Townsfolk
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.
Townsfolk
You start knowing how many steps from the Demon to its nearest Minion.
Do not disturb me. The tick must continue, for the circle is a symbol of life and contains all things - all answers - in its divine machinery. I must work.
"You start knowing how many steps from the Demon to its nearest Minion." The Clockmaker learns the distance from the Demon to their nearest Minion. The Clockmaker only learns this on the first night. The distance is the number of seated players, starting from the player next to the Demon and ending at the nearest Minion, either clockwise or counterclockwise.
Townsfolk
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
これは夢。それも夢。すべ て夢です。
"You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary." The Shugenja trusts players to their left, or to their right. The closest evil player is the player with the smallest number of steps from the Shugenja to the evil player. If the evil players are ‘equidistant’, that means that the closest evil player clockwise is the same number of steps away from the Shugenja as the closest evil player anti-clockwise. If the evil players are equidistant, the storyteller gives ‘arbitrary’ information to the Shugenja. This means that the Storyteller chooses whether to tell the Shugenja that the closest evil player is clockwise or anti-clockwise. The Shugenja doesn’t know whether their information is arbitrary or not. The Shugenja does not learn how many steps away the evil player is. If a Shugenja is created mid-game, the Shugenja wakes that night to receive their information. The Storyteller communicates with the Shugenja by pointing a finger in the appropriate direction, but may use other methods if they wish.
Townsfolk
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
장미는 파랗고, 제비꽃은 빨갛다네. 방금 말 일부러 거꾸로 한거야. 진짜야.
"매일 밤, 플레이어 1명을 선택하세요. 그 플레이어의 성향을 알게 됩니다. [+0~+2 동네바보. 추가된 동네바보 중 1명은 취해 있습니다.]" 동네바보들은 플레이어의 성향을 알아내는 집단입니다. 취한 동네바보는 게임 세팅 때 이야기꾼이 정합니다. 플레이어 수와 상관없이 동네바보는 1명, 2명, 혹은 3명까지 있을 수 있습니다. 동네바보가 1명뿐이라면 그 플레이어는 취해 있지 않습니다. 취한 동네바보가 참 정보를 받을 수도 있습니다. 세팅 단계에서 동네바보가 추가될 때는 다른 마을주민을 대신합니다. 게임 도중 동네바보가 생기면 한 명만 생깁니다. 동네바보들은 한꺼번에 행동하지 않고, 한 명씩 따로 행동합니다. 멀쩡한 동네바보들이 모두 게임에서 사라져도, 남은 취한 동네바보는 계속 취한 상태입니다. 멀쩡한 동네바보가 다른 이유로 취하거나 중독되더라도, 원래 취한 동네바보는 그대로 취해 있습니다.
Townsfolk
Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.
Thinking themselves wise, they became fools.
"Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins." The Cult Leader wins if everyone joins their cult. At the end of each night, the Cult Leader becomes the alignment of a living neighbor. Once per day, the Cult Leader may publicly choose to form a cult. If all good players vote to join the cult, the game ends immediately and the Cult Leader’s team wins. The Cult Leader may form a cult at any point in the day. Voting to join a cult does not require a vote token. Players may say whatever they want at any time, so a player bluffing as the Cult Leader may pretend to form a cult.
Townsfolk
Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
Come inside, fair traveller, and rest your weary bones. Drink and be merry, for the legions of the Dark One shall not harass thee tonight.
"Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk." The Innkeeper protects people from death at night, but somebody gets drunk in the process. The Innkeeper, like the Monk, makes players safe from being killed by the Demon. They are also safe from death caused by Outsiders, Minions, Townsfolk, and Travellers. The Innkeeper only protects players at night, not the day. One of the two players that the Innkeeper chooses becomes drunk for tonight and the next day. This player may be good or evil, but will almost always be good, depending how your game is going. An Innkeeper that chooses themself might become drunk, which means they have no ability and may die tonight—and the other player they chose to protect isn’t safe either.
Townsfolk
Each night*, choose a player & guess their character: if you guess wrong, you die.
Heads, I win. Tails, you lose.
"Each night*, choose a player & guess their character: if you guess wrong, you die." The Gambler can guess who is who... but pays the ultimate price if they guess wrong. Each night except the first, the Gambler chooses a player and guesses their character by pointing to its icon on the character sheet. If the guess is correct, nothing happens. If the guess is incorrect, the Gambler dies. The Gambler does not learn from the Storyteller whether their guess is correct or incorrect. The Gambler may choose any player, dead or alive, even themself.
