Character Explorer

Every Character, Explained

The compendium tells you what a character does — the Explorer tells you how to play it: its abilities and jinxes, how it pairs with others, and how it fits your script.

Team
Edition
181 characters

Townsfolk

69
StewardTownsfolk
Experimental · First night

You start knowing 1 good player.

KnightTownsfolk
Experimental · First night

You start knowing 2 players that are not the Demon.

ChefTownsfolk
Trouble Brewing · First night

You start knowing how many pairs of evil players there are.

NobleTownsfolk
Experimental · First night

You start knowing 3 players, 1 and only 1 of which is evil.

InvestigatorTownsfolk
Trouble Brewing · First night

You start knowing that 1 of 2 players is a particular Minion.

WasherwomanTownsfolk
Trouble Brewing · First night

You start knowing that 1 of 2 players is a particular Townsfolk.

ClockmakerTownsfolk
Sects & Violets · First night

You start knowing how many steps from the Demon to its nearest Minion.

GrandmotherTownsfolk
Bad Moon Rising · Each night

You start knowing a good player & their character. If the Demon kills them, you die too.

LibrarianTownsfolk
Trouble Brewing · First night

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

ShugenjaTownsfolk
Experimental · First night

You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.

PixieTownsfolk
Experimental · First night

You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.

Bounty HunterTownsfolk
Experimental · Each night

You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]

EmpathTownsfolk
Trouble Brewing · Each night

Each night, you learn how many of your 2 alive neighbors are evil.

High PriestessTownsfolk
Experimental · Each night

Each night, learn which player the Storyteller believes you should talk to most.

SailorTownsfolk
Bad Moon Rising · Each night

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

BalloonistTownsfolk
Experimental · Each night

Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]

GeneralTownsfolk
Experimental · Each night

Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.

PreacherTownsfolk
Experimental · Each night

Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.

ChambermaidTownsfolk
Bad Moon Rising · Each night

Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.

Village IdiotTownsfolk
Experimental · Each night

Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]

Snake CharmerTownsfolk
Sects & Violets · Each night

Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.

MathematicianTownsfolk
Sects & Violets · Each night

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

KingTownsfolk
Experimental · Each night

Each night, if the dead equal or outnumber the living, you learn 1 alive character. The Demon knows you are the King.

DreamerTownsfolk
Sects & Violets · Each night

Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.

Fortune TellerTownsfolk
Trouble Brewing · Each night

Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.

Cult LeaderTownsfolk
Experimental · Each night

Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.

FlowergirlTownsfolk
Sects & Violets · Each night*

Each night*, you learn if a Demon voted today.

Town CrierTownsfolk
Sects & Violets · Each night*

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

OracleTownsfolk
Sects & Violets · Each night*

Each night*, you learn how many dead players are evil.

UndertakerTownsfolk
Trouble Brewing · Each night*

Each night*, you learn which character died by execution today.

InnkeeperTownsfolk
Bad Moon Rising · Each night*

Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.

MonkTownsfolk
Trouble Brewing · Each night*

Each night*, choose a player (not yourself): they are safe from the Demon tonight.

GamblerTownsfolk
Bad Moon Rising · Each night*

Each night*, choose a player & guess their character: if you guess wrong, you die.

AcrobatTownsfolk
Experimental · Each night*

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

ExorcistTownsfolk
Bad Moon Rising · Each night*

Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.

LycanthropeTownsfolk
Experimental · Each night*

Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.

GossipTownsfolk
Bad Moon Rising · Each night*

Each day, you may make a public statement. Tonight, if it was true, a player dies.

SavantTownsfolk
Sects & Violets · Day

Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.

AlsaahirTownsfolk
Experimental · Day

Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.

EngineerTownsfolk
Experimental · Once per game, night

Once per game, at night, choose which Minions or which Demon is in play.

NightwatchmanTownsfolk
Experimental · Once per game, night

Once per game, at night, choose a player: they learn you are the Nightwatchman.

CourtierTownsfolk
Bad Moon Rising · Once per game, night

Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.

SeamstressTownsfolk
Sects & Violets · Once per game, night

Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.

PhilosopherTownsfolk
Sects & Violets · Once per game, night

Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.

HuntsmanTownsfolk
Experimental · Once per game, night

Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]

ProfessorTownsfolk
Bad Moon Rising · Once per game, night

Once per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.

