| Questão | Responda |
| Acrobat Every night*, if either good living neighbour is drunk or poisoned, you die. | |
| Alchemist You have a not-in-play minion ability. | |
| Alhadikhia Every night*, choose 3 players (all players know who): each silently chooses to live or die, but if all live, all die. | |
| Amnesiac You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are. | |
| Angel Something bad might happen to whoever is responsible for the death of a new player. | |
| Apprentice On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil). | |
| Artist Once per game, during the day, ask the Storyteller any yes/no question. | |
| Assassin Once per game, at night*, choose a player: they die, even if for some reason they could not. | |
| Atheist The Storyteller can break the game rules & if executed, good wins, even if you are dead [No evil characters]. | |
| Balloonist Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 outsider} | |
| Barber If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters. | |
| Barista Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which. | |
| Beggar You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober and healthy. | |
| Bishop Only the Storyteller can nominate. At least 1 opposing player must be nominated each day. | |
| Bone Collector Once per game, at night, choose a dead player: they regain their ability until dusk. | |
| Boomdandy If you are executed, all but 3 players die. 1 minute later, the player with the most players pointing at them, dies. | |
| Bootlegger This script has homebrew characters or rules. | |
| Bounty Hunter You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil] | |
| Buddhist For the first 2 minutes of each day, veteran players may not talk. | |
| Bureaucrat Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow. | |
| Butcher Each day, after the 1st execution, you may nominate again. | |
| Butler Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too. | |
| Cannibal You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution. | |
| Cerenovus Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed. | |
| Chambermaid Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability. | |
| Chef You start knowing how many pairs of evil players there are. | |
| Choirboy If the Demon kills the King, you learn which player is the Demon. [+the King] | |
| Clockmaker You start knowing how many steps from the Demon to its nearest Minion. | |
| Courtier Once per game, at night, choose a character: they are drunk for 3 nights & 3 days. | |
| Cult Leader Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins. | |
| Damsel All Minions know you are in play. If a Minion publicly guesses you (once), your team loses. | |
| Deviant If you were funny today, you cannot die by exile. | |
| Devil's Advocate Each night, choose a living player (different to last night): if executed tomorrow, they don't die. | |
| Djinn Use the Djinn's special rule. All players know what it is. | |
| Doomsayer If 4 or more players live, each living player may publicly choose (once per game) that a player of their own alignment dies. | |
| Dreamer Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct. | |
| Drunk You do not know you are the Drunk. You think you are a Townsfolk character, but you are not. | |
| Duchess Each day, 3 players may choose to visit you. At night, each visitor learns how many visitors are evil, but 1 gets false info. | |
| Empath Each night, you learn how many of your 2 alive neighbours are evil. | |
| Engineer Once per game, at night, choose which Minions or which Demon is in play. | |
| Evil Twin You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live. | |
| Exorcist Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight. | |
| Fang Gu Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider] | |
| Farmer If you die at night, an alive good player becomes a Farmer. | |
| Fearmonger Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player. | |
| Ferryman On the final day, all dead players regain their vote token. | |
| Fibbin Once per game, 1 good player might get incorrect information. | |
| Fiddler Once per game, the Demon secretly chooses an opposing player: all players choose which of these 2 players win. | |
| Fisherman Once per game, during the day, visit the Storyteller for some advice to help your team win. | |
| Flowergirl Each night, you learn if a Demon voted today. | |
| Fool The first time you die, you don't. | |
| 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. | |
| Gambler Each night*, choose a player & guess their character: if you guess wrong, you die. | |
| Gangster Once per day, you may choose to kill an alive neighbour, if your other alive neighbour agrees. | |
| Gardener The Storyteller assigns 1 or more players' characters. | |
| General Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither. | |
| Goblin If you publicly claim to be the Goblin when nominated & are executed that day, your team wins. | |
| Godfather You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider] | |
| Golem You may only nominate once per game. When you do, if the nominee is not the Demon, they die. | |
| Goon Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment. | |
| Gossip Each day, you may make a public statement. Tonight, if it was true, a player dies. | |
| Grandmother You start knowing a good player & their character. If the Demon kills them, you die too. | |
| Gunslinger Each day, after the 1st vote has been tallied, you may choose a player that voted: they die. | |
| Harlot Each night*, choose a living player: if they agree, you learn their character, but you both might die. | |
| Harpy Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or both might die | |
| Hatter If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be. | |
| Hells Librarian Something bad might happen to whoever talks when the Storyteller has asked for silence. | |
| Heretic Whoever wins, loses & whoever loses, wins, even if you are dead. | |
| High Priestess Each night, learn which player the Storyteller believes you should talk to most. | |
| Huntsman Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel] | |
| Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk. | |
| Investigator You start knowing that 1 of 2 players is a particular Minion. | |
| Judge Once per game, if another player nominated, you may choose to force the current execution to pass or fail. | |
| Juggler On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct. | |
| Kazali Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders] | |
| King Each night, if the dead outnumber the living, you learn 1 alive character. The Demon knows who you are. | |
