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

Each day, you may make a public *game-related* statement. Tonight, if it was true *by registration*, a player dies.
Blabber makes statements about the game state.
Statements about anything else such as our physical world, about what real-world beings – such as the story teller or players – and objects do, decide or are, do not count as game-related statements. This rules out meta statements or recursive statements because the utterances of players are not a game state related thing.
Game-related Statements without an assignable definite answer "yes", will not count as "yes".
The Blabber fails at making statements about the actual state or properties of players when those players do not register as having this state or properties.
The truth depends on how the game state registers for the Blabber, not necessarily the actual truth. So, for the Blabber, the actual state and the (mis)registered state coincide.
Townsfolk

Each night*, you guess character and/or good alignment of 1 alive player. If right, their death – else your death – replaces 1 Demon choice & you account for it.
The Faustian seals a pact with the devil that makes them accountable to replace 1 Demon choice with a guessed good player's or guessed character player's death, else with their own.
The Faustian must choose an alive player each night (not the first).
If the Demon chooses the Faustian when they try to use their ability, it counters the Faustian's control and the Demon choices are not affected by the Faustian.
The Faustian is allowed to also or only guess a good alignment for a player besides a character (but one of both must be guessed). When the guessed combination is correct (not wrong!), the guessed player – if they can die from the Demon tonight – replaces 1 Demon's choice. If it is incorrect, the Faustian must be chosen by the Demon.
The Demon knows who is choosen. The Story Teller points to the player and shows the Faustian as reason. The Demon uses their ability afterwards. The Story Teller decides which Demon choice is replaced with the Faustian's choice if the Faustian's choice can die from the Demon.
If the Faustian's replacement player could have died from the Demon ability but do not (i.e. they evaded the kill due to luck or skill), the replacement of the player choice remains final.
If the Faustian replaces 1 Demon choice, the Faustian also accounts for the replacement choice and the effects on it tonight. The forced choice doesn't register as the Demon's choice and if this choice kills, it doesn't register as a Demon kill towards Jinxes or abilities.
See accountability.
The Demon may only replace 1 choice with the Faustian's target, if the Demon ability allows choosing this target or if the target's ability allows being chosen by the Demon. Some characters (such as the Anarchist) may not be killed by the Demon or some Demon abilities (such as Riot or Leviathan) don't allow the same player to be chosen two times in succession. In this case, the Story Teller might ignore the Faustian effect tonight, and the Demon works normally.
The Faustian has no effect at a night where the Demon kills are fixed and not chosen by the Demon player or the Story Teller. If the Demon is drunk, the interaction still works, the Demon sees the Faustian's choice, but there will be no consequences of the choice.
The demon doesn't get feedback whether their guess of the Faustian is right tonight. The Demon can conclude that the Faustian is killed if the Faustian does not show up anymore at night.
If the Faustian has a Demon ability, the Faustian affects their own Demon ability automatically without having to wake up again. (If the Faustian guesses wrong, their own Demon ability chooses themself.)
Jinx Ojo/Tormon: If the Faustian uses their ability, the Demon cannot choose by character, only by player.
Jinx Twin Demon: The Faustian acts on both Twin Demons independently.
Jinx Maniac: The Faustian replaces 1 choice of the Maniac if it does not kill the Faustian target.
Jinx Balloonatic: If the Faustian's target coincides with the Balloonatic's choice, the Balloonatic will be drunk if the Faustian accounts for the Demon choosing this target. Otherwise, when the Demon accounts for it, the Balloonatic will not get drunk.
In another scenario, when the Balloonatic's choice is different from the Faustian's, if the Demon's only choice is replaced by the Faustian, then the Demon has to account for killing the Balloonatic's target.
The Faustian guesses the Ravenkeeper correctly. The Ravenkeeper replaces the Demon's choice but the Faustian accounts for the death. Due to that, the Ravenkeeper's ability does not trigger.
The Faustian guesses the Sage correctly with the Leviathan in player. The Leviathan does not kill but the Faustian accounts for the choice and the Sage's abilty does not trigger.
If the Po is in play, while the Faustian forces the Demon to choose, the Po cannot charge to kill 3 players next night. However, if the Faustian dies or suspends at one night, the Po can charge and will choose 3 players next night, one of which might be the Faustian's choice. The Faustian only accounts for the death of their chosen player.
The Faustian is like a Gambler + Lycanthrope. The Faustian can control who dies from the Demon's ability and get info, if they guess right. (Except if they are chosen by the Demon player.)
The official Gambler's ability is quite strong. They can validate good players' claims and likely identifies an evil player (who bluffs) with ½ probability being the Demon with ≤ 9 players. Evil players need to hide and cannot play publicly, else the only minion can be identified pretty early which is bad for the evil team. Then, checking alignment is even stronger (if no-one misregisters as evil or good). Therefore, the negated death condition helps to balance the ability.
The additional deaths of the correctly guessed players compensates the info that the Faustian gets. This way, players pay for crisp info with their life and stay alive with fuzzy info. It also means, that the Faustian cannot be proven due to an additional death, similar to how the Undertaker and Ravenkeeper cannot be proven. In the original Bad Moon Rising script, the Demons have varying kill counts where the Gambler is not proven by killing themself.
By replacing 1 choice of the Demon, the Faustian could draw conclusions how their choice could relate to the deaths at night and may infer the Demon character.
The Faustian takes the accountability for all effects of their ability i.e. for making the Demon choose. This balances the ability. Otherwise, the Faustian would be very strong for abilities with Demon-kill triggers and could guess the Ravenkeeper, the Sage, a King or another critical character that makes the good team learn the Demon when chosen (in case of the Leviathan or the Riot).
The Faustian cannot kill evil players except if they exactly guess their character which is difficult to do. Basically, a Faustian can kill the Demon when they guess the player and their character correctly together.
Townsfolk

Each night*, choose 1 or 2 players (incl. yourself): they can't die tonight, 1 is drunk. *1 is deranged and can't die until dusk.*
The adulterator protects people from death by whipping them to hospital. A deranged player is dysinformed and dyseffective, see Deranged.
The Adulterator is somewhat like an Innkeeper+Sailor but differs in choosing players.
Different from the Innkeeper, the Adulterator may also choose themself.
The Adulterator may get themself deranged. In this case, a valid interpretation is to let the Adulterator (plus the other chosen player) die or disable any protection abilities for the chosen players tonight (for example disabling protection by a Devil's Advoctate, Pacifist, Tea Lady, Brute or Frustrator).
The effects of choosing oneself as the Adulterator can be interesting for drawing conclusions, in the light of metagaming. E.g. the Story Teller should not kill both players if the other player is the demon but may disable the protection so that other players can execute them the next day (to allow the good team to win).
The effects of the Adulterator should be balanced but benefitial for the Adulterator's alignment in case of doubt.
The story teller may choose to make the same person drunk AND deranged. In this case, drunkness or derangedness may take effect depending on which is worse for the alignment of the Adulterator.
Townsfolk

Each night*, choose ≤ 1 person who has their abilities when dead & triggers no effects on death. When you chose you die and lose *all* abilities! Fixed alignment!
The soulmate cedes their eternal soul to someone they harmonize with and trust deeply. The chosen person is their "vessel" whose death does not suppress their abilities and does not trigger effects or transitions of abilities.
The Soulmate ability is drunk for players who know the demon (e.g. being the Demon or having got minion info). It would be too unfair otherwise.
For consistency and balance, a player who uses the soulmate once will lose all abilities they have, even when they chose themself.
The Soulmate loses their abilities before their death follows immediately!
The soulmate's eternal soul overwrites effects that would be triggered at the death event of the vessel (such as losing their ability and triggering other abilities/characters like the Grandmother, Klutz or Saint). The effects of the death event are overwritten with getting the info of being chosen by the soulmate (usually only shown at night, but the story teller might also declare this at day, publically, at least if the vessel dies in the final day which does not end the game). Vessels can only learn to be chosen by the Soulmate with a real death event!
The eternal soul explicitly doesn't intervene into the dead state of players. Therefore, vessels still cannot nominate and only vote like a dead player.
On another note: people could argue that the ability-lessness is bound to the dead state (and is not triggered by the death event). In this case, the vessel state is defined to give a dead person the additional capability of holding and using (their most recent set of) abilities that they had before death.
In details: the death event (or state) makes any vessel player register as having no ability although they actually still have a character and their abilities. These abilities now are hidden from game rules in the dead state and from abilities of others.
The death does not hide or remove a player's character. Therefore the official Undertaker, Spy, Ravenskeeper or the Professor can still interact with dead players.
The demon kills before the soulmate chooses but the soulmate chooses before minions kill.
When you choose…
the story teller, it has no effect to execute the story teller which means, you gonna lose in an atheist game
special rule! Otherwise, the game ends by story teller execution. Death is never mentioned but we assume, the story teller has not died at night 1 in an atheist game and dies from the execution instead which causes the winning effect.
a demon, the evil team will win unless the good team wins somehow before the end of the game (e.g. with Cult Leader or Story Teller execution + Heretic)
a minion, the evil team gets an advantage
an outsider, suppresses their death effect which is usually good but their remaining ability will be useless once they are dead
a townsfolk, the good team gets an advantage, if you pick a strong one, your chances are good to win
a dead, the dead regains their most recent set of abilities and can use them as long as the vessel state holds. The dead will directly learn that they were chosen by the soulmate. [This is like a professor that can resurrect any character but regarding voting and nominating, the vessel still behaves as dead.]
yourself, you die and lose your ability and learn that you were chosen by Soulmate. (When your death event would have triggered or would trigger something later directly, it doesn't.) This confirms that you couldn't be poisoned or drunk. But, the vessel state is defect when you chose yourself (you cannot use abilities when dead like any other person).
The Soulmate's death – triggered by choosing someone – can be prevented by protection (and the Soulmate confirmation with it), e.g. with tea lady or innkeeper.
As the Soulmate, you can choose again if you were drunk, poisoned. You know of having been poisoned or made drunk if you didn't die from choosing and wake up again next night. If you had not been drunk while choosing, you would have no abilities now.
As the Soulmate, if your ability is refreshed by resurrection, you regain your ability with another choice (that exists in parallel to a former one). Being chosen as vessel does not concern the effect of resurrection, only the person's effects of dying until they change alignment.
Note that the chosen vessel can still be executed, exiled or can die and any effects triggered by only execution or exile are still triggered.
The eternal state is bound to people (or abilities), not characters. When the person changes character, they don't lose their eternal state. The eternal state is also not going away with a death. It holds for any number of deaths of the person.
The soulmate may choose the person at night, as they prefer. They will die doing so which is a way to prove being the soulmate. If they want, they can claim to be Soulmate and promise to choose someone, at day. Everybody can do that, but what you finally do at night is still your choice and therefore, the soulmate only dies at night after their choice.
Jinx Pit-Hag: Story Teller will select a good person to become the soulmate when Pit-Hag creates it.
The soulmate chooses the Damsel. Later, the Damsel dies, is informed about being chosen by the soulmate, and a minion guesses this person as Damsel. Evil wins even if the Damsel is dead.
A dead person is chosen as vessel. A pit-hag turns the vessel into a demon. The demon is useless as the target lost the vessel state.
A dead person is chosen as vessel. A pit-hag turns the vessel into a minion. Now, the dead person uses a minion ability until the end of the game.
The saint (an ousider) becomes the vessel of a Soulmate. This way, their death cannot trigger their own ability anymore (a deadly execution doesn't make the good team lose anymore). The saint is chosen by the Fang Gu and turns into Fang Gu, losing their eternal soul in that process.
The soulmate is the evil townsfolk and is in play together with Spirit of Ivory. There is a Cult Leader in play but the evil soulmate (which cannot turn good) prevents the Cult Leader from becoming evil. The evil soulmate also prevents the politician from switching alignment at the end of the game. The bounty hunter gets to know the soulmate at night 3 and gets info that it is the soulmate. The good team joins the Cult Leader and wins.
When a soulmate chooses a person at night, mark the person with the "eternal" reminder and mark the person, who used the soulmate ability, from the grimoire, with a shroud. At dusk, that person's character token will be removed. The "eternal" reminder will not vanish. The ability might change but not the reminder, not even after resurrection and new death.
Try to exclude the possibility that a minion – who knows the demon – can get a soulmate ability. Don't be afraid, if you forgot a case and an evil player exactly plays this case, they deserve it.
A deranged soulmate is like being drunk. The story teller is free to remove some abilities of the deranged soulmate when they chose but not all.
The Soulmate is a risky character who can decide the tides.
The idea is to choose a person whose team/alignment you want to win, this usually means someone you trust. Once this trust is decided, it is even stronger than the will to kill of all the rest! This means, if you think, a nominee should not be executed at all cost, you can put pressure on the group by choosing the nominated person as your vessel next night. (It will however not prevent any negative effects occuring from only executions.)
The reason for losing all abilities is to prevent people to make themself invincible. Without that, strong characters – able to choose characters – could make their abilities invincible while they die or even win immediately in case of demons with sober soulmate boffin.
Do not choose yourself. It's typically useless. You'll lose your life but at least all your abilities with no gain. This might not even confirm yourself because the demon or story teller can target you at night to prevent a safe confirmation. (But it might work in few cases.)
Do not reveal yourself as Soulmate too publically. if you do, you likely will be killed by the demon next night. If not, everyone is interested in being chosen by you. You need to be more careful. Demons can kill you before you choose someone. (That's just fair to prevent you from going public all along.)
If you are unsure, don't rush. A good choice could help but a bad choice could mean to lose. You don't have to make a choice eventually.
Townsfolk

Minions & Demons do not know each other *but get 3 independent bluffs*. If you die, minions & demons get to know each other that night.
The Poppy Snitch is a Poppy Grower and a Snitch. (This means, the Poppy Snitch counts both as a Poppy Grower and a Snitch.)
The idea is, Poppy Grower is potentially too socially revealing about evil people as they won't tell anything and cannot participate in the game. They get no info and won't get trusted easily. This is not fun. Especially in scripts which want to promote work of trust or making trust, the poppy grower (without Snitch) is counter productive. So whenever you need Poppy Grower in some way, use this character instead. It compensates the evil team with bluffs for not knowing their peers.
Jinx Spy: If the Poppy Snitch has their ability, the Spy does not see the Grimoire.
For each minion and demon, choose three bluffs. They don't need to be the same three bluffs but you likely need to give them overlapping bluffs. They will not dare to go into double claim confrontation with a peer as this could mean both are executed. Just make sure to claim your bluffs publically for other minions/demon to know.
The Poppy Snitch can make certain demons funnier or possibly more interesting. Think about legion, the legion players not knowing each other directly but the Snitch is super to cover all players up. You need more guesswork.
Townsfolk
You have another drunk character. Once per game, 1 good player may guess you. If right, they learn the *actual* Demon player, else get false info (not themself).
The Puzzledrunk thinks they are any other character and all abilities (including their own ability) misregister the Puzzledrunk player as that character, that type of character and its alignment.
At night 1, 1 good player is informed that the Puzzledrunk is in play. This good player could even be the Puzzledrunk themself. Once in the game, this player may guess the Puzzledrunk privately.
The Puzzledrunk always register as the character, character type and alignment of their initially seen character to every player's abilities. The Puzzledrunk does not misregister for the setup.
The player state and the drunkness of the ability are fully independent. Normally, the Puzzledrunk is sober and healthy but if they are not and are guessed, their info is made drunk or poisoned and the guess is wasted. (The info could show the real Demon if the guessing player guesses themself.)
Each player can guess once per game, whether they are the Puzzledrunk. They receive info at night (if they guessed publicly during nominations) or at day before nominations when they privately talk to the Story Teller. They only get feedback while alive when the info is given (before nominations when visiting the Story Teller or at night). Therefore, the Demon may kill them at night before they get info.
If the guess is right, the info doesn't need to be false but usually is.
The info given with a false guess should always be dangerous or detrimental to the good team.
Story Telling is best done by showing a different player to everyone who guesses themself as Puzzledrunk. If there are not enough alive players, point to a dead player. Then they know that they are not Puzzledrunk (except if there are multiple Demon players). If two players receive the same info, they both cannot be the Puzzledrunk. This is much more important than avoiding pointing at a Demon player at all costs.
If the Puzzledrunk counts as Outsider during the game, it allows for an explanation with the Fabled Sentinel. If the Puzzledrunk couns as Minion, other Minions will see the Puzzledrunk but the Puzzledrunk should get false Demon info and likely false Minion info.
The Puzzledrunk should actually never have an ability that only acts at their death or the game's end. It mainly concerns outsiders but also the Ravenkeeper or the Sage. Killing the actual Puzzledrunk should not impose any risks for the Demon.
The Puzzledrunk should not immitate Demon characters except if a Lunatic is also on the script. Even then, identifying a demonic Puzzledrunk that is not a Lunatic is probably easier.
The Puzzledrunk should not have an ability that is already in play, except if this ability can exist multiple times, e.g. with the official Loric Pope. If the actual player and the Puzzledrunk guess themself as consquence of a double claim, they get a 2 player selection for the demon (like the Sage). However, if there are multiple Demon players, reusing an in-play ability for the Puzzledrunk could be fine.
If the Puzzledrunk counts as Minion, the Demon and Minions see the Puzzledrunk as extra Minion. (Which is a special case of the Sectarian.)
If the Puzzledrunk immitates a Demon, the Demon knows the Demon ability of the Puzzledrunk and who the Puzzledrunk chooses at night (but not the player).
The Demon can use this info to hide the drunkness from the demonic Puzzledrunk.
The Puzzledrunk cannot immitate a Traveller except if the player is secretly a Traveller with Townsfolk ability. (What about the new Loric Hindu?)
In this case, everyone thinks, the player has a different Traveller character but in Truth the player is an Apprentice with Puzzledrunk character.
The normal Drunk character only immitates a townsfolk ability but the Puzzledrunk character is not limited to that.
Jinx Legion(atic): The Puzzledrunk is not a Legion(atic). When the sober+healthy Puzzledrunk guesses right, they learn a 3rd non-Legion player.
Jinx Trustmaker: The Trustmaker shows the Puzzledrunk player correctly as the Puzzledrunk.
Jinx Pandemon: When the sober+healthy Puzzledrunk guesses correctly, they learn the actual Pandemon player.
The atheist and a demonic Puzzledrunk are in play. At setup time, this counts as the Demon not being in play. The story teller will keep up the illusion of the drunk being a demon as good as possible. At the same time, there is a Lunatic somewhere and the drunk gets to know what the Lunatic chooses. The show must go on.
The Puzzledrunk is an extension of the Drunk and is like the complement of a Damsel.
The art of playing the Puzzledrunk is to figure the own character out fast enough while they live.
Guessing to be the Puzzledrunk publicly can be useful if you want to be killed by the Demon.
Townsfolk

You are Atheist. The Story Teller modifies ≤ 1 player's abilities, misregisters ≤ X players as evil minions/demons, fakes minion signals & has 1 demon ability. [X = regular # of evil]
The Rationalist (or Gentleman) is a quite restricted version of the Atheist that allows for detection and clear reasoning.
Sometimes, the story teller could decide to misregister less than X players as evil minions/demons because of good players that normally are evil anyway (Bounty Hunter's evil townsfolk, Cult Leader or Ogre) or a Lunatic or a Puzzledrunk which allows someone to believe they are the demon.
An atheist game can have genuinely evil people and they do actually lose when all other good players win in an atheist game!!
If the story teller is multiple persons then they count as one person. The story teller may manipulate their own role or abilities or the ones of one player.
If one player is manipulated, any ability manipulations lose their effect when the player has no ability anymore (except if the manipulation is something else, e.g. a manipulated soulmate choice allowing them to continue playing with bad info).
If the story teller manipulates their own role or abilities, the manipulation goes through the entire game but no player abilities are manipulated. The important part here is, for a Rationalist game, you should plan your manipulation beforehand and the manipulation should obey consistent rules or mechanics that you don't reveal.
At the end of the game, explain the rules/mechanics that you added.
Minion signals are info or messages that would be sent by minion abilities and transfered via the story teller to other players or to the public. Seeing no minion signals ever would make it too easy to confirm the Atheist or the absence of the Plotter. Any of these signals can be fake, such as the Fearmonger, the Bully, the Evil Twin, even though the minion ability has no effect. These signals are only fake when the Atheist is in play.
The Polymath with Pandemon Lunatic ability is in play with the atheist. The story teller changes the Lunatic Polymath to be a real demon and get no minion info. The Lunatic Polymath believes to have a drunk polymath Ability (see Jinx) because their demon ability works. Two other players register as minions. The Lunatic Polymath figures out, there is no Poppy Snitch person in play, outs as demon, gets executed and afterwards they execute the story teller. Good wins.
The Bounty Hunter and Cult Leader is in play with the atheist. The evil townsfolk sits next to the Cult Leader and turns the Cult Leader evil. Everyone joins the cult, because the atheist got confirmed, and evil wins.
Count, how many different good character claims can be confirmed. If this is more than you expect, you have confirmed the Atheist and caught the Story Teller. Trying to confirm the atheist by counting minions will be much harder, especially when the story teller demon also is manipulated to have minion abilities at their disposal.
Townsfolk

Each dawn, learn 2 players whose abilities interacted with you at night. 1 might be false, else learn no-one.
The Psychic gets to see whose ability interacts with them in any way (pointed by the Story Teller, pointed by the player or obtaining information) if the Psychic's ability is not impaired at the end of the night.
if 2 players interacted with the Psychic, the Psychic must learn 2 correct players. If only 1 interacts with the Psychic, they additionally must learn 1 false positive. If no-one interacts with the Psychic, they learn no player.
The Psychic sees players also if they are drunk, poisoned or malfunctioning while using their ability. (If they could not see the drunk/poisoned players, they could easily spot their drunkness/poisoned state.)
If the Psychic is killed by the demon tonight, they don't wake up to learn that the demon pointed at them. The same may happen when chosen by a Jailer.
A Crimson Boy is in play who has got the Psychic ability. The Crimson Boy sees players who detect or choose them and snitches the players to the Demon to kill them.
Most of the time, the Psychic ability is defective if a minion or demon player chooses the Psychic. However, if the Minion or Demon is drunk or their choice had no effect, you learn them at night.
If the Psychic learns only 1 player, it must be a false player. If the Psychic learns 2 players, 1 of them might be false.
The Psychic has no value if there are not at least 3 characters that choose or see other players at night.
In the best case, the Psychic can be more powerful than a sage if they are protected, e.g. by a Pope. The Psychic should ask other players about their ability when they see them at night. If you get at least 1 contradictory answer (while having got correct info), one of them likely is (or misregisters) as evil.
image: https://www.flaticon.com/de/kostenloses-icon/handflache-mit-einem-auge-in-mudra-haltung_32964
Townsfolk

Nobody knows: you win with good. Your evil character works abnormally. You *might* register as good character to 1 other Townsfolk.
The Sectarian believes to be a minion or demon (character) and behaves like a real evil character to other players, except that they are actually not one.
The Sectarian might replace a real evil character (recommended, if the modified ability is stronger than the original) or an additional evil player (allows the evil team to guess that a Sectarian exists and prevent detection, especially if the Sectarian is a 2nd demon).
The idea of the Sectarian is to let them exclude alternative explanations for why their ability does not behave like expected. With true knowledge of the game and all the game rules (and possibly a bit of luck) the Sectarian should be able to figure out that their minion ability is not possible and thus concludes that they are the Sectarian. This means, the game should be designed to allow the Sectarian to figure out being the Sectarian.
The Sectarian requires their ability to be strictly different from what the believed minion ability would effectively do. It could be a negation, it could be an actually good ability that the Sectarian doesn't realize at first, they could be like drunk, they could be similar to sick but different. It's essentially like an Amnesiac who might have any or not any ability at all except that it cannot be like the normal function of the believed minion ability.
The Sectarian continues to register as the same character when they die as when they are alive. (The alignment can differ however). If the Sectarian starts evil or became evil while alive, they still count as good to the winning rules as long as they live (independent of drunkness, poisonedness, etc.). When dead, they get their actual evil alignment next night and the Story Teller should explicitly show them to have got evil.
If the Sectarian is too easily revealed by explaining the rules correctly, then this is just the consequence of a suboptimally prepared game. As the Story Teller, you should take responsibility and explain the rules correctly, even if that means the Sectarian figures out their character. You don't have to emphasize or mention all the details. Just let them ask you (let them find the corrrect question) and you answer.
If the Sectarian can uncover their character by finding inconsistencies of their ability with the explanation of correct rules, then the Sectarian gets similar to a Phoenix Wright-like game.
The actual ability of the Sectarian might be similar and systematically and consistently modified or restricted (devised before the game starts) to allow for some illusion. Maybe it is a deranged version of the ability but which is always deranged, not only one night like due to the Instigator. Maybe it is drunk.
Jinx Punk: The Punk might have a drunk Sectarian ability. This is like a real Sectarian character (who may see false minions, a false demon etc.) but with the death effect of the Punk.
Jinx Legion : The Sectarian cannot be in play together with Legion.
Jinx Damsel: The Sectarian might learn that the Damsel is in play.
Jinx Drunk/Marionette: Abilities which think to be a good character cannot believe to be the Sectarian because the Sectarian character token cannot be handed to players. Handing a minion token to a Marionette or Drunk is illegal too. A Marionette must think to be a good character but a Sectarian makes the player think they are an evil character.
Jinx Pandemon:
Often, it might be better to make the Sectarian's evil character stronger rather than weaker than the original character. It compensates the very high reward for the good team, if the Sectarian has been detected.
The Sectarian believes to be an Assassin. When they notice that their kill did actually something else or more than killing the player, they can conclude that they are not the actual Assassin.
As a 2nd demon, both players may be woken together to choose and they need to make 1 choice together.
The Sectarian is the Imp with additional (secret) jZombuul ability. (The self kill kills the Sectarian for real and turns the next minion to a Zombuul. The Sectarian's choice won't kill when someone was executed at day.) If the good team kills the demon (before the self-kill), the Zombuul ability is triggered nonetheless.
The Sectarian found out their true character. They ask another Minion whether they have a clue about the Damsel. The Damsel is not in play and the actual minion player doesn't know about it. Starting to believe that they could be the Sectarian, they out the Demon to the public and the actual Sectarian wins with the good team.
The Sectarian believes to be a Whisperer (a minion whose chosen player's character causes negated non-info effects). However, they effectively use the Jailer ability (a minion whose chosen player's character skips the current cycle).
The Sectarian is a player who figuratively wins by managing to leave the sect of evil players with the help of self-questioning.
The "I suppose I am Sectarian" is a great bluff for evil players and a great possibility for good players to gaslight evil players.
The evil team can suspect the Sectarian to be in play when you are too many minions. (Beware the Sickener who can also add a minion to the game! The Magician also adds a 2nd demon and additional minion to minion and demon info.)
A game with the good Sectarian in play should have a focus on the Sectarian. Only if they have a chance to figure out their delusion, they have a chance to win due to performance. The good team can win due to the Sectarian but for the Sectarian, its their own performance.
The likelihood of uncovering the Sectarian shrinks a lot when they die. Only other good players may be able to uncover them by notifying them of their seen non-minion character type, at best. Still, they could have been drunk while seeing the Sectarian. It makes it hard to figure it out.
The good team benefits of leaving the Sectarian player in the game. The Sectarian registers as evil to all abilities but when they figure out to be fake, it can make the good team win.
With the Sectarian in play, it is dangerous to talk about the Damsel because Minions don't know if the Sectarian knows about the Damsel to be in play. If they don't know it but realize that a Damsel is in play, they immediately know of being the Sectarian and may snitch on the demon to the good team.
The evil team does not benefit of killing all minions in fear of the Sectarian. However killing the Sectarian before uncovering their character is a good idea but should not be too obvious. Otherwise, the evil team must try to keep up a facade or alternative world theory. The evil team has only some days time to keep up the facade and let the Sectarian be killed because a well-designed game would allow for blowing it up at some point in time.
As a supposed minion player, you should be highly certain about being the Sectarian before you snitch on the Demon to the good team.
The Fan could see the minion character of the Sectarian. If the Fan chooses this minion character, the Fan actually turns into it and it gets to be in play.
Townsfolk

