1. characters that particularly go beyond the official property limits and official property types of players.

  2. Dusk


    Jinxes

  3. Dawn


    Jinxes

  4. Carnival Reveller

    Each night, you choose 1 player (no traveller) to swap *good* characters with. Else you become a good character.


    The Carnival Reveller always becomes a good character tonight, swapping with another player if applicable.

    The Carnival Reveller decides after dusk to choose someone and immediately swaps characters with them. The action is much like the Philosopher but here, a player is chosen instead of a character. Therefore, you get to play the other player's character later in the night.

    The chosen player (if they have a good character) becomes a Carnival Reveller and starts choosing a player next night. A traveller cannot be chosen.

    The Story Teller may allow Carnival Revellers to choose themself. In this case, there is no effect.

    When the Carnival Reveller has chosen an evil character, there is no swap. The Carnival Revellers just becomes any good script character.

    The new good character can also be another Carnival Reveller. (This is also possible when swapping with a player who started as Joker.)

    The Character swap works like with the official Barber Outsider. After the swap, the character is refreshed and the character's first night happens tonight.

    While the Carnival Reveller is deranged, a possible interpretation is to prevent any character changes of the Carnival Reveller and their recently chosen player.

    How to Run

    Keep a fallback good character ready at hand for the case that the Carnival Reveller chooses an evil character player.

    Pass the Carnival Reveller around in your team to figure out who other players are.

    Chosen evil character players do not learn that they were chosen. If the former Carnival Reveller is smart enough, they might figure out whether they have chosen an evil player.

    Evil players should be aware that a Carnival Reveller could try to check them with questions like "Anything happened tonight?" or "Who did you choose tonight?".

    Attribution

    Townsfolk

  5. Demonologist

    Each night, you learn whether a Demon ability or player changed yesterday or tonight.


    The Demonologist gets to know if the Demon player or ability has changed, in every night.

    Demonologists wake after any other abilities at night that allow for demon changes.

    Demonologists only learn changes of Demon abilities and Demon players. However, it does not detect if a dead Demon's character changes to another Demon character because that player remains a Demon player and still has no Demon ability.

    When a dead Demon resurrects, technically the Demon player gets a Demon ability which is detected by the Demonologist, same when the player loses their Demon ability due to death.

    Demonologists neither learn the reason nor the affected players nor the number of changes that happened, just a binary answer.

    Attribution

    Townsfolk

  6. Ponerologist

    Each night, you learn how many players changed their registered (player or character) alignment yesterday & tonight.


    The Ponerologist gets to know each night how many players changed alignment since last dawn.

    The Ponerologist wakes after other abilities at night that allow for alignment changes.

    The number of players are counted and only is given as info. A player who changes multiple times is counted only once nonetheless.

    Jinxes

    Jinx Lover: Each change of the alignment shared with the Lover only counts as 1 change.

    How to Run

    Because the Ponerologist is similar to the Demonologist, evil players can use the Ponerologist bluff to repudiate the info of the Demonologist and vice versa.

    Ponerology is a subfield in theology that studies the evil (in religious context).

    Attribution

    Townsfolk

  7. Esoteric

    Each night, you learn how many *alive* players register their alignment or character unnaturally.


    The Esoteric knows the number of players who do not register as the alignment or character of their actual character (who do not "register naturally").

    Only alive players are counted.

    Players register unnaturally if they (genuinely or falsely) register as an alignment or as a character that differs from their actual character (that they have). They are counted if they register unnaturally towards any abilities of other players or any other game rules.

    If a player has multiple characters, a registration matching any foreground character counts as normal.

    A player also registers unnaturally, if they register as their actual alignment which differs from the natural alignment of their character. I.e. evil Townsfolk, evil Outsiders, good Minions and good Demons.

    Neutral players always register unnaturally.

    The number of affected players are counted, not the number of unnatural registrations.

    A player may have multiple characters with multiple unnatural registrations.

    Attribution

    Townsfolk

  8. Joker

    Wish to become *any* good character (not publicly confirmable, it might be altered).


    The Joker chooses their character at the start of the game. They might turn into any good character without impacting other good players.

    The Story Teller may refuse a wish without giving reasons (however, better is to give a reason). Let them choose again.

    Suitable character choices may depend on the script. If a wished character has unique effects that others cannot produce, this counts a public confirmation and therefore is not allowed.

    When the Joker has made a valid choice, they change their character. This may be a duplicate character. Other players with the same character are not getting drunk or whatsoever.

    The Joker can choose a non-script character. The Joker can choose any official Blood on the Clocktower character (if it is bluffable and balanced enough regarding the current script). The Joker can invent a good character.

    The invented character is not declared by the Story Teller. The Joker is responsible for telling others about their invented character.

    Unofficial or unknown characters register as Joker to other players.

    Invented characters must be still weak enough to be bluffable by evil players. Therefore, it excludes

    • creating or changing public information (declared at day or night) → i.e. info that can be hard-confirmed
    • grimoire interactions or abilities to directly get evil player info
    • too strong info (learning the correct character or alignment of multiple players in a script without bait characters such as the Drunk, Marionette or Lunatic)
    • too strong effects on other player's abilities or ending the game quickly
    • abilities that are no fun or that you don't know to balance (by only extending the wished ability)

    Examples

    A script has no characters that allow for resurrection. The Joker wishes to become a professor. However, the resurrection would confirm the Joker. Therefore, the ability is invalid but may be changed a little such that the Joker can choose a player once per game and only gets a yes or no whether the player is townsfolk or not.

    The Joker wishes to learn the Demon player at day one. The Story Teller adds the constraint that the Joker loses if the Story Teller finds out that the Joker tells their ability and the Demon player to anyone.

    Attribution

    Townsfolk

  9. Doppelgänger

    You get the character of the last player you killed. If it is an evil character, it is poisoned. (You might get another character at setup time.)


    The Doppelgänger is like a combination of Canibal + Undertaker but who registers as and gets to see their new ability. However, the trigger condition is more difficult. And it is possible that the Doppelgänger player doesn't know of being it at first.

    Getting a character is different from changing the character. Getting a character means, the character is added on top (as a "foreground character") and decides how the player registers towards game rules but at least how they register towards other players. The Doppelgänger character then is hidden in the player's background but their ability remains active.

    The Doppelgänger can kill by nominating and executing a player (as long as they don't have an additional killing ability).

    When the Doppelgänger kills another player, the Doppelgänger loses their old additional character and get a new additional character that the killed player registers as.

    If the killed player registers as an evil character towards the Doppelgänger, the Doppelgänger gets the evil character but the evil character is poisoned.

    Optional Rules:

    Optional: The Doppelgänger might not know of being the Doppelgänger at the start and might have another foreground character that they know. This character might be in play!

    Jinxes

    Originally, the rule for getting an evil character was to turn into an Alchemist when getting a Minion character. This would necessitate several jinxes, especially all the Alchemist jinxes:

    • same jinxes like the Alchemist but considering that the original minion player is dead when the Doppelgänger gets the ability.

    • Jinx Wraith: A Doppelgänger with Wraith character has no Wraith ability & a Wraith is in play.

    • Jinx Brainformer: A Doppelgänger with Brainformer character does not learn which minion character died.

    • Jinx Bully: the story teller chooses which player is bullied.

    • Jinx Lil'Monsta / Monstro: if the Doppelgänger kills Lil' Monsta's Babysitter, they turn into the babysitter in addition.

    Attribution

    Townsfolk

  10. Quizmaster

    Each day, publicly choose ≤ 1 alive player to give an answer to your question. If factually wrong, they die tonight. (You might be a Fabled.)


    The Quizmaster poses a dangerous questions to other players. (Reminiscent of Paper Mario.)

    The Quizmaster can only ask 1 player per day. They must call their ability for it to work. This must happen publicly such that everyone knows of it.

