Townsfolk
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Round and round the garden, go. Little girls run to and fro. Little boys climb up the tree. Which of these should Pixie be? Ladies smile and go to town. Lords with axe chop forest down. What’s yours is mine. What’s mine, divine. Silly little Pixie, me.
"You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die." The Pixie pretends to be the same character as someone else. On the first night, the Pixie learns an in-play Townsfolk. The Storyteller chooses which Townsfolk this is. The Pixie does not learn which player is this character. If the Pixie player pretends that they are this Townsfolk, they gain the ability of this Townsfolk when the Townsfolk dies. They could have spoken loudly about being the character for one day, or pretended to be the character each day this game, or accused the Townsfolk of being a liar—the Storyteller is the judge of whether or not the player was convincing, by “being mad that they are this character”. When the Townsfolk player dies, the Pixie does not learn this, and is not told that they have gained a new ability. They may learn this has happened if they wake at night and start gaining information, or are prompted to choose players. If the player the Pixie learns about changes character then dies, the Pixie gains the ability of the Townsfolk the Pixie learnt about, not the new character.
Townsfolk
Each night, you learn how many of your 2 alive neighbors are evil.
My skin prickles. Something is not right here. I can feel it.
"Each night, you learn how many of your 2 alive neighbors are evil." The Empath keeps learning if their living neighbours are good or evil. The Empath only learns how many of their neighbours are evil, not which one is evil. The Empath does not detect dead players. So, if the Empath is sitting next to a dead player, they do not get info about that dead player. Instead, they get info about the closest alive player in that direction. The Empath acts after the Demon, so if the Demon kills one of the Empath's alive neighbours, the Empath does not learn about the now-dead player. The Empath's information is accurate at dawn, not at dusk.
Townsfolk
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.
Townsfolk
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.
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 (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
We cast you out, every unclean spirit, every satanic power, every onslaught of the infernal adversary, every legion, every diabolical group and sect, in the name and by the power of Our Lord Jesus Christ. We command you, begone and fly far from the Church of God, from the souls made by God in His image and redeemed by the precious blood of the divine Lamb.
"Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight." The Exorcist prevents the Demon from waking to attack. Each night, the Exorcist chooses a player. If they choose a player who is not the Demon, the Demon may still attack. If they choose the Demon, the Demon does not wake tonight, so does not choose players to attack tonight. The Demon learns that they cannot attack and who the Exorcist is. Any other Demon abilities still function—such as the Zombuul staying alive if killed, the Pukka killing a player they attacked on a previous night, or the Shabaloth regurgitating a player. The Exorcist may not choose the same player two nights in a row.
Townsfolk
Each day, you may make a public statement. Tonight, if it was true, a player dies.
Blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah. Blah.
"Each day, you may make a public statement. Tonight, if it was true, a player dies." The Gossip deliberately speaks lies, in the hope of uncovering the truth. Each day, the Gossip may make a public statement. If this statement is true, the Storyteller kills a player that night. If it is false, then no players die due to the Gossip. Mumbled words, whispers, statements the Storyteller doesn’t know are true or false, or statements that someone cannot hear don’t count. Like the Slayer’s ability, the Storyteller and every player must be able to hear and understand the Gossip and be aware that the Gossip is using their ability in order for the Storyteller to judge what happens next. If the Gossip made a true statement during the day while drunk or poisoned, but is sober and healthy when their ability triggers that night, the Storyteller still kills a player.
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
Once per game, during the day, visit the Storyteller for some advice to help your team win.
This was my favourite part of the river... see how the sunlight makes a rainbow from the monastery to the market? This was the best place for big fish. And the older I get, the bigger they were.