On night/day X, your X-th neighbour (clockwise AND counterclockwise) is deranged.
The Instigator turns players deranged in a semi-deterministic way.
See deranged state.
Neighbours include dead and alive players.
In the first night, players who wake up before the Instigator are not affected by the deranged effect. (Those should be evil character players.)
Optional: Only the clockwise or counter-clockwise neighbour is deranged. The direction is fixed. (If the Instigator asks about it, the Story Teller must disclose whether the rule is used and whether an unknown fixed or arbitrary direction is used.)
The goal of the Instigator is to fuzzily identify the Demon player by making them dyseffective at 1 night. However, you still don't know on which side the Demon sits and whether there is no other reason for deaths to occur or not occur.
If evil players get deranged, this typically helps the good team.
image: https://www.flaticon.com/free-icons/domino – Domino icons created by nangicon - Flaticon
Townsfolk

You start knowing the character of 1 Demon player. Each night, you learn the number of alive minions.
The Antifascist knows their enemy but not the players.
The Antifascist only learns the number of players who register as being of Minion type. A player with Minion character who however does not register as being of Minion type (like the Clan Boss) will not be in the count.
Jinx Atheist: You learn the Atheist instead of the Demon character.
Jinx Summoner: You learn the Summoner instead of the Demon character.
Jinx Engineer: If the Engineer chooses a Demon at night 1 before you, you learn the Demon character that they chose. (Usually the normal behavior.)
Jinx Gilorax/Titan: You learn the Demon that the Gilorax/Titan chose at night 1.
Jinx Legion(atic): The number of Legion(atic) players should be decreased.
Some players (mis)register or actually count as Minion, such as a Punk or a Vice even though they also have a 2nd character type or could be of another character type in another game.
While a minion quits the game, they don't count as minion anymore.
Townsfolk

You start knowing the *actually good* VIP. You learn the Demon – who knows VIP+character – if they kill the VIP. VIP's character is declared if they die, even if you died.
The Bodyguard causes the Demon to fear a good player, the VIP.
The Demon also knows the character that the VIP registers as. The Bodyguard only knows the player.
When a new player becomes a Demon, they learn the VIP player and their character as well.
The VIP may misregister as evil but must be actually good during the first night. (The Bodyguard bypasses misregistration.)
The VIP can be a Townsfolk (whose life is valuable for the good team) or an Outsider (whose death is advantageous for the evil team). The VIP must have a good character that the Demon wants to kill.
The VIP's actual (not a misregistered) character is made public when the story teller declares that a person is VIP and has died. All players should know that the VIP player has a specific character.
When the VIP dies, the Story Teller declares the character that dies. If the Townsqure with Life tokens is not used, the Story Teller might also declare which player has died. You don't have to play with the Townsquare.
The Bodyguard can be a bad idea with Demons that cannot choose who is Demon-killed. Even worse, the VIP is bound to a specific player, not a character. A Demon who can kill only specific players (and must kill the VIP) are quite disadvantaged.
The Bodyguard combines the Steward, King and Choirboy as one character.
If the Sectarian is the VIP, the Demon easily can see this by getting to see a Minion character. The Demon will certainly lose, if the Sectarian VIP dies. They only win if they collaborate with the real minions to not make the Sectarian live until they have won. In most cases, this situation is really unfair for the evil team.
Townsfolk

Each night, choose 1 player: You learn whether their character is either *not* in the Minion section, *not* in the Demon section, "right" or "left" in the script.
The Biologist learns that a player has a character that is not listed in the Demon or Outsider section or not listed in the Minion or Townsfolk section of the script.
The Story Teller may allow the Biologist to choose themself.
The Biologist only gets info about the registered character of a player. It doesn't matter whether the character possibly registers both as Minion and Demon (like Legion). It only counts whether the registering character is NOT listed in the specified section on the script. The Legion therefore would count as "not Minion".
Instead of "not minion" or "not demon", the Biologist may get a "left" answer (if the analyzed player's character is in the left column of the script) or "right" answer (if it is in the right column of the script).
Non-script characters, travellers or players without character (impossible with official characters) can receive either of the possible answers.
Note, character ≠ ability. Players who lose their ability still keep their character. The character just enables an ability under certain rules (usually while alive).
In a normal script, each character appears in only one section even if it counts as multiple character types.
Townsfolk

Each night*, choose 1 player. You learn if their public AND covert life state registers correctly.
The Necrophage discerns players who publicly or covertly misregister as dead or alive.
If a player misregisters regarding their life state, the Necrophage gets a "no". Otherwise they get a "yes".
If the player might register inconsistently/falsely, the Necrophage still learns a "no".
Misregistrations happen when the life state of a player is treated differently in different contexts at the same time.
The undead Zombuul registers as dead for other abilities and publicly but does not register as dead for themself (because they still can use their ability, nominate and vote) and not for the winning conditions. Therefore, the undead Zombuul's life state registers differently for different contexts. If the Necrophage chooses the undead Zombuul, they get a "no".
A player who publicly or covertly registers as alive but as dead for the winning conditions or for themself yields a "no" answer.
A player who publicly and covertly registers the same way as they register for themself and any game rules yields a "yes" answer. A player might temporarily register correctly due to their ability while memorizing a misregistered state that is re-enabled later on. Despite remembering a false life state, the temporary state is the current state and counts as correct registration and yields a "yes" answer.
Townsfolk

Each night, you see 1 player different from last night. All seen players have something in common at the time of seeing them.
The Logician sees connections between at least 2 players but doesn't know what it is.
The Logician sees only 1 player per night but will see different players over different nights.
The seen players have something in common that is game-state related. Figuring out what it is, should make the Logician's info very valuable.
Lil' Monsta is in play. In each night, the Logician sees the player that has Lil' Monsta tonight.
Each night, the Logician sees 1 player who is an Outsider or a Minion.
Each night, the Logician sees 1 alive player who has no (or has a) Demon ability.
Each night, the Logician sees 1 player who misregisters tonight.
Each night, the Logician sees 1 player who has a Wicked ability.
Usually, knowing the missing piece of the Logician's information is very valuable and even might decide the game. This way, the Logician is like a Puzzlemaster light.
A tracker as minion is a good idea to let the evil team identify the Logician.
Townsfolk

Each night, choose someone: if they die in this cycle, the next night's 2nd, 3rd,… victim doesn't die & get sick with you. Get 1 info for each of them, even if sick.
The Kindergardener guesses who dies and if correct, prevents that more than 1 player dies the next night. The Kindergardener gets arbitrary info about players who did not die due to the Kindergardener's protection.
If the Kindergardener chooses a player who dies or died tonight or the next day, anyone who dies after the first dying player is protected from death.
See sick state. All players who are protected by the Kindergardener from dying get sick until next night. This means, they cannot nominate the next day and don't wake at night to use their ability (similar to being dead).
The Kindergardener gets also sick, if they saved someone from death.
Each night, the Kindergardener can EITHER choose 1 player OR get 1 (correct) info signal per protected player. The first case is only possible if the Kindergardener was not made sick by protected players. The 2nd case is only possible if the Kindergardener got sick from protected players.
The info signal of each protected player is arbitrary and chosen by the Story Teller but it is correct regarding the registration of the player. It could be the registered character, alignment, character type, the player or even a registered player state (such as drunkness or poisonedness). The signal is never a "yes" or "no" but a crisp signal or the pointing to something or someone. 1 signal is given for each protected player which may be a different kind of signal for each player who was protected tonight.
The Kindergardener protects any player who would die no matter for the cause. Thus, they might protect players from a good player's ability as well.
The Kindergardener chooses the outed Antifascist tonight who is has been killed by the Demon tonight. Next night, the Kindergardener prevents the Gossip from killing someone who gets sick instead. The Kindergardener then might learn who got sick or their character or something else.
Townsfolk

Each night*, ask for 1 info signal concerning tonight's or yesterday's death targets. (The info can only be conditional regarding alignment or type of others.)
The Pastor requests the Story Teller each night to get a 1-dimensional info signal regarding a question about the players who where recently targeted by a kill attempt.
The Pastor gets 1 info signal concerning the game state of any player who was killed or whose death failed due to protection, tonight or the last day. The notion of death target includes players who died during the last day or who would have died without protection. This means, genuinely executed players (if the execution was not fake) always are in the circle of people that the Pastor is concerned about.
The info signal is strictly 1-dimensional. It can be any single hand signal (yes/no, good/evil, a number, …) or it can point to a player or something else (liking pointing to a character or character type). It may include any info about the player (such as name or gender), the game-related property or the game-related player state.
But no matter what, it can only be one single signal. If a player name is given as answer, nothing else can be given.
The Pastor doesn't know the concerned players and who is killed or protected when they ask for a signal.
The Pastor cannot request answers which are linked to info of possibly unconcerned other players. This happens when the Pastor asks about assumptions they make. Don't do that. Since the Pastor does not know which players are concerned, any info, such as player names, player characters or other players' states, may be indirectly linked to the answer and therefore cannot be used in the question.
Exception: the Pastor may include assumptions about alignment and character type when they ask a question about the killed or protected players.
The Story Teller is allowed to give an empty answer or a "maybe", if the player asks directly about a killed or protected player but via assumptions, in a way that the info is indirectly linked to possibly other players (which the Pastor cannot know). But it's usually better to treat such a question as invalid to allow them to ask another question.
If the Pastor asks for multiple signals, give them only one of the signals and ignore the rest.
The requested answer must be directly linked to the game state of only killed or protected players. Asking about accountable players or players who were not attacked, not protected or not killed, is invalid. If invalid, prompt them again to ask another question.
Persons who are not considered "players" (including the Story Teller) are treated as having no character type and no alignment (even if the Story Teller has a Minion ability due to the Plague Doctor) and therefore cannot be in the question or linked to the answer.
Examples of generally valid questions:
Examples of questions with empty answer or maybe answer. These concern the deads or protected players directly but are possibly linked to illegal info of unconcerned players.
Examples of invalid questions. These don't concern the deads or the protected players directly.
The Pastor could note down their question and show it to the Story Teller at night. The Story Teller shows a repetition hand signal if the question is invalid. Otherwise, the Pastor might also ask at day about the last night and last day.
Instead of asking for "yes"/"no" questions, it is usually more valid or succesful to ask for specific info that you want to have, otherwise you would have to use unknown info or assumptions to ask your question which might not be allowed.
Instead of asking whether Pete is one of the protected players, you should ask: "What is the name of a protected player?"
Townsfolk

On night ≥ 2, when your team has majority, you are demon-killed & become not-in-play Townsfolk. Give it to 1 chosen player, once your team loses majority. Your character lives even if dead.
This is the alternative version of the Gargoyle. It preserves and introduces a Townsfolk character late in the game instead of killing a player.
A team has the majority, if they have more players registering as alive than the other team. Each majority condition triggers the Gargoyle only once per game. The Village Gargoyle dies only once from their ability and chooses another player only once per game.
The Townsfolk of the Gargoyle doesn't have to be a script character but it should be a character that everyone is familiar with or can look up easily. You should refuse Townsfolk characters that you think are too strong. The Townsfolk character must not be in play yet.
The Village Gargoyle starts being dead only after they got alignment and a Townsfolk character. They die publicly and might cause the Demon to have -1 kills the same night. The death only happens immediately at dawn, when the Gargoyle is part of the majority team.
When dead, the Gargoyle keeps their Townsfolk character (like having it as a public character, "foreground character"). They only revert back to registering as Gargoyle when they give their Townsfolk to someone else.
When dead, the Gargoyle player might have and use their Townsfolk ability while being dead until the character is given away. (Like always, a dead player cannot die.)
For beginners who don't know this character well, don't make the ability active for the dead Gargoyle player. This could confuse players who usually think that dead players cannot use abilities. Use this feature for advanced games.
Instead of killing, the Village Gargoyle chooses to give their Townsfolk character to someone. This happens instead of the Death Gargoyle's vivification, i.e. when the Gargoyle's team loses the majority, the Village Gargoyle chooses 1 player at night to give them their Townsfolk character. If a Demon is chosen, another alive player (not known by the Gargoyle) becomes the evil Demon and the chosen evil Demon gets the Townsfolk character.
If a dead player (good or evil) obtains the Townsfolk from the Village Gargoyle, they might be resurrected. (This extra rule is useful only to hide some demons who can resurrect players.)
The Village Gargoyle doesn't kill like a Death Gargoyle because the Village Gargoyle cannot revive from their ability when being dead.
The game doesn't usually end before night 2 (except with Slayer or Story Teller execution) but if it does, the Village Gargoyle wins with the good team.
If the Village Gargoyle resurrects, the once-per-game actions are regained. If the Village Gargoyle immediately dies upon resurrection, the resurrection+death don't need to be declared by the story teller. Nevertheless, getting the alignment and a Townsfolk character still happen at the same night of their resurrection.
Optional: The Gargoyle might choose the not-in-play Townsfolk before the game, who they get when Demon-killed.
If people approach you before the game started and choose a Townsfolk for the Gargoyle, you may tell them privately: "if a Gargoyle is in play and you will be the Gargoyle, I'll give you that Townsfolk." (Generally, however, many different wishes are incompatible as the Townsfolk has to be not in play.)
The Story teller might let the Gargoyle choose their Townsfolk character before the game. Use the Loric Gardener to assign the Gargoyle to a specific player who chooses the character.
The common theme of the Gargoyles is that they don't lose their ability when they are dead. Rather they may act although being dead.
The reason for suspending the Village Gargoyle at night 1 is because players normally don't die at night 1.
Townsfolk

You think to be a Demon, register as Demon & have a deranged Demon ability. The Demon knows your character & who you choose.
The Maniac is like a Lunatic with deranged Demon ability instead of drunk ability and who registers as being of Demon-type.
The Maniac thinks to be a Demon (they draw a Demon character at the start) and they actually have a Demon ability but whose effects on player states and info are negated. The Demon ability works and is played like any other Demon ability (it is not drunk or poisoned).
When the Demon ability would have killed a player, the Maniac should prevent 1 death for this player tonight or else resurrect the player.
When the Demon ability would have poisoned a player, the Maniac should prevent 1 source of poisoning to affect this player for the same duration.
Otherwise, if the Demon ability would have protected someone, they would be attacked to die.
The actual Demon gets to know the Demon character of your ability (also when it changes). They don't know who (which player) is the Maniac.
Players with additional Maniac ability think that they have their other (Townsfolk) ability from a Boffin or from something else (if on script), or they are shizophrenic. Schizophrenic players ALSO use their other ability at night when using the Demon ability without noticing it.
The Maniac might register as Demon towards the ending or winning conditions of the game. If they don't, the game ends when the real Demon has died while the Maniac is still alive. If they do, the game continues when they are alive when the real Demon has died.
Jinx Boffin: You get a Boffin ability if the Boffin is in play.
If the Demon would kill someone, the equivalent Maniac protects these players tonight. If the Demon would protect someone, the equivalent Maniac would kill them.
The Hydra Maniac would not create a new Hydra character (but might create another character) when they are executed. Another player does not turn into a Slayer but something else (if this condition would apply). The executor (which didn't get a Hydra character) turns good in this case.
Demons usually kill. Therefore, the Maniac usually protects even if they are so creepy looking. Additionally, if the Maniac finds out to be the Maniac, they can conclude that their known info must be false. Their initially seen Minions cannot be minions. They could be a Townsfolk, the Demon or an outsider instead.
An Al-Hadikhia-Maniac would be quite interesting.
As the Demon, you benefit, if the Maniac does not get behind being the Maniac. They could conclude some valuable info and quite some power from knowing to be deranged. Additional pressure comes from the fact that you cannot just kill the Maniac like the Lunatic.
Townsfolk

Each night*, choose 1 player who dies from the Demon if no-one did. The Demon knows who. You see the character type of each (≥ 1) Demon-killed OR are drunk tonight.
The Balloonatic learns character types of players who die due to the Demon in the same night, otherwise is drunk. They also choose a fallback player who is killed automatically (not by choice) by the Demon when the Demon's choices would not kill anyone.
Consider death accountability to decide whether the Demon has killed somebody. Some demons bypass accountability of their deaths. In this case, the Balloonatics kill happens additionally.
If the Balloonatic-chosen player is already dead when the Demon kills them, then the Demon does not account for their death and the Balloonatic is drunk tonight.
If the Balloonatic-chosen player is killed (because the Demon killed no-one else), the player does not count as being chosen by the Demon.
The Balloonatic always sees a list of at least 1 character type late in the night (even if no-one died). The Balloonatic does not get to know which players have which character type.
The Balloonatic chooses the Ravenkeeper. The Hydra chooses Forensic which however is protected by the Maniac this night. Therefore, the Hydra kills the Ravenkeeper automatically and triggers their ability.
The Balloonatic can purposefully make themself drunk, by choosing an already player and hoping that the Demon doesn't kill anyone tonight. However, this only makes sense if you want to trigger consequences from your drunkness, if there are any. (You could test an Acrobat claim this way or trigger the Muezzin to remove another player's drunkness.)
image: https://creazilla.com/media/clipart/76522/hot-air-balloon, https://www.vecteezy.com/vector-art/5720403-crossbones-icon-death-symbol-black-vector-illustration-of-skull-and-bones-isolated-on-white-background-poison-symbol-vector
Townsfolk

You start knowing a game-related condition. Once per game, anytime, if you attempt to satisfy this condition towards 1 player & succeed, they or you are assasinated.
The Murderer extends the slayer by allowing for any killing condition to be chosen by the Story Teller.
On your first night, the Story Teller gives you an arbitrary game-related condition which requires you to act towards a player with certain state or player properties.
The Murderer has only 1 attempt per game to satisfy their condition (and regains 1 attempt when the character is resurrected or created anew). If an assassination of the target player AND the murderer is currently illegal (such as when protected by a living pope), the attempt is not wasted but ignored.
To make an attempt for satisfying the condition, the Murderer acts according to their condition towards 1 player. The attempt counts automatically. You can do this at night or at day. If the targeted player satisfies the given condition exactly at the time when the action is made, the chosen player or the Murderer is assassinated immediately (and not protected from death by any ability).
The kill condition usually involves to summon the Murderer ability (like the Slayer) at day or night and to publicly choose 1 target player with specific state or properties. It can also be the nomination of a player with specific properties such that the effect immediately is activated (like with a Golem or a Witch). Another possibility is to covertly choose a player (privately at day, or by waking at night).
If the Murderer summons their ability randomly at night and calls a name, the death is only declared at dawn like all other deaths.
Like the Slayer, if you make an attempt to satisfy the condition when your ability does not work correctly, is drunk or poisoned, you have wasted it.
The death caused by the Murderer does not count as execution. After the death, the game continues normally, except if an ending condition is satisfied.
If the kill happens after other night abilities who interact with dying or dead players, then those abilities don't react to your ability's assassination. They cannot use their ability again when the Murderer made their attempt too late at the night.
If the assassination happens at day, even after the execution, the Story Teller says that someone dies (if it happens). if the Murderer explicitly summons their character to make an attempt, the Story Teller should also declare when no-one dies (this only happens if the condition is not satisfied or if the ability does not work or may not be used on a specific player which does not waste an attempt).
When a new Murderer is created during the game, they might get a new (different) condition from the Murderer.
Jinx Punk: If the Murderer satisfies the condition by targeting the Punk, the Punk is assassinated.
The Demon has a Townsfolk ability from the Boffin. The Murderer is in play and got the Condition "the player has a Townsfolk ability". The Murderer calls their ability against the Demon at day and dies from doing so. (The Story Teller does not want to let the game end for the good team and therefore chooses the Murderer to die.)
The choice betwen assassinating the target or the Murderer allows the Story Teller to balance the game as needed.
It is usually not a good idea to use the ability at night, except if you fear that your team has lost at dawn and want to kill the demon. The Murderer's kill might not be perceived by other night abilities and others might not be able to confirm your effect. After all, they could think you are the Demon who bluffed the Murderer to kill someone.
Townsfolk

At most 1 player of your team (not yourself) can have drunk or poisoned abilities per night or day.
The Muezzin breaks the rules to prevent that too many players of their team get drunk or poisoned.
The Muezzin affects the whole day or whole night and prevents that multiple players of the Muezzin's team get or are drunk or poisoned during each phase. (The purpose is that only 1 good ability can get drunk if the Muezzin is good.)
The Story Teller chooses which rule breaks (in order to help the disadvantaged team or otherwise the team of the Muezzin's alignment).
A virtue is to find the smallest change or breakage of rules that satisfies the limit of drunk or poisoned players.
If multiple players must get drunk or poisoned by rules, a rule breaks such that only 1 player can be poisoned or drunk. This might mean that drunkness or poisonedness has no effect on a player, or the ability of a player enforces the satisfication of a non-drunk or non-poisoned condition even if it usually could not.
The Muezzin ability can be drunk itself (e.g. when used for the Puzzledrunk or Legionatic). But, if the Muezzin ability is sober, the Muezzin player and their abilities cannot be drunk. The Muezzin and the ability may still be poisoned.
Jinx Acrobat: The Acrobat does not die if their chosen player does not get drunk or poisoned due to the Muezzin.
Jinx Drunk/Marionette/Lunatic/Puzzledrunk/Punk: The Muezzin allows for at most 2 different players of their team to be drunk or poisoned if the jinxed character has equal alignment.
The Outsider "Drunk" is in play together with the Muezzin. At night, the Balloonist chooses a protected player but the Demon player decides to choose the same player. Due to the alive Muezzin, either the protected player dies (despite protection) such that the Balloonatic is not drunk tonight or the Drunk turns into a Townsfolk tonight. The Story Teller chooses which rule breaks.
The Minstrel is in play together with the Muezzin. A minion is executed deadly today. Therefore, today, the Minstrel is drunk (if no drunk ability was used today already). The drunk Minstrel does not cause others to become drunk and prevents others from being or getting poisoned.
The idea is that the game might become dull, unfun or a game of chance for the good team if too many players are useless.
For the Story Teller: If the Marionette, Drunk and the Lunatic are in play with the good Muezzin, no good player can be poisoned anymore. Therefore, you should not add a Poisoner or poisoning ability to the game or otherwise exclude the Muezzin.
As Story Teller, you might give the good team a clue that a lot of poisoning or drunkness abilities are in play by adding the Muezzin.
image: https://www.vecteezy.com/vector-art/617366-no-alcohol-sign-drinking-alcohol-is-forbidden-icon
Townsfolk

Each night, choose 1 alive player without outsider abilities (not yourself) who gets immune against wishes or changes caused by others until dusk. The Demon knows who.
The Patroness blesses a player tonight and the next day who has no outsider abilities.
The Patroness cannot choose dead players or themself. If they choose a player who has 1 or more outsider abilities, the protection doesn't work.
Outsider abilities are abilities of characters which would appear in the outsider section of any script. Outsider abilities (such as the Recluse or the Bipartisan) do not have to register their users as outsiders.
The Patroness acts before the Demon and the Demon learns who has been chosen by the Patroness. They should know this, because due to the blessing, the state of the blessed player cannot change to dead (except via assassination).
The Patroness protects a suitable player against state effects and property effects triggered by third persons.
The Patroness does not undo previously triggered effects and does not prevent that an already existing effect (such as being poisoned by a Minion for one cycle or possibly a good effect which suppresses a negative state) ends regularly for the blessed person.
The Patroness does not protect players from wishes or changes which are caused by their own actions or abilities.
Jinx Ojo: Demons who choose by character (like Ojo), do not learn that the Patroness is in play and who they choose.
An alive Tyrant turns the Patroness effectless when choosing Townsfolk players.
The Patroness chose the Sailor last night. The Sailor wants to test whether they are drunk or not, therefore nominates and executes themself and dies because the Sailor got drunk from their own ability (which the Patroness cannot protect against) AND the patroness does not protect a player from self-execution.
The Patroness chooses a good player. At the next day, this good player executes and kills the Hydra but does not turn into a Hydra due to being blessed by the Patroness and the good team dies.
The exemption of playes with outsider abilities is for balancing. Outsider abilities have negative consequences which balance the extra vote that the good team. On the other hand, the Patroness can detect outsiders by choosing them.
The Patroness can be strong. Therefore, the Demon gets a clue which players are not the Patroness and who they should avoid to choose.
Townsfolk