    The chosen player doesn't have to give an answer. Nothing happens, if they don't answer. If the question doesn't allow for a factually wrong answer or if the answer cannot be interpreted as factually wrong answer, there is no effect.

    If the chosen player answers factually wrong, the story teller needs to kill the respondent next night, if they don't die by other means.

    The respondent may not look up the answer on their device when asked.

    The Story Teller may look up the corrrect answer in the Internet if they want.

    The story teller may have this character as a Fabled.

    Optional Rules

    Optional: The Story Teller may have the Quizmaster ability as a Fabled. This allows the Story Teller to give players a question that they may gamble on or can answer.

    In the original version, the quizmaster could die instead which could allow for exploitation (as the quizmaster has control about their ability).

    A quizmaster bluff can save a player from being attacked by the demon or even make the Demon kill a certain player (to waste a kill on a weak player). If the demon attacks the respondent it gives some clues on the real answer if the quizmaster is a bluff.

    Attribution

    Townsfolk

  11. Champion

    Once per game, publicly at day, choose 1 player: if they don't replicate what you show (3 tries), they are drunk for the next 2 cycles.


    The champion shows others a trick or action and if a chosen player cannot immitate it, that player cannot use their ability anymore until Champion gets protected against effects of minion and demon abilities.

    At day, the Champion chooses 1 player. This must happen publicly and everyone must know, it is the Champion.

    The Champion shows a small trick, rhyhthm, sound or anything else that the chosen player maybe is able to replicate. If they don't replicate it within 3 attempts (also if they refuse to replicate it), they get the penality.

    The Champion must correctly pull of their show at the first attempt without making a mistake. A correction of mistakes is not applicable or otherwise lead to invalidity of the challenge.

    Only a valid challenge may cause the effect.

    The storyteller judges the validity of any challenge and must allow them. Dangerous or illegal things are not approved. You also should not accept and reject non-sensical, non-replicable or unrealistic shows or "tricks", such as writing a signature or making a fingerprint.

    A valid challenge must permit 3rd persons to judge the success clearly. The Story Teller may judge publicly whether the replication succeeded or not (even if the challenge is a bluff or does not affect the game).

    A replication is successful even if the quality deviates somewhat from the shown thing, e.g. speed, volume or spatial distances.

    A champion's challenge might be refused knowingly or unknowingly. If unknowingly, the champion has not used their attempt. In any case, the story teller treats any challenge in the same way, no matter which player claims the Champion and starts a challenge.

    If the chosen player loses, they will be drunk until the dusk of the 3rd next night (the 2 next nights and days).

    Attribution

    Townsfolk

  12. Hero

    If you would die tonight, you die instead of *another* team member on a later night.


    The Hero bypasses their own death but gets killed to save another player of their team in a following night.

    In each night when the Hero is deadly attacked, they do not die and do not replace the death of another good player (even multiple times).

    The Hero ability only activates and dies for another player of their own team if they had been attacked.

    The Hero replaces the death of another good player only at night when the Hero is not deadly attacked tonight.

    The Hero does only replace the death for a good player that happens at night. It must be another player.

    Attribution

    Townsfolk

  13. Darling

    Each evil player who chooses you via ability is drunk this & next cycle, even if you died. You die when this effect ends.


    The Darling prevents evil players from harming other good players in the current and next night and day.

    Death by execution or nomination (initiated by an evil player) doesn't trigger the effect of the Darling. Only abilities do.

    If an evil player gets drunk from the Darling, all their ability actions of today and tonight become effectless, turn into drunk effects retrospectively, if such a retrospective change is possible (usually, retrospective changes are not possible for public actions).

    The Darling has only an effect if the Darling is not drunk/poisoned themself at the time when they would turn the evil player drunk.

    The Darling dies only from their own ability as soon as they are not drunk/poisoned anymore.

    Attribution

    Townsfolk

  14. Fighter

    Players who kill you are drunk the next 2 cycles.


    Townsfolk

  15. Cartographer

    You start knowing 1 player of the longest Townsfolk player row (ignoring Travellers).


    The Cartographer starts knowing 1 Townsfolk player who is part of the largest successive sequence of Townsfolk players in the circle of chairs.

    The rows in context of the Cartographer are delimited by Outsiders, Minions and Demons.

    Travellers are entirely ignored.

    If multiple rows are the longest, the choice is arbitrary among them.

    Attribution

    image: www.gettyimages.de/detail/illustration/map-and-globe-icons-classic-line-series-lizenfreie-illustration/1215357501

    Townsfolk

  16. Adventurer

    Each night*, learn the Demon's player choices of tonight.


    Attribution

    Townsfolk

  17. Avenger

    If the first player to nominate and execute you is a Townsfolk, they get executed instead.


    A modification of the Virgin which is less strong.

    Attribution

    Townsfolk

  18. Clerk

    Each night*, you learn if an alive non-Traveller neighbor lied about this game yesterday. Once per game, learn it for a chosen neighbour.


    Lying means, spreading misinformation in a way that the player does not revoke or correct later on during the day.

    The lie should be game-related (e.g. false character or alignment claims about oneself or others).

    In practice, lying may be considered to happen consciously with an intent to deceive others. For this character, consciousness and purpose do not matter for a lie to count.

    It's often a good idea to penalize good players for lying by pointing at them at night instead of at the other neighbour which is an evil player. On the other hand, you can collaborate with neighbours to exploit this ability for gaining additional knowledge. This way, this character can become quite strong if both neighbours play along.

    Attribution

    Townsfolk

  19. Officer

    One night, choose 1 player: when they die, you & a minion/demon learn their character. Then choose again.


    Attribution

    Townsfolk

  20. Janitor

    Each night, learn whether you have an alive evil neighbor.


    Attribution

    Townsfolk

  21. Psychologist

    Each night, choose 1 player: Learn two character *types* of them, one is correct.


    Attribution

    Townsfolk

  22. Scientist

    Each night, learn 1 player (+ 1 false) whose ability worked differently due to another player's ability since dawn. Else no-one.


    Attribution

    Townsfolk

  23. Double

    Once per game, anytime, you may wish to die instead of some player today/tonight.


    The Double cannot choose which player they protect.

    If you invoke your ability but no-one would die, you don't die either and the ability is used.

    Attribution

    image: www.gettyimages.dk/detail/illustration/car-test-dummy-icon-flat-graphic-design-royalty-free-illustration/491183940

    Townsfolk

  24. Masker

    One dusk, choose a dead player: play their ability this cycle if it is a good character.


    The Masker doesn't get direct feedback on whether they play an ability or not, and they don't learn which ability it is.

    The Masker wakes and uses their ability before usual killing abilities act.

    Travellers may be included in the players that can be chosen. If the Traveller is evil, the ability is not played.

    Attribution

    Townsfolk

  25. Profiler

    Each night, choose 1 player & 1 evil character: if you guess right, repeat. If you choose a Demon character, the Demon learns who you are.


    Attribution

    Townsfolk

  26. Lucky Devil

    If you survive 3 lethal events & the game would not end, your team wins next dawn.


    If the Lucky Devil successfully challenges their luck, their team wins.

    The Lucky Devil must be targeted, attacked by a lethal ability or executed but must not die from it thrice to trigger the winning condition.

    The Lucky Devil's winning condition only counts at dawn when there is no winner by other conditions yet.

    If you survive a lethal event while poisoned or drunk, it doesn't count into your ability.

    The survival count does register as player state and therefore is not affected when the Lucky Devil is dyseffective.

    When you die, your streak ends. When you resurrect, you start with zero survivals.

    Examples

    On the final day, no-one is executed. The good Lucky Devil survived 2 lethal events already. At night, the monk protects the Lucky Ducky. The Demon chooses the Lucky Ducky but they don't die a third time. At dawn, no-one is declared to die and the good team wins.

