1. Shipwreck Arcana

    Almanac · Bees · 24 characters
  2. Townsfolk

    Investigator1 75 3-75

    참가자 2명 중 1명이 특정 하수인이라는 걸 알고 시작합니다.


    Not written yet.

  3. Townsfolk

    Librarian

    You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)


    Certainly madam, under normal circumstances, you may borrow the Codex Malificarium from the library vaults. However, you do not seem to be a member.

    "You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)" The Librarian learns that a particular Outsider character is in play, but not exactly which player it is. During the first night, the Librarian learns that one of two players is a specific Outsider. They learn this only once and then learn nothing more. The Drunk is an Outsider. If the Librarian learns that one of two players is the Drunk, they do not learn the Townsfolk that the Drunk's player thinks they are.

    How to Run

    1. While preparing the first night, put the Librarian's OUTSIDER reminder token by any Outsider character token, and put the Librarian's WRONG reminder token by any other character token.
    2. During the first night, wake the Librarian and point to the players marked OUTSIDER and WRONG. Show the character token marked OUTSIDER to the Librarian. Put the Librarian to sleep. Remove the Librarian's reminder tokens when convenient.
  4. Townsfolk

    Sailor

    Each night, choose an alive player: either you or they are drunk until dusk. You can't die.


    I'll drink any one of yer under the table! You! The chatterbox! Reckon you can take me? No? Howza 'bout you, Grandma? You ever tried Old McKillys Extra Spiced Rum before? Guaranteed to put hairs on yer chest! Step aboard, aye!

    "Each night, choose an alive player: either you or they are drunk until dusk. You can't die." The Sailor is either drunk or getting somebody else drunk. While the Sailor is sober, they can't die. Each night, the Sailor chooses a player, who will probably get drunk. If they choose themself, they lose their “cannot die” ability until they become sober. If the Sailor chooses a dead player accidentally, the Storyteller prompts them to choose again. If the Sailor chooses another player, the Storyteller chooses which player is drunk. If they choose a Townsfolk, the Storyteller will usually make the Townsfolk drunk, but if an Outsider, a Minion, or the Demon is chosen, then the Storyteller will usually make the Sailor the drunk one. While sober, the Sailor cannot die, even if they have not yet woken at night to go drinking.

    How to Run

    1. Each night, wake the Sailor. They point at any player. Put the Sailor to sleep. Either the Sailor or this chosen player becomes drunk—mark them with the DRUNK reminder.
    2. If the sober Sailor would die, the Sailor remains alive. If the sober Sailor is executed, declare that this player is executed but remains alive. (Do not say why.)
  5. Townsfolk

    Mathematician

    Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.


    Any consistent formal system x, within which a certain amount of elementary arithmetic can be carried out is incomplete; that is, there are statements of the language of x which can neither be proved nor disproved in x. Ergo, you are drunk.

    "Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability." The Mathematician knows how many things have gone wrong since dawn today. When an ability does not work in the intended way due to another character's interference, the Mathematician will learn that it happened. They'll learn that something went wrong if a piece of information was false but was supposed to be true, or if an ability should have worked but didn't, due to another character. The Mathematician does not learn which players this happened to, only how many times it happened. The Mathematician does not detect their own ability failing. The Mathematician does not detect drunkenness or poisoning itself, but does detect when drunk or poisoned players' abilities did not work as intended. The Recluse registering as evil to the Chef, and the poisoned Soldier dying from the Imp's attack, would each be detected. The poisoned Empath getting true information would not.

    How to Run

    1. Each time a character's ability works abnormally due to another character's ability, mark them with an ABNORMAL reminder.
    2. Each night, wake the Mathematician. Show fingers (0, 1, 2, etc.) equaling the number of characters with ABNORMAL reminders. Put the Mathematician to sleep. Remove all ABNORMAL reminders.
  6. Townsfolk

    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.


    I sense great evil in your soul! But... that could just be your perfume. I am allergic to Elderberry.

