Scripts
Washerwoman

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

Librarian

You start knowing that 1 of 2 players is a particular Outsider, or that there are zero Outsiders in play.

Investigator

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

Chef

You start knowing how many pairs of evil players are sitting next to each other.

Empath

Each night, learn how many of your two living neighbours are evil.

Fortune Teller

Each night, choose two players. You learn if either is the Demon. One good player is a red herring.

Undertaker

Each night, learn the true character of the player executed today.

Monk

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

Ravenkeeper

If you die at night, choose a player. You learn their character.

Virgin

The first time you are nominated by a Townsfolk, that Townsfolk is executed immediately.

Slayer

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

Soldier

The Demon cannot kill you.

Mayor

If only three players live and no execution occurs, your team wins. If the Demon attacks you, the Storyteller may choose a different player to die instead.

Butler

Each night, choose a master. Tomorrow, you may only vote if your master votes.

Drunk

You think you are a Townsfolk, but you are not. Your ability does not function.

Recluse

You might register as evil and as a Demon, even if you are not.

Saint

If you are executed, your team loses.

Poisoner

Each night, choose a player. They are poisoned until dusk.

Spy

Each night, you see the Grimoire. You might register as good and as a Townsfolk.

Scarlet Woman

If there are five or more players alive and the Demon dies, you become the Demon.

Baron

There are two extra Outsiders in play.

Imp

Each night, choose a player. They die. If you kill yourself this way, a living Minion becomes the Imp.