1. This is a list of publicly known unreleased characters. Please keep in mind that many of the characters in this document are more than 5 years old and any of them may have changed or been removed since. Any "How-to-Run"s are fan-made and based off of assumptions of how these characters work.

    Key: '- [...] -' : This character was removed (and probably for a good reason so dont use these). '? [...] ?' - This character was found on an Angelus script and has a good chance of being homebrew.

    TPI advises that you do not play with these characters as they are not finished and may need tweaking. They can't stop you though, but if you do play with these characters please remind all your players that these are un-finished characters and are not something to judge the quality of the game on (TPI does not want new-ish players to have bad experiences with these characters and then decide that the game is bad based off of those experiences).

  2. Changelog


    14/09/2024: Added Auditor, Governess, Matchmaker, Prince, Dowager, Orphan, Gorgon and Le Cadeau. Repurposed '? ?' for these Angelus characters. Removed Baker and Zookeeper (They have been released). Updated Phoenix, Donkey Wrangler and Vat Dweller icons. Updated the overview text.

    21/09/2024: Added icons for Auditor, Governess, Matchmaker, Prince, Dowager, Orphan, Gorgon and Le Cadeau.

    27/09/2024: Removed Hunchback (it has been released (Boffin)).

    01/10/2024: Updated Vat Dweller.

    07/10/2024: Updated Scarecrow.

    15/10/2024: Removed Zeitghast.

    16/10/2024: Updated Wizard icon.

    18/10/2024: Updated Amaniti and Dolomite icons.

    25/10/2024: Removed Mormon.

    02/11/2024: Updated the overview text. Added "How-to-Run"s for Thespian, Princess and Wizard.

  3. Scholar

    You start knowing which evil characters are in-play.


    Attribution

    Recreated icon by Dela

    Townsfolk

  4. ? Auditor ?

    You start knowing how many players have abilities affecting set up. [No default Outsiders]


    Attribution

    Recreated icon

    Townsfolk

  5. ? Governess ?

    You start knowing one character type of the closest non-Townsfolk (not including Travellers).


    Attribution

    Recreated icon

    Townsfolk

  6. Diplomat

    You start knowing which players are minions. If a minion you know is executed, your team loses, even if dead.


    Attribution

    Recreated icon

    Townsfolk

  7. Blacksmith

    You start knowing how many outsiders are in play. All outsiders are drunk, even if you are dead. [+1 Outsider]


    Attribution

    Recreated icon

    Townsfolk

  8. Ballerina

    You start knowing if more townsfolk are (1) odd or (2) even steps from you clockwise. Or you learn that (3) it's equal.


    Attribution

    Recreated icon

    Townsfolk

  9. Pirate

    You start knowing how many pirates are in-play. If Pirates are the only good characters alive, good wins. [+0 to +2 Pirates]


    Attribution

    Recreated icon

    Townsfolk

  10. Prophet

    On your 1st night, choose a day number: if all dead players are good that dawn, they are resurrected as travellers.


    Attribution

    Icon by Dela

    Townsfolk

  11. Stableboy

    Each night, learn 1 in-play character.


    Attribution

    Recreated icon

    Townsfolk

  12. Moneylender

    Each night, choose an alive player (not yourself): you become their alignment.


    Attribution

    Recreated icon

    Townsfolk

  13. Palm Reader

    The Demon attacks one night before it takes effect, even if you are dead. Each night, learn who was attacked.


    Attribution

    Recreated icon

    Townsfolk

  14. Wench

    Each night, you learn a player. They are drunk until dusk and any information they receive is false.


    Attribution

    Should be 3 Drunk icons. Icon by Dela.

    Townsfolk

  15. Houndskeeper

    Each night, you learn how many steps to the nearest living player targeted by an evil ability tonight.


    Attribution

    Recreated icon

    Townsfolk

  16. Genius

    Each night, choose a good character: you have that ability until you choose again. You are drunk every other night.


    Attribution

    Recreated icon by Dela

    Townsfolk

  17. - Quack -

    Each night, choose 2 living players: abilities that target one, target the other instead. The demon cannot die this way.


    Attribution

    Recreated icon

    Townsfolk

  18. Witch Hunter

    Each night, choose a player: you learn their alignment. If they are not executed tomorrow, they turn evil. You can not be evil.