    On the final day, the Mastermind is in play and the Demon has died the day before. The good Lucky Devil survived 2 lethal events already, sits next to the alive Tea Lady and is executed. The Lucky Devil survives a 3rd time but the good team loses because of the Mastermind.

    The Lucky Devil can try to confuse the opposite team by finding alternate explanations for their death to cover the abilities that protect them (like Monk, Innkeeper, Tea Lady, Pacifist or a Fraudster). For example, they make claim to be the Mayor or a Fool and have another p

    Attribution

    Townsfolk

  27. Lover

    On your 1st night, choose 1 player (not yourself) who gets to know you. You share the alignment & death with each other, even if dead.


    The Lover shares alignment and death (but not necessarily the win) with a chosen ("beloved") player.

    The Lover always has the actual alignment of the beloved player. If the beloved player wins (by alignment), the Lover wins too. If the beloved player loses (by alignment), the Lover loses too. If the beloved player or the Lover dies, both players die together.

    The Lover shares 1 alignment with their beloved player, even if they died. When the Lover is resurrectd, the bond still holds.

    The beloved player is informed that they are chosen and who the Lover is.

    The Lover is informed about the alignment of the beloved player and also when it changes.

    Different from the original version, a beloved Demon does not turn into the neutral alignment anymore. However, if the Demon is already neutral (i.e. the Nimp), the Lover also gets neutral.

    Note: neutral alignment has been re(de)fined and differs from the original definition for the original Lover.

    Coincidentally, the Lover is similar to my Siamese Twins with the difference that the Lover and the beloved player have separate properties and states and therefore may register separately.

    The registration of both players may still differ due to their distinct characters or abilities.

    Attribution

    character by Jura from Werworrias, slightly modified by me, image: https://de.freepik.com/vektoren-premium/silhouette-eines-paares-und-ein-rotes-herz_801364.htm

    Outsider

  28. Aristocrat

    Once per game, when ≥ 7 players are alive, choose 1 *other* player. You & then this player get the neutral alignment. The event *might* be declared at dawn.


    The Aristocrat chooses to "marry" another player to establish a minority rulership over everone else.

    See neutral alignment.

    The chosen player does not learn who the Aristocrat is. They are only informed about getting the neutral alignment.

    The Aristocrat chooses another player, not themself.

    The Aristocrat is not informed about getting neutral alignment, only the other player is. This way, it allows for hiding a drunk ability or mal-functioning.

    A player does not get the neutral alignment when already 3 other neutral players are in play.

    The Story Teller might decide to declare that the Aristocrat has chosen someone, if this is required for balancing the game.

    Otherwise, players probably don't realize that a neutral alignment could be in play.

    If the script allows for a drunk Aristocrat, you might not declare the event because it is never declared for a drunk Aristocrat.

    Jinxes

    Jinx Spy/Window: Any reminders of neutral alignment are removed from the Grimoire while seeint it, only good or evil alignment of players.

    Examples

    On night 1, an Aristocrat chooses their alive neighbour. Both get neutral. On night 2, the Philosopher chooses to become an Aristocrat and chooses the Demon. The Philosopher gets the neutral alignment but the Demon does not get neutral and doesn't learn anything as there are 3 neutral players in the game when the Philosopher turns neutral.

    Attribution

    Outsider

  29. Activist

    Each dawn, you change your alignment if the other alive players of your alignment are more than the alive players of the opposite alignment, even if dead.


    Activists change their alignment at dawn when more members of their team (excluding the Activist) are alive than of the other team.

    Activists also change their alignment when they have died.

    Activists do not become neutral from their own ability, only good or evil. Neutral players either register as good or evil anyways.

    The Activist doesn't change alignment if no additional player may have the target alignment.

    Outsider

  30. Rookie

    Nominate only once. If you nominate the Demon, they are executed & assassinated & another alive player becomes the evil Demon.


    The Rookie is a minor who is normally not allowed to nominate but moves the Demon if they nominate the Demon in their first attempt.

    Only the first nomination of the Rookie may succeed. Any further nomination attempt cannot lead to execution: either it is cancelled, must fail the ballot or is ignored silently.

    A failed ballot of the Rookie might prevent nominations of the same player during the day, nonetheless.

    If the Rookie's first nomination hits the Demon player, the Demon player is executed before or after the ballot is tallied. If the execution makes them die, another alive player becomes the Demon.

    Jinxes

    There are extra rules for every Demon who has restrictions or different rules on which player may be a Demon player.

    Jinx Lleech/Lleedh: If the Rookie moves the Lleedh/Lleech to another player, the host remains the same & alive.

    Jinx Lil'Monsta/Monstro: If the Rookie executes the player with Lil'Monsta/Monstro, they are not assassinated and don't die.

    JInx Pope: If the Pope has chosen the Demon, the Rookie's assassination of the Demon kills the Pope as well.

    The Rookie is a replacement of the Golem that is more balanced for the evil team. It is a Rookie Demon Slayer who isn't strong enough to kill the Demon.

    If the Rookie nominates the unprotected Demon, this is more useful for the evil team than the good team. It may increase the number of evil players (if they are in a disadvantaged position), wastes one execution.

    If the Rookie nominates the protected Demon, this is very useful for the good team. Then they know who is the Demon.

    If the Rookie can be trusted and nominates no Demon, this is more useful for the good team as an information.

    Attribution

    Outsider

  31. Big Shot

    Good players who killed you (or challenged your protection) are assassinated next night.


    The Big Shot has an important position in the oligarchy, regime or state and makes good players die who kill the Big Shot or failed to do so.

    If a good player accounts for the death of the Big Shot, they will die next night, even if they are protected. It also affects players who did not kill the Big Shot due to a protection. See accountability.

    This includes the nominator of a execution (deadly or not), as always. It may include players who voted for it but usually doesn't.

    Usually, only 1 player should die, the most responsible one. But it's not excluded to make multiple responsible good players die, if this can help the good team or makes the game more interesting.

    Optional Rules:

    Optional: Some of the players might be assassinated who voted for the Big Shot's deadly execution. This rule is only recommeded for large games.

    The Demon may choose the accountable killer at night to confuse the good team or to bluff the character. This will only work, if the player is not actually protected. A better fit for such a game is to have an Assassin minion on the script or only weak and few protection characters.

    Attribution

    Outsider

  32. Jackass

    In the night before the final day, you turn evil & learn the demon player.


    Attribution

    Outsider

  33. Amoralist

    Even if you died: When the game ends, *alive* players win only if they would lose. The Demon swaps characters with its killer & sees the Grimoire. No resurrections.


    The Amoralist plays off alive players against dead players and makes neutral players lose the game otherwise the alive Demon loses at the end of the game.

    If the Amoralist is in play, an alive player is like having the opposite of their actual alignment.

    Alive good players win if the evil alignment would win, i.e. if the Demon is not killed. However, dead good players win when the Demon was killed.

    The opposite alignment of the neutral alignment is again the neutral alignment.

    If the Amoralist is in play, dead players cannot resurrect.

    A player who kills the Demon turns into the new Demon. However, if the Demon commits suicide, no-one else gets the Demon. This could end the game.

    With the Amoralist, the Demon can only win by swapping characters with a good player or if other players live while having neutral alignment. The Amoralist should only be in play with other abilities that allow for swapping the Demon player's character. For this reason, the Demon may see the Grimoire.

    If the Amoralist is in play, the good team wants to avoid good players to die and wants to make evil players die even more than usually.

    If the Amoralist kills the Demon, the game turns back into a normal game.

    Characters who can learn the Demon on death (e.g. Sage, Ravenkeeper), allow random dead players to bluff it. This make it significantly harder for the Demon to win. Therefore, such characters should be avoided on the script.