You start knowing 2 players with different actual character type & 1 actual ability or character among them.
The Smartypants combines the Washerwoman, Librarian, Investigator and possibly the Sage with Balloonist info.
Both seen players have one pair of different character types.
Note: some players may have multiple character types simultaneously such as the Samurai (where you can choose the type for each query) or an Anarchist (however who registers as the type of the querying player).
The Smartypants is not affected by misregistrations.
The Smartypants usually should not start knowing a Demon among players except if the evil team is very strong or the game has multiple players with Demon ability (Maniac, Twin Demon, Buddha or the official Legion) or if the Smartypants is drunk, poisoned or dysinformed.
The Smartypants does not know whether and how the seen player or ability is impaired by a state. The Smartypants also cannot distinguish seeing an ability from seeing a character.
The Smartypants usually sees correctly working abilities, i.e. abilities which are not drunk, and otherwise, they would see a player's character. The Smartypants sees the Drunk rather than the drunk Townsfolk ability of the Drunk player (but it is valid to show the drunk Townsfolk ability instead which the Smartypants cannot distinguish).
In few circumstances, seeing impaired abilities is more reasonable, e.g. seeing the deranged Demon ability of a Maniac.
The Maniac is in play together with the Smartypants has a deranged Imp ability. At night 1, the Smartypants sees two players and the Maniac character token. This way the Smartypants knows that neither of both are the evil Demon because the Maniac registers as being of Demon type. (This info could be given if the Maniac registers as Demon to the winning conditions.)
If the Smartypants sees an ability, they see the associated character token of the player's ability even if the player does not actually have the ability's character.
Townsfolk

Each extra execution swaps the next night with its following day, ≤ current outsider number of times. The game can end only at dusk or dawn.
Master Hora can shift nights to a later point in the game and counts up the day for each extra execution before the next night is played.
With Master Hora, executions during the day phase don't end the game until the entire day phase is over. To make it fair for the evil team, the day counter still increases with each execution that triggers Master Hora's ability.
If other abilities allow for multiple executions per day, the number of possible executions per day are still limited to 1 as long as Master Hora is triggered. (See examples.)
The nomination phase (for each execution) happens like normal (constrained by a certain amount of time). If an execution happened, the next nomination phase starts after a short break (which should be shorter). If no execution happens in the next nomination phase, the day phase is over. For each additional execution (after the first), one more night will be played during the next night phase which allows abilities to be used multiple times during a night phase.
The short break between pauses should be used by day abilities to contact the Story Teller with their ability. Any effects which trigger only next night are delayed until the next night starts after the last execution during this day phase.
The number of consecutive days per day phase (and thus the number of executions) is limited by the number of players who register as outsider at the most recent dusk (directly after the last night had started).
If other abilities are in play which allow for multiple executions per day, executions may continue even if the limit of Master Hora is exceeded but extra executions then don't increase the day counter anymore (and don't trigger Master Hora).
Each night of a contiguous sequence of nights happens in the same proper night sheet order. Different from the day phase, the game also ends between two consecutive nights. If this happens before all nights are played, the day phase is declared and the game ends.
Players may know that Master Hora is in the game. This is because the Story Teller allows the players to execute once more. However, there could also be other reasons, such as the Butcher, the Leviathan or the Diabolus. In this case, the story teller does not reveal whether Master Hora is in play.
Jinx Leviathan/Diabolus: Master Hora shifts a night only when a good player is executed. If Leviathan chooses Master Hora at night, they die.
If a Butcher is in play together with Master Hora, the day count increases also when a 2nd execution is made. (It would be too strong otherwise. The Butcher would multiply the possible number of executions by 2 before the night.)
If multiple executions happen when the Leviathan is in play, each execution increases the day count as long as Master Hora lives.
Master Hora is in play together with the Saint or the Evil Twin. The Demon is executed, afterwards the Saint/Good Twin is executed. When the day phase ends, good wins. (This also happens if the executions had happened in the other order.)
Master Hora is in play together with the Leviathan and another Outsider. Due to this, a good player may die in the first three executions before Leviathan wins after the day phase. The 4th execution does not increase the day count and if the 3rd executed player was already a good and the 4th one is too, then the day phase ends and evil wins (if not Leviathan is already executed).
Master Hora is in play with Xaan. As soon as the 3rd execution happens (or if someone is about to die in the 3rd nomination phase), the day counter is at 3 and all Minions turn into Riot. After the execution, the Riot ability is played for the rest of the day phase and the game ends.
Abilities which execute players can be used to make the town more willing to skip days during the night phase.
For the story telling of Master Hora, imagine that you only choose players for execution during each day (skipping the night in between). Only when the day phase ends, all executions happen simultaneously. It is not a perfect explanation: we already know before the end of the day phase if executions kill players or not.
As Master Hora, if you figure out that the Leviathan is in play, it is an option to sacrifize yourself to allow for multiple executions per day. However, then you lose your useful feature of prolonging the game when multiple executions happen during the day phase.
Outsider

Whoever wins, loses & whoever loses, wins, even if you are dead, *except if the Story Teller is executed*.
The Wicked is a Heretic which discourages Story Teller execution. (Therefore, the Wicked is a special case of it.)
Outsider

When you learn that you died, publicly choose 1 alive player: if they are evil, you *become a Heretic at dusk or dawn and the opposite team learns this*.
The Maverick is a Klutz. (This means, the Maverick is a special case of it.)
This character is intended to replace the Klutz which can be frustrating or overpowered to play. A Maverick who chooses an evil-registering player is practically like giving the demon the decision to end the game but the good team has one more day to win before. This is also fairer in the case of the Heretic being in effect while the evil is chosen.
The Maverick also turns Heretic, when there is already another Heretic in play. In this case, both Heretics cancel each other out!
Outsider

If the 1 Minion (who knows you are in play) guesses you (once), your team loses next day. 1 *genuinely good* Townsfolk starts knowing you. [≥ 2 Outsiders]
The Victim is in distress, tries to hide and not be caught by an abuser. Fortunately, they have a good friend. The Victim is like the Damsel but redefined in a way to make it work better without Huntsman.
The Victim must be guessed publicly while being alive, at day, for the Victim's team to lose. (Other players must know who guesses the Victim.) The minion may be dead while guessing.
The lose only happens when the next day begins. If the Victim's team has won until then, the lose does not trigger.
Only 1 minion starts knowing the existence of the Victim. Only this player can guess the alive Victim. The guess only counts if this player has currently the minion type. If the Victim is dead while the guess is made, the ability is gone and the guess has no effect.
1 Townsfolk starts knowing who the Victim player is. This must be a genuinely good player i.e. one who indeed wins with the good team. Misregistration is ignored.
As the Victim, because of 2 outsiders in play, it's a good strategy to claim a different outsider character, e.g. you could immitate a Lunatic. Maybe it helps you to be executed by the good team.
The delayed trigger of the losing condition permits the better team to win nevertheless when the guess comes just before the Demon is executed or killed by someone and would bear no risk anymore.
It's also just fair to have a Heretic/Wicked in the same script so that the evil team does not immediately know whether a Heretic is in play or not.
A nice strategy for the good team is to change the character of the knowing minion into a non-minion character. This way, they cannot guess the Victim anymore and the Victim team is safe.
As the minion who wants to guess the Victim, you should try to collaborate with other evil players to discern which outsider is the Victim.
Outsider

Each day, you may claim the execution. If the executee aligns like you, they don't die & you are drunk from now on. You might be an Ogre or evil.
The Prosecutor calls to prosecute ≤ 1 executed player per day and gets drunk if it is a "mistake", from the perspective of their alignment. If a "mistake" was made and a player of equal alignment would be executed, the Prosecutor bears responsibility, protects the executed player from dying and additionally will get drunk until the end of the game and even if dead.
When a prosecutor call mitigates an execution, do not explain why the execution didn't kill. By getting drunk without players knowing it, the Prosecutor info is less crisp and can be bluffed more easily.
The Prosecutor is informed about the alignment that they obtain (if they use the Ogre ability or are evil).
Explain that the nominations are over, before declaring the execution and possibly death of the executed player. Give them a little spare time to allow a real or fake Prosecutor to make a call.
The drunkness prevents the prosecutor to save more than 1 player during the entire game.
Executed people, that you check, could misregister as the Prosecuctor's alignment. This is bad for them because they loses their ability and it could mislead others to trust them.
If the character setups are uniformly distributed, an Ogre player is most likely part of the greater team (which is usually the good team).
Due to being an Ogre, the Prosecutor might be evil and cannot be completely trusted.
As demon, you actually don't need to kill the Prosecutor. A good Prosecutor either dies from preventing an execution and will show you a good candidate to kill.
This character is my derivation of the Laywer idea of Alex from the Werworrias Group! Thank you Alex.
Outsider

You have every alignment & character type unless you die. You register like the interacting player. The demon & story teller choices don't kill you. You get 1 bluff.
The Anarchist disobeys alignment and character type and always wins if they live.
The Anarchist falls back to one alignment when dead and gets to know which (privately, in the next moment). When dead, they register as the Anarchist like a normal player.
The Anarchist registers as the alignment of and character of same type like the player whose ability interacts with the Anarchist. The specific character might be arbitrary (as the Story Teller chooses for each case). This means, the Minion Info shows the Anarchist as a minion. The Demon sees the Anarchist as a Demon if the Demon Info also shows other Demon players (even better, the Demon does not see the Anarchist at all). The Anarchist cannot catch the self-kill of an Imp because the Anarchist does not count as minion.
The Anarchist does not misregister towards winning conditions or fundamental game rules. Therefore, they do not count as a Demon when the actual Demon player dies; the game then ends regularly.
The Anarchist counts as any good character type at setup (not Traveller).
The bluff of the Anarchist is a not-in-play good character which might coincide with a bluff of an evil player.
When the story teller chooses who should die, they don't choose the Anarchist.
If the demon chooses the Anarchist to kill, the Anarchist doesn't die.
Jinx Legion(atic): The Anarchist might register as evil to Legion (instead of must).
Jinx Samurai: A Samurai player can only kill an Anarchist when the Samurai has another character that is only an Outsider this game.
When the Prosecutor examines the execution of the Anarchist, the Anarachist cannot die.
Outsider

You play a drunk not-in-play ability (no Outsider). You are or register as its character *type*. If you are "checked" by a good ability, + ≤1 player dies at night.
The Punk is an (Outsider) Drunk who would kill players to prevent detection that would specifically check their character (type) or drunk/poisoned state.
The Punk registers as the character type of their ability, as Minion or Demon correspondingly and would also get drunk Minion or Demon info.
If the Punk has a drunk Demon ability, the Punk might be story-told like a Lunatic. (Demon gets to see the Punk at night 1 and who the Punk chooses at night.)
Even though the Punk player's character type might register as Minion or Townsfolk, their character registers as the Punk. If the Punk manipulates the setup, they may replace the Minion only (no Demon) and should get the alignment of the player that they replace (evil alignment).
If the Punk dies and does not know their true alignment yet (i.e. when they are a good drunk Minion/Demon), tell them their alignment.
The Punk's drunk ability could be good (while registering as evil) or evil (while registering as good). It cannot be an Outsider or Traveller.
"Being checked" by an ability refers to being explicitly chosen for an effect which conditionally depends on the chosen player's character, character type, alignment or state, e.g. "if the chosen player is ‹character-type› then …". i.e. the properties or state is indirectly figured out. Any use of an ability – which does not specifically target the Punk player (via free choice), or which gets info (such as character or alignment) without a condition that contains the aforementioned properties or player state – does not count as checking.
The Punk can only trigger when a good ability chooses them explicitly.
Abilities trigger the Punk only if the Punk's properties or state is queried inside a condition of the ability (i.e. ability effects distinguish between specific character- or ability-induced properties, such as specific character type, alignment or player states).
It also counts as checking if the checking condition is specified by the player themself such as an Artist question or Gossip statement.
At most 1 player dies additionally from the Punk ability each night.
The Gambler/Faustian might die when they guess character or alignment of the Punk, even if they guessed correctly.
The Gossip/Blabber might kill someone, even if their statement about the punk player was wrong.
Other interactions with official characters which might trigger a death:
Other characters:
The effect of the Seamstress, Ravenkeeper or Village idiot is not limited to specific characters, character types, alignment or character-induced player states when choosing the Punk, so that the Punk cannot kill if they choose the Punk.
The Punk misregisters as evil. The Gossip guesses that the Punk is a minion. The Gambler guesses that the Punk has evil alignment. The Gambler dies (despite guessing correctly) due to the Punk. The Gossip kills no-one.
Abilities that specifically detect drunkness/poisonedness of the Punk's ability also cause a death. Abilities that distinguish or only affect dead or alive players do not count.
The Punk combines the Drunk, the Marionette, the Lunatic and a fake Minion ability in a way that allows evil players to bluff it.
The Punk makes an evil bluff more credible even if other abilities detected that their claimed ability is wrong.
image: https://www.vecteezy.com/vector-art/47629480-punk-lifestyle-subculture-style-line-icon-illustration
Outsider

1 player is sick since dawn 1. You start knowing their character & learn when they die. You *might* be a Townsfolk. [+1 arbitrary character+alignment]
The sickener prevents a possibly very dangerous or useful player from acting.
A sick player has their ability but cannot act for it (neither at day nor night) and who cannot nominate (or fail doing so). Only voting works (according to one's life state). A sick can still wake to get info from other players' abilities or signals from the story teller (when character or alignment change). Players may notice that they are sick. They can act again after the sickness is gone.
The Sickener neither chooses nor starts knowing the sick player and the sickened player does not change.
The sick player has a unique character, not owned by other players, and any alignment.
The sickened player can be of any character type. They can even be a 2nd demon character which cannot act as long as they are sick.
If the sick player is a regular evil player, a regular outsider, an irregular good Townsfolk or a good Demon, the Sickener is a Townsfolk. In other case, the Sickener is an Outsider.
The Sickener does not know the player's alignment. This prevents them from getting executed too fast. An evil sick demon could claim to be good. So you cannot always trust a good sick demon to claim being good.
Starting with dawn 1, the sickened player is sick as long as the Sickener has their ability.
The Sickener can sicken themself. This has no effect other than your alignment being anything and you know about sickening yourself.
The Sickener cannot learn about the death of the sickened player when they have no ability at the exact time of their death.
The Story Teller can include the Sickener to use a Demon as if it were a Minion by using their passive effects but disallowing them from choosing players. Or the sickness can turn players evil who would normally not be evil or good who would normally not be good. It allows for 1 more character of any type to be in the game in replacement for any other character type.
Because the sickened player can be of any character type, the setup may contain 1 additional player of the same character type like the sick player. The sickened player may start as evil even if they normally would not, which also allows for 1 more evil player to be in the game.
As good Sickener, you don't want to die before your sickened minion/demon dies. You don't know what the unleashed player could do. Try to find a way to protect yourself from the demon for a sufficient span of time.
Outsider

Once per game, guess 1 of 3 initially seen minion characters to be not in play. If you are right, you get evil + this minion, else you get good. You are an Ogre.
The Fan chooses their alignment at the beginning from a player and has the chance of changing it once.
Usually, the set of minion options should have 2 in-play minions (if applicable), else 1 in-play minion. However, any of the 3 minion characters could be not-in-play, even all 3 or none of them.
If the Fan has chosen, they lose their Ogre ability, even if they don't change their character.
The Fan knows their alignment when they use the Ogre ability or when they made their guess.
The chance of getting good should usually be higher, to the same degree as choosing a good player as Ogre corresponds to the higher chance. If however only 1 minion is in play, the chance of turning into an evil minion is necessarily higher.
Outsider

You start as covertly dead. Once per game, you get alive if your team loses majority. If you die, choose 1 alive player to kill at night: if a demon, 1 other alive player gets evil+this demon.
The Death Gargoyle gets alive only when their team needs help. Their enlivenment can threaten anyone.
A team has the majority, if it has more players who register as alive than the other team.
The vivification happens as covertly as the initial dead state. If the Gargoyle gets alive, they are woken up at night by the story teller. It is not declared.
Usually, the Gargoyle starts as dead (such that other players don't know it) and awakens to life during the game.
The dead Gargoyle cannot nominate and their vote counts only once until they get alive. (Story Telling may allow for the nomination but make it not succeed after voting for undeclared/unknown reasons.)
If the Gargoyle is killed (or executed) before getting alive, it is like killing (or executing) a known-dead player and has no effect (no ability is lost, no vote tokens are lost or gained, etc.). in case of a demon kill, the Gargoyles death is not declared at dawn.
The vivification of the Gargoyle can give their team the majority again. The majority rule is a trigger, not a continuous condition. The Gargoyle gets alive only once from their own ability.
If the Gargoyle dies after being vivified, they choose an alive player to kill. If a player with Demon ability is chosen, another alive player (unknown to the Gargoyle) becomes an evil Demon player (the same Demon character).
The resurrection of the Gargoyle just refreshes their once-per-game ability but they keep being dead until the non-majority condition is satisfied again. However, the Story Teller may declare the resurrection, even if the Gargoyle stays dead.
Declaring the Gargoyle can be tricky to not uncover their covert death. However, in some instances it might be okay to do so as a penality of the execution. You may declare that the Gargoyle player got executed and is dead. Otherwise, you would declare the player to be executed and not die (because a dead player does not die).
Outsider

You are not Townsfolk & cannot die from executions or Demons & cannot call for & support ballots positively. You *might* be anti.
The Bipartisan either cannot participate in ballots when their vote or support would count positively OR participates in every ballot and always positively (when they support it) and will die during the game.
The Bipartisan player does not (start) know(ing) whether they are anti or normal.
The anti and normal state has a fixed meaning for the Bipartisan and may only be subject to interpretation beyond this definition.
If the Bipartisan has an anti-state due to their ability, it is permanent and is kept when dead or resurrected. It cannot be removed because if it were the anti-state may immediately apply again due to the ability.
The ballot call & support capability of the (anti) Bipartisan is independent of their player state, effects or wishes. The drugged, drunk, poisoned or dead state doesn't prevent or add voting and nomination capabilities. Only the anti state affects the ability.
Players should not know that the (normal) Bipartisan cannot nominate. The nomination might simply not go though and be ignored (as if the nomination did not happen), even if enough players voted. On the other hand, anyone can claim the Bipartisan in order to nominate when they are dead but if they are not elligible to nominate, their nomination simply will fail and be ignored.
If a player has the Bipartisan as 2nd ability, which is anti, it affects the whole player. All owned abilities of the player are anti then.
At most 1 player in the game should be normal. All other players with Bipartisan ability should be anti.
Normal Bipartisan players are ignored by the ending condition of the game. If an anti Bipartisan is in play, the game ends only, if ≤ 2 alive players are not normal Bipartisan players (or if available good team votes are less equal to evil team votes), else the game ends if only one team is still alive excluding normal Bipartisan players.
If the Bipartisan is normal (i.e. not anti), the player is a outsider (not a Townsfolk).
The Bipartisan cannot die from Demon players or an execution. If this is attempted, another player might die instead (or no-one).
The Bipartisan cannot nominate (call for a ballot) and cannot participate in ballots (doesn't register as player during any ballots) as long as their vote would be positive. This includes calls for execution, exile (for Travellers), ending the game (see President) or guessing 1 player as demon (see Steelzkin).
The normal Bipartisan is an obstacle for the good team, as the Bipartisan may waste an execution (if executed) and covertly does not participate in ballots without others knowing it.
Bipartisan players with anti-state is as Townsfolk (and replaces a Townsfolk in the setup).
Anti Bipartisans always participate in ballots and uses no Vote Tokens. They count positively if they support it. Their player state does not matter for this.
Except, if the anti Bipartisans has quit. Then the former anti Bipartisans is not a player anymore and the (Anti) Bipartisan is not in play anymore.
The anti Bipartisan can nominate even when dead. To do so, claim your Bipartisan character to nominate someone when dead. If you are anti, this nomination is not ignored and may succeed like a normal nomination.
As a consequence, if an anti Bipartisan is in the game, the game will continue until 2 players are left alive, even if all good players are dead! This is because the good team can still nominate due to the anti Bipartisan. But if the number of still available dead player votes is smaller than the number of alive evil players, the game can be ended prematurely.
The anti Bipartisans can only support ballots positively. Abilities such as the Thief or any wish or player state has no effect on the vote of this player.
The anti Bipartisans is assassinated (i.e. die like when chosen by an assassin) by an execution or a Demon during the game. At the penultimate day or final night, if no execution or Demon attack has been played to assassinate or kill the anti Bipartisan player, the anti Bipartisans dies from an execution (if one happens) or dies from the Demon (if they can kill that night). If the anti Bipartisans lives at the final night, they must die from the execution (no matter who is executed) and the evil team wins.
The final day is the day after which the Demon can kill at night (is not impaired) such that the (actual) count of alive players gets below 3 players.
As the anti-ability reads as "cannot not die from executions or demons", the anti Bipartisan must die before the game ends. This means, any execution or any demon kill might assassinate the alive anti Bipartisan instead of attacking the actual target.
This way, the anti Bipartisan is like the Traveller Scapegoat who also can support ballots positively, independent of their player state. That's why, the anti Bipartisan is treated as a Townsfolk.
In an extreme case, if the anti Bipartisan lives while the Demon player is executed, the anti Bipartisan dies instead. Or, if the Demon would be killed at night, ending the game, the Demon kills the Bipartisan instead of what they actually chose.
Exception: There are rare cases where the Demon is killed not by a Demon before the Demon can choose to kill. In this case, the Bipartisan may be alive when the game ends. Often, the Story Teller is able to choose for good abilities who dies and this won't be the Demon.
Jinx Thief: The Thief has no effect on the Anti-Bipartisan and allows a normal Bipartisan to vote but negatively.
Jinx Bureaucrat: The Bureaucrat only has an effect on the Bipartisan when the Bipartisan participates in ballots.
Jinx Drug Pusher: The Drug Pusher has no effect on the Bipartisan.
The Traveller Thief chooses the normal Bipartisan. Now, the Bipartisan counts negatively and can particpate at ballots with a negative vote.
The Traveller Thief chooses the anti Bipartisan. It has no effect because the Bipartisan always participates ballots and always with a positive vote.
The Traveller Bureaucrat chooses the Bipartisan. The Bureaucrat has only an effect on Bipartisans who participate in a ballot.
The Poisoner chooses the dead, normal Bipartisan who still can vote positively in ballots.
The anti Bipartisan is assassinated at night 3. At night 5, the last good player, the Ravenkeeper, is killed by the Demon. The Ravenkeeper pointed at the Demon player and gets to see that it is the Demon. Usually, the game would end now at dawn. At the next morning, the Ravenkeeper explains publicly what they saw at night. But since the anti Bipartisan is in play, the game continues and the anti Bipartisan is able to nominate the Demon. Together with all ghost votes, the town executes the Demon and good wins (even if all good players are dead)!
That another player dies for the Bipartisan during execution could be required in few cases to prevent deadlocks of the game or to balance the game for one team. It also prevents that only Demon players (who execute the Bipartisan) suddenly kill someone else.
As Story Teller, use the anti Bipartisan to balance the game, such that if too many important good players would die, maybe even by bad chance, let the anti Bipartisan die instead. When the Demon would be executed early, the anti Bipartisan dies instead. Of course, this might also happen if a very important good player is executed.
The normal Bipartisan is used to fill the gap of a quite predictable Outsider who behaves much like no player at all. However, the possibility of being anti makes this character more interesting for the players than a boring ability of nothing, preventing them from killing the Bipartisan early, and allows for an additional game world where an additional unknown outsider lives. Thus, the Bipartisan avoids the need for the Fabled Sentinel.
The fact, that the Bipartisan can be Outsider or Townsfolk, also makes it great as a bluff if already sufficient other players claimed to be an outsider.
Players can determine the anti-state of a Bipartisan by checking that the Bipartisan has the Townsfolk type. On the other hand, if they are able to infer that the Bipartisan has no anti-state, they know that the Bipartisan is an outsider. The other direction of inference is typically more difficult.
The evil Team would win, if the anti Bipartisan lives at the final day (due to an impaired demon player at the final night).
Outsider

If you are "mad" about being *no Townsfolk*, the execution might not kill this cycle, even if you died.
The Fraudster may not tell others of being an Outsider, Minion, Demon (or no Townsfolk) otherwise they hurt their team.
If the Fraudster player satisfies the madness condition, the execution will not kill today.
The Fraudster has their ability also when dead.
Outsider

Each night*, you may choose 1 player (no Demon). If you do, this is declared. On the final day, the last player you chose dies, even if you died.
The Scaremonger scares the good team such that they kill important good players.
If the Scaremonger chooses a player (even if the same player is chosen again), declare this event at next dawn.
If the most recently chosen player lives on the final day (even if the Scaremonger is dead), they die and the game ends.
The Scaremonger cannot choose a Demon player. In this case, the Scaremonger may choose again.
Jinx Boomdandy: If the Boomdandy dies, the Scaremonger chosen player cannot be among the last 3 players.
Jinx Fiddler: if the game ends due to the Fiddler, the Scaremonger chosen player cannot be chosen by the Demon for the final showdown.
One trick for the Scaremonger could be to choose oneself on night 1 and survive until the final day to win the game.
Minion

