Fifty Fifty
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Fifty Fifty
By seaplus
Townsfolk
Noble
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Snake Charmer
Snake Charmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Fortune Teller
Fortune Teller
Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Savant
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Alsaahir
Alsaahir
Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
Alchemist
Alchemist
You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
Outsider
Drunk
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Puzzlemaster
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
Harpy
Harpy
Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Evil Twin
Evil Twin
You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.
Demon
Pukka
Pukka
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Imp
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Fabled
Sentinel
Sentinel
There might be 1 extra or 1 fewer Outsider in play.
Additional Information
Night order, special rules, and jinxes