    Neutral players are beneficial for the dead players. The dead players may also win with the neutral players when they have no neutral alignment.

    Outsider

  34. Frustrator

    Each night, choose 1 player: if executed, they don't die but are poisoned next cycle & the Story Teller controls the Demon next night.


    The Frustrator changes the effect of an execution with being poisoned and allows the Story Teller to balance the game with abnormal Demon kills if needed.

    The Frustrator chooses 1 alive or dead player at night. The player doesn't die in the current cycle (i.e. night+day), but if this player would have died, the player gets poisoned in the next cycle, from the next dusk to the dusk after it. Additionally, the Story Teller chooses the Demon targets next night.

    If the Story Teller chooses Demon targets, the Demon doesn't know about it. The Demon ability does not change but choosing targets to attack might not work normally.

    The Demon action is not skipped but might be ignored. More or less players could die than the Demon has chosen.

    If the Demon ability can kill, the Story Teller just overwrites the choice of the Demon after the Demon has chosen.

    The Story Teller may decide to choose the players that the Demon wanted to attack.

    If the Demon ability cannot kill, the Story Teller chooses players to die and makes the Demon accountable for it. The players chosen by the Story Teller will be Demon-killed even if the current Demon is poisoned or drunk.

    Attribution

    Minion

  35. Gnostic

    Even if you died: Demons & alive players win if evil wins. The others win if good wins & learn 1 demon player. No resurrections. The game ends if all alive players support it.


    The Gnostic knows that the material world (of the alive players) is evil and the spirtual world (of the dead players) is good.

    The game ends on usual conditions or if a call for ending the game got ≥ 50% of all votes.

    This mechanic for ending the game is the same as for the President. The call for ending the game can be made even if the Gnostic is not in play.

    Usual conditions are:

    • players of any team cannot nominate/kill anymore
    • only 2 are left alive
    • no Demon (ability) is alive anymore

    If the Gnostic is in the script, the call for ending the game also succeeds if 100% of the alive players voted.

    The winning condition is evaluated when the game has ended.

    Neutral players do not interfere with the winning condition of the Gnostic. Neutral non-Demon players win with the evil team if they live or win with the good team if they are dead.

    Players who die are informed about the Demon player. The Story Teller might show that the info comes from the Gnostic character (at least 1 player should know this). They don't learn who the Gnostic player is.

    The Amoralist also informs dead players about 1 demon player. The Story Teller can decide to reveal or not reveal which of both characters is in play.

    Dead players cannot resurrect while the Gnostic is in play.

    Player alignment is ignored for the standard winning conditions. Life state is used instead. Alive players (except the Gnostic) don't know that they don't win by alignment.

    As an exception, evil and good(!) Demon players only win if the evil alignment wins, not by life state.

    The Story Teller should avoid revealing the Gnostic character to alive players (e.g. with the Investigator ability) when the Story Teller has a choice.

    The Heretic character applies after the winning conditions of this character.

    Jinxes

    Jinx Cult Leader: The Gnostic's winning condition is not used, if the Cult Leader ends the game.

    Jinx Politician:

    Jinx Heretic/Wicked:

    Jinx Amoralist: The Gnostic and Amoralist may not be in play together.

    Gnosticism as a religion is not about a "this life" or "afterlife" but the metapher to matter and soul has reminded me of it.

    From a design perspective, it makes more sense to turn the Gnostic into an evil character than a Loric or a good character. This is because alive players with good character should not know about the Gnostic. It's not supposed to say that the name concerns something evil.

    If the Gnostic is in play, good Demons should not commit suicide. If the evil team loses, they also lose.

    Defining the Gnostic as a Demon has some weaknesses: some (homebrew) abilities detect the Demon character directly. This must be prevented by misregistration or jinxes. The Gnostic ability with 1 kill per night is weaker in power than a normal demon character. Also, killing the Gnostic would also end the game. This reduces the possibilities of bluffing the Gnostic character (which has advantages, less confusion, and disadvantages, weaker ability).

    It's very important for the dead players to avoid spoiling the secret of the Gnostic to alive players. As soon as the alive players are certain about it, they practically cannot win anymore.

    Minion

  36. Cynic

    "good" is interpreted as "evil" within all ability texts.


    The Cynic sees the world as only evil.

    Only rules are translated which are immediately concerned by the ability text. Implicit extra rules which do not refer to the ability text are not translated.

    It may concern any words which can only refer to being good. Words which could refer to both alignments or to none of it are not affected.

    translations:

    • good (alignment) → evil (alignment)
    • good character → evil character
    • good player → evil player

    no translations: character types to other character types, states to other states, abilities to other abilities

    Attribution

    Minion

  37. Populist

    Even if you died: Good players get each info in a pair with false info. They don't know which is true. Minion & Demon info additionally show character info.


    The Populist tries to manipulate people with dysinformation. Every info comes paired with 1 extra false info. The player doesn't know which is the original info and which one is the added false info.

    The Populist affects only good players.

    On night 1, players who would get Minion or Demon info (or an ability-induced replacement) learn the list of evil characters which are in play.

    The Minion or Demon info might also show the evil character for each pointed player. This rule cannot be used if pointed players could have good characters, e.g. with a Magician.

    Abilities which prevent Minions and Demons from seeing each other may not prevent that they learn about the Populist.

    In the case of Poppy Grower-based characters, minion and demon info still shows that a Populist is in play (but not which player).

    Affected good players know that the Populist is in play. As the Story Teller, if someone asks you what 2 signals together do mean, be honest and explain how the Populist works but only answer the question privately so that other players don't know what was asked.

    The Populist does not affect abilities which already get a true and a false info in a pair.

    Jinxes

    Jinx Poppy Grower: Evil players learn that a Populist player is in play but not who.

    Jinx Plotter: If the Populist is in play, the Plotter registers as the Plotter's Minion bluff to the Demon.

    Examples

    The Populist is in play. The Village Idiot is poisoned. This night, the Village Idiot chooses a good player and sees 2 thumbs down at the same time (the 2nd being added due to the Populist).

    How to Run

    When a good player gets a signal or information, show 2 different signals at the same time. E.g. show a thumb up and down simultaneously, point at two players or characters, show two numbers etc.

    It's important that players cannot infer which hand holds the additional false information. Therefore, you should define an order for each signal type that you use for sorting the signals before showing them. A "thumb down" might always be left to a "thumb right" signal

    Make America Deep Again!

    The Populist can also have the opposite effect: revealing more info than the player normally would get. E.g. if a player could register as 1 of multiple characters, a good Ravenkeeper who chooses this player would learn 1 of these characters and 1 character that the player does not register as.

    If the Story Teller shows 2 equal signals simultaneously, while the Populist is on the script, it tells you that your information is certainly false (at least if you can be sure about playing the character that you think to play).

    That the Populist is in play is very obvious for every player who is good but evil players might not realize or remember it. You can catch an evil player if they forget to bluff two signals.

    Minion

  38. Solipsist

    If the game ends, you win & all others lose – if you live – else you lose – if you are dead. You have every alignment + every character type, even if dead. [+2 Outsiders]


    If the Solipsist is alive at the end of the game, the Solipsist wins against all other players. Otherwise the Solipsist loses and the others win with the remaining winning conditions (as if there were no Solipsist).

    The Solipsist registers as any alignment and any character type to other abilities. Usually, the Solipsist would register as the same alignment and character type as the player who queries the Solipsist and as a Minion during Demon info.

    Jinxes

    Jinx Spy/Widow: The Grimoire does not show the Solipsist but a different minion character.

    The Solipsist thinks, they are the only person that matters, literally.

    The Solipsist wins the game by removing the Demon (abilities). The Demon might detect the Solipsist by behaviour that is not typical for evil players.

    If you have too many outsiders, it could also be the Solipsist.