"Once per game, during the day, visit the Storyteller for some advice to help your team win." The Fisherman knows something that nobody else can know: what should be done. The Fisherman player chooses when to use their ability. When they visit the Storyteller, the Storyteller chooses what piece of advice to give the Fisherman. The Storyteller’s pieces of advice are not necessarily “facts”. They are strategy tips that the Storyteller believes will help the Fisherman win, if they are followed. If the Fisherman is drunk or poisoned, the Storyteller may give the Fisherman bad advice.
Townsfolk
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Did you hear that stranger in the cashmere coat put the word on our young Belle? And she said yes? Well, that's nothing compared to what Harry and that juggler got up to at the fair! The things I could say if I was a tattletale... my, yes.
"Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment." The Seamstress learns whether 2 players are on the same team as each other. They only get this information once per game, so they had best choose wisely when and who. They may choose alive or dead players or even Travellers.
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
You are safe from the Demon.
As David said to Goliath, as Theseus said to the Minotaur, as Arjuna said to Bhagadatta... No.
"You are safe from the Demon." The Soldier can not be killed by the Demon. The Soldier cannot die from the Demon's ability. So, if the Imp attacks the Soldier at night, nothing happens. Nobody dies. The Imp does not get to choose another player to attack instead. The Soldier can still die by execution, even if the nominator was the Demon. The Soldier is protected from the Demon's ability to kill, not the actions of the Demon player.
Townsfolk
The 1st time you die, you don't.
...and the King said 'What?! I've never even owned a pair of rubber pantaloons, let alone a custard cannon!' Ho-ho! Jolly day!
"The 1st time you die, you don't." The Fool escapes death... once. The first time the Fool dies for any reason, the Fool remains alive. They don’t learn that their ability saved their life. If another character’s ability protects the Fool from death, the Fool does not use their ability. Only the time that the Fool would actually for realsy bona fide be dead does the Fool’s ability trigger.
Outsider
You might die at any time.
I think I see the problem. Luckily, I have an idea! This catapult will shoot twice as far with just a minor adjustment...
"You might die at any time." The Tinker can die at any time, for no reason. The Storyteller may kill the Tinker at any time. The Tinker cannot die from their ability while protected from death, as normal.
Outsider
When you die, 1 player is drunk from now on.
I will never forget her. Never.
"When you die, 1 player is drunk from now on." The Sweetheart, when they die, causes someone to be drunk for the rest of the game. The Storyteller chooses which player becomes drunk. This ability works while the Sweetheart is dead.
Outsider
You might register as evil & as a Minion or Demon, even if dead.
Garn git ya darn grub ya mitts ofma lorn yasee. Grr. Natsy pikkins yonder southwise ye begittin afta ya! Git! Me harvy no so widda licks and demmons no be fightin' hadsup ne'er ma kin. Git, assay!
"You might register as evil & as a Minion or Demon, even if dead." The Recluse might appear to be an evil character, but is actually good. Whenever the Recluse's alignment is detected, the Storyteller chooses whether the Recluse registers as good or evil. Whenever the Recluse is targeted by an ability that affects specific Minions or Demons, the Storyteller chooses whether the Recluse registers as that specific Minion or Demon. The Recluse may register as either good or evil, or as an Outsider, Minion, or Demon, at different parts of the same night. The Storyteller chooses whatever is most interesting. A Recluse that registers as a particular Minion or Demon does not have this character's ability. For example, a Recluse that registers as a Poisoner does not wake at night and cannot poison a player.
Outsider
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
I’m only a hic social drinker, my dear. Admittedly, I am a heavy burp socializer.
"You do not know you are the Drunk. You think you are a Townsfolk character, but you are not." The Drunk player thinks that they are a Townsfolk, and has no idea that they are actually the Drunk. During setup, the Drunk's token does not go in the bag. Instead, a Townsfolk character token goes in the bag, and the player who draws that token is secretly the Drunk for the whole game. The Storyteller knows. The player does not. The Drunk has no ability. Whenever their Townsfolk ability would affect the game in some way, it doesn't. However, the Storyteller pretends that the player is the Townsfolk they think they are. If that character would wake at night, the Drunk wakes to act as if they are that Townsfolk. If that Townsfolk would gain information, the Storyteller may give them false information instead—and the Storyteller is encouraged to do so.