ArtistTownsfolk
Sects & Violets · Once per game, day

Once per game, during the day, privately ask the Storyteller any yes/no question.

SlayerTownsfolk
Trouble Brewing · Once per game, day

Once per game, during the day, publicly choose a player: if they are the Demon, they die.

FishermanTownsfolk
Experimental · Once per game, day

Once per game, during the day, visit the Storyteller for some advice to help your team win.

PrincessTownsfolk
Experimental · Each night*

On your 1st day, if you nominated & executed a player, the Demon doesn't kill tonight.

JugglerTownsfolk
Sects & Violets · Each night*

On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.

SoldierTownsfolk
Trouble Brewing · Passive / triggered

You are safe from the Demon.

AlchemistTownsfolk
Experimental · First night

You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.

CannibalTownsfolk
Experimental · Passive / triggered

You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.

AmnesiacTownsfolk
Experimental · Each night

You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.

FarmerTownsfolk
Experimental · Each night*

When you die at night, an alive good player becomes a Farmer.

MinstrelTownsfolk
Bad Moon Rising · Passive / triggered

When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.

RavenkeeperTownsfolk
Trouble Brewing · Each night*

If you die at night, you are woken to choose a player: you learn their character.

SageTownsfolk
Sects & Violets · Each night*

If the Demon kills you, you learn that it is 1 of 2 players.

ChoirboyTownsfolk
Experimental · Each night*

If the Demon kills the King, you learn which player is the Demon. [+the King]

BansheeTownsfolk
Experimental · Each night*

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

Tea LadyTownsfolk
Bad Moon Rising · Passive / triggered

If both your alive neighbors are good, they can't die.

MayorTownsfolk
Trouble Brewing · Passive / triggered

If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.

FoolTownsfolk
Bad Moon Rising · Passive / triggered

The 1st time you die, you don't.

VirginTownsfolk
Trouble Brewing · Passive / triggered

The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.

MagicianTownsfolk
Experimental · First night

The Demon thinks you are a Minion. Minions think you are a Demon.

Poppy GrowerTownsfolk
Experimental · Each night

Minions & Demons do not know each other. If you die, they learn who each other are that night.

PacifistTownsfolk
Bad Moon Rising · Passive / triggered

Executed good players might not die.

AtheistTownsfolk
Experimental · Passive / triggered

The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]

Outsider

23
HermitOutsider
Experimental · Passive / triggered

You have all Outsider abilities. [-0 or -1 Outsider]

ButlerOutsider
Trouble Brewing · Each night

Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.

GoonOutsider
Bad Moon Rising · Passive / triggered

Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.

OgreOutsider
Experimental · First night

On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.

LunaticOutsider
Bad Moon Rising · Each night

You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.

DrunkOutsider
Trouble Brewing · Passive / triggered

You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.

TinkerOutsider
Bad Moon Rising · Each night*

You might die at any time.

RecluseOutsider
Trouble Brewing · Passive / triggered

You might register as evil & as a Minion or Demon, even if dead.

GolemOutsider
Experimental · Once per game, night

You may only nominate once per game. When you do, if the nominee is not the Demon, they die.

SweetheartOutsider
Sects & Violets · Each night*

When you die, 1 player is drunk from now on.

Plague DoctorOutsider
Experimental · Each night*

When you die, the Storyteller gains a Minion ability.

KlutzOutsider
Sects & Violets · Passive / triggered

When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.

MoonchildOutsider
Bad Moon Rising · Each night*

When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.

SaintOutsider
Trouble Brewing · Passive / triggered

If you die by execution, your team loses.

BarberOutsider
Sects & Violets · Each night*

If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.

HatterOutsider
Experimental · Each night*

If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.

MutantOutsider
Sects & Violets · Passive / triggered

If you are “mad” about being an Outsider, you might be executed.

PoliticianOutsider
Experimental · Passive / triggered

If you were the player most responsible for your team losing, you change alignment & win, even if dead.

ZealotOutsider
Experimental · Passive / triggered

If there are 5 or more players alive, you must vote for every nomination.

DamselOutsider
Experimental · Each night

All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.

SnitchOutsider
Experimental · First night

Each Minion gets 3 bluffs.

HereticOutsider
Experimental · Passive / triggered

Whoever wins, loses & whoever loses, wins, even if you are dead.

PuzzlemasterOutsider
Experimental · Passive / triggered

1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.