    Minion

  39. Identity Thief

    Once per game, choose 1 other player: learn their character. Until they die or the game ends: You both play their player & they *might* register as you.


    The identity Thief redirects queries and any received effects to a "victim" player of their choice (after the Demon chooses), however who might use the registration of the Identity Thief.

    Any public knowledge (like the Townsquare with Life Tokens or person names) is not affected by this ability except for voting and ability effects.

    The Victim shares control over abilities, actions, properties and states with the Identity Thief. Any kind of player states, consequences inflicted on the Identity Thief or any kind of queries on them are performed on the victim player instead.

    The Identity Thief acts autonomously and separately from the victim player but the victim player accounts for all the actions. The identity thief is treated like being the victim player, acting within the scope of their ability states and player property. This way, the victim appears as if they would act or wake multiple times but only if the ability or action is still available when the Identity Thief would use it. The Identity Thief's action influences the victim's states.

    The Identity Thief wakes directly after the victim. Once per game abilities are used by the one who uses them first. The victim might not learn that their ability was used, by getting a drunk ability. Info (output) is yielded correctly by Identity Thief and victim. When both choose (give input) according to rules, only the latter choice matters.

    The misregistration as another player affects any rules except for winning condition and ending condition (and possibly Lorics and Fabled).

    If the Identity Thief acts, it counts as if their chosen player would act at this point. E.g. the 1 vote of both vote attempts – linked to victim – will be ignored that occurs later in the evaluation of votes, no matter whether the first counted player raised their hand or not.

    E.g. if the Identity Thief chose a victim who happens to be counted before the Identity Thief, then the Identity Thief's vote is ignored (even if the victim raised no hand). But if the Identity Thief vote before the victim, the actual person's vote is ignored.

    Simultaneously it means, that for each ballot there is one participating "player" less in the game than there are participating persons, so that any kind of ballot condition is modified as well in the player number, even the calls for exile.

    This ability can be very strong. If the Identity Thief is considered too strong, the ability can be played to allow only for one victim player (other than the Identity Thief themself) in the game that holds until the game's end and can be made at night or at day.

    You should usually limit the number of players they can choose, not allow for choosing players with once-per-game character or prevent them from choosing another player once they have been detected publicly.

    Choice attempts at day can be refused by the Story Teller. At night, the Story Teller decides to wake the Identity Thief or not.

    Jinxes

    The inconvincibility or redirection of the Identity Thief can break abilities which may not choose the victim of the Identity Thief or which cannot receive rewards.

    Jinx Bounty Hunter: Identity Thief / Bounty Hunter: If the Identity Thief has the bounty and their victim is executed, the Bounty Hunter learns a new player.

    Optional Jinx Lover: When the Lover chose the Identity Thief: while the Identity Theft victim is the Lover, both players turn into 1 player who acts each time for each of both. I.e. the Lover also shares their entire states with the Identity Thief, even publicly. (It's fine to wake both persons together at night and let them choose two actions for each of their abilities, together or individually.)

    Examples

    If the victim dies, the Identity Thief cannot use their ability anymore.

    The Identity Thief can also use a limited ability before the victim decides to do it. In this case, it's possible that the victim cannot use their ability anymore later on.

    The Identity Thief may only choose players of good characters because Minions don't start knowing the alignment of players but the character alignment (natural alignment) of players.

    Like in real life certain players are protected from Identity Theft. Identity Theft is potentially a high effort operation that is not easy to pull off each night.

    It's usually a good idea to restrict the Identity Thief by not allowing the compromisation of once-per-game abilities because this is very strong.

    You can detect the Identity Thief if their execution is actually executing someone else.

    Ignore the Identity Thief as much as possible because they only distract the good team and likely are invincible (like the cyber warriors in Russia or North Korea).

    Attribution

    Minion

  40. Crimson Boy

    You have a not-in-play Townsfolk ability. You register as its character towards = 1 good character (once).


    The Crimson Boy has a well-working Townsfolk ability and registers as its character exactly 1 time towards 1 good character within the first cycle (= night+day interval) of affecting any good character.

    The Crimson boy is informed about the character token of their not-in-play Townsfolk ability. The Demon may not get this Townsfolk character as a bluff.

    Except for Minion info, the Crimson Boy only wakes during the night at the time of using their Townsfolk ability.

    The Crimson Boy may only misregister as their ability's character in interactions with good characters. Evil character interactions never trigger the misregistration. The Crimson Boy will still register as Minion towards other Minions and Demons.

    The choice of the interaction – that queries misregistered properties – is limited. The Crimson Boy's ability enforces misregistration within the first cycle of being detected (by a good character). Therefore, any uncertain future interaction (after the last 100%-certain interaction) during a cycle cannot receive the misregistration (except if there is no 100%-certain interaction).

    If there are no 100%-certain good character interactions during a cycle, the first non-100%-certain interaction must get misregistered information. Otherwise, if there are (such as being the alive neighbour of an Empath or Cult Leader), the Story Teller can choose between these (but just before the last 100%-certain interaction).

    Jinxes

    Jinx Carnival Reveller: If the Crimson Boy uses the Carnival Reveller ability, only their ability swaps..

    Attribution

    Minion

  41. Brainformer

    If you or an evil character dies, choose ≤1 non-traveller: you become their character & they outsider. -1 other Outsider if you save a demon. [+1 outsider]


    The Brainformer steals a character of another player who in turn becomes an outsider.

    During the night, when ≥ 1 minion or demon (of any alignment) or the Brainformer is dying (or has died yesterday), the Brainformer wakes and may choose 1 player.

    The Brainformer can choose themself and become an outsider. (Usually the new outsider should not be affected by the triggering death effect but in this case, it can be useful to play this way.)

    If the Brainformer is in play and functional, the game does not end immediately when the Demon is killed – only if the Brainformer does not choose the Demon at the next occassion. The Story Teller may end the night directly, if the Brainformer does not choose the killed Demon.

    The Brainformer can choose the dying Demon to let the game continue. But if they do so, 1 other outsider (not the ex-Demon) turns into a fresh Townsfolk (having their starting night).

    The player chosen by the Brainformer (no traveller) turns into an outsider. If it is already an outsider, they change into a new outsider. The Brainformer and the chosen player, both learn their new character. The brainformer-triggering death might finally be effective after or before the new outsider was made (a killed minion can be turned into an outsider this way, triggering their outsider ability).

    The Brainformer also can do this in the night after they died but not when they have been dead.

    One Townsfolk in the setup is replaced by an Outsider.

    Can help to reduce the responsbility of players who play important characters because a valuable Minion character can be saved one time. If multiple minions are in play, this helps new players to feel less guilty or responsible.

    Evil outsider bluffers can be saved by the Brainformer. This allows evil players to bluff outsiders even if the Brainformer is in play without incurring disadvantages.

    The Brainformer can revive another dead character only once per game but can revive itself to another player multiple times.

    Attribution

    Minion

  42. Favourite

    The Story Teller tries to answer *all* your *game facts* questions truely & obeys you within the rules.


    It actually does not matter whether the Favourite asks the Story Teller publicly or privately but the Story Teller does not need to answer publicly. A private answer is sufficient.

    The Story Teller tries their best to but there is no guarantee. if the Favourite uses their ability too much, the Story Teller might forget some commands or gives a wrong answer accidentally. Mistakes are fine and don't need any correction as long as it doesn't happen on purpose.

    Jinxes

    The Favourite is typically treated like the Spy.

    Jinx Alchemist: Same as with Spy.

    Examples

    The Favourite asks the Story Teller whether the Empath saw the Recluse as evil. The Story Teller answers "no". They ask whether the Recluse was shown as evil to the Chef and they say "yes".

    The Favourite asks which player the Demon should kill next to win. The Story Teller answers with "I don't know".

    The Favourite asks whether the Pacifist will trigger during the next execution of a good player. The Story Teller answers with "I don't know yet".

