Dreamscapes
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Dreamscapes
By Paradox
Townsfolk
Shugenja
Shugenja
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Balloonist
Balloonist
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
Dreamer
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
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.
Mathematician
Mathematician
Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
Town Crier
Town Crier
Each night*, you learn if a Minion nominated today.
Ravenkeeper
Ravenkeeper
If you die at night, you are woken to choose a player: you learn their character.
Alsaahir
Alsaahir
Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
Savant
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Artist
Artist
Once per game, during the day, privately ask the Storyteller any yes/no question.
Philosopher
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Seamstress
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Juggler
Juggler
On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
Outsider
Ogre
Ogre
On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
Sweetheart
Sweetheart
When you die, 1 player is drunk from now on.
Klutz
Klutz
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Mutant
Mutant
If you are “mad” about being an Outsider, you might be executed.
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.
Fearmonger
Fearmonger
Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.
Cerenovus
Cerenovus
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Wizard
Wizard
Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
Demon
Kazali
Kazali
Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
Lleech
Lleech
Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.
No Dashii
No Dashii
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Vortox
Vortox
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Traveller
Barista
Barista
Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
Bone Collector
Bone Collector
Once per game, at night*, choose a dead player: they regain their ability until dusk.
Matron
Matron
Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private.
Deviant
Deviant
If you were funny today, you cannot die by exile.
Additional Information
Night order, special rules, and jinxes