    Attribution

    Recreated icon by DarkArtist

    Townsfolk

  19. Insomniac

    Each night*, learn a character that died tonight.


    Attribution

    Recreated icon

    Townsfolk

  20. Voyeur

    Each night*, choose a player (not yourself): if they die tonight, all players learn who you are.


    Attribution

    Recreated icon

    Townsfolk

  21. Hustler

    Each night*, learn the character that nominated you today. If you are "mad" about being the hustler, you receive false info.


    Attribution

    Should be a chequered suit

    Townsfolk

  22. Astrologer

    Each day, ask the Storyteller to tell you 1 piece of false information.


    Attribution

    Recreated icon by DarkArtist

    Townsfolk

  23. ? Matchmaker ?

    Each day, privately choose 2 players: you learn if they're connected by an active ability.


    Attribution

    Should be a loop knot

    Townsfolk

  24. Druid

    Each day, you may publicly choose a player. If either of you die tonight, an alive minion dies instead, if possible.


    Attribution

    Recreated icon by Dela

    Townsfolk

  25. Coachman

    Each day, choose a 1 word topic on which the Storyteller tells you 1 fact. If an alive neighbour is evil, you get false info.


    Attribution

    Recreated icon by Dela

    Townsfolk

  26. Thespian

    Each day, an evil player must be "mad" about something or they die. Each day, you must be "mad" about something or you die.


    How to Run

    Wake the Thespian and evil player separately and show them the "This character selected you" card and the Thespian token. Then show them what they should be mad about on a sheet of paper. This does not have to be the same for both players.

    Attribution

    Recreated icon by IRS

    Townsfolk

  27. Apothecary

    Once per game, publicly change one game rule, if the Storyteller agrees.


    Attribution

    Recreated icon by Dela

    Townsfolk

  28. Patient

    Once per game, at night, you wake: choose an in-play character to gain ability for each night you were asleep.


    Attribution

    Recreated icon

    Townsfolk

  29. Bodyguard

    Once per game, at night, choose a character (not the Bodyguard): they are not affected in any way by evil abilities.


    Attribution

    Recreated icon

    Townsfolk

  30. Hangman

    Once per game, choose a player. Going clockwise, good players that do not publicly state their character in 3 seconds, die.


    Attribution

    Recreated icon

    Townsfolk

  31. Piper

    Once per game, publicly choose that from now on: Minions can privately choose to turn good but the next executee's team loses.


    Attribution

    Recreated icon

    Townsfolk

  32. Machinist

    On your 1st day, you may visit the Storyteller to gain the ability of an off-script character, even if drunk or poisoned.


    Attribution

    Recreated icon

    Townsfolk

  33. Leper

    If the demon kills you, they are poisoned.


    Attribution

    Recreated icon

    Townsfolk

  34. Phoenix

    On final day, if dead, you are raised as a not-in-play townsfolk.


    Attribution

    Icon by DarkArtist

    Townsfolk

  35. Scavenger

    If both your neighbors die, something good happens.


    Attribution

    Recreated icon

    Townsfolk

  36. Nun

    Other good players cannot be drunk, poisoned or get false info.


    Attribution

    Recreated icon

    Townsfolk

  37. Bon Vivant

    Your alive neighbouring players are drunk (not including Travelers).


    Attribution

    Should be a party horn

    Townsfolk

  38. Nanny

    At night, other players with both hands over their eyes cannot die, but if you die, they might die too.


    How to Run

    At dusk, get everyone who wishes to put their hands over their eyes to send you a message saying so, then create a list of these people. If anyone without hands over their eyes wakes, send them the list of people with hands over their eyes. If a player with hands over their eyes would wake, they may select players and characters, but do not learn any sort of information.

    Attribution

    Recreated icon

    Townsfolk

  39. Lion Tamer

    If either of your alive neighbours died by execution today, all players are safe from the Demon tonight.


    Attribution

    Recreated icon

    Townsfolk

  40. Schoolmarm

    Players who turn evil learn you are in play and may choose to remain good. [1 evil-creating character is in-play]


    Attribution

    Recreated icon

    Townsfolk

  41. Strongman

    If you were the most mad about being the Strongman today & a player chose you tonight for any reason, they die.


    Attribution

    Should just be the weights

    Townsfolk

  42. Messenger

    On the final night, even if you are dead, choose a player: they learn something. At any time, you may request what.