Townsfolk
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
If anything is real, beer is real. Drink, for tomorrow we may die.
"Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk." The Philosopher has no ability until they decide which character they want to emulate. They can do this once per game. When they do so, they gain that character’s ability. They do not become that character. They may want to wait a while to choose. If the Philosopher chooses a character that is already in play, the player of that character becomes drunk. If the Philosopher then dies or becomes drunk or poisoned, the player they are making drunk becomes sober again. If the Philosopher chose a character that was not in play at the time but is in play now, that character is drunk. If the Philosopher gains an ability that works at night, they wake when that character would wake. If this ability is used on the first night only, they use it tonight. If the Philosopher regains their ability via the Bone Collector, or uses their ability twice via the Barista, the Philosopher may choose a new ability, or the same ability as before. If the Philosopher’s ability works while dead, such as the Klutz’s, it works if the Philosopher is dead.
Townsfolk
Once per game, during the day, privately ask the Storyteller any yes/no question.
Mon Dieu! C'est lumineux! My work, she is... how you say... Magnifique! Dieu est révélé! Oui.
"Once per game, during the day, privately ask the Storyteller any yes/no question." The Artist may ask any 1 question, and get an honest answer. The question may deal with anything at all, phrased in any way they want. The Storyteller honestly answers “yes,” “no,” or “I don’t know.” It is up to the Artist 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.
Townsfolk
게임당 한 번, 낮에 이야기꾼을 방문해 당신의 진영의 승리에 도움이 되는 조언을 들을 수 있습니다.
Not written yet.
Townsfolk
You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Wait. What. Who? Oh, ok. Wait. What?
"You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are." The Amnesiac doesn’t know their own ability. The Storyteller decides what the Amnesiac’s ability is. It may be the same ability as another character in Blood On The Clocktower, something similar, or something original. The Amnesiac may wake at any time during the night to learn information or to choose a player, or their ability may be passive—not requiring action from the Amnesiac player. Each day, the Amnesiac talks to the Storyteller in private, and makes a guess as to what their ability is. The Storyteller answers “cold” if the guess is very wrong, “warm” if the guess is on the right track, “hot” if the guess is very close, and “bingo” if the guess is spot on. Their guess may be specific, such as “Am I learning two players each night that are the same alignment?”, or vague, such as “Is my ability something to do with dead players?”
Townsfolk
If both your alive neighbors are good, they can't die.
If you are cold, tea will warm you. If you are too heated, tea will cool you. If you are depressed, tea will cheer you. If you are excited, tea will calm you.
"If both your alive neighbors are good, they can't die." The Tea Lady protects her neighbours from death... as long as they are good. If both alive neighbours of the Tea Lady are currently good, those neighbours cannot die. The Demon cannot kill them, nor the Godfather, nor the Gossip. If they are executed, they do not die. The only exception is the Assassin, who can kill someone protected from death. The Tea Lady’s alive neighbours are the two alive players closest to the Tea Lady—one clockwise and one counterclockwise. Skip past any dead neighbours. However, if either alive neighbours is evil, or both are, then the Tea Lady does not protect her alive neighbours . If an evil player dies and the Tea Lady is now neighbouring two good players, then neither can die.
Townsfolk
Minions & Demons do not know each other. If you die, they learn who each other are that night.
In the hidden groves of the deep forest, the black poppy dwells. To see its revelry is to be enchanted. To smell its thick aroma is to be lost forever, a slave to the gods of light and dark.
"Minions & Demons do not know each other. If you die, they learn who each other are that night." The Poppy Grower prevents the evil players from learning who each other are. The Demon still learns three not-in-play characters that are safe to bluff as. If the Poppy Grower dies, the Demon and Minions learn who each other are, as though it were the first night again. If the Poppy Grower becomes drunk or poisoned, Demons and Minions do not suddenly learn who each other are. If the Poppy Grower is drunk or poisoned when they die, Demons and Minions do not learn who each other are, since the Poppy Grower has no ability that night. An evil Traveller still learns which player is the Demon when that Traveller enters play.
Outsider
On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
<grunt><grin></grunt>
"On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.” The Ogre is someone's best friend. The Ogre's chosen player does not change, even if the Ogre is drunk or poisoned when they chose. The Ogre becomes the same alignment as their chosen player immediately on the first night, even if the Ogre is drunk or poisoned. The Ogre is not told their alignment at the beginning of the game. If the Ogre changes alignment by other means, the Ogre learns their new alignment, as normal. If an Ogre is created mid-game, the Ogre chooses a player that night, and becomes their alignment.
