point at evil characters on the character sheet.
    2. If they shake their head no, nothing happens. Put the Engineer to sleep.
    3. If they point to a Demon or Minions on their character sheet, put them to sleep. Swap all appropriate character tokens with new character tokens. Wake each evil player that changed character, show the YOU ARE info token, then their new character token, then put them to sleep. The Engineer loses their ability—mark them with the NO ABILITY reminder and remove their night token from the night sheet.
  10. Townsfolk

    Seamstress

    Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.


    Did you hear that stranger in the cashmere coat put the word on our young Belle? And she said yes? Well, that's nothing compared to what Harry and that juggler got up to at the fair! The things I could say if I was a tattletale... my, yes.

    "Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment." The Seamstress learns whether 2 players are on the same team as each other. They only get this information once per game, so they had best choose wisely when and who. They may choose alive or dead players or even Travellers.

    How to Run

    1. Each night, wake the Seamstress. They either shake their head no or point at any two players except themself.
    2. If they shake their head no, nothing happens. Put the Seamstress to sleep.
    3. If they point at two players, either nod your head yes (to indicate these players have the same alignment) or shake your head no (to indicate these players do not have the same alignment). Put the Seamstress to sleep. The Seamstress loses their ability - mark them with the NO ABILITY reminder and remove their night token from the night sheet.
  11. Townsfolk

    Juggler

    On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.


    For my next trick, as per request, I will need a flower, a bag of beans, a toy snake, a paintbrush, and a motorized gasoline-powered hedge trimming device. I warn you, this trick may be my last. Oh dear.

    "On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct." The Juggler takes the risk of convincing people to reveal their characters on the 1st day, in the hope of guessing as many as possible that are telling the truth. On the first day, they may guess which players are which characters. That night, the Juggler learns how many guesses they got right...if they are not killed beforehand. They must make their guesses publicly, so everyone hears what is guessed. They may guess zero characters, or up to five characters, and these characters and players may be different or the same. If the Juggler made their guesses while drunk or poisoned, but is sober and healthy when their ability triggers that night, then the Storyteller still gives them true information.

    How to Run

    1. During the first day, if the Juggler declares that they are using their ability, then you enter the circle, holding the Grimoire. The Juggler can make up to five guesses, each of any one player and any one character. For each correct guess, mark the Juggler with a CORRECT reminder. (Make sure the players don’t see how many reminders you’re placing.)
    2. That night, wake the Juggler. Show them fingers (0, 1, 2, etc.) equaling the number of CORRECT reminders. Put the Juggler to sleep. Remove the CORRECT reminders and the Juggler’s night token when convenient.

    Examples & Notes

    • If the Juggler is guessing too fast, prompt them to slow down.
    • If an evil player is bluffing as the Juggler, it can help their bluff if you pretend to move tokens around the Grimoire as they make their fake guesses.
  12. Townsfolk

    Soldier

    You are safe from the Demon.


    As David said to Goliath, as Theseus said to the Minotaur, as Arjuna said to Bhagadatta... No.

    "You are safe from the Demon." The Soldier can not be killed by the Demon. The Soldier cannot die from the Demon's ability. So, if the Imp attacks the Soldier at night, nothing happens. Nobody dies. The Imp does not get to choose another player to attack instead. The Soldier can still die by execution, even if the nominator was the Demon. The Soldier is protected from the Demon's ability to kill, not the actions of the Demon player.

    How to Run

    1. During the night, if the Demon attacks the Soldier, the Soldier remains alive. (At dawn, declare that no one died at night.)
    2. In other editions, Demons may have abilities other than killing. The Soldier is also protected from all other harmful effects of the Demon's ability, such as poisoning or turning the Soldier evil.
  13. Townsfolk

    Farmer1 75 2-75

    당신이 밤에 죽으면, 살아있는 선한 참가자가 농부가 됩니다.


    Not written yet.

  14. Townsfolk

    Cannibal

    You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.


    I don’t like clowns. They taste funny.

    "You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution." The Cannibal eats executed characters, gaining their ability. If a good player dies by execution, the Cannibal gains that player’s ability. If an evil player dies by execution, the Cannibal only thinks that they gain an ability, since the Cannibal is poisoned. The Storyteller may be lying to them. Each time a player dies by execution, the Cannibal loses the ability of the previous player. Executing a dead player won’t grant the Cannibal an ability. Executing a living player who doesn’t die won’t grant the Cannibal an ability. A player must be executed and die for the Cannibal to gain their ability. The Cannibal is not told which ability they have gained. They must figure that out for themselves. If the Cannibal has an “even if dead” ability, such as the Recluse, or an ability that implies it works while dead, such as the Ravenkeeper or Sweetheart, the Cannibal keeps that ability when they die, but loses their Cannibal ability.