    Attribution

    Minion

  43. Diabolo

    Each night, choose 2 players: they are covertly swapped as targets & (if you like) swap ability control, until dusk.


    The Diabolo is a weaker form of the Poisoner.

    The Diabolo is like poisoning a specific choice of players but the level of misinformation is restricted to in-play players.

    As a stronger attack, the Diabolo may decide that two players swap their ability control. The ability of one player is actually played by the other player. That way, confusion can be created and dangerous insights from good abilities can be delayed or obstructed. However, if the good team plays well enough, they could puzzle it out.

    Diabolo may also choose themself or Travellers for the 1st or 2nd choice.

    Minion

  44. Epidemon

    Each night*, choose 1 player. If not yourself: you swap character + alignment & die & win only if evil wins until Epidemon moves again.


    Every night, the evil demon is passed to another player, the new "host" who dies with the old character of the next host when they pass on the Demon to another player.

    Each night, after 1 player is chosen, the character AND the alignment of the chosen player is copied to the current Epidemon player. The chosen player than turns into the new evil Epidemon. The received alignment remains masked (suppressed) by the existing evil alignment that is equal to the new Epidemon's alignment. (The masking alignment disappears as soon as another player got the evil Epidemon.)

    When Epidemon chooses a dead player, they learn it and can confirm or cancel the choice.

    The Epidemon player may choose themself. In this case, effectively nothing happens. You need to cooperate with others to get killed.

    Immediately after the swap, in the same night, the choosing player dies with the new swapped character and the Epidemon host before that player now loses their masking evil alignment.

    This death is not different from a normal demon-kill and may fail when the player is protected.

    The Alignment and character transfer does not fail when the demon-kill failed.

    The player – who chose the most recently choosing player – loses the alignment mask and obtains the alignment that they received from the most recently choosing player – who still masks their own received alignment with an evil alignment.

    Jinxes

    The Epidemon may be problematic with abilities that trigger if the Demon kills specific players (rather than characters).

    Jinx Bodyguard: Epidemon only gets to know the VIP if they are the VIP.

    Jinx King: Each Epidemon player learns who is the King.

    Examples

    Tonight, the evil Epidemon chooses the good Sage. The evil Epidemon turns into an evil Sage and dies whereas the old good Sage turns into an evil Epidmon. During the same night, the dying evil Sage sees the player that they choose and another player. Next night, another player turns into the new evil Epidemon and the dead evil Sage turns into the dead good Sage.

    How to Run

    Don't forget to inform each player about alignment and character changes that happen due to Epidemon. These can affect up to 3 players per night.

    The Epidemon must be able to choose alive players securely. They should not accidentally choose a dead player or player who gets killed. This could easily happen with an Assassin or Godfather. Per design guideline, good killing abilities typically cannot end the game by killing players. At the same time, Epidemon needs to choose before other characters so that the player's death (after swapping characters) actually triggers the ability in the same night. Therefore, Epidemon takes turn after the last evil killing ability.

    The most recently choosing and the most recently chosen player always have evil alignment together. So that they remain evil as long as they know who the Demon is.

    The Evil players can figure out immediately that Epidemon is in play by seeing the Demon die (granted that they are neither poisoned nor schizophrenic). This way, they can get updated by the recently killed player who has the new demon, at least if they can trust the player sufficiently.

    Attribution

    Demon

  45. Ponon

    Each night*, choose 1 player to kill (if alive). Chosen players stay evil until you kill again.


    The Ponon turns chosen players evil until the Ponon accounts for another death.

    While chosen players are evil, their actual alignment is updated and maintained but ignored for the game.

    If chosen players die (from the Demon ability), previously chosen players turn back to their actual alignment.

    Ponon can turn multiple players evil when they choose players who don't die (who are not killed). Dead players are an easy target. If you are lucky you choose a player that does not die due to protection or because the demon can choose but cannot kill at night (e.g. Lycanthrope or Princess).

    It's a useful strategy to turn dangerous players evil, even if they are dead. This way, they won't use their knowledge against you anymore. Your fiercest enemy suddenly can become a quiet wimp.

    Demon

  46. Nimp

    On night 1, choose 1 player to get neutral with you. Each night*, choose 1 player to kill. When you get neutral, you only swap characters with your killer (or 1 player) at death.


    The Nimp is a special demon, similar to the Imp, who may become neutral.

    Only at the first night in the game (after the Demon info), the Nimp can become neutral and choose 1 player (including themself) who gets neutral. Otherwise, the Nimp has natural alignment.

    Only the pointed player is informed about getting neutral (if they do).

    On night 2 and later nights, the Nimp chooses a player to kill, like the Imp.

    A player who kills the neutral Nimp swaps characters (but not alignment!) with the Nimp and is informed about this next night.

    If the Nimp gets drunk or poisoned, they interact with the neutral alignment like a normal demon, i.e. they swap characters when getting neutral and they don't swap it when they die. However, the neutral alignment remains.

    If the killer of the neutral Nimp is dead or dying, the Story Teller chooses 1 player to swap characters with. This might be another neutral player, an evil player or a good player, but it should be an alive player to keep the game going if desired.

    Jinxes

    Jinx Snake Charmer: If the Snake Charmer swaps with the Nimp, they learn the player chosen by the Nimp on night 1.

    Demon

  47. Mafia Boss

    Each night*, choose 1 player. Twice per game, you may let them choose to join your team & be poisoned with a good neighbour. If they don't, they die. [-1 Minion]


    The Mafia Boss needs to recruit members to replace the missing minion in their evil team.

    1 evil minion is replaced by a good outsider in the setup (not a townsfolk).

    Each night (starting with night 2), the Mafia Boss chooses a player and may offer them a recruitment. The recruitment can only be offered two times in the whole game independent of its previous success. If the recruiment is offered, the corresponding players wake and decide. Players who agree to the Mafia Boss's recruitment, get the Mafia Boss's evil alignment, get poisoned and also poison the next good (dead or alive) player in clockwise or counterclockwise direction. The Story Teller chooses the direction.

    The recruited player and their good neighbour is poisoned from then on to the end of the game.

    Once the player is poisoned, the poisoning does not move anymore when the alignment of some players change in future.

    Like all abilities – which don't say otherwise – the Mafia Boss's poisoning only is effective while the Mafia Boss's ability is unimpaired by states.

    The Story Teller should try to poison good Townsfolk neighbours rather than good Outsider neighbours. As an exception, 1 of 2 poisoned good neighbours can be an Outsider but only if the evil team got too strong.

    If the Mafia Boss swaps their character with another player (e.g. with the Snake Charmer or due to getting neutral alignment), all their poisoned players get healthy. The new Mafia Boss can again recruit ≤ 2 players.

    The original definition by Jura determines that the joining player learns the Mafia Boss player but remains unclear what the poisoned good neighbour actually includes. Does it include dead players, only adjacent players, only the next alive player at the time (not changing or changing with time)?

    In my edited version, the evil player does not learn the Mafia Boss demon player. This would add additional power to the conversion mechanic. Normally, players who turn evil (by abilities) do not get to know other evil players.

    Jinxes

    Jinx Aristocrat: Both characters cannot be in play together.

    The Mafia Boss combines Vigormortis with Mezepheles.

    From night 1, minions know about the Mafia Boss character because they will see 1 fewer minion than expected.

    Different from the Vigormortis, the Mafia Boss poisons a neighbour by alignment (good alignment), not by character type (Townsfolk). Poisoning Townsfolk players in particular is a stronger feature because it allows Vigormortis to skip outsider players.

    The Story Teller should choose a good Townsfolk to be poisoned because the Mafia Boss can be weak with 1 less minion. 2 poisoned good players don't compensate for it when the drawback of an outsider is removed (which is introduced to balance the game for the evil team).