Each night, choose 1 player, then 1 good non-traveller. If the 1st executes the 2nd with ≥ 5 players alive, evil wins. All players know you are in play.
The panicmonger could finish off the good team by fortune telling.
If the Panicmonger is in play or created, declare them at next dawn. Do not declare when they choose.
The first chosen player can be any player, including themself and travellers.
If the Panicmonger chooses an evil or traveller player as the 2nd choice, the Story Teller will shake the head, "no", to prompt the Panicmonger to choose again. (The 2nd choice circumvents the problem of the Fearmonger to be outsmarted by forced self nominations.)
At day, if the recently first chosen player executes the recently 2nd chosen player, the evil team wins and good loses.
Old: …, the Panicmonger sees the Grimoire without any restrictions. A Damsel, Heretic, Magician or Poppy Grower can be in the Grimoire and real, unless poisoned or drunk due to an in-play ability. Afterwards, guessing an alive Damsel at day or killing the demon at night would make the evil team win.
Minion

Each night, ≤ 1 good player is notified, even if you are drunk/poisoned. They die if they are not publicly mad about their actual character before nominations end.
Allows you to make a player talk without nominating them.
A player being "mad about something" means, they credibly confess (or make others think) something (as perceived by the story teller). (Think of a situation of extortion where someone is surveilled by the perpetrator and receives a penality for not playing along with the show.)
The Bully chooses the bullied player by themself but it only works if they are sober+healthy.
People in the evil team will not be informed of being bullied and are not bullied.
The bullied player must also be publicly mad about being their actual ("true") character. They must claim it publicly and before the nominations end in order to not be killed. The actual character is the one that they have in the Grimoire of the Story Teller and which counts for the winning condition and potentially ending the game.
Some players might not know their actual character. They still die if they are not mad about being their actual character.
The Bully kills after the Demon (if the Bully's ability is unimpaired). The demon (if killing the bullied player) still triggers the attacked player's ability.
If the Bully is poisoned or drunk, the Story Teller chooses who is informed (or not) about being bullied. The bullying would be effective next night when the Bully is sober+healthy again.
The Bully chooses the Ravenskeeper. The Ravenskeeper claims to be bullied and reveals themselves as the Empath/Undertaker. The next night, the demon kills them and triggers the Ravenskeeper.
Interesting combination with Barber: the Bully chooses a good character that outs afterwards. Later, the Barber dies and the outed good character is switched. Now, the bully chooses that person again who outs as someone else. This may help the good team to confirm the barber or in the worst case kills trust in that person (there is no other person who switched character).
The claim of one's own character is effectively the same as being mad about one's character. You should claim your character in front of everyone to be safe about being counted by the story teller (but it suffices when someone else convincingly outs you as your character before execution). People who don't know their true character and don't claim it correctly (such as a drunk) also die but this way they learn their drunkness which might help the good team.
If a bully is in the script, when nominations are over, ask if someone would like to add a speech or comment before the execution is conducted. This allows bullied people (especially bluffs) to come up.
If you get bullied, there is really few reason to hide that. You appear as good and others get to know, the bully is in play. Evil people could also bluff this but only one person can be bullied a day. A double claim is very suspicious.
In order to make your claim, you can nominate yourself and mention that you have been bullied, using your claim as your defense.
While being bullied can kill bluffs, it may also make bluffs or alignment trustworthy.
If a bully is not in play, the evil team could try to bluff being bullied. When the evil team sees the demon bluffing, they could join the bluff in later days. A spy could also start bluffing (this is even credible). But this way of building trust is high risk. If you get into double claims on next days or omit a bullied claim for one day or at a bad time, your bluff could get blown up. If all minions and demon do this, they reveal themselves once the good team notices. Therefore, for a true bully, it's more optimal to choose evil people at night 1 or in between their character plays. This hides their presence (until the first bullying) and allows evil bluffs to be more credible after all.
A bully could help to make early outings – as when bluffed by evil people – appear reasonable. If they would be good characters, they also would have some incentive to out themselves. They may reveal being bullied even when they die anyways (either from bully or demon kill) due to their strong character. By revealing who they are, they can at least avoid a second death at night. As a good person, when you are so important that the evil team should not know you (even dead), it is also well worth to pay the price of up to two deaths next night by revealing being bullyied but publically keeping secret about one's character. You'll appear much more trustworthy by dying from bullying (it shows, you are good) and not from the demon (in case there are 2 deaths). Exactly for that reason, the demon may decide to kill you to avoid a revealing 2nd death (because this allows the bully claim to appear as staged by the evil team). However, this could also be a trick from a Ravenskeeper who wasn't bullied at all to be killed by the demon. Eventually, playing this way is risky for both demon and Ravenskeeper (due to double-claim possibility).
If a bully could be or is in play, it's helpful for the good team to hold back public information. Trickle them only sparsely so the bully may choose irrelevant characters who only waited to out themselves for publication. You could also spare the execution and let the bully do their job.
Minion

Each night, choose a player: they are dyseffective until dusk.
The Whisperer manipulates players to malfunction with regards to effects on player states.
The dyseffective state negates any final (i.e. terminal) effects on player states that abilities yield. The interpretation of this negation is up to the Story Teller and can be arbitrary as long as the result is different from the correct ability. (Subset of the deranged state.) Info and (ability) rules are not changed.
The negated effect of abilities is volatile (temporary) like the un-negated effect.
If the Whisperer chooses themself, they get dyseffective like everyone else. In the dyseffective state, their chosen players are protected or cured from becoming dyseffective due to other abilities.
A dyseffective Demon might protect players that they chose instead of killing them. The opposite for a Monk. A dyseffective Poisoner might protect against or cure poisoning from a player (temporarily) but does not protect against drunkness.
The Whisperer can protect a player from getting dyseffective due to the Instigator. The Whisperer may choose themself tonight and another player in the next night.
Minion

Each night, choose 1 player (not yourself): they are captive until dusk.
The Jailer makes players suspend the game for one night+day.
See captive state.
The Jailer could try to captivate the Demon but this most likely does not help the evil team. It just prolongs the game and allows good players to collect more info or choose who to kill rather than the Demon.
As the good team, you might need to execute the Jailer first before you can go on. At least, if someone cannot be executed, they are probably not the Jailer.
The Jailer should use their ability to block the ability or actions of a player at the right time. The simultaneous protection against player state changes should be considered to be a trade-off.
Minion
Each dawn, see all players (not yourself) whose abilities queried your registered or actual player state or properties correctly since last dawn.
The Tracker gets to know players whose abilities interacted with (detected) the Tracker's actual player state, character or alignment.
Quering the player state refers to using the registered or actual player state or player properties of the Tracker for any player's ability. The tracking only triggers at the time when the Tracker's properties or state information actually are used, e.g. for a decision or effect in another player's ability.
Whether the Tracker detects a player does not so much depend on the player's state (such as drunk or poisoned) but whether players get true information or can draw true conclusions (from triggered effects) about the Tracker (even if drunk/poisoned). Players count as long as their info and effects are true with respect to the registered properties/state and/or the actual ones. The Tracker does not learn it if a player gets false info or triggers false effects from the Tracker.
The Tracker can also see evil players.
The Chef is in play. The Investigator gets to know the Tracker and the Tea Lady sits next to the Tracker. At the end of night 1, the Tracker sees the Chef player and the Investigator player but not the Tea Lady player. Later, when the other neighbour of the Tea Lady is exeucted, the Tracker sees the Tea Lady player next night.
A Cult Leader sits next to the Tracker. Whenever the Cult Leader gets the evil alignment, no matter if drunk or not, the Tracker gets to see the Cult Leader player.
The Tracker would also see a sober+healthy Gambler guessing the Tracker, a sober+healthy Ravenskeeper who pointed at them, a Virgin who was nominated by the Tracker, etc.
The Tracker can easily get paranoid. They might think that a player detected them even if the player is not certain about their info.
When a Tracker is in play and a valuable good player dies unexpectedly early (with no other Minion like the Spy or Demon like Ojo in question), they could have been detected by the Tracker and this is usually a sign that their info must be good.
Minion

If you nominate, execute & remove the Demon, evil wins. If you are executed deadly, 1 alive team member gets Terminator. You *might* register as Outsider. [≥3 evils]
The Terminator behaves like a good player but makes the evil win.
On their first night, the Terminator learns the not-in-play Outsider that they might register as. Their alignment however behaves like the alignment of a normal minion.
If there would only be 2 evil players, the story teller adds 1 evil Minion (preferably replacing an Outsider) or turns a Townsfolk evil (not an Outsider). This is because it is better to not have the Terminator as only minion in a game (the terminator's execution would end the game and the evil team is weak otherwise). The Terminator can act pretty much like a regular Outsider, replacing one if a minion needs to be added, including the possibility of not getting Minion info and the evil team not being able to make arrangements with the Terminator. If the Terminator has few chances of succeeding, the lack of 1 minion would weaken the evil team notably.
The Terminator ability only triggers when remaining alive after the Demon has been removed.
The Terminator should register as their Outsider, expecially in order to look like a confirmed good player, except if alive players have no chance anymore to determine the Terminator by alignment in which case it's better to let the Terminator register as their Minion character in 1 or 2 cases. In other cases, such as with a Ravenkeeper or Artist, it may also be more fair to register the Terminator as their actual character as a reward for using the ability in a smart way.
If a Terminator resurrects while another player is already Terminator, then the resurrected Terminator doesn't get their ability back (like poisoned).
Many ways exist to remove the Demon ability. The Demon player does not need to die for this to happen. Abilities which can transfer the accountability of an execution to the Terminator player may cause the Terminator ability to trigger.
If the Terminator nominates the Demon at the final day, then the win of the evil team becomes inevitable. Without the ability to arrange with the evil team, it will be much more difficult to reach the final day as the Terminator (e.g. if the Terminator registers as Townsfolk initially).
If the Terminator is in play, self-executions can be quite dangerous for the good team. A self-execution might make the evil team winning by passing on the Terminator ability to the Demon. On the other hand, executing the Terminator can be as effective as executing the Demon because the Terminator's winning condition doesn't trigger when they are executed by other players.
For the Terminator, a good strategy is to stage a double claim with the Demon and nominate the Demon this way.
An interesting twist is adding a Scarlet Woman to a game with the Terminator.
Even if the Terminator knows the Demon from the start, it will be difficult to nominate and execute the Demon without other players doing it before you.
The evil players can support nominations of the Demon when the evil Terminator nominates the Demon.
The danger of the Terminator's self-execution can be used to discourage self-executions when required. Few characters such as the Damsel (or the Romantic) might have incentives to self-execute.
Minion

The game ends only if the majority votes to end the game. If you are deadly executed while ending the game would make you lose, evil wins.
The President is similar to the Mastermind+Saint who prevents the game from ending when good would have won and can make evil win when deadly executed.
The President makes evil win, if the President dies from execution WHILE the President would lose the game (if it ended now).
The Story Teller might end the game automatically when the good team cannot win anymore.
Any player can make a call to end the game. (This may happen even if the President is not in play.) When a call is made, the players discuss together until they signal that they are ready. Then a ballot is cast. If most players show their support, the game ends and the winning conditions are evaluated. The call for ending a game can only be made once per day after nominations have begun.
Making a call for ending the game after the execution before the night is valid too but don't expect the story teller to wait for you to make a call. You cannot make a call during the night (if the night has begun).
Dead players might call for ending the game. (Story Teller decides to reject the call or let the call pass.)
Players can cast only one ballot per execution or day about ending the game.
Optional: You could increase the difficulty by letting the President register as being of Demon type (but not a Demon character), even to the winning condition. This would force the good team to execute the President before the Demon to win. If you use this rule, you have to declare it at the start of the game so that everybody knows that the Demonic President is in play.
Jinx Alchemist: If the Alchemist has the President ability, the Alchemist is an Outsider, not a Townsfolk.
A good President-Alchemist is executed deadly before the Demon is. If the game would end now, the President-Alchemist would lose. Therefore, the evil team wins and the good President-Alchemist loses. (Don't execute the President-Alchemist before the good team has won!)
A good President-Alchemist is executed deadly after the Demon has died. This stops the game regularly and good wins.
An evil President is executed after the Demon has died. The game ends and would turn the evil President into a loser. Therefore, the evil team wins and the evil President wins as well.
An evil President is executed before while the Demon is alive. It has no effect, the game continues normally.
The evil President is alive among the last 2 players. If the other player is the Demon, evil wins. If the other player is not the Demon and the players decide to end the game, good wins.
The good Twin is executed deadly/The Story Teller is executed but the evil President is alive. Therefore the game continues. Later a good player is transformed into the Atheist (due to a Village Gargoyle) and the players decide to end the game. Good wins.
As the good team, never execute the President, if the President player would lose a game in the current situation. You should vote to end the game if you are certain enough that you have won.
As good players, if you are unsure whether you executed the demon but the President is in play, don't execute the President. Just look what happens. If the game is still not over when you are ≤ 2 alive players (due to the President), you can end the game without any regrets. If the Demon would still live, evil would have won by now. Ending the game is fine but don't execute the President.
An interesting strategy for the evil Demon is to kill themself as soon as they know that the evil President is certainly in play (but the good team doesn't know it). In the best case, you won't be detected, gain credibility due to the kill, act like a good player and join to execute the evil President later on. Be cautious, if the President is drunk, poisoned or a bluff (of a Magician for example), you are gone for good!
Minion

All Townsfolk additionally have 1 outsider character. Everyone or nobody knows which one.
The Tyrant creates a totalitarian environment of fear and control that forces all Townsfolk to behave like outsiders.
The Story Teller chooses which Outsider ability is used with the Tyrant.
Outsider abilities are all abilities which are associated to the characters in the outsider section of the script.
The ability does not have to register the player as outsider to count as outsider ability.
If the additional Outsider ability would destroy the good team's abilities altogether or changes the winning conditions notably, then the Story Teller should always declare this minion and its effect.
The Story Teller should always register players as their ability's character if they have not chance to find out otherwise.
Jinx Alchemist: If the Alchemist has the Tyrant ability, the Alchemist is an Outsider, not a Townsfolk.
Jinx Bipartisan: If the Bipartisan is used by the Tyrant, it is declared and each Townsfolk player gets an independent anti or nomal state.
Minion

Each player (alive or dead) can nominate only once per game.
The Equalizer assigns each player a quota of 1 nomination.
The players don't initially know about the Equalizer.
After a player nominated, they get the suppressed state.
If a player tries to nominate twice, the Story Teller rejects it (doesn't allow a ballot) such that everybody may realize that the Equalizer is in play. However, the Story Teller would allow a dead player to nominate when they did not nominate already.
The Story Teller must reject the nomination publicly and no ballot is cast, even if other abilities would prevent it like the Sinister Fog or the Immortal.
The Equalizer's ability only holds while they are alive. When dead, everything is back to normal.
While the Equalizer is alive, nomination effects of abilities remain effective for dead players, even if the ability would be lost.
Jinx Terminator: If the Terminator nominates and executes the Demon player when dead, the Terminator's winning condition triggers nevertheless.
Jinx Executioner: If the Executioner nominates and executes a player, this increases their execution count.
Minion

Each non-last night, choose 1 player OR character (not yourself) & make a game-related wish (≤ 2 predicates, no AND-like connections) about them which reverts next dusk.
The Sorcerer can curse 1 specific player or character until the next night. The Sorcerer can basically replace any possible minions which inspect or choose 1 particular player.
The Sorcerer uses their ability each night except for the final night.
If the Sorcerer chooses a character that is not in play, nothing happens.
The Sorcerer cannot choose Travellers nor themself (or their own character).
The wish of the Sorcerer might be declared together with the affected player. This should happen, if it contains too drastic penalities or could make a team lose if they are unaware about it. Alternatively, inform the affected player privately.
The wish restrictions are like for the Genie. It must be 1 sentence with at most 2 predicates. AND-equivalent connectives are disallowed, including extra wishes (and possibly recursion). It only allows to change the state, actions, effects or properties of the player (or players of the character) that the Sorcerer chose. The wish may be conditional.
The wish may not decide about winning or losing of any player but it may change the effects of actions of a player.
not (not A or not B)is also anand
Once the next night is reached, the entire wish effect is reverted and the curse is made undone. Any state effects that appeared from the wish are reverted back. If the player had died from the wish, they resurrect now and regain a fresh ability even if they were killed by the Demon in between.
An effect/penality is permanent if it is conditional and if its condition was declared, i.e. if the affected player is able to avoid the effect and knows about it. The condition for the effect however must end when the wish ends.
A permanent effect is removed from a player if the Sorcerer is not alive anymore or if the same player gets a new permanent effect from the Sorcerer. If the permanent effect vanishes, it's effect is reverted like the effect of other wishes.
If an OR-connective is used in the wish, the Story Teller chooses only 1 of the alternatives and discards the other.
See Glossary for any kind of state effects that I defined a name for.
Jinxes are inherited from the Spy.
Jinx Poppy Grower: If the Poppy Grower has their ability, the Sorcerer cannot use player state or property information in conditions of their wish.
The Sorcerer may wish that the Washerwoman gets false info at night 1.
The Sorcerer may wish that the Poppy Grower is poisoned at night 1 (before anyone gets Minion or Demon info). This way, Minions and Demons get to know each other at night 1 despite Poppy Grower.
The Sorcerer can replace any traditional Minions which target 1 specific player per night, such as the Poisoner or the Witch.
The Sorcerer can choose a character and wish for them to die (even at night 1) to see if the character is in play. (But note that the player resurrects next night unless they are killed during the next night.)
The Sorcerer may wish that a player
Write down wish effects and permanent effects in your Grimoire to remember them.
Minion

An evil starts knowing 1 good player who cannot be chosen by evil killing abilities. If this player nominates and executes more *than everyone* else, your team wins.
The Agitator agitates one good player who is not chosen to die by evil abilities but makes the good team lose if the agitated player nominates & executes more than everyone else.
The Agitator (if evil) or an evil player sees one good player (the agitated player) at their first night that the Story Teller has chosen. (Of course, you can suggest and request someone to be chosen before the game but the Story Teller decides after all.)
The Story Teller may end the game as soon as it is not possible anymore for the good team to win under the condition that the Agitator executes less often or equally often like at least 1 other player.
The Story Teller might declare that the Agitator is play. Often, this can be more fair, especially if the script is not restricted with a Fabled Spoiler. The evil team will notice
The agitated player is one of those who are most likely not killed at night but only executed. This forces the good team to execute at least one good player or let different good players make the nomination. It also forces the good team to have a better coordination and information spread.
The evil players are incentiviced to nominate and execute less when the agitated player is in play. But this way, they are losing control. There is certainly a trade off.
The Story Teller chooses to prevent people from mocking others for personality reasons.
The Agitator learns about the agitated player so that the good team can use this information if the Agitator is an Alchemist.
Minion

At night 3, you change to any chosen Townsfolk character. ≥ 1 Townsfolk player changes to a new Townsfolk character.
The Plague changes their character to a good character and causes a drastic event of change that requires Townsfolk players' characters to adapt.
Only characters change (and the character type with it) but no alignment.
The Plague can choose an Outsider or Townsfolk character outside of the script as long as this character has not been ruled out. The story teller restricts the choice. It should be a character that the group of players is familiar with. An official character also passes.
The Plague may choose a duplicate character which allows equal characters to be in play.
Any Townsfolk player might change their character in any other Townsfolk character that the Story Teller chooses. As a result, multiple Townsfolk players may have an equal character.
At least 1 Townsfolk player should change into a weaker character if the Plague is otherwise useless for the evil team.
At night 3, the Story Teller might change a Townsfolk into the same character that the Plague chose to implicitly inform them about the choice of the Plague.
At night 3, the Story Teller makes two Townsfolk players swap their character due to the triggered Plague.
At night 3, the Plague chooses the official Atheist character. All Townsfolk players change into a Ravenskeeper.
The Story Teller can use the Plague to readjust the game a posteriori if the chosen setup could have turned out to be too unbalanced.
Minion

After day 1, all your team's members register as an opposite character. They know which if evil. 1 player of your team has its ability. Other players might register as its alignment.
The Spin Doctor whitewashes the look of their own team members such that they superficially look like players of the opposite team.
The Spin Doctor does not manipulate the character type of a player. E.g. a Townsfolk still counts as Townsfolk to abilities even though their character is shown as evil.
The Spin Doctor's misregistration ability is disabled at day and night 1.
An evil Spin Doctor gives one player of their team a good ability. Other members of their team might register as opposite alignment in some cases. Additionally, all team members register as a character of the opposite team.
A player never should register like a good player (or evil player) does AND also have the ability. Otherwise, it's too hard to discern the player.
Alignment misregistration is a very strong feature. It should not apply to all team members and at most for some abilities but never for all.
If a good Alchemist is a Spin Doctor, this Alchemist is the 1 player who registers as a Minion character and also has the Minion ability.
If the player with Spin Doctor ability changes alignment, the Spin Doctor's team flips (and character registration with it). Only evil players learn this if they suddenly start to register as a good character.
The good character registration of evil players should coincide with their bluff.
The Spin Doctor extends the Boffin.
The idea of this character is that almost all players of a team do not actually have the abiilty that they claim. Proving their ability will fail or the players can confirm that they have another ability.
The Spin Doctor likely makes evil players claim something else than at day 1. It allows good players to suspect a Spin Doctor to be in play.
Minion

Each night*, you see all active jinxes & choose 1 jinx. The story teller changes the game such that this jinx toggles.
The Hacker hacks into the game and glitches it to achieve certain jinxes.
At their first night, the Hacker gets to know all Jinxes which already affect the game due to in-play characters or conditions.
After seeing active jinxes, the Hacker chooses one of the jinxes. Then, the story teller will change player properties just as necessary to deactivate the jinx (if it has been active) or to activate the jinx (if it has been inactive).
Often, this would include changing 1 or 2 players' characters.
The choice of static jinxes (which are unconditional and independent of in-play characters) has no effect.
The change may be as minimal as possible to invert the activity of ta Jinx. As a consequence it may also affect any other jinxes.
The Hacker's effect on the game is constrained:
The Hacker cannot change or remove any jinxes from the game.
Jinx Alchemist: If the Alchemist has the Hacker abilty, they only choose 1 jinx and learn whether it is active or not.
The Hacker is a more regulated alternative to the Pit-Hag who produces less chaos and should cause less jinxes with other characters.
image: https://www.vecteezy.com/vector-art/53787064-collection-of-hacker-clipart-illustration-hacker-art
Minion

Each night*, 1 player dies. Nominations covertly fail if only evil voted. You have +1 drunk not-in-play ability. Minions & ≥ 1 Legionatic learn the good + 1 bluff. [Most players are Legionatic, ? minions]
The Legionatic is a fusion of Legion and Lunatic. (Another pun candidate is "Genetic Leigh" (genetically) as opposed to "Leigh Genetic" (Legionatic).)
Every Legionatic and minion sees 1 character token before day 1 that other players don't see. Some Legionatic players do not know that they are Legionatic + evil and have a drunk not-in-play ability (of any character type). On their first night, they don't see their Alignment. The remaining Legionatic players (at least one) know to be a Legionatic as they see which players start as good and 1 unique bluff. On their first night, they might see their Legionatic character and alignment.
Legionatic players register as Legionatic, not as their drunk ability. The ability is drunk, not poisoned. (This makes a difference for the Pandemon.)
The Demon and Minion info is replaced by the Legionatic info. Seeing the Legionatic character and possibly one's alignment only might happen with the Legionatic info.
When waking up players, never make eye contact. (This would spoil the Lunatic, drunk Legionatics and drunk minions.)
Never count the votes aloud. (This can spoil other homebrew abilities who cause votes to count as multiple, negative or not at all.) Do not disclose that a nomination is fake!
A nomination becomes fake if no good players voted. The story teller does not distinguish it from a normal nomination except that it cannot affect the execution. If a fake nomination appears, it may misregister a player to be about to die but the story teller actually executes a different player. No-one is executed if there is no successful genuine nomination.
Different from Legion, a Legionatic is only a Demon. There may be an irregular number of sober Minion characters in play.
Jinx of Alsaahir: The Alsaahir may guess the Townsfolk & Outsider players instead.
Jinx of Puzzlemaster: The Puzzledrunk is not a Legion(atic). When the sober+healthy puzzlemaster guesses right, they learn a 3rd non-Legion player.
Jinx with Spy (Patsy): If a Legionatic has a drunk spy ability, they see no Legionatic characters in the grimoire but the Legionatics' drunk abilities plus 1 demon.
Jinxes: same as for Legion.
For the Spy Legionatic (Patsy) you could make notes on a separate document what players are Legionatic and only have the drunk abilities in the Grimoire (plus a fake demon).
With Legionatic, the story teller can exercise more control over the game similar to an atheist game but with evil players in the loop so that Legion is less easily detected by players due to the absence of minion abilities. This way, the game plays like a conventional demon game. Via drunk abilities, the story teller can communicate to evil players what actions and info they can claim at day to good players (but it might be false).
Due to the small number of good players (and because of getting this info), the minions and Legionatic players know about the Legionatic demon.
It is recommended to show most Legionatic players also their Legionatic character. Not doing so is for experienced players.
If you have a minion ability and it never does something, you know that you are a Legionatic.
Using Legionatic with multiple arbitrary drunkness or poisoning abilities in the script (such as a combination of Poisoner, Pukka, Vigormortis or the Widow) is discouraged. This makes it much harder for Legionatics to infer their Legionatic character.
Being an oblivious Legionatic can be more fun than being a Legion, especially when a Poppy Snitch is in player.
Demon