    How to Run

    1. If a good player dies by execution, mark them with the LUNCH reminder, and remove the Cannibal’s POISONED reminder if necessary. The Cannibal now has this good player’s ability (do not say which), and will wake at night when this good character would normally wake.
    2. If an evil player dies by execution, mark them with the LUNCH reminder and mark the Cannibal with the POISONED reminder. The Cannibal is poisoned. You may wake them when this evil character would normally wake, and pretend that they have a new ability.

    Examples & Notes

    • Pay attention to which character each evil player is bluffing as. If they are executed, then their bluffed ability is the best one to pretend that the Cannibal has gained.
  15. Outsider

    Hermit

    You have all Outsider abilities. [-0 or -1 Outsider]


    In the lost and forgotten places of the earth, the soul’s light beckons.

    "You have all Outsider abilities. [-0 or -1 Outsider]" The Hermit isn’t really here. The Hermit has the abilities of all the other Outsiders on the Script, all at once. They do not have the abilities of Outsiders that are not on the script. If a custom script has more than 4 Outsiders, the Hermit has all these Outsider abilities. If one of the Outsider abilities continues after death, such as the Recluse’s, the Hermit keeps that ability when they die, but does not keep their other Outsider abilities. A Hermit with the Drunk ability does not know that they are the Hermit, and their other Outsider abilities function as normal. A Hermit with the Recluse ability can register as a different character etc. If an Outsider has a jinx, that jinx applies to the Hermit too. The Hermit may remove the Hermit from play during setup, resulting in one less Outsider than normal. If this happens, the Hermit may still be a bluff given to the Demon.

    How to Run

    1. During setup, you may remove an Outsider token and add a Townsfolk token.
    2. Whenever appropriate, treat the Hermit as if they are the other Outsiders, including waking them at night, and using other Outsiders’ reminder tokens. If the Hermit duplicates an in-play Outsider, use the Hermit’s 1, 2 and 3 reminders instead.

    Examples & Notes

    • If Outsider abilities clash, make up a rule to fix the clash, and tell the group. For example, for a Hermit-Butler-Zealot, you may declare that the Hermit must vote when their master votes.
  16. Outsider

    Sweetheart

    When you die, 1 player is drunk from now on.


    I will never forget her. Never.

    "When you die, 1 player is drunk from now on." The Sweetheart, when they die, causes someone to be drunk for the rest of the game. The Storyteller chooses which player becomes drunk. This ability works while the Sweetheart is dead.

    How to Run

    1. If the Sweetheart dies, you choose any one player to become drunk - mark this player with the DRUNK reminder. The Sweetheart does not lose this ability when dead.

    Examples & Notes

    • You will almost always want to make a Townsfolk drunk, which will hurt the good team, but if evil is winning quite convincingly, you can make an Outsider, Minion, or even the Demon drunk.
  17. Outsider

    Plague Doctor

    When you die, the Storyteller gains a Minion ability.


    Pleauze shtay shtill. Thinks nid tiime for hillink. Myrhh-myrhh.

    "When you die, the Storyteller gains a Minion ability." The Plague Doctor brings an extra Minion ability into play. The Storyteller chooses which Minion ability is gained. This ability is in effect for the rest of the game. Nothing else changes for the Storyteller – they don’t become evil, they don’t become a player, they are not a legitimate player to be targeted by other abilities, and they cannot vote or nominate. If the Plague Doctor is drunk or poisoned when they die, the Storyteller doesn’t gain a Minion ability, even when the Plague Doctor becomes sober and healthy.

    How to Run

    1. When the Plague Doctor dies, place a Minion character token in the centre of the left side of the Grimoire and mark this with the Plague Doctor’s STORYTELLER ABILITY reminder. Or, mark an in-play Minion with the STORYTELLER ABILITY reminder. If applicable, add a night token to the night sheet.
    2. When this Minion would normally act, the relevant choices are made by the Storyteller.
  18. Outsider

    Mutant

    If you are “mad” about being an Outsider, you might be executed.


    I am not a freak! I am a human being! Have mercy!