Outsider
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
I am the night... I think.
"You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night." The Lunatic thinks that they are the Demon. Much like the Drunk, the Lunatic does not know their real character or real alignment. They are woken each night to attack as if they were the Demon that is in play, but their choices have no effect because they have no Demon ability. The Lunatic wakes during the first night to learn three bluffs and the appropriate number of Minions, but this information may be wrong. The real Demon knows which players the Lunatic chose to attack each night.
Outsider
If you were the player most responsible for your team losing, you change alignment & win, even if dead.
I'm glad you asked that question. Truly, I am. But I think the REAL question here is...
"If you were the player most responsible for your team losing, you change alignment & win, even if dead." The Politician changes teams if they are losing. When the game ends, if the Politician was responsible for good losing, then the Politician turns evil and wins too. The player needs to be very influential when determining who wins. Simply spreading false information or voting for good players is usually not enough – they need to be the player that was more responsible for the good team losing than any other good player, and preferably more responsible than any one evil player too. The Storyteller is the judge of whether the Politician’s actions qualify. The Politician may still win with the good team, as normal. A drunk or poisoned Politician can not change teams.
Outsider
Whoever wins, loses & whoever loses, wins, even if you are dead.
After the hail has smashed the roof and splintered the glass of the Cathedral windows, it melts again into the earth, like a dying lamb in the desert sun. Such is the parable of the madman.
"Whoever wins, loses & whoever loses, wins, even if you are dead." The Heretic turns a win into a loss, and a loss into a win. If the game ends due to the good team winning, then all good players lose, and all evil players win. If the game ends due to the evil team winning, then all evil players lose, and all good players win. The Heretic’s ability applies to all victory conditions, including the game ending due to just two players being alive, the Demon dying, or an ability ending the game. The Heretic’s ability functions even when the Heretic is dead, but not when the Heretic is drunk or poisoned.
Minion
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Normally, it's just business. But when you insult my daughter, you insult me. And when you insult me, you insult my family. You really should be more careful - it would be a shame if you had an unfortunate accident.
"You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]" The Godfather takes revenge when the town kills Outsiders. Whenever an Outsider is executed and dies, the Godfather chooses one player to die that night. The Godfather only kills if an Outsider dies during the day. Outsiders that die at night don’t count. If the Godfather is in play, this adds or removes one Outsider from play. At the start of the game, the Godfather learns which Outsiders are in play. If two Outsiders died today, the Godfather still only kills one player tonight.
Minion
Once per game, at night*, choose a player: they die, even if for some reason they could not.
...
"Once per game, at night*, choose a player: they die, even if for some reason they could not." The Assassin kills who the Demon cannot. Once per game at night, the Assassin can kill a player. This player dies, even if they are protected from death in any way, such as from an ability. The Assassin ability is affected by drunkenness and poisoning, as normal. If the Assassin attacks the Goon, the Goon dies and turns evil.
Minion
Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
Every man and every woman is a star. Love is the law, love under will.
"Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature." The Wizard makes a wish. This wish is limited only by the player’s imagination. It can be anything at all. The Wizard can write their wish on their phone and wake at night to show the Storyteller, or talk with the Storyteller in private during the day. The Wizard could even make a wish publicly if they are feeling foolish. If the Storyteller tells the group that the Wizard has made a wish, they need not do so immediately, and can do so at any point later on. Many wishes have a price. The price changes the game in some way, or changes the wish in some way. It can be anything at all, and is decided by the Storyteller. The Storyteller may or may not tell the Wizard what the price is. The purpose of the price is to rebalance a wish that is unfair for the good team on a mechanical level. Many wishes leave a clue. The clue can be anything at all, is decided by the Storyteller, and is declared publicly. The purpose of a clue is to rebalance a wish that is unfair to the good team on an informational level. When the Wizard dies, the wish may or may not still be in effect, depending on the nature of the wish and the nature of the price. If the Wizard makes a wish that the Storyteller doesn’t understand, or feels like it would be impossible to implement, the Storyteller may ask the Wizard to wish again, or cancel the wish.
Minion
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Words, words. They're all we have to go on.