    Poisoning an outsider neighbour (which enlarges the evil team) can help to avoid additional effects to happen with a Spirit of Irony or other Fabled characters which limit the number of evil players.

    Attribution

    Demon

  48. Monstro

    Each night, *alive* evil Minions choose 1 non-traveller who gets Monstro (covertly) & is poisoned (if good). 1 alive Monstro neighbour dies each night*. [+1 Minion]


    The Monstro is inspired by the official Lil' Monsta. Monstro gives Minions better choices and more control about the death target.

    The alive & evil minions can choose any player to get the Monsto character, except for Travellers. Nonetheless, all evil minions see the choice and should learn which player gets to be the Demon tonight.

    There is no Demon info because the Monstro character only modifies registration and state but not the actual character of a player.

    You can also just wake alive evil minions and later inform the remaining evil minions about the new Demon player.

    The player who gets Monstro doesn't know about it (if they are no Minion).

    The Story Teller decides which alive neighbour of the Monstro dies. As always, the Story Teller may let their decision depend on what players express to wish but is free to ignore it.

    Examples

    Monstro is in play. The Carnival Reveller is dead and has no Vote Token anymore. 2 of 5 alive players vote for a nomination and the Carnival Reveller raises their hand too. The Story Teller counts 2 of 5 votes but declares that the nomination succeeded.

    The Monstro's more specific killing rules simplify story telling in comparison to the Lil' Monsta and balances the game for the good team. On the other hand, the voting of dead players increases the difficulty of story telling the game.

    Demon

  49. Lleedh

    Each night*, choose 1 player to kill. You start knowing a Townsfolk: they are poisoned & their ability works abnormally - you die only if they die.


    The Lleedh is a modification of the official Lleech that restricts the choice and effect of the Lleech host to make the game fairer.

    The Story Teller chooses a host for the Lleedh on night 1. It must be a Townsfolk player.

    As the Story Teller, you should only ever choose a player as the Lleedh host whose poisoning allows for abnormal functioning AND which has a chance of being detected and distinguished by the good players.

    The Lleedh host's ability should generally be working abnormally (you may invent a general condition or rule or just give false info all the time).

    The abnormal ability still is a subset of a poisoned ability.

    If the Lleedh is assassinated or slayed, the host dies with you. Otherwise, the Lleedh's death is only triggered by the death of the host player.

    Examples

    The Story Teller does not choose a Tea Lady as a host which is the direct neighbour of the Lleedh.

    Demon

  50. Fact Checker

    Each night*, choose 2 players who don't misregister (even to drunk/poisoned abilities) and – if you are evil – swap registrations, this cycle.


    The Fact Checker chooses 2 players who do not misregister tonight and next day to any drunk, poisoned and unimpaired abilities and game rules, potentially breaking their ability.

    The evil Fact Checker additionally swaps the correct registrations of the two players.

    The effect holds for one night + one day.

    Misregistration means that the properties or abilities of a player as used by another rule or ability do not coincide with their actual character(s), their abilities, winning conditions or ending conditions.

    Abilities only receive info concerning actual properties.

    It is correct to indicate properties of a player when they are according to one of their foreground characters (or otherwise to the only character).

    Abilities typically query the state of the player, not the state of individual abilities. A demon with drunk Boffin ability is not considered drunk. The demon is only drunk if the player themself has become drunk which causes all Demon-owned abilities to get drunk.

    Note, that neutral alignment is defined to register as good or evil (inversely to a player's character alignment) for any abilities that don't know a neutral alignment. There is no dedicated signal for neutral alignment (such as a horizontal thumb), unless a homebrew character is defined who detects neutral alignment and gets homebrew signals specifically.

    Examples

    Some examples of misregistration:

    • if a player is indicated as a character whose ability they don't have.
    • if a player is indicated as an alignment which does not count for the player's winning conditions
    • if a player is indicated as having a state which does not count for the ending conditions or the player's own abilities

    Attribution

    Traveller

  51. Psychotherapist

    Each even night, choose 1 player: they get their natural alignment (if you are good) or register as neutral (if you are evil).


    Each 2nd night, the Psychotherapist changes players for the better or the worse.

    If the Psychotherapist is good, the chosen player learns about getting the alignment that corresponds to (one of) their actual character(s) at night.

    If the Psychotherapist is evil, the chosen player is not informed about registering as neutral, i.e. as opposite to (one of) their actual character(s).

    Attribution

    Traveller

  52. Influencer

    Once per game, choose 1 player. They get to know you & *also win if you win* this cycle, even if they would not.


    The influencer tries to change players temporarily into a state akin to a Politician, possibly in a very critical moment such that the player helps to make the Influencer's team win.

    Only 1 player is affected by the influencer during one game. It affects no-one else.

    Different from the Politician, the chosen player does not need to be responsible for the game's end to win with the alignment of the Influencer.

    The chosen player immediately is informed at night that the influencer chose them and the (additional) alignment that makes them win tonight and next day.

    The player can be certain about the influencer effect. The information should be 100% accurate.

    Other abilities (who might be able to fake signals) should not be able to fake this signal.

    Chosen players do not lose when the influencer's alignment loses. They only win when the influencer's alignment wins.

    Like the Politician, the influencer effect applies after any other conditions. If a Heretic or Amoralist is in play, the influencer effect is evaluated after them.

    This chosen player wins if your alignment wins, even if the player would lose. This effect only holds for this night and this day.

    Abnormal conditions as introduced by some homebrew characters might change winning conditions for players such that the conditions are independent of a player's alignment – e.g. if the Gnostic is in play. If the chosen player does not win by alignment, it has no effect.

    If the influencer's effect triggers, it always affects the actual alignment of a player that also determines the player's winning conditions.

    The Influencer's winning condition triggers after any other winning conditions, including the Heretic or Wicked.

    Examples

    Under normal circumstances, if a good influencer chooses an evil minion, the evil minion wins during the same cycle if the good alignment or the evil alignment wins. The evil Minion may nominate the Demon player and if the Demon is executed and dies, the Minion wins with the good team.

    Committing treason as a minion is high risk and high reward. For the moment, you might win with both alignments but if your plot fails, you are worse off than before.

    Attribution

    Traveller

  53. Drug Lord

    Each night, choose 1 player: their nomination fails the ballot (except on the final day).


    Attribution

    Traveller

  54. Commentator

    At day, the story teller partially reveals secrets by making an anonymized public comment on game events.


    The Commentator makes the Story Teller reveal some non-public game details into the public.

    The Story Teller may try to recount a story to convey game info indirectly, possibly in an unobvious way.

    The Story Teller does not allude to false game events or actions. The comments of the Story Teller are only based on actual events and actions.

    The Story Teller does not use player names (or any other references to players) in the comments they add to the game. However, the Story Teller may refer to characters.

    The Story Teller may alter public declarations to anonymizing them with different information.

    The Commentator may be added and removed arbitrarily during the game as the Story Teller want.

    Examples

    Tonight, the Huntsman chose the Damsel. At the next morning the Story Teller says: "Congratulations to the lucky couple who celebrated their marriage last night. A Damsel of honor fell in love with a strong Huntsman who rescued her from her dungeon."

    The presence of the comments make it very easy to tell that the Commentator is in play.

    Instead of saying, which player died, the Story Teller could say which character died but only if players cannot see (publicly confirmed) who is dead.

    Be careful however, the Story Teller can only do so, if the story teller provides no link to players. In a usual game, players will see (without declaration) who has died. This alone is already a linking information. If you then explain that a certain character died, players can publicly confirm (hard-confirm) the character of a player.

    Attribution

    Fabled

  55. Spirit of Irony

    There can't be more than 1 extra evil player *with respect to actual alignment and in-play demon*.


    Spirit of Irony is a Spirit of Ivory.