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
Each night, choose a player: they are poisoned tonight and tomorrow day.
Add compound Alpha to compound Beta... NOT TOO MUCH!
"Each night, choose a player: they are poisoned tonight and tomorrow day." The Poisoner secretly disrupts character abilities. Each night, the Poisoner chooses someone to poison for that night and the entire next day. A poisoned player has no ability, but the Storyteller pretends they do. They do not affect the game in any real way. However, to keep up the illusion that the poisoned player is not poisoned, the Storyteller wakes them at the appropriate time and goes through the motions as if they were not poisoned. If their ability gives them information, the Storyteller may give them false information. If a poisoned player uses a "once per game" ability while poisoned, they cannot use their ability again.
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
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.
Demon
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
You truly have been kind welcoming me into your beautiful home. I am so sorry I accidentally scratched you. A little thing. No matter. But please, take this golden toothpick as a humble token of my regret.
"Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy." The Pukka poisons its victims, who die at a later time. When the Pukka attacks, their victim is poisoned immediately. The next night, just after the Pukka attacks again, that player dies. Unlike other Demons, the Pukka acts during the first night. The Exorcist prevents the Pukka from waking to poison a player. The Innkeeper prevents the Pukka from killing a poisoned player, then that player is no longer poisoned. If the Pukka is drunk and chooses a player, that player does not become poisoned, so does not die the following night. If the Pukka was sober when they chose a player the previous night, but is drunk at night, that player does not die. But when the Pukka sobers up, the poison resumes and kills the player at night.
Demon
Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.
Tasty, tasty, tasty, tasty, tasty, tasty, tasty, tasty brai- I mean pie! Yes. Tasty pie. That’s what I meant to say.
"Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead." The Lleech lives if their host lives, and dies if their host dies. On the first night, the Lleech chooses a player, who is poisoned for the rest of the game. If this player is alive, the Lleech cannot die. If the Lleech is executed, the Storyteller tells the group that the player lives, but not why. If the player that the Lleech chose dies, the Lleech dies as well. If this means that only one or two players are left alive, good still wins, because the Demon is dead. From the second night onwards, players that the Lleech attacks die but are not poisoned. If a Lleech is created mid-game, they poison a player that night. They must choose an alive player.
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.
Demon
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
All doors are one door. All keys are one key. All cups are one cup, but whosoever drinketh of the water that I give shall never thirst, but the water shall be in him a well springing up into everlasting life.
"Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]" The Vigormortis kills their own Minions, but those Minions keep their ability. Every time the Vigormortis kills a Minion, they die but keep their ability for as long as the Vigormortis remains alive. The Witch, Cerenovus, and Pit-Hag still act each night. Somewhat like the No Dashii, the dead Minion’s closest clockwise or closest counterclockwise Townsfolk becomes poisoned, even if they are dead. If the Vigormortis dies or otherwise loses their ability, then those players become healthy again. One Townsfolk per Minion will always be poisoned this way, as neighboring Outsiders, Minions, or Travellers are skipped. The Storyteller chooses which of the two Townsfolk is poisoned. All Minions killed by the Vigormortis keep their ability and poison a Townsfolk, not just the most recent. If a dead Minion becomes a non-Minion character, they no longer poison a Townsfolk and have no ability. If a dead Minion becomes drunk or poisoned, they lose their ability until they become sober and healthy again.
Traveller
On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).
For years have I traveled, studying the ways of The Craft. Which craft, you ask? Simply that of the simple folk. Nothing to worry about. Not yet.