| Klutz When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses. | |
| Knight You start knowing 2 players that are not the Demon. | |
| Legion Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion] | |
| Leviathan If more than 1 good player is executed, evil wins. All players know you are in play. After day 5, evil wins. | |
| Librarian You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.) | |
| Lil' Monsta Each night, Minions choose who babysits Lil' Monsta's token & "is the Demon". A player dies each night*. [+1 Minion] | |
| Lleech Each night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if (& only if) they die. | |
| Lunatic You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night. | |
| Lycanthrope Each night*, choose an alive player: if good, they die, but they are the only player that can die tonight. | |
| Magician The Demon thinks you are a Minion. Minions think you are a Demon. | |
| Marionette You think you are a good character, but you are not. The Demon knows who you are. [You neighbour the Demon] | |
| Mastermind If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses. | |
| Mathematician Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability. | |
| 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. | |
| Mayor If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead. | |
| Mezepheles You start knowing a secret word. The 1st good player to say this word becomes evil that night. | |
| Minstrel When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow. | |
| Monk Each night*, choose a player (not yourself): they are safe from the Demon tonight. | |
| Moonchild When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die. | |
| Mutant If you are "mad" about being an Outsider, you might be executed. | |
| Nightwatchman Once per game, at night, choose a player: they learn who you are. | |
| Noble You start knowing 3 players, 1 and only 1 of which is evil. | |
| Nodashii Each night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned. | |
| Oracle Each night*, you learn how many dead players are evil. | |
| Organ Grinder All players keep their eyes closed when voting & the vote tally is secret. Votes for you only count if you vote. | |
| Pacifist Executed good players might not die. | |
| Philosopher Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk. | |
| Pit-Hag Each night*, choose a player & a character they become (if not in play). If a Demon is made, deaths tonight are arbitrary. | |
| Pixie You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die. | |
| Plague Doctor If you die, the Storyteller gains a not-in-play Minion ability. | |
| Po Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight. | |
| Poisoner Each night, choose a player: they are poisoned tonight and tomorrow day. | |
| Politician If you were the player most responsible for your team losing, you change alignment & win, even if dead. | |
| Poppy Grower Minions & Demons do not know each other. If you die, they learn who each other are that night. | |
| Preacher Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability. | |
| Professor Once per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected. | |
| Psychopath Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo. | |
| Pukka Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy. | |
| Puzzlemaster 1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info. | |
| Ravenkeeper If you die at night, you are woken to choose a player: you learn their character. | |
| Recluse You might register as evil & as a Minion or Demon, even if dead. | |
| Revolutionary 2 neighbouring players are known to be the same alignment. Once per game, 1 of them registers falsely. | |
| Riot Nominees die, but may nominate again immediately (on day 3, they must). After day 3, evil wins. [All Minions are Riot] | |
| Sage If the Demon kills you, you learn that it is 1 of 2 players. | |
| Sailor Each night, choose an alive player: either you or they are drunk until dusk. You can't die. | |
| Saint If you die by execution, your team loses. | |
| Savant Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false. | |
| Scapegoat If a player of your alignment is executed, you might be executed instead. | |
| Seamstress Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment. | |
| Sentinel There might be 1 extra or 1 fewer Outsider in play. | |
| Shabaloth Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated. | |
| Shugenja You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary. | |
| Slayer Once per game, during the day, publicly choose a player: if they are the Demon, they die. | |
| Snake Charmer Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned. | |
| Snitch Minions start knowing 3 not-in-play characters. | |
| Soldier You are safe from the Demon. | |
| Spirit of Ivory There can't be more than 1 extra evil player. | |
| Steward You start knowing 1 good player. | |
| Storm Catcher Name a good character. If in play, they can only die by execution, but evil players learn which player it is. | |
| Summoner You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]" The Summoner creates a Demon. | |
| Sweetheart When you die, 1 player is drunk from now on. | |
| Tea Lady If both your alive neighbours are good, they can't die. | |
| Thief Each night, choose a player (not yourself): their vote counts negatively tomorrow. | |
| Tinker You might die at any time. | |
| Town Crier Each night*, you learn if a Minion nominated today. | |
| Toymaker The Demon may choose not to attack & must do this at least once per game. Evil players get normal starting info. | |
| Vigormortis Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider] | |
| Village Idiot Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk] | |
| Virgin The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately. | |
| Vizier All players know who you are. You can not die during the day. If good voted, you may choose to execute immediately. | |
| Vortox Each night*, choose a player; they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins. | |
| Voudon Only you & the dead can vote. They don't need a vote token to do so. A 50% majority isn't required. | |
| Washerwoman You start knowing that 1 of 2 players is a particular Townsfolk. | |
| Widow On your first night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play. | |
| Witch Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability. | |
| Yaggababble You start knowing a secret phrase. For each time you said it publicly today, a player might die. | |
| Zombuul Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead. |
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