Each night*, choose a player to kill & learn 1 character detecting you. Has all poisoned minion characters (arbitrarily registers as minion/demon). You can't be good. [poisoned minions; only townsfolk bluffs]
This demon is a jackass, defecting all minions and bypassing classic character detection. This demon almost runs the game as a one-man show, simulating the minions, but the minions can help to confuse the good when they figure out that one player is Pandemon.
Pandemon registers as and is evil and this cannot change, even if an ability or character would cause a change in the true or registered alignment, it has no effect for any player of this character. (This is a proof indicator to distinguish a lunatic Pandemon from a real Pandemon.)
The minions are poisoned, and so their minion info may also be false, not knowing the true demon master. When minions are created mid-game, the minions are sober+healthy. Pandemon is never informed about character changes of non-poisoned minions except when getting another suitable ability.
Pandemon has every poisoned minion character once that minion player has entered the game AND has got poisoned.
By playing a Minion character, Pandemon learns that this minion is actually in play. It doesn't work for drunk minions.
Pandemon can bypass certain character type detections but not evilness detection. Minions are evil like usual but their character and all their abilities are poisoned.
Pandemon can register as any of their characters and arbitrarily for every situation such that it avoids detection and prolongs life.
If no minion character is in play (anymore) – if (poisoned) minions turned into non-minion character players – Pandemon cannot register as minion anymore and will register as Pandemon only.
Pandemon does not learn the player that is affected by or detects Pandemon's evilness but 1 good character each night that did. (If Pandemon get's to see that an Empath or Cult Leader detected them, there could still be two player possibilities when they have no alive minion neighbour.)
If Pandemon is or gets poisoned or drunk, the minion characters get healthy again! Like the Pandemon player, the minion players will not directly know this. They might believe, they are poisoned like always, but they aren't.
Pandemon can also be correctly detected and attacked by specific good abilities (like by the Snake charmer) or could change alignment while being drunk or poisoned (which only holds until you get healthy and sober again). Pandemon (if they change alignment) is informed about their new alignment and therefore knows to be drunk or poisoned (like a Lunatic). The good thing for the story teller is, as long as Pandemon is good (even when they know this), they cannot kill themself since Pandemon is poisoned/drunk.
Actually self-explanatory, but if you are overwhelmed with your role as Pandemon and your minion abilities you have, please visit the story teller to get some advice of strategy. The story teller will not reveal you additional info about players or the game state but should tell you a strategy what you could generally do in context of only your information and abilities to allow for a win. The Story Teller has devised the setup and must have had a strategy in mind with which the Pandemon is able to win as a demon. This should even hold, when you are only Lunatic! The story teller gives you an advice to win for your believed team (the evil Team for the Lunatic) with your supposed knowledge (the fake demon knowledge).
Jinx Sectarian:
Jinx Scarlet Woman: While a Scarlet Woman is alive, the Pandemon has 1 more life. If Pandemon has lost this additional life, the Scarlet Woman must be killed by the Demon at night.
Pandemon got the minion Evil Twin. They are unsure how to handle this situation and ask the story teller who tells them a general strategy how to win with only the information and abilities that Pandemon has obtained or will obtain. (They could play the atheist card or poison themself in the first night so that the Evil Twin player is not poisoned.)
For demon-detecting abilities such as Knight, Fortune Teller, Ravenskeeper, Slayer and alike, you register as a minion (whereas these characters could be very useful for other demons on the same script). For minion-detecting abilities such as inspector, you register as a demon. For evil detecting abilities such as Empath, Cult Leader, Oracle, etc. you are informed about the character when you influenced their ability, but at most one of them.
A spy thinks to be smart and that you would be a dolittle demon. Pandemon sits next to the Empath and learns at dawn that the Empath learnt of Pandemon (except if the Empath got a 0). A pit hag turns a good person into Pandemon. The story teller kills the old demon but doesn't need to compensate anything else as Pandemon will be evil, even if it was a good person.
On night 1, Pandemon gets only Townsfolk bluffs.
When waking the demon up (at night 1 or later), choose 1 player to kill.
Immediately after each poisoned minion, wake the Pandemon, show them their Minion ability (character token) and let Pandemon act or get info. (If the Collaborator Fabled is in play, you – the Story Teller – may show them which choices the poisoned minion made.)
Later at night, if any other player's ability will be or was affected by the evil alignment, evil character or evil character type of the Pandemon player, mark them with "tell Pandemon" (beforehand or after they used their ability). If so, wake up the demon at the end and tell them only 1 character of all the detecting players.
The part about having all script minion abilities is similar to the Hermit having all script outsider abilities but due to the variety of minion actions, this is more tricky. The demon activity should be hidden from the poisoned minions as well. For example, you could ask the demon first and let them use the Fearmonger ability but silently. Only declare the Fearmonger after playing the ability for the poisoned fearmonger minion, even if the poisoned Fearmonger's actions have no effect.
Never give an Atheist bluff to minions or demons!
Why, Pandemon only replaces poisoned but not drunk minions? Reason 1: drunk ability is usually caused by good players and good players shouldn't be able to let Pandemon use more actions. Reason 2: Pandemon should not be able to play puzzledrunk minions (fake minions, with Puzzledrunk rule who count as outsider for the setup).
As story teller, you may use the Fabled "Spoiler" to rule out Pandemon to relieve the evil team, and you may use the Loric "Gardener" to avoid that the game could end too quickly (e.g. a Cult Leader sits between a poisoned minion and Pandemon). Also, having the Diabolus in the same script, gives Pandemon a possibility to sow doubt about their own evilness.
This demon is for experienced players. You have no safety net and lack manpower (no multiple perspectives) but therefore, you can bypass abilities that specifically detect demons/minions. Pandemon is also a great alternative for Lunatics who get to know the real minion players. This is because minions cannot be sure that they saw the true demon when an unknown Pandemon approaches them.
For minions, if Pandemon is on the script, be cautious with approaching your known demon, as you cannot be 100% sure to not be poisoned. You can count the odds of Pandemon being in the game (more unlikely the more demons are on the script) or you can test the players that you saw as minions and decide whether your info is correct. With a bit of communication you figure out quickly who the Lunatic is (because the real demon would know, there is a Lunatic, at least when two potential demons are approaching you. But watch out, if the Lunatic is smart and figures out, they are the Lunatic when they see their minions with another demon to approach them. The Lunatic could convince you, they are the real demon and the other demon has been shown to them as Lunatic.)
Also, be reluctant to execute players who maybe are not townsfolk or outsiders but were not part of the minion/demon info. It could be Pandemon who wants to approach you later in the game to get your voting power. Even better: different minions might get different demon info. Talk to all minions to figure it out. Then you know for sure, Pandemon is at work.
With Pandemon in play, minion players are rather "useless" and some kind of shield or bait for the good team, so a very good strategy could be to make double claims with very important good characters. A confrontation could reveal the persons who the demon wants to kill. It's almost always better for the demon to let the minions in on the demon show sometime in the game before its too late, also to avoid embarassing self-revelations that fail (like a Psychopath). Otherwise people could get the idea, it's the work of Pandemon or a puzzledrunk minion (well, if this happens to two minions, it cannot be a Puzzledrunk anymore).
As the demon, when the Pandemon is on script, start to approach your minions. If a Lunatic is also in the script, be cautious, the Lunatic could also know their minions, even their abilities, if the story teller increases the difficulty for the evil team. If your demon knows too much, it is likely Pandemon. Even worse, you will need to convince your minions to be the real demon because Pandemon might cause minions to get misinformation about their demon to balance the game (to allow the demon to pull off a one-man show, not even aware of the evil people).
As Pandemon, when you got the info that an Empath or Cult Leader is affected by your evilness (and you got no info of the outsider of a Polymath in the first night), you can talk to them and bluff as Polymath, having seen them to be good.
What do you gonna do when you have the Evil Twin minion ability? This makes you pretty vulnerable and requires strong bluffing abilities but could make the game go quick. A good players knows you from day 1. But it makes the good team vulnerable too. However, Pandemon with the Loric Gentleman is very suitable for playing the Atheist card, i.e. having obtained the atheist character token initially. Tell everybody about, as soon as you can. The sooner, the more people will believe you, even your minions could believe this. In the good situation, the other evil players actually will chime in on your claim. You are the only evil player that actually works. There are two branches on strategy here: 1) Can your team convincingly simulate an atheist game? The Loric Gentleman would allow the story teller to fake signals sent by minion and demon abilities at work, including the evil twin signal to the good player. You might want to inform your wannabe minions about your strategy to not make it look like a Pandemon game. Or 2) You could assume publically that your atheist character is drunk. Can you make the good twin appear as an evil player or even the demon who bluffs to get the storm-catched character killed?
As good people, when you notice weird double claims or non-sensical public character plays, when you cannot detect the demon by abilities or when you notice minion abilities when they should not be in play, then you need to kill a suspicious person that does not appear to be a minion or outsider (Pandemon only gets townsfolk bluffs). The Pandemon may play solo and might not gain as much trust from good players (personality dependent).
It is likely a good idea to play this demon with Storm Catcher and protective abilities to reduce the fragility of the good.
Whenever a pandemon is detected as good, you cannot be Pandemon but must be Lunatic or drunk in another way.
Demon

On your 1st night, choose which players register as evil and which as Leviathan. 1 or any more executions may happen at day, else evil wins. [Leviathan on script]
Diabolus is a combination of Vortox + Leviathan. Diabolus is inspired by the Milgram experiment where players do crime because they feel more commited to a duty of executing people – due to their obtained info and agency – than to their social feels (by means of social reading in this game).
The registering effect of Diabolus overwrites registering effects of players' abilities such as the Recluse, the Polymath or an evil townsfolk. Exceptions are characters which may only appear with one alignment such as Pandemon. The important part: Diabolus does not know the characters of players, only their alignment. Therefore, the choice of making some players evil or good has somewhat random effects to the game.
Diabolus cannot change the character type which is unaffected by the character registration.
Any player who is not chosen to register as evil will register as good.
There is no limit for how many players can be chosen to be evil or Leviathan. It can go from 0 to everyone. Good players may register as Leviathan. Evil players may register how they normally would.
Diabolus' manipulated registrations are constant and don't change. The registration does not influence the actual alignment/character of a player that they know.
Diabolus should be played like Leviathan except that the story teller doesn't disclose that you can execute as many good players as you like and that you have no day limit. On the other hand, if no one is executed, the evil team wins. Don't disclose whether it is Leviathan or Diabolus. The story teller signals of Diabolus should be equal to the ones of Leviathan. Diabolus cannot kill.
With Spirit of Irony, you can have any number of evil-registering people but only a limited number of actually-evil people.
Players do not get to know if they register as evil, as good or as Leviathan when Diabolus (didn't) chose them.
Jinx with Sage: like for Leviathan.
For the story teller: if you use the Fabled Spoiler, do not remove Vortox or Leviathan. However, the game might benefit of using the Spirit of Ivory in a way that is prohibits too many evil registrations as well. This gives good players a better chance.
When Diabolus is in play, good players need to convince others of being good via a credible social performance or clever usage of their ability. Perhaps, some abilities can be even confirmed or emit signals to players.
The difficulty for the good time varies and depends on lucky choices of Diabolus.
As Gossip, you may ask "I am evil." and if you register as evil due to the Diabolus, someone will die. This way, you have proven yourself and that Diabolus (not Vortox) is in play.
The main performance of the Diabolus is in defining the (mis)registration of each player. The Diabolus usually wants to let good players appear evil and evil players appear good.
The Diabolus can register themself as Leviathan together with other players to confuse who the Diabolus is. Otherwise, the Diabolus registers as Diabolus.
For Diabolus, there is a trade off: if you misregister everyone, it quickly reveals your presence but most (if not all) abilities malfunction in one way or the other. If you want to go unnoticed and make people crazy about executing, you have to let some abilities work correctly.
Demon

On night ≥ 3, choose 1 player. From this player to inclusively the closest alive evil player, all players die. You cannot kill yourself.
The Warmonger tries to annihilate the Town with bombs/attacks which also kill own team members.
The Warmonger may choose 1 alive or dead player. This player dies, the closest alive evil player dies too (dead players don't count in the distance) and all players in between die. Dead players do not die again.
If an evil player was chosen, only the evil player dies.
If the Warmonger is the closest alive evil player from the chosen player, they will be protected from their own attack and only good players die. This means, the adjacent alive good player dies alone if chosen (even if dead players are in between).
If 2 different alive evil players are the closest, the Story Teller chooses one of them that prolongs the game (even if this helps the good team). If the game would end in both cases, the Story Teller chooses the one that makes evil win.
For games with ≤ 6 players, you should use the Gardner.
Optional: Let the Warmonger decide which direction to kill if both directions lead to an end of the game.
Jinx Anarchist: If Warmonger chooses the Anarchist player, the Anarchist registers as good (otherwise as evil). However, like normally, the Anarchist still doesn't die from the attack.
Jinx Heretic/Wicked: The Warmonger and the Heretic/Wicked cannot be in play together. If Warmonger is in play and if a Heretic/Wicked would be created, it is not.
In a Teensyville with the Warmonger, 2 players are evil and sit next to each other. 3 good players sit in a row. The Warmonger chooses the good player in the mid. In order to not end the game, only the chosen good player and the good player between the chosen and the Warmonger dies but no-one else.
It's recommended to use the Gardener with Warmonger because with bad luck, the good team loses all powerful roles at the start.
If the Warmonger could be in play when 4 or 5 players are left, do not execute except if you know who is the Demon. You also should make use of your once-per-game abilities before the next day. (In a Teensyville, Warmonger does not know their comrads anyways.) If exactly 2 of 5 alive players are evil, 2 players are expected to die. But if it kills 2, it proves that the most far away alive player must be evil. It's most likely a minion. This happens if the minion is not killed already. Not killing the minion gives the evil team more voting power and allows the Warmonger to have two possible locations instead of one.
The Warmonger can hide their own presence shortly by killing alive direct neighbours who are good. This way, they could appear to be good as they sit next to a good player. The good players die alone without evil player because the Warmonger sits directly next to them, possibly with dead players in between. However, this is risky. If both ends of the death row is verified to be good, then only two players are left who could be the Warmonger. If the Warmonger character is revealed later on, they are easier to identify when they only killed good players.
If Warmonger kills only one player, it can only be an evil player or a good player next to Warmonger. But usually, you don't kill your own team mates, or do you? (Well I did in my first game as demon.)
As the Warmonger, if you cannot decide which of two adjacent alive good players should be chosen, choose a dead player in between. If both directions end the game, the better one for your team is chosen.
Demon

Each night*, choose 1 player: alives give you 1 coin, deads 1 Vote Token. Else: they die OR (if you are minion) owe it to you. The team with most coins wins. You *might* be a minion. [+Shopkeeper]
The Loan Shark enriches themself from other people's labour (earned coins), else penalizes them. With the Loan Shark in play, money rules the world (and decides about winning).
For the coins, see Shopkeeper. You can use (also stolen) coins legitimately at the Shopkeeper.
The Loan Shark might count only as demon or only as minion at setup and during the game. If they get minion info, they know to be a minion. If the get demon info, they know to be a demon. The Loan Shark demon can kill, the Loan Shark minion can create debts for players.
A debt is a state which makes the owed item being given to the Loan Shark instead when the owing player would have earned/got it. This clears the debt for 1 item.
In the case of the Loan Shark minion, the story teller should make the good team start with more coins than the evil team.
The Loan Shark can choose any player, also Travellers.
If the Loan Shark chooses an alive player, they give/owe a coin to the Loan Shark.
If the Loan Shark chooses a dead player, they give/owe a Vote Token to the Loan Shark.
The winning condition – that the team with most coins wins – only holds when the Loan Shark ability is active at the end of the game. (The player is not dead, drunk, poisoned, etc.) If there is a tie (both have an equal number of coins), the normal winning conditions are used as fallback.
A player learns privately when they lose a coin or Vote Token but they don't learn when they are chosen by a Loan Shark.
I originally called this character Capitalist.
If you figured out that the Loan Shark is in play, you should stop spending coins with the Shopkeeper and try to earn coins more intensely. Else, try to find the Loan Shark and kill them.
If all good players die, the game ends and the good team has no coins because dying players bequeath alive players their coins. Most likely, they will lose. On the other hand, if all dead players died, good always wins.
If the Loan Shark as a Demon suspects that the evil team has more coins, they can kill themself.
If the Loan Shark is a minion, the winning condition can help the evil team to win even if the demon is killed or dies. If the good team is careless, this minion can be pretty dire for the good team. The demon could end the game immediately when the Loan Shark minion believes that the evil team has more coins than the good team.
A demon achievement could be to kill no players over a time span. This makes it less distinguishable from other demons who temporarily do not kill.
Demon

Each night*, choose 1 player to kill (not yourself). If a player deadly executes you: they get a Hydra & (if not available) a Slayer is added who turns the new Hydra evil.
The Hydra recreates when deadly executed. A slayer puts an end to this curse.
If the Hydra is deadly executed, the executing player turns into a Hydra at the next night. At the same time, if the Slayer ability is not available anymore who could shoot at the Demon, the executing player turns into an evil Hydra AND the Slayer ability of an alive Slayer refreshes or (if no alive Slayer exists) an alive good non-traveller player (different from the Hydra) turns into a Slayer (even if the Slayer already is in play).
If no other alive good non-traveller is available to get the Slayer character, evil wins.
Only the affected players learn at night that they turn into a Hydra or a Slayer (and they can only do so if they are not captive). The Slayer does not learn when their ability refreshes.
If an alive Slayer has used up their ability, it counts as not being available anymore.
If the Slayer is impaired at the moment (due to a player state or effect, such as being poisoned or drunk) but has not used their ability yet, the Slayer ability counts as being not available!
If the Hydra is deadly executed while a working Slayer ability exists and is not used up yet, the new Hydra player keeps their old alignment and doesn't get evil. Show them their old aligntment when they switch characters.
If the Hydra dies without execution (or is defective while executed), the Hydra's curse does not activate.
If a Traveller deadly executes the Hydra, a good or evil non-traveller (who is not also the Hydra) gets the Hydra character.
Jinx Murderer/Faustian/Lycanthrope/Moonchild: The character may register as Slayer character to the Hydra.
The Hydra makes people afraid of their execution. Someone needs to sacrifize themself, if the Slayer failed their job or try to find another way to kill the Demon player, e.g. with a Traveller.
The Hindu Loric works great as a fallback solution to kill a Hydra with a Traveller ability when there are no other solutions anymore.
Demon

Each night*, choose 1 player who dies else resurrects. Your abilities don't kill you. If you are executed deadly, your team must lose. [+1 Twin Demon]
The Evil Twin comes as a double Demon. They can kill twice but the game is over if already one of them is executed deadly.
A townsfolk or outsider gets the Twin Demon ability (in addition) and might start with any alignment.
The other Twin Demon registers as being of Demon type despite registering as the Townsfolk or Outsider character.
If a Twin Demon is killed without execution, while another Twin Demon is still alive, the game continues. The good team wins (under usual conditions) if there is no alive Demon anymore, but evil wins nevertheless (even if the good team would have won), if the good Twin Demon is executed.
In order to not exploit this fact, that one can win if only the other Demon is left, the self-kill is impossible.
When dead, the Twin Demon cannot resurrect or kill other players anymore.
If the 2nd Twin Demon is evil, they get Demon info. Only minions of the same team learn about the Twin Demon. 2 Twin Demons can kill twice as many but if any of the 2 evil Twin Demons are executed, good wins.
You want to be killed by the other Demon if you have different alignment. When you are dead, you cannot be executed deadly anymore. However, if the other Demon manages to get killed without execution, good wins.
A Slayer or Golem may waste their ability by interacting with a Demon, particularly with a Demon of the opposite team.
As good Demon, you want to hide because you can be killed by the other Demon. If the other team gets to know you, you won't be killed without execution, or if this happens, you have less tools to kill the other Demon, and the evil team probably wins the game.
Demon

Each night*, ≥ 1 *good* player dies whose ability *correctly* interacted with you (as *player*) last cycle OR 1 player *might* die.
Ker is the goddess of violent death. Everyone who detects the Ker player detects their own death by that.
The Ker never regularly wakes up at night except for getting Demon info. The Story Teller might wake up the Ker to query their opinion on who they would like to kill (by pointing to someone).
Players only detect the Ker with abilities that work on specified players. Abilities that detect an info but not a player do not trigger the Ker ability. If the info however uniquely identifies the Ker player, this can be counted as detection.
Any (between 1 and all) good players die who have (knowingly or unknowingly, partially or fully) detected the Ker player last day or last night. The Story Teller decides how many of these players die. In rare cases, if this helps the needed survival of the evil team, no deaths may happen (if a protected player detected the Ker player).
This demon can be quite weak or strong, depending on the situation. Therefore the story teller chooses who dies if nobody (partially) detected the Demon by their ability. This pushes the responsibility to the Story Teller but can lead to a more balanced game (or a more well-designed puzzle).
If no additional player has (re-)detected the Ker player last night or day, a good or evil player might die. If few players remain, this becomes likely.
Detection refers to the situation when an ability is known to query or interact with specified players (who coincidentally include the Ker player). This can happen directly via info or indirectly by drawing immediate conclusions from observed effects of one's ability. The detection must have happened at the previous day or previous night.
The detector player may not die immediately at day. This anomaly would be too revealing. When killed at the the next night, it could still be a lucky guess of another Demon player. Also, it gives players a chance to nominate once before they die.
Players die when they detected the Demon, even if they don't know having detecting the Demon player or when they did not tell anybody their info or who they are.
Indirect detection also counts as a detection, e.g. when a player gets the info that one half of the players are not the Demon, then by contraposition the Ker Demon must be one of the remaining players.
For pragmatic reasons, the demon player is only defined to be "detected" when the Ker's detected properties can be narrowed down to belong to at most half of the other (currently) alive players, including the Ker player but excluding the detector player.
Abilities who detect Ker's properties but cannot associate it to any player yet (or only to more than half the other alive players) don't count as having detected Ker.
The Story Teller might decide that a past information (of last night) counts as detection at this night (retrospectively) after the player actually got additional information today from others such that their past information has turned into a detection.
This retrospective rule is very fuzzy. Therefore, it uses the word "*might".
The rule is not supposed to say that the Story Teller can kill anyone who could have figured out the demon from any available knowledge or as soon as a player's old information gets valuable.
The detection is independent of player state. If a drunk player got an info that makes the Ker player correctly look like the Demon or evil, even if just fuzzily among a group, they detected the Ker.
The strength of the Ker is, players have a harder time to nominate and execute you if they don’t detect you. If they detect you, they likely die anyways.
An alive (drunk or poisoned) Empath neighbour of the Ker – getting 1 or 2 – or an Artist – getting to know that the Demon is among some players – die from the Ker ability next night.
The Spy is in play with the Ker. At night 4, the Story Teller decides that the Spy registers as good to the Ker and dies. (Controversial)
A Demographer learns that the Ker player is not above average age. However, the Demographer does not learn anything about which player the Ker could be. Therefore the Demographer might not die from the Ker's ability next night.
The Antifascist is in play and sees that the Ker is in play at night 1. However, the Antifascist doesn't detect the Ker player, only the Ker character, and might not die at night 2.
The Ker is the personification of the violent death in Greek mythology. The choice of name is by itself allegoric: Those who can see or detect the death, can only have the death right before them.
The Ker is the perfect Demon for newbies. The Ker Demon has minimum responsibility as a demon and doesn't even need to wake at night. The Story Teller manages the deaths.
Often, it's detrimental for the Ker to kill all detecting players. The higher number of deaths would reveal the Ker, therefore the number of deaths can be limited, especially in a way that confuses the good team. If the Demon is known, it also reveals who is a good player and that their information is related to the Demon player. In other cases, it can be very unbalanced if too many players die at once. Therefore, the Story Teller may choose to not let all detecting players die but at least 1.
Killing all detecting players is valid too if you need a quick game. Some players might not get new info later to "re-detect" the Ker. You might want to kill them now instead of later.
Varying kill counts allow the good team to puzzle more, for the price of a shorter game. (Both could increase the fun.)
The Ker incentivices the good players to keep their findings secret such that they can conclude with higher certainty to have detected the Demon when they die. If then multiple players die when they usually could not, Jackpot! If they don't die the next night after they detected the presence of an evil player while Ker is in play, they got either false info or detected a minion.
As the Story Teller, be moderate with your interpretation of detection. Often, players don't realize the value of their info later because they don't have all the info or knowledge about the current game as you have and they might not be able to make the guess. They might think of more worlds and possibilities that the Story Teller doesn't see. Players only need to die when they actually got detecting info or effects last night or the last day. On the other other hand, dying from the Ker would possibly help a player to realize the value of their past information.
As the Story Teller, you should also choose to kill a minion player at night 3 or later (if no-one has detected the Ker) to balance the game. Otherwise, kill a player such as the Ravenkeeper or probably the sage late in the game to give the good players a chance of winning. It can also be a bad story telling style to put such powerful abilities in the game with Ker who usually are only triggered by luck.
As the Story Teller, you may choose 1 player deliberately to lay a false trail. If no-one detected Ker and that player dies, they might think that they detected the Ker player.
As the Story Teller, of course you may also ask the Ker player who they would like to kill and you decide whether you do that or choose someone else.
The Ker is very hard to detect for a Lunatic, as the Ker abiliy never guarantees that the player's choice is respected and basically could wake up (without any meaning) even if the Story Teller cannot freely choose who dies.
Strategies for fighting the Ker might be counter-productive when other Demons are in play.
Some abilities are well-protected from the Ker such as the Undertaker who only gets to know dead players. They may only die when the Story Teller decides that they die after no-one else detected the Ker.
A Ker-game needs a higher amount of mentally walking through the setup as the story teller needs to plan beforehand which abilities and how many can detect the Ker at all and at the same time. The strength of this Demon can vary a lot based on the abilities which are used.
The Ker fits well to a script with good abilities that allow for a lot of freedom and choice but is rather weak against once-per-game abilities.
Demon