    "Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you." The Fortune Teller detects who the Demon is, but sometimes thinks good players are Demons. Each night, the Fortune Teller chooses two players and learns if at least one of them is a Demon. They do not learn which of them is a Demon, just that one of them is. If neither is the Demon, they learn this instead. Unfortunately, one player, called the Red Herring, will register as a Demon to the Fortune Teller if chosen. The Red Herring is the same player throughout the entire game. This player may be any good player, even the Fortune Teller themself, and the Fortune Teller does not know which player it is. The Fortune Teller may choose any two players—alive or dead, or even themself. If they choose a dead Demon, then the Fortune Teller still receives a nod.

    How to Run

    1. While preparing the first night, put the Fortune Teller's RED HERRING reminder token by any good character token, marking that player as the Red Herring.
    2. Each night, wake the Fortune Teller. The Fortune Teller points at any two players. If either chosen player is a Demon or the Red Herring, nod your head yes. Otherwise, shake your head no. Put the Fortune Teller to sleep.
    3. In smaller games, making the Fortune Teller their own Red Herring is sometimes advised, as the Fortune Teller gets more information that way.
  7. Townsfolk

    Cult Leader

    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.

    How to Run

    1. Each night, turn the Cult Leader character token right side up (if both alive neighbors are good) or upside down (if both alive neighbors are evil) or either (if one alive neighbor is good and the other alive neighbor is evil). If the Cult Leader's alignment changes, wake the Cult Leader and give a thumbs up or a thumbs down, then put the Cult Leader to sleep. If the Cult Leader’s alignment doesn’t change, do not wake them.
    2. During the day, the Cult Leader may declare that they wish to use their ability. If so, enter the circle and run a vote in the same way that you would for an Exile. If all good players raise their hand, declare which team has won. If not all good players raise their hand, nothing happens.
  8. Townsfolk

    Town Crier

    Each night*, you learn if a Minion nominated today.


    Hear ye! Hear ye! Witchcraft in the labyrinth! Genius savant reveals all! Town in danger! Hear Ye!

    "Each night*, you learn if a Minion nominated today." The Town Crier knows when Minions nominate. Each night, the Town Crier learns either a “yes” or a “no”. They do not learn which players are Minions or how many Minions made nominations, just whether or not any Minions made nominations today.

    How to Run

    1. Each dawn, mark the Town Crier with the MINIONS NOT NOMINATED reminder, and remove the MINION NOMINATED reminder, if any.
    2. Each day, if any Minion makes a nomination, replace the MINIONS NOT NOMINATED reminder with the MINION NOMINATED reminder.
    3. Each night except the first, wake the Town Crier. If the Town Crier is marked MINIONS NOT NOMINATED, shake your head no. If the Town Crier is marked MINION NOMINATED, nod your head yes. Then, put the Town Crier to sleep. Remove the MINION NOMINATED reminder, if any.

    Examples & Notes

    • If you forget whether a Minion made a nomination or not, wake each Minion at night and ask by showing them the DID YOU NOMINATE TODAY? info token. They must answer honestly, then go to sleep.
  9. Townsfolk

    Innkeeper

    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.

    How to Run

    1. Each night except the first, wake the Innkeeper. They point at any two players. Put the Innkeeper to sleep. Mark the two chosen players with SAFE reminders. One of the chosen players becomes drunk—mark them with the DRUNK reminder. The players marked SAFE cannot die tonight.
    2. At dawn, remove the SAFE reminders.
    3. At dusk, remove the DRUNK reminder.
  10. Townsfolk

    Gambler

    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.

    How to Run

    1. Each night except the first, wake the Gambler. They point at any player, then point at any character icon on their character sheet. Put the Gambler to sleep. If the chosen player is a different character from the chosen character icon, the Gambler dies—mark them with the DEAD reminder.
  11. Townsfolk

    Acrobat

    Each night*, choose a player: if they are or become drunk or poisoned tonight, you die.


    Welcome, one and all, to the greatest show on earth.