Minion

27
MezephelesMinion
Experimental · Each night

You start knowing a secret word. The 1st good player to say this word becomes evil that night.

GodfatherMinion
Bad Moon Rising · Each night

You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]

PoisonerMinion
Trouble Brewing · Each night

Each night, choose a player: they are poisoned tonight and tomorrow day.

Devil's AdvocateMinion
Bad Moon Rising · Each night

Each night, choose a living player (different to last night): if executed tomorrow, they don't die.

SpyMinion
Trouble Brewing · Each night

Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.

HarpyMinion
Experimental · Each night

Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.

WitchMinion
Sects & Violets · Each night

Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.

CerenovusMinion
Sects & Violets · Each night

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

FearmongerMinion
Experimental · Each night

Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.

Pit-HagMinion
Sects & Violets · Each night*

Each night*, choose a player & a character they become (if not in play). If a Demon is made, deaths tonight are arbitrary.

PsychopathMinion
Experimental · Day

Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.

AssassinMinion
Bad Moon Rising · Once per game, night

Once per game, at night*, choose a player: they die, even if for some reason they could not.

WizardMinion
Experimental · Once per game, night

Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.

WidowMinion
Experimental · First night

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

XaanMinion
Experimental · Each night

On night X, all Townsfolk are poisoned until dusk. [X Outsiders]

MarionetteMinion
Experimental · First night

You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]

WraithMinion
Experimental · Each night

You may choose to open your eyes at night. You wake when other evil players do.

SummonerMinion
Experimental · Each night

You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]

Evil TwinMinion
Sects & Violets · First night

You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.

GoblinMinion
Experimental · Passive / triggered

If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.

BoomdandyMinion
Experimental · Passive / triggered

If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.

MastermindMinion
Bad Moon Rising · Passive / triggered

If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.

Scarlet WomanMinion
Trouble Brewing · Each night*

If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)

VizierMinion
Experimental · First night

All players know you are the Vizier. You cannot die during the day. If good voted, you may choose to execute immediately.

Organ GrinderMinion
Experimental · Each night

All players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk until dusk.

BoffinMinion
Experimental · First night

The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.

BaronMinion
Trouble Brewing · Passive / triggered

There are extra Outsiders in play. [+2 Outsiders]

Demon

19
YaggababbleDemon
Experimental · Each night

You start knowing a secret phrase. For each time you said it publicly today, a player might die.

PukkaDemon
Bad Moon Rising · Each night

Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.

Lil' MonstaDemon
Experimental · Each night*

Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]

No DashiiDemon
Sects & Violets · Each night*

Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.

ImpDemon
Trouble Brewing · Each night*

Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.

ShabalothDemon
Bad Moon Rising · Each night*

Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.

OjoDemon
Experimental · Each night*

Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.

KazaliDemon
Experimental · Each night*

Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]

PoDemon
Bad Moon Rising · Each night*

Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.

ZombuulDemon
Bad Moon Rising · Each night*

Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.

VigormortisDemon
Sects & Violets · Each night*

Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]

VortoxDemon
Sects & Violets · Each night*

Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.

LegionDemon
Experimental · Each night*

Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]

Fang GuDemon
Sects & Violets · Each night*

Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]

Lord of TyphonDemon
Experimental · Each night*

Each night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]

LleechDemon
Experimental · Each night*

Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.

Al-HadikhiaDemon
Experimental · Each night*

Each night*, you may choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.

RiotDemon
Experimental · Each night*

On day 3, Minions become Riot & nominees die but nominate an alive player immediately. This must happen.

LeviathanDemon
Experimental · Each night

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

Traveller

18
ThiefTraveller
Trouble Brewing · Each night

Each night, choose a player (not yourself): their vote counts negatively tomorrow.

BureaucratTraveller
Trouble Brewing · Each night

Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.

BaristaTraveller
Sects & Violets · Each night

Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.

HarlotTraveller
Sects & Violets · Each night*

Each night*, choose a living player: if they agree, you learn their character, but you both might die.

ButcherTraveller
Sects & Violets · Day

Each day, after the 1st execution, you may nominate again.

CacklejackTraveller
Experimental · Each night*

Each day, choose a player: a different player changes character tonight.

GunslingerTraveller
Trouble Brewing · Day

Each day, after the 1st vote has been tallied, you may choose a player that voted: they die.

MatronTraveller
Bad Moon Rising · Day

Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private.