Each night*, choose 1 player to kill. Ballots ignore the deads. Good players only kill you if they agree to guess you as Demon today making dusk follow. You register as other Demon.
The Steelfzkin tries to hide and can only be killed by good players if any player guesses the Demon player with a special ballot during the nomination phase.
The Steelfzkin registers as another Demon character of the script towards other abilities (such as the Antifascist) or the Vampire Hunter).
During nomination phase, players may call for guessing a player as demon. (This may happen even if the Steelfzkin is not in play.) The players discuss this option and if everyone is ready, a special ballot is cast whether the guess is accepted. (Like for the ballot of ending the game, see President.)
There is no abstention of voting or tie. As soon as the ballot succeeds, the guess is set.
The ballot succeeds if:
- the majority of participants or all good participants express their support during the ballot
- AND at least 1 good participant supports it.
No vote tokens are used.
If the guess is accepted, the nomination phase ends. No executions or exiles may follow until night even if more executions would have been possible. The guess is not considered an execution.
If the Steelfzkin was guessed successfully, the Steelfzkin must die. If the guess was wrong, the game continues without a death of the Demon.
A guess for a specific player to be the Demon cannot be accepted (the ballot cannot succeed) if the guessed player would die from it but may not die. Then the ballot does not succeed even if it would have.
This happens if …
- the Steelfzkin is protected from dying by another ability (e.g. the Pope or the Patroness)
- no good players supported it. (Like a nomination in a Legion game.)
While Steelfzkin has their ability, dead players are covertly ignored by any kind of ballot and don't register as players for ballots. This includes voting for an execution, supporting the guess of a player as Demon or supporting the end of the game due to the President character. This might include ballots for exiles.
The Story Teller should not disclose that dead players were ignored. Their vote is simulated as if it were valid but the the nomination will not succeed when the actual votes do not satisfy the success condition.
This is a tough penality that balances the valuable info for the good team that they obtain from successful Demon guesses (even if wrong).
The anti Bipartisan is excluded from this rule because players with this ability and state can always particpate in ballots.
During the day phase, players can make only 1 call to guess the same player as Demon. If the ballot does not succeed to guess a player as Demon, another call cannot be made for that player until the next night.
Dead players might call for guessing a player as the Demon. (The Story Teller decides about rejecting or letting the call pass.)
If no good player can participate anymore in a ballot to guess a player as Demon (when Steelfzkin is in play), the game ends.
Jinx Mastermind: If the Steelfzkin is killed due to being guessed, their death is not declared publicly and the Mastermind triggers.
Jinx Hacker/Witcher/Clairvoyant: Steelfzkin related jinxes are hidden from abilities and cannot interact (including this jinx).
Jinx Maniac: If the Steelfzkin is in play, the Maniac dies if the Maniac is guessed as a Demon (no matter their Demon ability).
The Demon's name derives of Rumpelstiltskin but also looks like Steel Skin (invincibility) + stealth (covert action). The Steelfzkin requires players to guess the Demon character and then the player correctly for the good team to win.
The Steelfzkin is strong as long as their character is unknown or there are few info about which Demon is in play. However, they can be detected and then the game gets difficult for the Steelfzkin.
Steelfzkin only kills and removes the voices of players because any stronger effects such as unconsciousness or quitting are more easily detected than not being able to vote at all.
Steelfzkin can be detected by realizing that dead players are permanently like drugged (don't particpate in various ballots). Players also can detect the Steelfzkin if the Slayer or Murderer hits the Demon but they don't die from it.
Evil players must be able to influence which guess succeeds. Otherwise, evil players could be quickly identified when a guess is not accepted when enough players voted. Also, good players must be able to push a guess on the final day or if they have almost lost. Therefore, the extra rule is added that the guess passes when all alive good players support it.
The Pope or Patroness is a great bluff for a minion to let the Steelfzkin appear as if they were any Demon character protected by someone else. However, the town might be eager to get you executed.
Demon

Each night*, choose a player: they die OR the 1st chosen outsider becomes an evil Fang Shu & you die. *It executes you if all goods vote only you.* [+1 Outsider]
The Fang Shu is a weakened version of the official Fang Gu. The additional evil player is compensated with a covertly lost vote.
Everything as in the original Fang Gu.
Players don't know that the dead Fang Shu's vote will count as zero. As long as the Fang Shu never uses it, other players won't find out.
Edit of the official Fang Gu: https://wiki.bloodontheclocktower.com/Fang_Gu
Demon

At least once each night, you choose in place of the story teller. You are hidden. You register as being a Townsfolk or Minion.
The Vice is the animal oracle (or pet oracle) of the story teller.
The Vice registers as Townsfolk (if good) or as Minion (if evil) to abilities AND might register as it to the setup (when declaring player numbers). No other player knows that the Vice player is actually a Traveller.
The Story Teller must consistently (and correctly) declare the same player counts whenever asked.
The entire point is, the Vice doesn't get to know any abilities or reasons what they are choosing things for. Usually, they choose 1 player per wakeup. If they need to choose multiple, they wake up multiple times. The Vice only knows the constraints for their choice: the category of choices to make, e.g. players, characters, "yes" or "no", "good" or "evil", a number, a list of answer options etc.
The Story Teller might wake up the Vice multiple times in one night to make multiple choices or even split a bigger choice into multiple smaller ones for the same ability and player, waiting a little in between. This way, they can hide that two sequential choices belong to the same ability.
If there are no choices to be made, the Vice does not wake up, but they do if at least 1 choice exists at night. The Vice doesn't need to decide every decision of the Story Teller.
If the Vice kills the Demon, the killed player swaps characters with 1 alive player. The new Demon player gets the alignment that is opposite to the Vice.
Nominations of the secret Traveller are automatically treated as calls for exile of a non-Traveller. When started by a nomination, the success condition for exile ballot coincides with the condition of becoming about to die with a nomination. (The ballot is secretly a call for exile.) However, if successful, the secret Traveller is exiled directly. if the ballot is started as a public guess that someone is a Traveller and a call for their exile, it works like a usual ballot for Travellers. Such ballot calls (with a public guess) can also be started by dead players. However, if the players is not a Traveller, this ballot has no effect.
Optional: The story teller might allow the Vice to only make player choices.
The name "Vice" derives from being the 2nd after the story teller, the vice, but also from the singular of "vices", morally flawed behaviours.
The Story Teller can give a hint that the Vice is in play if they declare the player numbers for a game whose total number lacks 1 player.
When you use the Fabled Apatheist, you can hide choice constraints from the Vice (e.g. which players can be selected). If they make an invalid choice, the Story Teller decides by themself the closest valid alternative.
Another design aspect is, the evil and the Vice cannot easily collaborate. The evil players cannot know about them, except via really weird story teller choices, and the Vice only knows the demon. Players could use the Vice as a bluff to see the reaction of potential demon players.
If you are good and the Vice is approaching you on their quest for team members (e.g. minions), you could fake being a minion and suggest the Vice to choose a certain player as a proof (when they have to choose the next time).
The Vice claim is dangerous and therefore, players cannot really trust a Vice claim without some confirmation.
Traveller

You are hidden & have a principal of opposite alignment. You get captive when they want. If you are most responsible for their team to lose, you lose with them, even if dead. [You *might* be Townsfolk/Minion]
The Double Agent is like the Apprentice (Traveller) who opperates under the control and extortion of their opposite principal but tries to leak secret info to their own team without getting caught by the principal's team or the Story Teller.
The principal player may show the Double Agent the members of the principal's team (possibly minions, demons or bluffs) and extorts the Double Agent to spy on the Double Agent's own team to deliver information to the principal as they wish.
On their first night, the Double Agent sees the principal player (their master) who is from the opposite team, and the principal player gets to know that someone is their Double Agent. (If you are good, you get an evil principal. If you are evil, you get a good principal.)
Like the Vice, nobody else knows that you are a Traveller and the player counts might actually be different from what is declared (you are undercover). If you have a Townsfolk or Minion ability, you also register like a real Townsfolk/Minion in the game (but only gets evil Traveller info at night 1). If you are good, you can have a Townsfolk ability. If you are evil, you can have an evil Townsfolk ability. (This helps the cover of the Double Agent.)
Nominations of the secret Traveller are automatically treated as calls for exile of a non-Traveller. When started by a nomination, the success condition for exile ballot coincides with the condition of becoming about to die with a nomination. (The ballot is secretly a call for exile.) However, if successful, the secret Traveller is exiled directly. if the ballot is started as a public guess that someone is a Traveller and a call for their exile, it works like a usual ballot for Travellers. Such ballot calls (with a public guess) can also be started by dead players. However, if the players is not a Traveller, this ballot has no effect.
The Story Teller selects the principal. Important: Only choose players as principal and Double Agent who behave humanely in this situation and can bear it mentally. (You should know the players personality if you use this Traveller!)
The principal player can decide any time to set the Double Agent captive if they dislike the performance or behaviour of the Double Agent. A captive player is like frozen, cannot do anything anymore except communicating with others. The principal can declare this publicly or privately, at night or at day, anytime (only the Story Teller must hear this).
The principal could set the Double Agent captive as soon as they notice that they privately talked with someone without supervision.
The principal could set the Double Agent captive to prevent them from voting or nominating on the final day.
The Story Teller and the principal's team should try to supervise the actions of the Double Agent, either directly or indirectly (by asking players what they were told by certain players).
If anyone of the principal's team or the Story Teller notices that the evil team has lost mainly because of the Double Agent, the Double Agent loses together with the principal. This rule exists such that the Double Agent is careful to not make secrets public.
This extra losing rule holds under all player states and with every alignment.
The special art of the Double Agent is to benefit the opposite team but secretly pass information to their own team in a way that the principal's team and the story teller does not notice.
If someone nominates the Demon or a minion due to the information of a Double Agent, the Double Agent should lose when the principal's team loses, given that the story teller figures out that the Double Agent's information is used to make the evil team lose.
As principal, do not let the Double Agent without oversight/supervision from your team. Let somebody of your team supervise the private talks of the Double Agent or overhear them or ask others what they said. You can snitch on them to the Story Teller if the Double Agent betrays the secrets that you gave them.
As the principal, if the Double Agent refuses to play along, you can simply wish that the Double Agent should be made captive, any time.
image: https://www.clipartmax.com/middle/m2i8H7H7H7N4b1G6_image-result-for-free-spy-with-hat-spy-icon-png/
Traveller

You use 2 distinct characters: one at day, one at night. You know which. Your alignment is of the night character. At day, you register as your day character. [You are of any 1 character type]
The ambivalent is a player who is like good at day but is actually evil or vice versa.
The Ambivalent has 2 non-traveller characters.
On the first night, the Ambivalent gets to know their day character, their night character and their alignment (which is chosen according to the night character). The Ambivalent may replace any type of character: Townsfolk, Outsider, Minion or even the Demon. They are treated exactly like a player of the character type that they replace.
The Ambivalent might register as Traveller, i.e. they don't replace a player of non-Traveller type. Only in this case, the players know that the Ambivalent player has the Ambivalent character and is a Traveller.
Nominations of the secret Traveller are automatically treated as calls for exile of a non-Traveller. When started by a nomination, the success condition for exile ballot coincides with the condition of becoming about to die with a nomination. (The ballot is secretly a call for exile.) However, if successful, the secret Traveller is exiled directly. if the ballot is started as a public guess that someone is a Traveller and a call for their exile, it works like a usual ballot for Travellers. Such ballot calls (with a public guess) can also be started by dead players. However, if the players is not a Traveller, this ballot has no effect.
The Ambivalent character is like a private character ("background character"). The Ambivalent's 2 characters count as actual character during their respective day or night phase. The day alignment however might be misregistration. This means, these characters count towards all game rules, also the winning condition. If the Ambivalent Demon dies, the game would end, if no other Demon is alive.
The queried character of the Ambivalent depends on the time of the query trigger. The undertaker's query triggers at the execution (at day), while a Ravenskeeper's query triggers when being demon-killed (at night). If the query-trigger or query-condition happens at day, the day character is queried (even if the info is only obtained at night). If it happens at night, the night character is triggered (even if the info is only obtained at day).
Without further clarification or if undefined, the trigger of querying happens when the ability is used. E.g. when the Artist just asks about the alignment of the Ambivalent player, it is automatically interpreted as the alignment at the moment.
The actual Ambivalent character is not queried unless the Ambivalent has an ability defect or loss (like the Anarchist).
The Ambivalent is an Instigator at night and a No Dashii at day. This means, at night, their X-th neighbours are deranged. At day, their immediate neighbours are poisoned. If this player sits next to the Tea Lady, they won't die at night but will die at day (after an execution).
Traveller

You globally invert the success of specific player state transitions. You know which. All players know which when you die. You *might* be hidden + a Townsfolk/Minion.
The Prevaricator globally inverts the success for changes of a specific player state. The Prevaricator knows which player state is affected but might hide as a Townsfolk or Minion.
The inversion inverts the success condition for a change but the triggers remain unchanged. The inversion does not affect the change itself as would be known for dyseffective abilities. When the success is inverted, an effect that normally leads to a transition does not and a condition that prevents the transition now lets the transition pass.
The good Prevaricator typically inverts the success of a disadvantageous player state transition (such as an impairment or death). The evil Prevaricator typically inverts the success of a beneficial player state transition (such as curing or resurrection). It most often makes sense but is not a rule. The good Traveller helps the good team, the evil Traveller helps the evil team.
if the Prevaricator dies, existing states do not directly disappear or re-appear (in case of their current lack). Only if a new change is triggered, it works like normal again.
If the Prevaricator dies, the Story Teller does declare what player state transition was affected. However, the Story Teller may also declare it earlier or at the start to balance the game.
If the Prevaricator is a Townsfolk or a Minion, they might also be treated as such, i.e. the traveller character is private/secret (or is not, is public knowledge), the traveller player is public (or is not). The Prevaricator has a Townsfolk or Minion ability (or does not), The Townsfolk/Minion of the Traveller counts into the setup (or does not). The evil Prevaricator gets Minion info (or does not), registers as Townsfolk or Minion character or character type of their ability (or does not). Various of these aspects might be satisfied while others are unsatisfied, as the Story Teller sees fit, thus fluently transitioning between a Traveller and Townsfolk or Minion character.
This transition to a Townsfolk or Minion allows the Traveller to hide. Otherwise the Traveller could die quickly when they know about the Traveller (which often is recommended).
Other players might see the Traveller's real character so that they can exile them.
When people don't know that a Traveller is "nominated", only half the alive players need to support the exile to work. If dead players support it, they don't use a vote token.
Only the good Prevaricator may be treated as Townsfolk and only the evil Prevaricator may be treated as Minion.
Nominations of the secret Traveller are automatically treated as calls for exile of a non-Traveller. When started by a nomination, the success condition for exile ballot coincides with the condition of becoming about to die with a nomination. (The ballot is secretly a call for exile.) However, if successful, the secret Traveller is exiled directly. if the ballot is started as a public guess that someone is a Traveller and a call for their exile, it works like a usual ballot for Travellers. Such ballot calls (with a public guess) can also be started by dead players. However, if the players is not a Traveller, this ballot has no effect.
The Prevaricator is not active at setup time. Once the game state is set or has changed, the Prevaricator cannot undo any state or state change.
The good Prevaricator learns that the success of a kill is inverted. Whenever a player would die, they don't and whenever a player would not die from an attack (due to protection or because of having multiple lives) they die instead for real.
This is very interesting with the Maniac. If the Maniac is also in play without any other protection ability, the Demon can only kill players who the Maniac chose if the Prevaricator inverts the death success.
The good Prevaricator learns that drunkness success is inverted. If a player would get the drunk state, they don't. If a player would be protected from the drunk state, they are not and get drunk.
The evil Prevaricator learns that resurrection success is inverted.
Make sure that the Traveller player is confident with this character. Allow them to choose this character before the game. Otherwise, they could quickly call for their own exile.
A dead player can try to nominate players. If it is the Prevaricator, their nomination works.
Traveller

Each night*, choose 1 player (even Travellers): they quit the game until the next dusk where ≥ 5 non-Travellers live. You can quit ≤ 1 person at the same time.
The Travel Agent sells travels to players which makes them leave the town.
While a player quits, see quit state, they do not participate in the game anymore (except for communicating or physically interacting with other persons).
The Travel Agent may select any player, even Travellers and themself.
If the player's quitting ends the game, it removes all existing quit effects instead.
The Story Teller might declare who quits the game after the night.
The quit player returns at dusk if the player is ready to join and at least 5 other persons (not counting Travellers) are alive players at that time.
As long as one person has quit due to your ability, you cannot choose another one.
Optional: If the quit player decides to quit permanently, the Travel Agent might replace them.
Quitting the game is an ultimate protection but also an ultimate prevention of a player. The Travel Agent might choose players to protect them from death 1 time or might choose players to prevent their actions.
The Travel Agent can make players quit who need a break from the game.
Traveller

The Story Teller chooses 1 player. If they die, they quit from now on & displace the Story Teller who chooses again. New Story Tellers can be exiled. Then your team loses.
The Putschist tries to displace the Story Teller with a biased (partial) one who is also more vulnerable.
See quit state.
The Story Teller may not choose Travellers as new rulers. The Story Teller should choose a player that fits to the alignment of the Putschist (except if another choice helps the Putschist's team more). The Putschist might privately make a wish which however doesn't need to be fulfilled. Abilities also usually don't see the Putschist's alignment as Traveller.
Any players who quit due to the Putchist cannot not return until the game has ended.
When the game ends, any quit persons (even if they are/were story tellers) will turn into a player with their last alignment, character and (dead) state again. They win according to their restored player state and properties.
Except: if they were replaced by another story teller, then they are turned into neutral persons and normally don't win or lose the game at the end.
Replaced story tellers can also be exiled (for misbehaviour such as revealing game info). If this happens, they lose immediately and the game continues.
The new Story Teller will be partial for sure. However, they must follow all rules and perform the Story Telling correctly. They must not disclose game info except if rules require or allow them to do so. They may only lie about their own player past.
The new Story Teller is and will not be a player anymore (unless the game has ended). Neither they can vote for executions nor support exiles. They only nominate when the Bishop is in play.
While a new Story Teller is used, the Story Teller cannot change Fabled or Lorics. However, the original Story Teller may remove or add Fableds before they let the Story Teller change happen.
The original Story Teller might help the New Story Teller but any due interpretations or decisions of the Story Teller are decided by the new Story Teller.
The new Story Teller can be nominated and exiled like a Traveller (rules about story teller executions don't apply).
The Exile may only succeed if players among each team raised their hand.
If the current new Story Teller is exiled (at least half of all players support it), the game ends, the Story Teller becomes a player and the team of the Putschist player loses, while the other team usually would win.
Remember, that quit persons are not players anymore and cannot nominate someone or support an exile.
When the Putschist dies, the original and the current Story Teller decide who will continue. Alternatively, you can make a ballot among all players for the original story teller and revert the Story Teller to the original one, if at least half of the players raised their hand for it. (This process is separate from nominations and requires no Vote Tokens etc.) After that, the Story Teller does not change anymore without the Putschist. Any advantages and disadvantages remain when the new Story Teller continues. (The original Story Teller cannot be exiled and must be neutral. The new Story Teller is only be exiled but is partial.)
If a Story Teller is replaced by a new one, they don't revert to a player, they lose their alignment and must not disclose any game info (like a Story Teller). Persons who have been Story Teller turn into spectators.
To prevent former Story Tellers from breaking the game, players may initiate ballots against former Story Tellers. Every player participates on it. They may also specify a penality which applies if the ballot succeeds. If a former Story Teller is exiled, they will lose the game even if they have no alignment anymore but the game continues.
As a Story Teller from the minority team, you should be more careful to favour your own team. If this is too obvious, you could easily get exiled. Often, opposite players may still appreciate if you appear to be neutral (balancing between the majority and minority team) as exiling you is dangerous. On the other hand, players could be more paranoid about what the Story Teller does.
The evil players may know the alignment of the Story Teller. However, they should be in the minority number. But even if not, there is a risk of outing player alignment if the Exile nomination for you fails.
The Apatheist or Collaborator can be pretty destructive in combination with a New Story Teller. The original Story Teller might declare removal of the Fabled Apatheist before the new Story Teller is declared.
Traveller

Each night (not the last), you (might) specify state, property or action effects on nominators, nominees or all non-travellers of every nomination until next dawn.
The Spellcaster turns (valid) nominations into magic spells.
The Spellcaster wakes in the night (except for the night before the final day) to define an effect that is triggered at the next day after each ballot of a valid nomination was cast.
The spells' effects last until next dawn after the nomination ballot (when the night ends). Any effects caused by the spell are reverted when the spell ends.
Effects are not triggered after ballots of fake nominations or covertly invalid nominations which publicly look like valid ones or calls for exile.
The wish of the Spellcaster might be declared at the dawn before the affected nominations. (The Spellcaster might also wish to be declared.)
This should happen if it involves behaviour-dependent penalties or conditions (such as Madness, mutedness or paralysis), if the wish affects all players or is too unbalanced. It allows players to exile the Spellcaster in order to balance the game.
The wish should be declared if it's a dangerous wish, i.e. if the effects may interact with the ending or winning conditions. This is the case if the spells can kill or change alignment.
In the vast majority of cases, declaring the wish is probably better than not doing it. Exceptions are, if the wish is small or very subtle and does not require balancing.
Wishes are not declared if the declaration would help a team to obtain an advantage, e.g. "everyone is invincible" (after each nomination).
Some constraints on what spells cannot do (see examples):
Spells can only affect player state, properties, trigger events or ability actions and declarations.
If you might think that a wish is too strong, reinterpret it as only affecting the registration towards some rules.
If the Spell needs balancing, is wished to be declared or causes behavioural conditions (such as madness, mutedness or paralysis) that players need to know to obey them, then it is declared at dawn or each effect is declared individually when triggered. If the wish is small or subtle, it doesn't need to be declared.
If it is too strong and cannot be balanced, it has no effect.
Optional: The Story Teller might allow wishes to concern only nominees or nominators whose ballot succeeded or whose ballot failed.
The good Spellcaster wishes that votes of nominees count -3 times (until next dawn). After the Terminator was validly nominated (where the ballot succeeded), the Terminator nominates the Faustian and tries to vote for it (to obtain a tie). When the Story Teller counts the vote of the Terminator, they subtract -3 from the vote total.
The Spellcaster wishes that the Story Teller expresses their condolence to every nominee.
The evil Spellcaster wishes that every nominator is poisoned.
The Spellcaster wishes that every nominee is protected against death. After each nomination, the Story Teller declares that the nominee does not die today and next night. (This can also interpreted in the way, that any death is delayed until the next dawn.)
After colluding with the Demon, the evil Spellcaster wishes that every player resurrects who nominates. The Sinister Fog is in play and allows dead players to nominate. The Story Teller may not declare the wish. Now, when a dead player nominates, they secretly resurrect until next dawn.
The Spellcaster may wish that the execution also kills all nominators. If this happens, the nominators resurrect later when they died together with the executed nominee.
This wish has no effect, if too many players nominate and the game would end on execution.
The Spellcaster wishes that nominees die. Each nominated player dies after the ballot of a valid nomination but resurrects at dawn, also if they were executed or if chosen by the Demon in the same night. While dead, the player cannot die again.
The wish might not work when the Demon is affected.
Wishes cannot turn private information public.
A wish is effectless if it concerns only certain players selectively who are not "the nominees", "the nominators" or all non-travellers. Examples:
Changes of winninig conditions and prevention of standard nomination or execution effects have no effect.
You detect the Spellcaster when the effect happens after the ballot before execution, not before the ballot.
The Spellcaster is publicly known and can be exiled any time to avoid bad surprises.
Traveller

Each night*, you get 1 answer about the most passive (if good) or most active (if evil) alive player and prevent (if good) or cause (if evil) ability malfunction to them.
The Care Worker helps the most passive (plus queries 1 info signal about them) or mistreats the most active alive player (plus queries 1 info signal about them).
The Care Worker does not know who is their patient player (without asking exactly that).
If there are multiple players who satisfy the patient criterion, the Story Teller just chooses 1 of them to be the patient.
Each night, the Care Worker asks for getting 1 specific signal (out of a possible selection) regarding the properties or state of their patient. They only yield information about the patient player but no-one else.
The Care Worker can choose to get one of these signals via a text request or prompt:
Optionally, you can define prompt or question signals for the Care Worker that they can use at night to ask for certain generally meaningful info.
If the question is invalid, the Story Teller may prompt again. If there is no answer or an answer could make a team lose, the Story Teller can give an empty answer (e.g. a "maybe" or "no answer").
At night, the good Care Worker takes care of the most passive alive player as patient. The good Care Worker's patient's ability works in the player state that the patient had at dusk (when the night begins), no matter wether the player state has changed in the night.
Example: Even if the most passive player dies, the player still can use their ability at the night as if they didn't died but learns that they died at dawn.
At night, the evil Care Worker has the most active alive player as patient and mistreats the patient by impairing their ability such that it works abnormally (not like it would normally). This could mean false information or effects or it simply does nothing when it should do something. It behaves such that it would increase the count of the Mathematician.
A patient can only be a player who registers as alive to abilities.
The activity of a player refers to public activity here. When sitting together, if a player is the quietest and does act the least (or not at all), they are the most passive. If the player talks most of the time and/or nominates and/or votes the most, they are the most active.
Valid sample questions:
Some information might not have a hand signal, such as specific player states. The Story Teller might tell you the entire player state (if they can) otherwise prompts you to ask another question. (Repeat symbol.)
Invalid sample questions:
No conditional or indirect information about possibly other players may be obtained by the answer. Otherwise the question is invalid.
Invalid questions contain player state or properties or information that possibly refers to another player who is not the patient. Therefore, player names or conditions – that possibly refer to other players – are not allowed.
Traveller