    "If you are "mad" about being an Outsider, you might be executed." The Mutant is killed if they try to reveal who they are. “Madness” is a term that means “you are trying to convince the group of something.” So, if the Mutant player is mad about being the Mutant, this means they are trying to convince people that they are the Mutant. If they are mad about being an Outsider, this means they are trying to convince people that they are an Outsider. This can be by verbally hinting who they are, or by their silence when questioned. It is always up to the Storyteller to decide what the Mutant is doing. If you think they are trying to convince the group they are an Outsider in any way, you can execute them—even outside the nomination phase, or at night. If you do, no other executions may happen today by normal means, since there is only one execution per day. If the Mutant hints that they are the Mutant at night, you may execute them that night, even if an execution happened today. Declare they have died, and continue the night phase as normal. An execution may still happen the next day.

    How to Run

    1. At any time (even at night), if you believe that the Mutant is mad about being an Outsider, then you can decide to execute the Mutant. Declare this to the group. They die - mark them with a shroud.
    2. 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.)
  19. Minion

    Witch

    Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.


    Three drops of goat's blood. A lock of hair, torn in anger. The name is spoken, the shadow cast. Walk left foot first down that brambled path, and don't look back.

    "Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability." The Witch curses players, so that they die if they nominate. Each night, the Witch chooses a player to curse. That player dies if they nominate any player on the next day, although their nomination still counts. The Witch’s curse lasts only for one day, but the Witch may curse the same player again and again each night. As soon as just three players are left alive, the Witch’s curse is immediately removed, and the Witch acts no more.

    How to Run

    1. Each night, wake the Witch. They point at any player. Put the Witch to sleep. Mark the chosen player with the CURSED reminder.
    2. The next day, if the player marked CURSED makes a nomination, immediately declare that they die. (Nominations continue as normal.)
  20. Minion

    Fearmonger

    Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.


    Beware of gazing long into the Abyss, lest the Abyss also gaze into you.

    "Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player." The Fearmonger creates paranoia about who nominates whom. During the first night, when the Fearmonger selects a player, all players learn this. During other nights, each time the Fearmonger selects a new player, all players learn this. If the Fearmonger selects the same player as previously, the players learn nothing. The players only learn that the Fearmonger has acted, not which player was selected. If the Fearmonger nominates their chosen player, and that nomination results in their execution, the chosen player loses, their team loses, and the game ends. Only the currently chosen player is susceptible to the Fearmonger’s ability. Previously chosen players don’t count. If the chosen player is executed but does not die, the chosen player’s team still loses.

    How to Run

    1. Each night, wake the Fearmonger. They point at any player. Put the Fearmonger to sleep. Mark the chosen player with the FEAR reminder. If the Fearmonger chose a player who wasn’t already marked with the FEAR reminder, declare that “The Fearmonger has chosen a player.” (This informs the group that the Fearmonger is alive and has chosen a new player.)
    2. If the Fearmonger nominates the player marked FEAR, and that nomination results in their execution, declare that the game is over and which team has won.
  21. Minion

    Boomdandy

    If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.


    Tick... Tick... Tick... TOCK.

    "If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies." The Boomdandy explodes when executed, killing most other players. If the Boomdandy is executed, the Storyteller kills other players, one at a time, until only three are left alive. The Demon will be one of the remaining three players (otherwise, the game would be over). Afterward, there is no further nomination or execution today. Instead, the Storyteller counts down from ten and all players point at the player they want to die. When the countdown ends, the Storyteller counts the number of fingers pointed at each player. If it is a tie, the day ends (and evil probably wins due to the Demon killing that night). Even dead players who have no vote token may point. Players may change who they are pointing at up until the countdown ends, at which point their decision is final. The Boomdandy only explodes due to an execution. Deaths by other means, such as via a Golem or a Psychopath, don’t count. If the Boomdandy is executed but doesn’t die (due to a Devil’s Advocate etc.), they still explode. If a character can’t die, such as the Fool or the Sailor, the Storyteller may rule that four players remain alive after a Boomdandy explosion.

    How to Run

    1. If the Boomdandy is executed, declare that the Boomdandy has exploded. Enter the circle, put your hand out towards the Boomdandy, and rotate around the circle. (Similar to running a vote.) When your hand reaches a living player, say “You live” or say “You die” as that player dies. When you have completed the circle, three players will be alive, including the Demon. Then, count down from ten. After you say “one”, ask all players to immediately freeze (to stay still) while you count the number of players who are pointing at each player. The player with the most fingers pointed at them, dies. This will end the game, since just two players are alive, so declare which team has won.