"On your 1st night, you gain a Townsfolk ability (if good) or a Minion ability (if evil)." The Apprentice has either a Townsfolk or a Minion ability. A good Apprentice gains a Townsfolk ability. An evil Apprentice gains a Minion ability. They have this ability until they die. The Apprentice learns their ability on their first night, and they may act that night if the character whose ability they gain would do so. Only abilities listed on the character sheet may be gained. If the Apprentice gains an ability that normally only functions on the first night of the game, such as the Grandmother’s, it functions on the Apprentice’s first night instead. The Apprentice does not literally become the character whose ability they gain. They are the Apprentice, a Traveller, so they may be exiled but not executed, and they do not count toward the number of alive players to see if evil wins due to just two players being alive. Also, other characters’ abilities that detect characters would detect the Apprentice as the Apprentice.
Traveller
If a player of your alignment is executed, you might be executed instead.
Good evening! Thank you for inviting me to the ball. I'm not from around here, but you sure seem like a friendly bunch, by golly. I'm sure we'll get along just dandy. What's all that rope for?
"If a player of your alignment is executed, you might be executed instead." The Scapegoat is executed instead of an ally. If the Scapegoat is evil, they might die instead of an evil player dying. If the Scapegoat is good, they might die instead of a good player dying. When exactly this happens is up to the Storyteller. This can only happen due to an execution, not death by other means such as a Demon or Slayer. The Scapegoat being killed still counts as an execution, so no more nominations occur today. As always, players do not learn the alignment of the Scapegoat when they die.
Traveller
Once per game, at night*, choose a dead player: they regain their ability until dusk.
I collect many things. Hair. Teeth. Clothes. Fragments of poems. The dreams of lost lovers. My secret arts are not for you to know but my fee is a mere pittance. Bring me the blood of a noblewoman who died of heartbreak under a full moon, and you shall have your answers.
"Once per game, at night*, choose a dead player: they regain their ability until dusk." The Bone Collector temporarily gives dead players their ability back. The Bone Collector must choose a dead player. The chosen player remains dead, but they get their ability to use. If their ability was a “you start knowing” or a “once per game” ability—such as the Virgin, Slayer, Clockmaker, Seamstress, or Juggler—they may use it again, even if it was already used, until dusk falls. When the Bone Collector chooses a player, that player does not learn they were selected by the Bone Collector, although they find out soon enough when they are woken to use their ability. If the Bone Collector dies, that player no longer has the ability they regained due to the Bone Collector.
Traveller
Each night*, choose a living player: if they agree, you learn their character, but you both might die.
Enchanté, Sailor. You look like you need someone to really listen to your troubles. I'm a good listener. Very, very good.
"Each night*, choose a living player: if they agree, you learn their character, but you both might die." The Harlot learns the character of whoever agrees to reveal it, but at great risk for them both. Each night, the Harlot chooses a player. That player has a decision to make: do they reveal their character to the Harlot? If they do, the Storyteller may decide that both this player and the Harlot die tonight. The Harlot only learns the character of the chosen player, not that player’s alignment. The Harlot may discuss during the day which character they would like to pick at night, and other players may offer to be picked, but they may go back on their word and choose differently when night comes.
Fabled
Something bad might happen to whoever talks when the Storyteller has asked for silence.
Shhhhhh. Please be quiet. It is best not to disturb the Librarian. I've heard it has a temper.
"Something bad might happen to whoever talks when the Storyteller has asked for silence." Use the Hell’s Librarian to allow a softly-spoken Storyteller to be heard when needed. As the Storyteller, you’ll find the Hell’s Librarian useful when it is difficult to get the group’s attention. Maybe you need to explain a game rule? Or get attention for a crucial final-day vote? It can also be used to prevent players from talking about their characters before the game begins or from narrating what they are doing at night. Players instinctively stay quieter during the pre-game period and at night, so you may never need it. It is best to give the players fair warning before you bring the hammer down. Like the Angel, the threat of a mysterious penalty is more important than the actual penalty. The purpose of this character is to make games run smoothly, not to punish minor infringements.