GangsterTraveller
Experimental · Passive / triggered

Once per day, you may choose to kill an alive neighbor, if your other alive neighbor agrees.

Bone CollectorTraveller
Sects & Violets · Once per game, night

Once per game, at night*, choose a dead player: they regain their ability until dusk.

JudgeTraveller
Bad Moon Rising · Once per game, night

Once per game, if another player nominated, you may choose to force the current execution to pass or fail.

ApprenticeTraveller
Bad Moon Rising · First night

On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).

BeggarTraveller
Trouble Brewing · Passive / triggered

You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober & healthy.

DeviantTraveller
Sects & Violets · Passive / triggered

If you were funny today, you cannot die by exile.

ScapegoatTraveller
Trouble Brewing · Passive / triggered

If a player of your alignment is executed, you might be executed instead.

GnomeTraveller
Experimental · Passive / triggered

All players start knowing a player of your alignment. You may choose to kill anyone who nominates them.

BishopTraveller
Bad Moon Rising · Day

Only the Storyteller can nominate. At least 1 opposing player must be nominated each day.

VoudonTraveller
Bad Moon Rising · Passive / triggered

Only you & the dead can vote. They don't need a vote token to do so. A 50% majority isn't required.

Fabled

14
AngelFabled
Fabled · First night

Something bad might happen to whoever is most responsible for the death of a new player.

BuddhistFabled
Fabled · First night

For the first 2 minutes of each day, veteran players may not talk.

Deus ex FiascoFabled
Experimental · Once per game, day

At least once per game, the Storyteller will make a mistake, correct it, and publicly admit to it.

DjinnFabled
Fabled · Passive / triggered

Use the Djinn's special rule. All players know what it is.

DoomsayerFabled
Fabled · Once per game, day

If 4 or more players live, each living player may publicly choose (once per game) that a player of their own alignment dies.

DuchessFabled
Fabled · Each night*

Each day, 3 players may choose to visit you. At night*, each visitor learns how many visitors are evil, but 1 gets false info.

FerrymanFabled
Experimental · Passive / triggered

On the final day, all dead players regain their vote token.

FibbinFabled
Fabled · Once per game, night

Once per game, 1 good player might get incorrect information.

FiddlerFabled
Fabled · Once per game, night

Once per game, the Demon secretly chooses an opposing player: all players choose which of these 2 players win.

Hell's LibrarianFabled
Fabled · Passive / triggered

Something bad might happen to whoever talks when the Storyteller has asked for silence.

RevolutionaryFabled
Fabled · Once per game, night

2 neighboring players are known to be the same alignment. Once per game, 1 of them registers falsely.

SentinelFabled
Fabled · Passive / triggered

There might be 1 extra or 1 fewer Outsider in play.

Spirit of IvoryFabled
Fabled · Passive / triggered

There can't be more than 1 extra evil player.

ToymakerFabled
Fabled · Once per game, night

The Demon may choose not to attack & must do this at least once per game. Evil players get normal starting info.

Loric

11
BootleggerLoric
Loric · Passive / triggered

This script has homebrew characters or rules.

Big WigLoric
Loric · Passive / triggered

Each nominee chooses a player: until voting, only they may speak & they are mad the nominee is good or they might die.

GardenerLoric
Loric · Passive / triggered

The Storyteller assigns all players' characters.

God of UgLoric
Loric · Passive / triggered

One Ug hat. When wear Ug hat, must speak one sound at a time but vote twice. If fail, pass Ug hat.

HinduLoric
Loric · Passive / triggered

The first 4 players to die are immediately reincarnated as Travellers of the same alignment.

KnavesLoric
Loric · Once per game, night

There are 2 Storytellers: one lies & one tells the truth. Once per game, at dusk, they might switch.

PopeLoric
Loric · Passive / triggered

There are duplicate good characters in play. They might also be bluffs.

Storm CatcherLoric
Loric · First night

Name a good character. If in play, they can only die by execution, but evil players learn which player it is.

TorLoric
Loric · Each night*

Players don't know their character or alignment. They learn them when they die.

VentriloquistLoric
Loric · Passive / triggered

If a player is mad as a fresh character during their nomination, they might not die if executed today.

ZenomancerLoric
Loric · Passive / triggered

One or more players each have a goal. When achieved, that player learns a piece of true info.