    Examples & Notes

    • Your countdown should be longer than ten seconds, and as slow, dramatic, or erratic as you like!
  22. Minion

    Organ Grinder

    All players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk until dusk.


    Round and round the handles go. The more you dance the less you know.

    "All players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk until dusk." The Organ Grinder makes voting secret. When a player is nominated, players vote with eyes closed. The Storyteller does not count the votes out loud, and does not reveal how many players voted once voting is complete. The Storyteller doesn’t reveal which player is “about to die”. After nominations have closed, the Storyteller reveals which player is executed, as normal. Dead players may vote once if they have a vote token. Their vote token is removed at the end of the day instead of after the vote. If the Organ Grinder is drunk, the vote happens with eyes open, as normal. The Storyteller makes no comment as to whether the Organ Grinder is dead or alive. That night, the Organ Grinder chooses to become sober or drunk again.

    How to Run

    1. Each night, wake the Organ Grinder. The Organ Grinder either nods or shakes their head. If they nod their head, mark them with the DRUNK reminder. Put the Organ Grinder to sleep.
    2. When a player has been nominated and a vote is just about to begin, and the Organ Grinder is sober, ask all players to close their eyes. If they ask why, tell them that an Organ Grinder is in play. When counting votes, do so silently. Afterwards, do not reveal how many players voted, nor if the nominee is “about to die”. If there were enough votes to execute the nominee, mark them with the ABOUT TO DIE reminder. Ask players to open their eyes, and if there are any more nominations.
    3. When nominations are closed, declare that the player marked ABOUT TO DIE, is executed.
    4. Each dusk, remove the DRUNK reminder.

    Examples & Notes

    • Players are not allowed to use other methods to determine who is voting, such as touch or sound. It is a secret.
  23. Minion

    Boffin

    The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.


    Stellar hydrogen, vast, inert; carbon, oxygen, neon gases, all ruined. Molecular chaos, entropy, yields new cosmic phenomena, rebirth from atomic chaos, dense matter collapsing. All in a teeny little bottle.

    "The Demon (even if drunk or poisoned) has a not-in-play good character's ability. You both know which." The Boffin replicates a good ability. While the Boffin is alive, the Demon has a single Townsfolk ability or Outsider ability. If the Demon is drunk or poisoned, the Demon keeps this good ability. If the Boffin is drunk or poisoned, the Demon temporarily loses this good ability. If the Demon dies and has an ability that functions while dead, such as the Sweetheart, the Demon keeps this ability. If a new Demon is created, such as via a Scarlet Woman or a Barber, this new Demon has an ability from the Boffin. This ability may be different to the previous Demon's ability. If there are multiple Demons alive, only one alive Demon has an ability from the Boffin. If the Demon has an ability that modifies the setup, such as a Choirboy, these changes are made during setup, as normal. Both the Demon and the Boffin learn which good ability the Demon has. The Storyteller may wake these players independently, or together. The not-in-play character may be 1 of the Demon's 3 bluffs. The Demon also wakes at night at the time that the good character would normally wake.

    How to Run

    1. While setting up the game, before putting character tokens in the bag, make any changes that are indicated in brackets on the Demon's two character abilities. Afterwards, place this second character token by the Demon character token.
    2. During the 1st night, wake the Boffin and the Demon. Show the THIS CHARACTER SELECTED YOU info token, then the Boffin token, then the good character token. Place this second character token by the Demon character token.
    3. Treat the Demon player as if they had this character ability, as well as their own Demon ability.

    Examples & Notes

    • Good abilities that would drunk/poison themselves, such as the Sailor, only drunk/poison the Demon's good ability.
  24. Demon

    Imp

    Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.


    We must keep our wits sharp and our sword sharper. Evil walks among us, and will stop at nothing to destroy us good, simple folk, bringing our fine town to ruin. Trust no-one. But, if you must trust someone, trust me.

    "Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp." The Imp kills a player each night, and can make copies of itself... for a terrible price. On each night except the first, the Imp chooses a player to kill. Because most characters act after the Demon, that player will probably not get to use their ability tonight. The Imp, because they're a Demon, knows which players are their Minions, and knows three not-in-play good characters that they can safely bluff as. If the Imp dies, the game ends and good wins. However, if the Imp kills themself at night, they die and an alive Minion becomes an Imp. This new Imp does not act that same night, but is now the Imp in every other way—they kill each night, and lose if they die.