    How to Run

    If one more player turned from good to evil than is usual for the current demon, add the "No extra evil" reminder.

    When one more player turns from good to evil while the "No extra evil" reminder is set, the rules require the story teller to adapt the game such that the number of actually evil players do not change.

    Players who misregister as evil are ignored.

    When one player turns from evil to good, remove the "No extra evil" reminder.

    The default number of evil players is taken after the demon's setup effect applied and before other setup effects are counted. It therefore respects the Legionatic demon.

    Fabled

  56. Patron

    Any player who chooses ≥ 2 people or things doesn't need to only choose distinct people or things.


    The Patron allows players to choose the same player or thing for multiple required choices.

    This allows the innkeeper to target someone specifically to get drunk. For example, you may point with two fingers at a person to make the person count twice or show two fingers and then point.

    This is useful to target players who get into the way of their execution such as Goblin or Saint or who imposes great danger (an outed Heretic). The drunkness adds safety to the good team for the price of not protecting someone else.

    Attribution

    Fabled

  57. Supervisor

    Beginners don't die before day 3 and their death or uncovering does not lead to a strong disadvantage of their team. You can choose characters for them.


    The Supervisor takes care of beginners and chooses characters and roles for them which do not make their team lose or whose leaked out secret do not endanger their team.

    The problem with dangerous roles and characters is that these players are avoided by others and also carry a lot of responsibility which can make them feel bad. Feeling bad creates bad memories and we want to prevent them.

    Attribution

    Jinxes

  58. Duelist

    Each nominee for the execution duels their nominator (in a mini game). The loser is executed.


    Attribution

    Jinxes

  59. Liar

    You may *say* false things about Blood on the Clocktower, the wiki or the game rules to deceive players. [No new or beginner players]


    The Liar allows the story teller to deceive players to control their knowledge or thinking (beyond original game purposes and rules) and steer players into a wanted direction.

    This Loric is actually bad practice because it betrays players and prevents them from playing the game properly as its most basic rules were designed, and the players don't know it. It may be less fair, enjoyable and can prevent valid reasoning or logic or just stash Story Teller mistakes in the script design, in the preparation for the game or in the balancing.

    The Liar must not be used when new or beginner players join the game (session).

    The Liar may not apply to homebrew characters or rules. These must always be explained and stated correctly.

    The Loric Liar must be declared even if other characters or rules allow to suppress the declaration of Lorics.

    The Liar does not affect the story telling. The Liar only affects questions from players or explanations. The Liar is not allowed to change game rules, break them or purposefully make mistakes. If mistakes happen, the normal procedure or attempts to remedy them apply.

    Attribution

    Jinxes

  60. Concealer

    You might conceal any other in-play Fabled and Lorics. You declare the total number of concealed Lorics plus Fabled.


    The Concealer allows the Story Teller to not declare some Lorics or Fabled that they use.

    This Loric is actually bad practice because Lorics bring additional challenges to the game not intended by the original design. But anyways, here you are.

    The Concealer permits to conceal some or all Fabled and Lorics. However, the total number of them (excluding the Loric Concealer) is stated at the beginning of the game.

    Attribution

    Jinxes

  61. Friend Breakup

    You declare pairs of players who are penalized for communicating (covertly) with each other.


    The Friend Breakup prevents players from building up common cliques or gangs.

    You declare a penality that happens if you figure out mutual communication between declared pairs of players.

    A common penalty is death. A more drastic penalty is unconsciousness (until the end of the game). The worst penalty is losing or quitting the game.

    An unconscious player is not dead towards the ending conditions of the game. Therefore, if a player is punished with unconsciousness, the game does not end.

    Attribution

    Jinxes

  62. Neutral (Alignment)

    By default winning conditions, the neutral alignment wins if & only if ≥ 1 of them is alive. ≤ 3 neutral players can be in play. If a demon gets neutral, they swap characters with another player. For anything else, neutral players register as good or evil players negating their natural alignment.


    The neutral alignment wins against the good and evil alignment if the good or evil alignment would win or lose AND if a neutral player is alive at this time. The final winning or losing rules are overwritten but not the rules for ending the game.

    The neutral players trump good and evil players, if the game ends by normal rules, e.g. when the Demon dies, when a team runs out of acting players or if the players decide to end the game.

    Neutral players register as good or evil, if the winning condition is decided by an ability.

    If a player has the neutral alignment, their alignment registers as the alignment of their character but negated. A neutral player with good character registers as evil. A neutral player with evil character registers as good.

    At most 3 players may be neutral in a game! Any additional player does not get neutral if they would.

    Special rule (if applicable): any player who kills a neutral Demon swaps characters with the neutral Demon player. If the neutral Demon kills themself, the Story Teller chooses what player swaps characters with them.

    Examples

    The Bounty Hunter is in play. A neutral Townsfolk is added to the game who registers as evil.

    The Steward starts knowing a neutral minion player.

    The Nobel sees 2 good players and a neutral Townsfolk/Outsider.

    The negated alignment solves several problems:

    • it works with all existing abilities
    • neutral players get support from one other team and are faught by the other other team. Otherwise, they might have too few chances to survive.
    • it prevents good Demons from killing them too early as they don't immediately know that neutral players are alive or not.

    Jinxes

  63. Natural (Properties)

    The true default properties associated to the player's current *actual* character (or any of the player's characters).


    Players typically start with natural properties.

    A natural property will be suppressed when the player gets a new property value or when the player's ability causes a change.

    Sometimes, players have natural properties but register differently.

    Jinxes

  64. Ending the Game (Call)

    Once per execution, alive players may (dead players might) make a call for ending the game. If everyone is ready, a ballot starts. If ≥ 50% of the participants show support, the game ends.


    Jinxes

  65. Guessing the Demon (Call)

    Once per day, alive players may (dead players might) make a call for guessing 1 player as Demon. Preserves vote tokens. It's accepted if among participants (≥ 50% of all or 100% of good) AND ≥ 1 good show support. An accepted guess ends the day.


    Jinxes

  66. Hidden Traveller

    A player unknown to be a traveller who *might* register as non-Traveller & can be nominated (by alive players) and called to an exile (by all players) with a ballot matching the call, preserving vote tokens. Is always exiled when the ballot succeeded.


    Jinxes

  67. Night Order

    First Night

    Friend Breakup
    Cynic
    Mafia Boss
    Brainformer
    Doppelgänger
    Joker
    Dusk
    Psychotherapist
    Drug Lord
    Influencer
    Double
    Crimson Boy
    Diabolo
    Identity Thief
    Carnival Reveller
    Officer
    Aristocrat
    Populist
    Nimp
    Lleedh
    Monstro
    Frustrator
    Demonologist
    Cartographer
    Janitor
    Lover
    Psychologist
    Profiler
    Ponerologist
    Esoteric
    Activist
    Scientist
    Dawn
    Liar
    Gnostic
    Amoralist
    Darling
    Favourite

    Other Nights

    Friend Breakup
    Cynic
    Lover
    Champion
    Dusk
    Fact Checker
    Psychotherapist
    Influencer
    Drug Lord
    Rookie
    Double
    Diabolo
    Masker
    Doppelgänger
    Joker
    Big Shot
    Brainformer
    Crimson Boy
    Identity Thief
    Officer
    Carnival Reveller
    Aristocrat
    Populist
    Frustrator
    Mafia Boss
    Ponon
    Nimp
    Lleedh
    Monstro
    Epidemon
    Gnostic
    Adventurer
    Darling
    Quizmaster
    Hero
    Demonologist
    Clerk
    Janitor
    Psychologist
    Profiler
    Ponerologist
    Esoteric
    Activist
    Scientist
    Dawn
    Liar
    Amoralist
    Favourite
    Jackass
    Lucky Devil
  68. this almanac generated using Bloodstar Clocktica