Each night, choose 2 players. The first nomination of any of them fails the ballot.
The Suppressor suppresses critical nominations of players by making their first nomination ballot fail even if enough people would have voted.
Calls for exile, ending the game or guessing a player as demon are not nominations and therefore unrelated to this ability.
Jinx Bishop: The Suppressor prevents that one of the chosen players is nominated by the Story Teller.
image: https://img.favpng.com/7/24/18/computer-icons-booting-png-favpng-it5KwRH4TWk58dEvDUEH22K7Z_t.jpg
Traveller

Each night*, at dusk you *might* decide to skip the night, or at dawn you *might* decide to skip the day.
The Time Eater wakes at the start of each night and decides whether the night continues or ends.
The Time Eater does not wake during night 1 (the very first night in the game).
The Time Eater signals a "no" if the night should continue (regularly) or a "yes" if the night should end without any other players and increase the counter.
The story teller does not tell whether the night or day was eaten up. Players still could think, they were unconscious during the night. The Story teller might wait artificially before ending the night without anything to have changed.
If the night or day is eaten, it behaves as if everyone had been unconscious. Any effects or info that would have happened during the night or the day are lost. The day or night counter increases for each eaten night or day.
If the day is eaten, the Story Teller may just continue the next night seamlessly without waking the players up. The alternative is to wake up the players shortly for the day declarations and letting them go to sleep again afterwards.
Usually, the Time Eater cannot eat two consecutive phases because the Time Eater cannot wake in a phase that they have eaten.
The Story Teller chooses when they let the Time Eater decide to eat a time phase. (See Tips.) It should happen such that the game is not too unfair. E.g. the Time Eater is allowed to eat days when more executions than demon kills have happened in the past, or vice versa, the Time Eater is allowed to eat nights when more demon kills than executions have happened.
Do not allow the Time Eater to eat every night or every day. It would be quite unfair.
It also depends on alignment. The evil Time Eater chooses more days than nights, the good Time Eater more nights than days.
The Time Eater may not be able to eat days, if a character is in play who skips (or moves) night or day phases (e.g. Master Hora). As days have been shifted to the past, they cannot be eaten anymore by the Time Eater and so the Time Eater could only eat a night.
Master Hora shifts 1 night after the next day. When the night phase starts, the Time Eater wakes up at each dusk (at the beginning of both nights during the night phase). Each time, the Time Eater decides to eat the night.
The day eating capability is interesting as it allows for an alternative explanation to night abilities which take a lot of time. Some players won't know whether a day was eaten or whether a night ability took long.
Skipping nights is more useful for the good team than to the evil team. Skipping days is more useful for the evil team than the good team. Therefore, only the good Time Eater may not eat days because it would be too powerful otherwise. If the evil Time Eater could eat days, the Time Eater could not be exiled and evil would win with ease by eating all days.
A good balance is to allow the Time Eater to eat at most every 3rd phase, i.e. alternatively a night and then a day. Or let evil Time Eaters only eat nights. Another idea is to allow eating days only when an odd number of players is alive and allow eating nights only when an even number of players is alive. (Or the reverse condition for an evil Time Eater.)
A good Time Eater who eats only days prevents executions and less common day actions and is rarely useful except for helping a Heretic/Wicked.
Traveller

Each day, choose a player: a different player changes character *(but not character type)* tonight.
The Cacklejack gives Story Tellers freedom in balancing the game but also the license to destroy it.
"The Storyteller chooses one player to change character each night. This player can be evil or good, dead or alive."
"The Storyteller also chooses which character they become. This may be an in-play or a not-in-play character."
"Each day, the Cacklejack chooses a player that is immune - the Storyteller must choose a different player to change character that night."
"The Cacklejack may choose publicly or privately, but must choose during the day."
"Each time a player’s character changes, this is treated as a new instance of that character ability. For example, if a player becomes the Chef on Night 3, they immediately learn how many pairs of evil players there are."
When a player changes character, their character type is retained. Townsfolk remain Townsfolk, Outsiders remain Outsider, Minions remain Minion and Demons remain Demons.
Travellers can change into different Travellers. Story Teller might declare the change or not.
"At day, let Cacklejack choose a player. Add the NOT ME :reminder: to them. Tonight, replace any 1 player’s character token with a different character token of the same type. Show the player the YOU ARE info token & their new character. If a traveller, you might declare the character next day."
"Remember that the night order is just a guide. The Cacklejack may act at any point in the night if you need it to."
Edit of the official Cacklejack: https://wiki.bloodontheclocktower.com/Cacklejack
Traveller

On night 1, ≤1 good Townsfolk is outsider+Polymath instead: On night/day X, play ≤1 bluffable townsfolk/minion. Any ability after the X-th choice might overdrive. You register as evil. The evil *might* know your character. [1 evil Townsfolk/Outsider]
One good outsider player is the Polymath. The polymath is a nerd that is capable of almost everything except demonic stuff. The price is 1 extra outsider who registers as evil (even when the polymath is good). The Polymath is counted as Townsfolk player at setup time and turns to an outsider at the first night.
The idea of the Loric Polymath is a role that can be bluffed/claimed by every player but cannot be confirmed directly, not even via the outsider count, and that is able to verify info of claimed characters. The Polymath is not a Townsfolk character (unlike in previous versions of "Trust Me Bro!") and therefore cannot be seen by official abilities. The Polymath is intended as a challenge for bluffing experts and for puzzling characters. However, some players might be uncomfortable with the Polymath, find it difficult to handle or just annoying. Therefore, as part of this Loric, the Story Teller is allowed to not declare (or declare the exclusion of) the Polymath prior to the game session, even when the Polymath is on the Script.
The polymath always counts as a good townsfolk in the setup. Do not make them evil.
The story teller should put the outsider token into the bag instead of a Townsfolk character, to avoid additional knowledge about not-in-play Townsfolk characters. Like with a drunk or marionette, this character token has no meaning. They have a void Townsfolk character at the setup time. However, the player automatically turns into the drawn outsider character at the first night and might trigger a change of 1 other good player to an new evil player (with any character).
Consider, whether evil players and at least the demon is allowed to know the Outsider of the Polymath. You shouldn't tell them, if it spoils the game, such as when the Polymath has the Heretic or the Damsel outsider. Otherwise, it is recommended to inform at least the demon about the Polymath outsider for balancing reasons. It informs them that the Polymath is in play. On the other hand, you could even inform additional evil players who aren't minions or demons.
To support the evil team against the Polymath, it might be reasonable to have one more evil player than specified in the standard table. This player can be sacrifized for a double claim. This extra evil player may have any character. It doesn't need to be an evil townsfolk, a truely evil outsider would even be better to contend with the Polymath. With Spirit of Ivory in play, the additional evil player could also be an extra minion player. With the atheist in play, the story teller could change a good player into an evil demon. This would fix the alignment of all other players (and requires the story teller to handle the Fang Gu jump rule differently, for example jumping to a minion instead when an outsider is chosen).
As the Polymath, you may choose only one ability at night and only another one ability at day and only from townsfolk or minion characters. If you used one, you cannot choose another one during the same night or day. But, if you choose a new ability after you had already chosen X abilities (and X ≥ number of current day+night cycle), you might become "overdriven", i.e. you are either drunk or deranged whatever helps the opposite alignment more. However, the true registration as outsider is independent of your choice and always holds from start to end of the game (as long as a person is the polymath).
You can choose any townsfolk or minion ability (even outside the script) but the story teller might or might not allow you to choose your character, even those from the script (this means, it depends on the story teller permission to choose a character, and you might be prompted to choose again). Basically similar to an Alchemist. However, your ability can never change the demon character or player and cannot interact with or see the grimoire.
The precise criterion for allowing a choice should be bluffability. If a choice could not be bluffed anymore for neither good nor evil players (with knowledge or creativity), or would confirm a Polymath ability, prompt them to use another ability. The bluffability depends on the script that is played. If character swapping abilities exist, the story teller may allow choosing an ability that allows 2 different character confirmations for the Polymath player. Exceptions to this rule are still possible, e.g. if the good team is close to losing or the only chance for good to win is to confirm the Polymath. The Polymath role of a player cannot be swapped like a character.
It also means to not allow a Polymath to use refuted abilities. Refuted abilities are those that could not be in play without creating it during the game, e.g. when you were nominated in the past and want to have a Virgin ability or when you nominated someone in the past and want to have the Golem ability.
Don't allow minion abilities that would allow confirmation of too many minion abilities. If all minions are already outed or confirmed via signals or good player abilities, don't allow the Polymath to use another minion ability that would be confirmed by signals. You can still choose minion abilities which are in play or which don't send signals (or could be explained without another minion).
At all nights, you can use at most one once-per-game action. At all days, you can use at most one another once-per-game action. (Don't allow the action if it would make the Polymath's overall behaviour unbluffable, e.g. when using this ability would lead to confirmation of another ability for the Polymath player and when it is only possible for the Polymath.) Once-per-game abilities are abilities with manual activation (mainly those where you or other people can trigger it by choice, such as nominating, voting, choosing the moment of activation etc.). Abilities that are fixed to the first night or day doesn't count as once-per-game ability so that the Knight can be used as often as you like but you cannot use an Assassin twice. The usage restriction doesn't restrict your choice of character. Some characters might have further actions beyond a once-per-game action (which you still might use then) or you may choose a character but it doesn't work because the Story Teller decides so.
At day, visit the story teller privately to choose a character or explain what characters you are looking forward to using during future days or even nights (of course, you can remedy that later). If you tell the story teller your choice, it is set for the day or night. You may also directly use your chosen character, such as an artist or fisherman, by directly summoning it when approaching the story teller. If you cannot choose it, you will be told so. If you have not arranged a character this way, you may also play a character at day indirectly, without having to contact the story teller first. Just summon your character publicly when everyone is present. (You could say "I use/am ‹character› and do ‹action›.") After summoning it, you might use the ability (and this will likely be a once-per-game ability). Be cautious, it could also fail! In the worst case, it will seem like an obvious bluff. Summoning a 2nd character, when one was already granted to you, won't work at the same day. Summoning "refuted characters" – whose ability would have changed the prior course of the current day but didn't – must not work either, e.g. summoning the virigin after being nominated by a townsfolk. If the polymath was never nominated by a townsfolk, summoning works and with a virgin-triggered execution you would have used your once-per-game action for all days.
At day, the story teller doesn't need to tell anyone or publicly whether the polymath is real or whether their chosen ability actually worked, and the story teller usually should not do that. However, when communicating privately, the story teller should prompt you to choose something else when they don't allow your choice.
The benefit of arranging characters or ability actions for the night during a private talk at day is to avoid being woken up when you don't want to wake up at night. Waking up at night allows for being detected by the Chambermaid. If you arrange a night ability and action at day, you don't wake up and the Chambermaid doesn't detect that you used an ability. (Another story telling method is to allow the Polymath to choose an ability that doesn't wake up at night and count this choice as not waking up.)
The player state such as being drunk, poisoned, deranged or dead also affects any chosen abilities in the same way as they affect their outsider ability.
When the polymath uses an info ability, they get always the same information as the in-play character. Hence, they can use it to verify infos from other players. If the in-play character is defect but not the Polymath, the Polymath gets still correct info, not any arbitrary defect info.
If the Polymath uses an ability multiple times although it usually is a one-time information (such as first night info), the info should always be the same when queried. (It's okay to show the correct info a 2nd time, when the polymath is drunk at the 2nd time, but you must show the correct info when the polymath is sober+healthy at the 2nd time.)
Setup effects of abilities don't apply when a polymath chooses them (this is the the same for any character that is created mid-game).
Stale effects (that could only apply at an earlier time in the entire session) do not apply retrospectively, e.g. using the Poppy grower after night 1 does not prevent evil from knowing each other. The Poppy Grower ability doesn't even count as a once-per-game ability because it is not manually triggered by the ability owner or other people.
Jinx with Lunatic (Lunimath): If the Polymath is a Lunatic, the demons and Polymath don't know who is Lunatic and who is a real demon. Genuine demons have a drunk polymath ability and don't know that they are really the demon. The polymath has a Lunatic ability that simulates a real (but actually drunk) demon character who learns fake Lunatic choices from the story teller.
The polymath becomes the Hermit at night 1 and chooses someone to align with as ogre. The polymath chooses the Poppy Grower and evil doesn't get to know each other. At day 1, the polymath chooses artist and gets a yes or no. At night 2, the Polymath uses the Assassin but is deranged due to overdrive, so the chosen person cannot die except from a true Assassin. The polymath chooses the general at day 2 but is not activated (because the artist was used at day 1), and chooses no more character. In night 3, the polymath chooses Ravenskeeper (which cannot be drunk because the General was not used at the previous day), is killed by the demon and learns someone's character. The polymath didn't choose to be poppy grower the same night, so evil doesn't get to know each other (except when later a real poppy grower is killed). The polymath also has the Maverick ability and publicly chooses someone.
The Polymath wants to be the Huntsman. The Huntsman is not in the script but the story teller agrees since it is not a character that other players can actually confirm and which doesn't confirm the Polymath (it can simply be bluffed by two evil players, even if the effect of the character is real).
The polymath wants to be the snake charmer and selects the demon. Nothing happens.
The polymath wants to be Pit-Hag and tries to change the existing demon. Nothing happens.
When the polymath used a once-per-game action after choosing a suitable character, mark them with special night reminder. When the special night reminder is set, any other once-per-game action of successfully summoned characters are not going to work at night.
During day, you must pay attention to the polymath in the public to figure out the character that they choose. Ideally, they approach you with a character to play. Do not apply once-per-game actions when the polymath claims the ability after it would have triggered. E.g. when the polymath summons the virgin after being nominated, the nominater doesn't die retrospectively. If the virgin was summoned successfully at a day when you were nominated, a once-per-game action is consumed at day. Whenever a once-per-game action is triggered at day, mark the polymath with special day. If the special day reminder is set, any other once-per-game action of successfully summoned characters are not going to work at daytime.
As the polymath, choose a good script character for the day as these are most likely characters that the story teller will allow you to play.
If you are good, try to use an ability that identifies another good person to trust, such as the Steward (if on the script). The polymath rather wants to hide their outsider ability, so the demon doesn't get to know it. When the demon does, they want to have the Polymath killed or changed, ideally by a minion such as the assassin, psychopath or pit-hag.
It can help to use the proxy strategy: entrust some good character with your role and let them play the public Polymath with your help. At the same time, this can harmonize with the weak bluff strategy, when your proxy first claimed a weak good ability. The weak bluff strategy makes the Polymath claim a weak good role first to not be killed and gather information. Later in the game, they reveal themself to live even longer. It could be difficult for the evil team to figure out which strategy is at play.
If you are evil, your best strategy is to play aggressively against the polymath. Someone with dispensible evil character should provoke a double claim by claiming and bluffing the Polymath, the earlier the better. The confrontation could uncover the Polymath and make them suspicious too. If there is even nobody challenging your bluff, it's even better for you. It's not even suspicious to live long because the demon could fear to kill the Polymath, especially when the Polymath chooses their ability only at night. Additionally with excellent bluffing, the Evil Twin could also make the good twin appear as an evil bluff intended to execute the bluffing Polymath. (On the other hand, you could actually do that as an evil player as well with the real Polymath.) On the other hand, after you forced a real Polymath to out early, they maybe try to protect themself with abilities that trigger only with a demon kill, effectively wasting the Polymath's abilities when the demon doesn't attack. If an evil player knows the outsider of the Polymath, they may also resort to double claiming only that outsider character, but it's less effective. Another complementary attack is to spread lies privately or publically about what the real Polymath told, sowing distrust and causing turmoil.
For the demon, killing the Polymath is a risk. They rather want the Polymath to be executed or killed by minions or good abilities. With certain chance however, the kill could succeed without effect or just be lucky, especially when the Polymath believes, they are not detected yet.
Polymaths are quite useful to figure out drunkness or fake character claims, as they can verify the information they claim (except when themselves drunk, of course). On the other hand, a poisoned polymath can be a tool for the evil to foster trust into evil bluffs. It's pretty bad for the good team to have a polymath manipulated by the evil.
Polymaths can claim and use almost anything on the script, even minions. One minion can choose to claim a polymath to justify another good character claim. A true public polymath claim is also more safe than other strong characters, as the demon could be reluctant to kill the polymath. After revelation, a polymath pokers with the demon: the polymath could choose a character that the demon doesn't want to kill, like Ravenskeeper or Banshee. Good thing for the evil team, doing so prevents them from collecting more info when not killed. The demon tries to kill the polymath when the polymath might feel safe from being killed and vice versa.
As polymath, avoid picking characters which send signals that reveal you as the Polymath to possibly evil people. For example, if the polymath is the only character that can create a King, do not pick it to let the demon know you, otherwise the demon (if smart) would insta-kill you in the same night when you chose King. The polymath is among the best townsfolk, sacrifizing them makes rarely sense. Also, don't be led by your fears of getting killed too much. If you mainly choose abilities which trigger only when killed by the demon, your impact might degrade to a Soldier character.
Jinxes

Anyone who declares trust for a player: your vote doesn't register for their nomination. While alive at their deadly execution (not supported by you), you: learn their private character+alignment & get – or (if evil) misregister as – unconscious from now on.
The Trustmaker is like an Undertaker with more risk and interaction for everyone.
Any player can trust any 1 player to get crisp high-value information at their deadly execution. This info is correct and not influenced by registrations, states or abilities such as Vortox. You even learn properties which are usually hidden behind public but subordinate properties (e.g. the private Puzzledrunk character of the Puzzledrunk or the Pandemon character). Good players pay for this high-value info with their loss of ability, nominating and voting (unconsciousness). Good and evil players pay with lack of support for the execution.
If a player has multiple characters or alignments, you might learn multiple of their properties.
See unconscious state.
In order to avoid abuse, allow a player to change their trust relationship only once per day/night number (day+night phase of same number). A change means either declare new or revoke existing trust. Declaring or revoking trust takes effect with the next start of nominations of a day, dusk or dawn (whatever is earlier). You cannot gain info for executions that happened when the trust was not in effect yet. E.g. when you express trust only during the nominations (not before), all executions (at that day) happen before your trust relationship is created.
Trust must be declared publicly for everyone to hear. A trust relationship only ends automatically when the trust reward is obtained but not when the trustee dies. Imagine you trust a Zombuul, you will not get info on their first deadly execution but when the Zombuul is killed a second time by execution.
It's totally valid to trust dead players but useless. The trust effect only takes place when the death effects are active (that means not chosen by soulmate) and execution event happened. A actually dead player does not die again on execution. Therefore, the eternal Saint (i.e. when chosen by Soulmate) does not trigger anymore when dead.
Trust relationships don't allow the truster to cheat regarding their ability. In a bad fiction, a Zealot has to vote nonetheless even when they trust others. Then, trust would be useless for the special case of the Zealot. Therefore, trust is actually defined to entirely disregister the voting process and bypasses voting rules for the trusters while their trustee is nominated. This means, a Zealot doesn't need to raise their arm for a nominated trustee as they cannot vote for them.
You only get character+alignment information on the deadly execution of your trustee when you did not support their execution during times of trusting them. Passive resistance like not nominating, not arguing against them, not deliberately making them sus, is valid. Otherwise, it counts as treason/betrayal.
When you get the trust reward as good player, you actually become unconscious until the end of the game. As the story teller, do not disclose/declare it. Evil players however only appear that way for other abilities but actually aren't unconscious. They still use abilities, may nominate and vote.
With Trustmaker in play, never count votes aloud, otherwise you could out evil players who used their trust effect and vote.
As a possible remedy to the treason rule, the story teller may remove treason when the truster once is mad about not executing the trustee.
If you want to incentivize evil players to trust more, add a benefit only for evil players to the trust effect.
Jinx Soulmate: A soulmate vessel nevertheless triggers the Trustmaker reward on death.. If the vessel of a soulmate is trusted, the trust effect still works as a special case despite being an effect of a deadly execution. (This reduces the surprises, game explanations and simplifies story telling.)
The drunk Grandmother declares trust for her alleged grandchild. As they die together she learns, the grandchild is a minion. The Saint trusts the Fortune Teller. The Fortune Teller is executed and the Saint immediately afterwards due to trust. Evil wins.
When someone declares (new) trust for someone else, mark the person with "trusted by X" (showing the backside). When the nomination phase starts, next dusk or dawn occurs (whatever first), flip the reminder token to the frontside (frontside means, trust is in effect). When someone revokes trust, turn the reminder upside down (or indicate somehow to remove it later). At the next start of nomination phase, dusk or dawn remove any upside down "trusted by X" reminders. Now, do not change the reminder token anymore when it shows the backside or lies upside down.
Executions of those who trust happen directly after executions of trustees and succeed independently. When somone is nominated, then completely ignore trusters (and any effects their vote/non-vote could have) when their trustees are nominated (check the trusted reminders at the nominee's character token). Mark the nominee with "treason by X" when the truster "X" argued for or actively consented with the execution or voted for their trustee when nominated (even if the vote doesn't count!).
Do not remove the treason reminder till the end of the game. (Except if you allow so by defending the trustee at a future point of time.) Do not give them character+alignment info when the trustee has a "treason by X" reminder or the truster publically expressed to revoke the trust during the trustee's nomination (even if you do, the revocation takes effect only next dusk anyway but you make a treason). Non-deadly executions do not give any character+alignment info to the truster and the truster may get the info only when being alive during the execution of the trustee. The final information given by the story teller to a truster could be given at day or night time directly before or after the truster's execution.
The Trustmaker information has (very) high value and therefore players have to pay a high price to get it. The reason for an extra penalty is: the original Undertaker can die or get poisoned/drunk but the Trustmaker cannot. You can pretty much prove the character of someone if others trust your word.
Use trust decisively and decidedly. This mechanism was designed to be similar to trust in reality, even when the Trustmaker is an exaggeration.
As a good person, it's risky to trust players you suspect to be evil as everyone will have incentives to execute them. Your trust could even prevent them from doing so. Only do that if you have a dispensible good role or a good reason (like for a psychological effect on evil players).
When you are evil, you may trust others to not stand out but only for illusion. Evil players are expected to trust less, commit treason more often, as they are fewer in number and have higher risk. Therefore expressing your trust could make you indeed more trustworthy (the law of reciprocity).
On the other hand, evil players can declare trust to communicate with other evil players (like, "Hey demon, kill this one"). And this might not even seem suspicious when you are the evil minion that the person talked to or revealed themself to privately. The demon cannot kill all trusted people. But it's generally a risk if some good people stand out in being trusted as this will make them suspicious for the demon. People are less likely to be demon-killed when they have few trust. The demon also needs to weigh the value of possible responses when they see trust that is expressed by evil people to good people. On the other hand, trust that seems ingenuine or without reason might also appear suspicious.
As a saint to trust someone at all, you should have an excellent reason to do so and show that by expressing your trust otherwise you hurt your team.
Jinxes

