custom-list 8.5
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custom-list 8.5
By Gela
Townsfolk
Steward
Steward
You start knowing 1 good player.
Shugenja
Shugenja
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
General
General
Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Town Crier
Town Crier
Each night*, you learn if a Minion nominated today.
Savant
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Slayer
Slayer
Once per game, during the day, publicly choose a player: if they are the Demon, they die.
Philosopher
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Outsider
Drunk
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Recluse
Recluse
You might register as evil & as a Minion or Demon, even if dead.
Minion
Widow
Widow
On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.
Marionette
Marionette
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Demon
Leviathan
Leviathan
If more than 1 good player is executed, evil wins. All players know you are in play. After day 5, evil wins.
Fabled
Hell's Librarian
Hell's Librarian
Something bad might happen to whoever talks when the Storyteller has asked for silence.
Additional Information
Night order, special rules, and jinxes