    "Each night*, choose a player: if they are or become drunk or poisoned tonight, you die." The Acrobat dies when they find a drunk or poisoned player. Each night except the first, the Acrobat chooses a player. If the chosen player is sober and healthy, nothing happens. If the player is drunk or poisoned, the Acrobat dies. If the Acrobat is drunk or poisoned, they cannot die to their own ability. The Acrobat may choose any player, dead or alive, even themself. If the chosen player is sober and healthy at the time the Acrobat picks, but becomes drunk or poisoned later in the night, the Acrobat dies. The Acrobat does not learn if the player they selected was drunk, or poisoned, or both. The Drunk registers as drunk to the Acrobat.

    How to Run

    1. Each night except the first, wake the Acrobat. They point to a player. Put the Acrobat to sleep.
    2. If the player the Acrobat pointed to is drunk or poisoned, or becomes drunk or poisoned at any time tonight, the Acrobat dies.
  12. 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.
  13. Townsfolk

    Fisherman1 75 4-75

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


    Not written yet.

  14. Townsfolk

    Banshee

    If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.


    Gorm do shúile, dearg do ghruaig, ní bheidh sé i bhfad, is a mbeidh tú san uaigh.

    "If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.” The Banshee becomes more powerful when dead, nominating and voting twice as much. When alive, the Banshee nominates and votes as normal. When dead, they may nominate twice per day, even though dead players may normally not nominate at all. When dead, they may vote for any nomination they wish and do not need a vote token to do so. They may vote twice for the same nomination. The Banshee only gains these powers if they were killed by the Demon. Dying by execution or to a non-Demon ability does not count. To vote twice, the Banshee player raises both hands when votes are counted. If the player is unable to do this due to a disability, the Storyteller can count their normal vote twice.

    How to Run

    1. If the Banshee is killed by the Demon, place the HAS ABILITY reminder token next to the Banshee and say “The Banshee has awoken” or something similarly dramatic. The Banshee may nominate twice per day, but it is the player’s responsibility to remember how many times they have nominated. The Banshee may raise two hands when voting. When counting the votes, count each hand as a vote.
    2. If the Banshee is killed by the Demon but does not have their ability at that time or is killed by a non-Demon ability, then do not tell the group that the Banshee ability has been triggered. The Banshee may not nominate, and needs a vote token to vote, like a regular dead player.

    Examples & Notes

    • If all good players are dead, the game continues. Good can still win due to the Banshee being able to nominate.
  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

    Lunatic

    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.

    How to Run

    1. While setting up the game, put the Lunatic and Demon tokens in the bag. Once all tokens have been returned to you, swap the positions of the Lunatic and Demon tokens in the Grimoire.
    2. During the first night, wake the Lunatic and act as if they are the Demon. Show them the THESE ARE YOUR MINIONS info token and point to a number of players equaling the number of Minions in play. (These can be any players, whether or not they are Minions.) Show any three good character tokens as bluffs. (These can even be characters that are in play.)
    3. During the first night, wake the Demon. Show them the YOU ARE info token, then their Demon token. (This tells them they are the real Demon.) Show them the THIS PLAYER IS info token, then the Lunatic token, then point at the Lunatic player.
    4. Each night, before the Demon wakes to attack, wake the Lunatic to act as if they were that Demon. Put a CHOSEN reminder on each player they chose, then put them to sleep. Wake the real Demon, point at the Lunatic, show the Lunatic token to the real Demon, and point at the players that the Lunatic chose. Then the Demon acts as normal.

    Examples & Notes

    • You can make the Lunatic think they are a different Demon than the in-play Demon by instead putting two Demon tokens in the bag, then replacing one of them with the Lunatic token once they are in the Grimoire.
  17. Outsider

    Recluse1-75

    당신은 하수인이나 악마로 보일 수도 있습니다. 이 능력은 당신이 죽어도 유지됩니다.


    Not written yet.

  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

    Cerenovus

    Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.


    Reality is merely an opinion. Specifically, my opinion.

    "Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed." The Cerenovus encourages players to pretend to be different characters than they actually are. The Cerenovus chooses Townsfolk or Outsiders that players are mad about being. They must try to convince the group that they actually are this character tomorrow, or else die. Simply hinting is not enough to avoid death. The player must make a decent effort to convince the group. Mad players are never literally forced to say things they don’t want to—but if the Storyteller doesn’t hear them make an effort, they pay the price. Mad evil players might be executed this way, but “might” means you can choose not to, to prevent evil from winning by this strategy. Like the Mutant, an execution penalty counts as the one execution allowed per day.