1 minion, knowing it, might be the Plotter: When the game ends, winning outsiders/minions win if a Plotter lives or if the Story Teller was executed. Otherwise, winning townsfolk/demons win. Other winners have a draw. You choose how to register each dusk & dawn. You get 1 unique Townsfolk + 1 unique Outsider bluff. You may turn ≥ 0 players into minions after demon info. Good minions: know you & each other. Outsiders: know you & each other. If you are validly guessed, the Demon kills you at night. Each Townsfolk+Demon can use 1 public valid guess. Each day, the 1st valid guess is valid. On night X, Townsfolk+demons are deranged until dusk. [X Outsiders]
This wannabe demon has a plan: survive all demons or else execute the story teller. If you succeed you win, else you lose!
On night 1, the plotter gets to know 1 Townsfolk & 1 Outsider (which are not in play AND unknown to the Demon).
When the Plotter (role) is in play, winners may win or yield a draw depending on their character type. The notion of team or alignment remains unchanged.
See deranged state.
The derangement effect at night X does not occur when the plotter is dead but helps Demons and Townsfolk to discern the plotter or doubt their ability.
The actual outsider number (in the setup) can be arbitrary. If no outsiders are in play, then X = 0 and the deranged night does not happen. (This also helps to recognize the Plotter to be in play.)
After the Demon Info, the Plotter may assign minion characters to any non-Demon and non-Traveller players which might succeed.
The story teller (secretly) limits how many players turn into Minion characters.
Players change into minions instantly (if granted). Players cannot turn into minion characters that are already in play.
The story teller doesn't give feedback on whether any choice succeeded and whether the story teller's secret limit is reached.
After choosing minions, on the Plotter's first (relative) night, outsiders and minions of every alignment get to know the Plotter player. Outsiders learn all outsider players. Good minions learn all good minions.
The Plotter doesn't see the outsiders and doesn't know the number of outsiders!
Only evil minions learn who the demon is and who evil minions are in the minion info step.
When the Plotters enters the game in between, the Plotter still may choose to turn players into minions and informs all outsiders and all minions about themself as the Plotter, and also makes outsiders see all outsiders, and good minions see all good minions, and evil minions see all evil minions.
Minions don't see each other if the Poppy Grower is active!
If all Plotter characters (and abilities) are removed from the game, the game turns back to the original winning condition.
Early at night, the Plotter chooses what character+alignment they want to register as tonight.
You can only choose how your alignment/character registers if other abilities of yours do not prevent you from doing so. E.g. Pandemon with Plotter character doesn't allow registering as good alignment, always.
Late at night, the Plotter chooses what character+alignment they should register as during the day.
Exception: the Plotter cannot change their actual alignment, i.e. the Plotter cannot affect ending and winning conditions.
Any player can guess who the Plotter is but it only has consequences when a Townsfolk or Demon guessed right.
Only one guess is valid per day but the Story Teller does not declare whether a guess is valid. Every additional guess after a valid guess is ignored. Only Townsfolk and demons can make valid guesses and they can do so only once per game. Every additional guess of them is ignored (but they still may try to guess, even if it has no effect).
Only valid guesses have an effect. If the Plotter is actually guessed by a valid guess, the Demon must kill them in the next night. Either the Demon wakes up and see who they kill that night or they don't wake up.
Players win by character type (and alignment).
When the Story Teller is executed, the winning condition by alignment is ignored for every player (as if every alignment wins).
The winning condition is extended. The Plotter changes some alignment-based winners into players with a draw if these conditions are not satisfied.
Townsfolk & Demons:
Outsiders, Minions & players with active plotter ability
A dead player with Plotter character may lose but other players may still win because another Plotter lives.
Having only the Plotter ability (not the character) doesn't make the player lose when they die. Dead players without Plotter characters lose the Plotter ability and the winning condition turns back to normal.
If the story teller is executed (while the Plotter character is in play), all minions+outsiders+plotters (no matter their alignment) win together and all townsfolk and demons lose together, even if the Plotters are dead.
This condition holds for any player with Plotter ability, i.e. a Plotter Alchemist, a Plotter registering as good outsider, or a demon with Plotter (Alchemist Boffin) ability wins this way, by having the Plotter ability and executing the story teller (even if they are Townsfolk or Demon).
Jinx Wicked: The Wicked affects the Plotter's winning condition even if the Story Teller is executed.
Jinx Outsiders/Minions who don't know their character type: Cannot be in play together with the Plotter. [e.g. Lunatic, Punk, Drunk, Marionette,]
Jinx: The Plotter is not in play when demons are able to the see the grimoire or minion characters of players or kill by character.
The Plotter is in play. The Story Teller leaves townsfolk out of play, playing only with outsiders. The outsiders need to collaborate to claim a proper number of townsfolk characters.
The Plotter makes the Demon deranged and claims to be an Atheist. Due to the deranged state, the Demon believes to be the Puzzledrunk.
Pandemon has the plotter ability. An evil soulmate chooses Pandemon but Pandemon is executed later and therefore is dead at the end of game. The evil alignment wins and therefore, the good players lose and only evil travellers win because the demon does not win (so that evil townsfolk don't win) due to being dead while having the plotter ability and does not live (so evil minions/outsiders don't win). If the demon (with plotter ability) had won, it would mean, all evil people had won.
A cult leader turns evil and all good players choose to join the cult. The plotter however lives, therefore all evil minions and outsiders win but all evil townsfolk and evil demons lose (including the Cult Leader). The Politician wins since they are outsider and flipped to evil because of having convinced the good players to join the cult. (Note, the politician always obtains winning alignment when they persuade the good players to join the cult. They may only lose in this situation when there are dead plotters but no living ones.)
The evil plotter dies. A professor chooses the Plotter. The plotter recently chose to register as good townsfolk and is resurrected. Later, evil minions will win.
At the start of the night, the Plotter wants to register as good demon to the game rules. The demon is killed at the same night, the game goes on because the Plotter registers as demon. If the killed demon sent public information (like the Al-Hadikhia or Leviathan), do not send public information during the night or at dawn when the real demon is dead, just continue. The players think, the story teller is making fun of them and they execute the story teller. The Plotter, the minions and the outsiders (good and evil) will win.
At the start of the night, the Plotter registers as good. On the next day, they use the Doomsayer and a good player is killed.
X is fixed and defined by the setup. It doesn't change afterwards.
Important: registering as a character and alignment doesn't give the person the character's ability. Choosing an evil Heretic still doesn't trigger the Heretic ability, when the plotter dies!!
The plotter leads a coup against the demon and town, planning to betray and stab the demon when the demon seizes power (and their possessed townsfolk will go with them). The Plotter corrupted the minions against the Demon(s) and the outsiders against the town and might have arranged additional outsiders.
The Plotter is reminiscent of a "neutral" alignment which makes good and evil players lose if a player of neutral alignment is alive when the game ends.
The plotter mixes the Xaan with the Atheist, subdividing each team by character type.
As Plotter, it's your utmost priority to not blow your cover towards townsfolk (you don't know who the outsiders are) or demons.
If you are part of the plot and the Plotter dies, you have to execute the Story Teller to win.
As the story teller, when using the Fabled Spoiler, it is recommended to not exclude the Atheist/Rationalist when the Plotter is not excluded. You can also use the Spoiler to transparently restrict the possible minion choices for the Plotter.
As the Story Teller during the Plotting step, if irregular minions are already in play (due to other characters) or the good team is too small, use a limit of 0 extra minions and ignore the choices of the plotter.
The deranged night/day provides a salient event for all townsfolk and the demon to detect the plotter. From the plotter's perspective, it could be seen as a bad part of their ability that uncovers them. (Leave outsiders out of play when you don't want this effect to appear in the game.)
The Wraith and the Plotter would make a good team!
Having no outsiders is not suspicious for the demon when the regular number of outsiders would have been 0 or 1 and the Sentinel is in play.
As the plotter, bluff a minion towards the Demon which is actually in play or cannot be refuted. You may claim the character of another minion (and give them your known minion character) but make sure they remain alive such that you can continue to claim their effect.
Tip for plotting: As the Plotter, try to assign every minion character on the script. This guarantees that you get the maximum number of additional minions. After the plotting step, you are informed about all final minions and see which players turned into minions and which not.
As the demon, be vigilant! If you notice more evil players (than the Spirit of Irony allows) or notice inconsistent minion claims, this would mean, the plotter works against you.
Still, two unexpected evil players are possible without plotter in the Trust Me Bro script: the Polymath and the Bounty Hunter's evil townsfolk.
As the Demon, you could also be the Lunatic. You don't really need to hold back, once you figured out the plotter! In that case you cannot be the Lunatic (the characters are jinxed). But if you just kill your minions without a good reason, you likely will lose against the good team.
As the Pandemon, the plotter is poisoned and you have the plotter ability. This means, all evil people always win when you win. The situation is different for the good players.
As the polymath, you pay a high price for choosing the Plotter.
If no irregular minions are in play already, your choice of turning players into minions could be granted by the story teller (and good minions will not see the demon). But the price is, you are shown to all outsiders and minions and they will infer that you are the Polymath if the Polymath is the only ability that can make a plotter in the mid of a game. (Activating a Plotter has the inverse effect of the Poppy Grower.)
Also, as long as you are the plotter, you cannot win (your character type is townsfolk which conflicts with the Plotter's winning requirement of living) and when you choose to be another character, you aren't the plotter anymore, the game plays as normal. You have the benefit of choosing your alignment and character, when your info is queried by other abilities (but you lose this ability when the Polymath ability is lost after death!). Another benefit is, you can be lucky and cause a deranged effect at the same night in order to figure out the number of outsiders. Maybe, you also have fun at the frenzy that it causes. As consequence, after choosing the plotter, you likely will be killed by other players.
Jinxes

Each night*, alive minions choose 1 player: if good they die+quit. Good players are exiled, not executed. You cannot die if minions live. Good wins if & only if you die. [+1 evil arbitrary player]
The Fascist is the publicly declared alternative to the Atheist. The Fascist Loric boasts about who they are and is revealing about who is team red and who is team blue. The Fascist treats blue team players as unworthy aliens and makes blue team people quit the game but is protected from dying as long as Fascist supporters (minion players) also live.
See quit state. A person who is quit doesn't count as player anymore towards game rules. The quit state is removed when the game ends.
The Loric Fascist is only declared if the Fascist should be in play. In this case, the Story Teller gets the Fascist and can be executed.
The regular Demon player can be replaced by 1 evil player of any character type, e.g. a Minion or an Outsider. The Story Teller does not count as player except for the winning condition.
The Story Teller cannot nominate or vote. (However, the Traveller Bishop works like normally.)
The game ends when 1 regular player (i.e. without the Story Teller) is left alive (instead of 2).
The good team only wins if the Fascist is killed (even if Demon players are alive).
The evil team also may win if ≥ 50% of alive regular players are minions. (Except if the alive minions don't know the other evil players.)
if no Demon character is in the setup, each minion gets the same 3 bluffs that they would get from a Demon player. (Basically, it is equivalent to learning the bluffs in a private talk with the Story Teller, but not suspicious.)
When the Fascist is about to kill, the Minions wake to choose a player. Each minion wakes individually to choose. 1 player among the most chosen players will be selected by the Story Teller. This choice triggers demon kill effects on the chosen player like other Demons do.
Minions should not see each other when choosing a player. This prevents a good minion from seeing evil minions.
Minions may refuse to choose. If no Minion choose anyone that the Story Teller could freely choose who is targeted. It might mean that no good player is chosen and there is no effect.
If 1 regular evil player is an alive Demon player, the Demon only kills if no minions are left alive.
The Fascist's ability doesn't modify rules or abilities of others. E.g. the Princess must still execute someone to stop the Fascist from acting tonight. (It will only work when the Princess executes an evil player.) On the other hand, dangerous outsiders such as the Saint will not trigger because the Saint is exiled, not executed.
The story teller declares if an ex-player has died at dawn but quitting is not declared. Some players may quit due to Fascist without being killed. This allows for players bluffing the quit player state, even those who did not die.
When a person has quit the game, it also means that this person cannot be chosen by night abilities anymore. Don't allow players to choose them. (You may use the Fabled Apatheist to hide choice feedback from night ability players.)
Quit players aren't dead automatically. They just don't exist anymore until the game ends. When the game has ended and the win is decided, all players regain their most recent player properties and state.
As the Story Teller is not a player, they cannot be quit by abilities who only make players quit.
The Fascist cannot die as long as at least 1 alive player registers as a minion (type of player). This protection is immediately gone if no such player lives anymore (e.g. if only a Townsfolk or Demon is remaining).
Note: technically, minion players are players who have the minion type as a property. Minion players don't need to have a minion ability or minion character. Other (homebrew) characters or jinxes may treat a player as a minion player (under certain conditions). Some (homebrew) minion characters may treat players as non-minions under certain conditions (such as the Clan Boss).
Players are exiled immediately when they were nominated and the ballot succeeded. The nominations for good players are not distinguishable from nominations of evil players except for the effect of the successful ballot changes and the success condition for the ballot.
If an exile is triggered, dead players regain their vote token if they voted for the exiled player. The exile is declared (and whether the player dies or not). After an exile, the nominations continue.
A nomination ballot for a good player only succeeds if ≥ 1 good+alive player voted. Then it succeeds if the votes are ≥ 50% of the number of alive players or otherwise if all alive good players voted. Nomination ballots for evil players are like normally.
Any executions of good players, when initiated by abilities (such as with the virgin), are turned into exiles. Executions of evil players are not changed.
Jinx Sectarian: The Sectarian registers as evil Minion to the Fascist. (Actually normal behaviour.)
Jinx Princess: If the Princess nominates and executes an (evil) player, the Fascist does not choose next night. (Actually the normal behaviour.)
Jinx Hindu: The Hindu has no effect for dead players chosen by Fascist. (Actually normal behaviour.)
Jinx Anarchist: The Anarchist might register as good to Fascist.
The Politician is made to quit the game by the Fascist. The good team loses with the Politician to blame. Therefore, while the winning rules are applied, the Politician's ability returns and the Politician wins. (Analogous to the Heretic/Wicked.)
The alive Anarchist is made to quit the game by the Fascist. No matter which team loses, the alive Anarchist will win the game at the end because they live and could not die while being quit.
The Fascist is a special demon who could also work as a good demon.
In order to fight the Fascist, the good team has to rally decisively behind their own team members.
Don't be afraid of exiling good players at first. These players are not expected to be a minion and are still able to ghost vote when it matters (unlike persons who are quit by the Fascist).
The story teller should help the good team to balance the loss of player votes or effects due to the quitting mechanism of the Fascist and the exiles.
The revealing aspect of attacking only good players is purposefully designed to be a disadvantage for the evil team and therefore it is essential that the choice of the Fascist is declared. It allows the good team to confirm good players.
If a player is proven to be quit, they are necessarily good until the end of the game.
As the story teller, you can use the Fascist if you want to allow players to quit the game and do something else after being chosen by the demon. However, allowing players to leave the game physically also looks like a confirmation of their quit state. If that happens, you can also declare the quit state.
Jinxes

Each night, a new player sees 1 player. The seen players have something in common at the time of seeing them. Players can cast a ballot to decide who gets the next info.
The Quine hassles the group with a logic puzzle. The Quine is the Loric-version of the Logician.
The common property can be anything, it could be an outsider character, players who have been in a specific state (such being drunk), who have lied during the day or whose character misregisters at night. Maybe, it's a player who currently has the highest execution count.
Each player may see at most one player at night that is related to the Quine.
Each night, a player is shown. This player usually is different from the player of last night. At least 2 different players are shown during the nights. Note, that the timing also is relevant. The commonality holds at the time of when they are shown.
Players can volunteer to get the next info or players can start a ballot to determine a next candidate democratically. Otherwise, the Story Teller chooses.
Jinxes

Until next dusk, winners of nominations give their character to an unknown player. Afterwards, nomination supporters vote to execute the winner or not.
The Pardoner makes the nomination winner to suspend for one cycle instead of being executed but still can be executed optionally.
The suspended player has no character and may still vote and can nominate normally unless dead.
The players cannot control who obtains the character of the suspended player. The obtaining player's character is replaced by it for 1 cycle. It is usually a player of the same alignment but doesn't have to be. It can be a dead or alive player.
If the player – who obtained the last nomination winner's character – wins nominations, their original character now is transfered to another player. It might immediately overwrite the given back character of the previous player.
After the nomination's winner is declared, a successive ballot is cast which decides about the execution of the same player. Only votes of players count who voted for the nomination of the winner but no vote token is used. If the votes are ≥ 50% of participating ballot players, the execution passes.
Jinxes

You are an impartial player with a not-in-play character (no demon, no traveller). Once per day, certain players may privately ask about or guess it. Who names your ability gets to know what you did or saw last night.
The Introvert allows the Story Teller to become an additional (neutral) player with a character that is subject to player state.
The Story Teller tries to be fair to both teams when using their ability as player. The Story Teller can use their abilities, bluff and participate in voting, alternatively helping each team. This might allow for some metagaming which is fine in this case.
Ideally, the Story Teller chooses a weak or less intrusive ability with few or no responsibility.
If you want to have fewer metagaming, you can make the vote of the Story Teller player secret.
Practically, the Story Teller can nominate but they should do so only in cases where others don't nominate or cannot. (Like with Traveller Bishop.)
The Story Teller person acts as two entirely separated roles. Some times, the person acts as story teller but not a player. At other times, the person acts as a player but not as a story teller.
While the Introvert character is in play, the Story Teller's character also has become an in-play character.
The Story Teller person does not actually wake up like other players. They implicitly run their own ability as if they would be a normal player.
During day, each player may privately ask the Story Teller a yes/no-question about the Story Teller ability or guess the character. It can only be 1 yes/no-question. If the guess or question is not right, they get a "no". If it is right, the Story Teller tells them what the Story Teller did or what happened to them last night. Each subsequent night, it is sufficient to name the character to make the Story Teller talk about their ability or actions, instead of guessing them explicitly again.
You may prompt them for another question if the one question cannot be answered.
In practice, the Story Teller may limit the number of players who may privately ask you about the ability or guess it. The Story Teller can also only allow specific players to ask them, for example neighbours or pre-selected players. For example, you may allow 3 good players and 2 evil players to ask or guess you. Make this limit arbitrary so that other players don't know what your limit is.
The Story Teller may decide that players determine private visiters per ballot (democratically) who may ask or guess each day.
The Introvert gets the Wicked character. A good player figures this out but tells only very few players of their plan.
The main purpose for this Loric is to give players an additional task or puzzle and allow them to get additional game info that they would not get without an additional character.
Playes may (and should) keep it as a secret if they guessed the character. It reveals one character that other players with alignment don't have. In some cases, the ability may also reveal selective information.
Jinxes

Players successively learn their start character when they wake on night 1. The Story Teller or prior night abilities may alter them beforehand. Lorics can be declared on dawn 1.
The Town Planner is the architect of the town and sequentially constructs the city with their inhabitants. Players sequentially start getting a character in the town, sequentially, and can be influenced by prior players.
The Story Teller may deliberately swap characters after randomly assigning them to players.
Players – whose abilities may change other players' characters – wake first.
The Town Planner is an extension of the Gardener. The first night is like living through the past of the town's history within one night.
The Town Planner allows setup effects to be deployed at night 1. It allows random players to affect the setup (instead of players who were selected with the Gardener).
If you don't need a dynamic setup, you may just use the Loric Gardener if it simplifies story telling.
Jinxes

1 evil townsfolk/outsider turns good when someone else turns evil.
Turning the Cult Leader evil temporarily (and good later) could help the good team when the current bounty (for the Bounty Hunter) is not the evil townsfolk. It decreases the chain of evil people for the Bounty Hunter to follow.
On the other hand, this Fabled does not enforce that a new player turns evil when Spirit of Ivory is in play. If the story teller has a good reason to leave a townsfolk or outsider evil, do not change this and don't change someone else to evil who would have gotten evil (such as the Cult Leader).
Note: when the Politician turns evil, one evil townsfolk or outsider turns good and loses. How sneaky is that?!
Note, when this rule is played, any evil townsfolk or outsiders can turn the Cult Leader evil at most once but the Cult Leader can be evil even if none of their neighbours is! While there is no limit for minions and demons.
Fabled

The character of a Traveller might not be declared.
Fabled

On wakeup, players with minion or demon abilities might get a hint on request (also if drunk) showing ≥ 1 balanced choice. Players still decide on their own.
The hint contains at least 1 but should usually contain about 3 distinct choices whose effect balances the game.
Allows evil to manage lucky shots which may counteract an early end of the game, confirmation/trust of players or to make the game more interesting by allowing multiple possible worlds to be. This should only be done to balance the game. Do not help evil when they are in advantage or to get them an overall advantage! This won't be fun.
It's possible and recommended to give more hints than the player may choose. E.g. show 2 or 3 players for a demon who kills only one player. This way, the game becomes a hybrid between story teller controlled and player controlled demon.
As story teller, only do this to balance the game, not to manipulate the outcome such that a specific team wins or the better team loses. You should still allow the better team to win.
Fabled

Whenever an outsider effect mentions their team to lose/win, the effect *might* instead turn the outsider into a Heretic and at least the would-be winners learn this.
This rule is used to prolong the game and cause a frenzy when the Heretic is declared after execution, at day or at dawn. There are two options to uncover the Heretic: announcing heresy of a player publicly or only to some players at night. When the good team would win (evil team would lose), let all good players know about heresy, and you could declare the Heretic at dawn publicly or privately at dusk. When the evil team would win (good team would lose), let all evil players know about heresy, and you could declare the Heretic publicly at dusk or privately during night before dawn. (If the Cult Leader is in play, this could end up becoming funny since the Cult Leader may switch alignment.)
When a good outsider triggers a loss at night or an evil outsider a loss at day, it's better to not let their team know this because the good players get the power the following day and the evil players the following night. Therefore, you may decide to only tell all players of the opposite team about it at night.
Don't play the Showmaster's heresy rule when it would lead to the opposite effect than the original ability would have led to, i.e. when announcing the Heretic (without another Heretic in play) would make good win after the good Klutz chose an evil player, or make evil win when the evil Klutz chose an evil player. Play the normal rule instead and let their team lose/win.
It ultimately takes away an outsider's sole responsibility of ending the game and may feel less pressured. When the Heretic is declared at dawn, the team has still one day until the demon kills themself, but it has the opposite effect when there is an unknown Heretic.
This rule generally reduces the worst case risk and penality of the players' actions as no outsider instantly ends the game. On the other hand, the game may lose their steam and tension. To keep up the tension, the story teller may decide only in undeserved cases that the game goes on, and that game should end instantly in others.
There is no limit of Heretic players in the game, every pair of Heretics cancelling each other out. You have to keep track about their number and make the right decision.
The Heretic is the Good Twin. The Good Twin is executed. The story teller wants to prolong the game but the good twin cannot be turned into a Heretic as they are already one. Therefore, because the good team would win, all good players but none of the evil players learn at night that the Good twin died for heresy. If no Heretic were in play, the evil team would have learnt that the Good Twin died for heresy.
When it triggered as a consequence of death, exclaim that the player "died for heresy" or "dies for being a Heretic" (but no further reason). If it triggers without dying, exclaim that the player is charged with heresy or being a Heretic. Otherwise, just end the game.
Fabled

Players (not outsiders) can choose without constraint. The story teller does the rest to fit the selection to the game's requirements.
The Apatheist makes players choose at most once without getting story teller feedback.
This allows people to choose any number of things and ignore limits. If they choose invalid players or characters, they count as not being chosen. You may choose nothing, one thing, two things or more. If your selection is too small, the story teller will fill it up automatically as they see fit. If your choice is too large, the story teller will ignore something of your choice.
The challenge for the story teller is to balance the choice if it doesn't satisfy the requirements. For example, if the Adulterator chooses only dead players, the story teller needs to choose what players are selected.
The Fabled Apatheist can be used to conceal player state from players. Instead of prompting players again, the Story Teller will just adapt the choice to fit the requirements or ignore it, if the choice is optional (such as for an Assassin).
Fabled

The story teller restricts the script to at most normal size, giving hints about dis- or enabled characters/abilities before the game session. No Story Teller nomination with excluded Atheist.
The name "Spoiler" is ironic in some sense. On the one hand, it is indeed a common term to denote the prior revealation of unknown information. On the other hand, it should prevent a script from spoiling the playability because of too high complexity.
Excluded characters AND abilities do not come up in the entire game session, as if these characters would not exist. This means, an excluded character cannot be created, cannot be bluffed and cannot appear for the Drunk or Marionette. Especially for custom BotC groups who created their own grimoire and tokens but lack some tokens, they can exclude the characters from the game.
This is useful to restrict the number of enabled characters/abilities when the script is large. On the other hand, it allows for deliberately ruling out some difficult, advanced characters or homebrew characters that are disliked or got annoying, and would prevent some scripts to be played again.
Especially for games without script, it should actually be standard to restrict the range of possible demons to give the good players a better chance.
Excluding one character also implies that other dependent characters don't appear in the setup which would depend on the excluded characters for bluffing or in the setup. As the story teller, you should try your best to omit such characters from being in play.
The story teller declares, that Zombuul, Vigormortis or Vortox is in play.
The story teller declares that the Heretic and Atheist will not be available for the session.
The story teller declares that the King is excluded. As a consequence, the Choirboy will also be implicitly excluded.
Declare the character restrictions or hints before the game starts, publicly so that everyone hears it.
Fabled

Players die who insult, harass or libel others. Players lose who maliciously hurt or make others cry or disobey game rules. Nominations or kills may not have personal reasons.
The Fair Player should prevent toxic or disrespectful player behaviour from impacting the game experience.
Before the Story Teller decides someone to lose, warn them of violating the game rules and the consequences. The intension of the Fabled Fair Player is not to penalize players but to prevent toxic player behaviour.
Optional: Everyone is quiet during the accusation and the defense of a nomination. (Hell's Librarian)
Fabled

Evils only see each other if ≥ 4 good Townsfolk are in play. ≤ 40% of players can be evil. Social reading & meta gaming is welcome. You don't lie about the game or rules.
The Repairman prevents custom or homebrew scripts from breaking the original design of Blood on the Clocktower which renders game sessions unbalanced or luck-based.
The Fabled Repairman guarantees to the players that the Story Teller (or possibly script designer) is serious about the following things.
If too many players are actually evil (more than 40%), another player (who turned evil) turns back good. Otherwise no new player does turn actually evil.
Usually, evil players don't see each other when less than 5 Townsfolk are in play. Therefore, Baron can be quite strong in a 7 player game because the Baron can reduce the Townsfolk to only 3 useful Townsfolk players (possibly with 2 counter-productive outsiders) which makes the game much more difficult to win for the good team. Of course, it depends on the ability of the remaining evil Minions. A Baron with extra ability would raise the bar such that at least 5 Townsfolk would be needed to allow the evil team to see each other.
Social deduction games are mainly based on the idea of detecting or reading (social) behaviour of others. This idea is still ingrained in the design of Blood on the Clocktower despite the pseudo-logical deduction aspects and the many roles. Social Reading nominations are valid (or might just be covers to not explain other reasons). Nobody needs to support such a nomination anyways.
Some characters such as the Farmer, the Sailor, the General, the High Preastess and some Lorics like the Gardener or the Pope are explicitly and purposefully designed to draw conclusions from the story teller's actions. This is part of what is called "metagaming" sometimes. The inclusion of certain characters (in combination with others) in a setup also means something and players may assume that the sample of characters is constituted such that the game is winnable for each team. Therefore allowing to rule out certain unbalanced setups is valid.
Players take the responsibility for using meta reasoning and also if they fail due to that.
Homebrew scripts may add extra rules to disable official or standard rules. Any used extra rules must be declared (if new players play the homebrew script). This is fine. But for anything else, official and standard rules of the game must be respected.
One of the Story Teller's main responsibilities is to explain the game and the rules correctly and to correctly play the game.
Jinx Toy Maker: Evil may see each other if 3 ≥ good Townsfolk are in play.
Jinx Aristocrat: If the Aristocrat is in play, the Repairman allows for 1 more evil player who is also neutral.
This Fabled replaces the Spirit of Irony.
image: https://www.pngitem.com/middle/ihwmobi_transparent-mechanic-clipart-black-and-white-repair-tools/
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