    How to Run

    1. Each night except the first, wake the Imp. The Imp points at any player. Put the Imp to sleep. The chosen player dies—put the Imp's DEAD reminder by the chosen player's character token in the Grimoire and put a shroud on it.
    2. If the Imp killed themself at night, choose an alive Minion and replace their character token with a spare Imp token, changing their character to the Imp. Wake the new Imp, show them the YOU ARE info token, then show them the Imp token. Put the new Imp to sleep.
    3. At dawn, declare which player died at night. (Do not say how they died.)
    4. If the Imp attacks a dead player at night, let them do so. Whenever a character's ability says "choose a player," that means that any player—alive or dead—can be chosen. The Imp may be planning on bluffing as the Soldier, and this kind of thing helps their bluff look stronger.
  25. Demon

    Vortox

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


    Black is White. Right is Wrong. Left is Right. Up is Long. Down is Sight. Short is Blind. Follow me. Answers find.

    "Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins." The Vortox makes all information false. Anytime a Townsfolk player gets information from their ability, they get false information. Even if they are drunk or poisoned, it must be false. The Vortox does not affect information gained by other means, such as when the Storyteller explains the rules, or when a player’s character or alignment changes. When night falls, if nobody was executed today, evil wins. Exiling a Traveller does not count.

    How to Run

    1. While the Vortox is alive, you must give false information whenever a Townsfolk ability prompts you to give information.
    2. Each night except the first, wake the Vortox. They point at any player. That player dies - mark them with the DEAD reminder. Put the Vortox to sleep.
    3. Each dusk, if no player was executed today, the game ends and the evil team wins.
  26. Demon

    Fanggu1 75 3-75

    매일 밤*, 플레이어 1명을 선택합니다: 그는 사망합니다. 이 능력으로 사망한 첫 외지인만이 악한 팡 구가 되고 당신이 대신 사망합니다. [외지인 +1명]


    그대들이 쌓아 올린 벽도 무기도, 그저 꿈속에서 피어오른 연기일 뿐이니라.

    Not written yet.

  27. Fabled

    Djinn

    Use the Djinn's special rule. All players know what it is.


    نحن لسنا هنا. انت لست حقيقي. كل شيء هو وهم. أسئلتك هي جبل نار في يوم صافٍ.

    "Use the Djinn's special rule. All players know what it is." Add the Djinn to all games with a jinx icon on the script. The Djinn resolves jinxes by creating a unique rule. When creating a character list using the Script Tool, some character combinations will be marked as unusual. These two characters are jinxed—they have abilities that clash or contradict each other in some way. The Djinn creates a special rule that allows these characters to work well together. Some jinxed characters even work better with the Djinn in play! The Djinn’s special rule is described by the Script Tool online, and is printed out automatically when you create a script with a character combination that is jinxed. There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters. If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn’s special rule is at the start of the game. The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn’s special rules.

    How to Run

    1. At the start of the game, if there are jinxed characters on the character sheet, declare that the Djinn is in play and inform the group of all Djinn special rules for this game. (Do this even if there are no jinxed characters in play.)
    2. Follow the Djinn instructions as listed on the Script Tool printout.
  28. Loric

    Bootlegger

    This script has homebrew characters or rules.


    When I was born, I was named ‘Homebrewy McHomebrewface’, like my father before me. A respectable name, for a dignified age.

    "This script has homebrew characters or rules." Add the Bootlegger to include homebrew characters or rules. The Bootlegger allows Storytellers to use characters they, or others, have created that are not official characters or allows them to use non-standard rules in the game. If there are homebrew characters on the character sheet, or homebrew rules in effect, the Storyteller tells all players what they are before play begins. The Bootlegger allows for multiple characters or rules to be in effect at once. As long as there is at least one homebrew character on the current script, this Loric will be in play and can only be removed by switching to a script that does not contain any homebrew characters. The Bootlegger is designed for use in the official app only. Bootlegger, despite many claims to the contrary, defeated Homebrewy McHomebrewface, “the people’s choice”, in a hotly contested poll to decide the Loric's name.

    How to Run

    1. At the start of the game, if there are homebrew characters on the character sheet or you are running homebrew rules, declare that the Bootlegger is in play and inform the group of all the homebrew characters and/or rules you are using in this game.
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