    How to Run

    1. Each night, wake the Cerenovus. They point at any player and at any Townsfolk or Outsider icon on their character sheet. Put the Cerenovus to sleep. Mark the chosen player with the MAD reminder. Wake this player, show them the THIS CHARACTER SELECTED YOU info token, then the Cerenovus token, then the character token of the character they are mad about being. Put that player to sleep.
    2. During the next day or night, if you feel that the mad player has not done their best to convince the group they are this character, you can decide to execute them. Declare this to the group. They die. 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.)
  20. Minion

    Assassin

    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.

    How to Run

    1. Each night except the first, wake the Assassin. They either shake their head no or point at any player. Put the Assassin to sleep.
    2. If the Assassin chose a player, that player dies— mark them with the DEAD reminder. This cannot be prevented in any way (except if the Assassin doesn’t have their ability, such as if they’re drunk or poisoned). The Assassin loses their ability—mark them with the NO ABILITY reminder and remove their night token from the night sheet. (The Assassin won’t wake again.)
  21. Minion

    Widow

    On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.


    More wine? Château d’Ergot ’07 is a very special vintage. My yes, very special indeed.

    "On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play." The Widow sees the Grimoire and poisons a character of their choice. The Widow acts on their first night only, poisoning one player. The player that the Widow poisons is poisoned until the Widow dies. On the same night that the Widow acts, one good player learns that the Widow is in play, but not which player is the Widow, and not which player is poisoned.

    How to Run

    1. While preparing the first night, mark a good player with the KNOW reminder.
    2. On the first night, wake the Widow and show them the Grimoire for as long as they need. The Widow points to a character token in the Grimoire. Mark them with a POISONED reminder. They are poisoned. Put the Widow to sleep.
    3. Wake the player marked KNOW. Show them the Widow character token. Put that good player to sleep.
  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

    Leviathan

    If more than 1 good player is executed, evil wins. All players know you are in play. After day 5, evil wins.


    To the last, I grapple with thee. From Hell’s heart, I stab at thee. For hate’s sake, I spit my last breath at thee.

    "If more than 1 good player is executed, evil wins. All players know you are in play. After day 5, evil wins." The Leviathan doesn't kill. All players know the Leviathan is in play, even if the Leviathan is created mid-game. Any number of evil players may be executed, but if more than one good player is executed, evil wins. It doesn’t matter which characters were executed, only the alignment of the player at the time they were executed. When the fifth day ends and night begins, if the Leviathan is still alive, evil wins. All types of execution count, even if the player doesn’t die. A player executed due to the Virgin, or due to revealing that they are the Mutant, is still executed. An executed player who lives due to the Pacifist is still executed.

    How to Run

    1. Immediately after dawn on the first day, declare that the Leviathan is in play. Mark the Leviathan with the DAY 1 reminder. At the beginning of each following day, mark the Leviathan with DAY 2, then DAY 3, then DAY 4, then DAY 5 reminders. If a day ends and the Leviathan is marked with the DAY 5 reminder, declare that evil wins.
    2. If a good player is executed, mark them with the GOOD PLAYER EXECUTED reminder.
    3. If a good player is executed and a player is already marked with the GOOD PLAYER EXECUTED reminder, declare that evil wins.

    Examples & Notes

    • For new players, it is helpful to declare that the Leviathan is in play each day, and to say what day it is. On the first day, say “The Leviathan is in play. It is day one.” On the second day, say “The Leviathan is in play. It is day two.” etc. This helps your players remember what Demon they are facing and avoid accidentally losing by forgetting to count the days.
  25. Fabled

    Sentinel

    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.

    How to Run

    1. At the start of the game, declare that the Sentinel is in play. Add the Sentinel token to the Grimoire.
    2. While setting up the game, before putting character tokens in the bag, add an Outsider token and remove a Townsfolk token, remove an Outsider token and add a Townsfolk token, or do neither.
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