"You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]" The Marionette doesn't know that they are a Minion. The Marionette draws either a Townsfolk or an Outsider token from the bag, but is secretly the Marionette. The Marionette neighbors the Demon. There are no players sitting in between the Marionette and the Demon. The Demon knows which player is the Marionette. On the first night, the Marionette does not wake to learn the other evil players, and the other Minions do not learn the Marionette. The good ability that the Marionette thinks they have doesn’t work, but the Storyteller pretends it does. It is just as if this player is the Drunk. The Marionette registers as evil, and as a Minion.
Demon
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
By the sins of Arnoch, I feel thy laden stench. By the curs-ed sun and her foul legion of tiny grinning gods, I corrupt thee. By the blessed night and the hidden depths of the horrid and unholy sea, I end thy squalid life upon this plane.
"Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned." The No Dashii poisons their neighboring Townsfolk. The No Dashii’s closest clockwise and counterclockwise Townsfolk neighbors are poisoned, regardless of whether they are alive or dead. If a No Dashii dies or otherwise loses their ability, then those two players become healthy. Two Townsfolk players will always be poisoned this way, as neighboring Outsiders, Minions, or Travellers are skipped. If a new player becomes the No Dashii, or a poisoned Townsfolk changes into a non-Townsfolk character, the players who are poisoned may change immediately based on who the neighbors of the No Dashii are.
Demon
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.
Demon
Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.
Blarg f'taag nm mataan! No sho gumtha m'sik na yuuu. Fluuuuuuuuurg h-sikkkh.
"Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated." The Shabaloth eats two players per night, but may vomit one of them back up the following night. Unlike most Demons, the Shabaloth attacks twice per night. The night after the attack, the Storyteller may decide that one of the players attacked by the Shabaloth comes back to life. This can be an alive player that was killed, or a dead player that was attacked. The regurgitated player regains their ability, even a “once per game” ability already used. If they had a “first night only” or “start knowing” ability, they may use it again.
Demon
Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
Would you like a flower? I'm so lonely.
"Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight." The Po can choose to attack nobody at night, but goes on a rampage the following night. The Po attacks one player per night, like many other Demons. However, if the Po chooses to attack nobody, then they may attack three players the following night. If the Po was drunk or poisoned when they chose nobody last night, they still choose three players tonight. A Po must choose three players when prompted to do so. They cannot choose no one again. The Po only gets three attacks if they chose nobody. The Po does not get three attacks if they chose to attack someone the previous night, but that player did not die. The Po doesn’t act on the first night, but this night does not count as a night where the Po “chose no one.” If the Exorcist selects the Po, the Po does not act, but this night does not count as a night where the Po “chose no one.” However, if the Po chose no one the night before the Exorcist chose the Po, the Po chooses three players the night after the Exorcist chose the Po, because their last choice was no one.
Fabled
Once per game, 1 good player might get incorrect information.
Tee-hee-hee. Tee. Hee. Hee.
"Once per game, 1 good player might get incorrect information." Add the Fibbin if your script has too much information or no possibility of misinformation. If you create a character list and it has no characters that cause drunkenness, poisoning, or other ways for information to be false, then you may want to add the Fibbin. Whilst it is not necessary, even a minor chance of a good player’s information being incorrect can drastically help the evil players bluff. The Fibbin does not make an ability fail in the way that drunkenness and poisoning do. It only affects abilities that provide information from the Storyteller signaling to a player during the night or telling them something. If the game ends before you have given a good player incorrect information, that’s okay. Some characters get false information due to their ability. The Fibbin can make this information true.
Fabled
만약 4명 이상의 플레이어가 살아있다면, 살아있는 모든 플레이어는 게임당 한 번, 자신의 진영에 속한 플레이어를 선택하여 죽일 수 있습니다.
Not written yet.
Fabled
There might be 1 extra or 1 fewer Outsider in play.
Name, please. Papers, please. Weapons, please.
"There might be 1 extra or 1 fewer Outsider in play." Add the Sentinel to your script to keep the number of Outsiders in play mysterious. The official character lists are carefully constructed so that the number of Outsiders is never completely known, which lets evil players safely bluff as Outsiders. Many of the games you create using the Script Tool will not have this luxury. If, for one reason or another, the number of Outsiders in a game will become certain, the Storyteller can add a Sentinel. This will confuse matters and help the evil team either bluff as Outsiders or make existing Outsiders look suspicious. Games with a Sentinel in play might have one more Outsider than normal. They may have one less. They may have the normal amount. It is up to the Storyteller.