    Attribution

    Recreated icon

    Townsfolk

  43. ? Prince ?

    After the first night, as long as you haven't been nominated, you cannot die, turn evil, or become another character.


    Attribution

    Recreated icon

    Townsfolk

  44. - Rogue -

    You may choose to break any rules when alive. If the Storyteller finds out, even if dead, something bad might happen.


    How to Run

    (Requires a Co-ST) Get your Co-ST to help the Rogue break the rules. For example, the Rogue can message the Co-ST 'i will look at the grim' and the Co-ST can send them the grim. If it seems like the Rogue breaking the rules would be caught by the ST to the Co-ST then the Co-ST can message the ST 'You catch x breaking the rules'. For example, if the Rogue looks at the grim while the ST is in Town Square you can be safe to assume that irl the ST would be behind the grim and notice the Rogue having a peek.

    Attribution

    Recreated icon

    Townsfolk

  45. Tycoon

    1 player that you have shaken hands with might be drunk. Each night*, learn if you shook hands with an evil player today.


    How to Run

    Make sure the Storyteller is in the private conversation where both players agree to shake hands so that they can make sure that both players agree.

    Attribution

    Recreated icon

    Townsfolk

  46. Merchant

    You & any other player may choose to make a deal. Until a new deal is made, if a player breaks the deal, 1 of you dies.


    How to Run

    Make sure the Storyteller is in the private conversation where both players agree to a deal so that they can make sure that both players agree.

    Attribution

    Recreated icon

    Townsfolk

  47. Queen

    If both of your neighbours are good, they learn who you are. Anyone mad about a Queen being in-play might be executed.


    Attribution

    Recreated icon by Dela

    Townsfolk

  48. Mole

    You are a minion & register as evil. If the Demon publicly guesses you (once), your team loses, even if dead, drunk or poisoned.


    How to Run

    1. Put the Mole token into the bag.
    2. Wake the Mole and show them which Minion they are.
    3. Replace the Mole token on the grim with the Minion they are and put the 'Is the mole' reminder token next to them. (The Mole is an additional Minion and does not replace one)

    Attribution

    Recreated icon

    Townsfolk

  49. Beekeeper

    One evil player registers as good and as a Townsfolk or Outsider. If you publicly guess who it is (once per game), your team wins.


    Attribution

    Recreated icon

    Townsfolk

  50. Casanova

    Each night, choose an alive player (not yourself). If they're an ally & executed tomorrow your team loses.


    Attribution

    Recreated icon by Dela

    Outsider

  51. Bully

    Any players who vote differently to you might die.


    Attribution

    Recreated icon

    Outsider

  52. - Peasant -

    If you lose, you are the Peasant in the next game.


    Outsider

  53. ? Dowager ?

    If you died today or tonight, the Demon sees the Grimoire.


    Attribution

    Should be a hat with veil and a hand holding a cigarette

    Outsider

  54. ? Orphan ?

    If you are good & dead, the Demon only dies by execution if you voted.


    Attribution

    Recreated icon

    Outsider

  55. Tramp

    If there are any votes to execute you, you might be executed immediately.


    Attribution

    Recreated icon

    Outsider

  56. Charlatan

    At night, you become the alignment of the 1st player to be executed this game.


    Attribution

    Should be two faces, a light one and a dark one

    Outsider

  57. Donkey Wrangler

    If you are nominated and the demon is not executed, your team loses. [Your token is square]


    How to Run

    (Requires a Gardener on official app)

    1. Assign characters but dont send them.
    2. Starting from the top of the circle, tell the first player privately if a Donkey Wrangler token is in the bag.
    3. Ask if they want the token, repeat until someone says yes (if it gets to the last person, they must take the token).
    4. Replace that person's character with the Donkey Wrangler's.
    5. Replace the person who got assigned the Donkey Wrangler's token with the token of the player who took the Donkey Wrangler.
    6. Send characters.

    Attribution

    Icon by Moony

    Outsider

  58. Golden Child

    The 1st player to nominate you, turns evil that night. If you nominate yourself 1st, your team loses.


    Attribution

    Recreated icon

    Outsider

  59. Hermit

    You have the ability of every other outsider. No Outsider modification effects work. [No other outsiders]


    Attribution

    Recreated icon by Dela

    Outsider

  60. Princess

    If a player dies, then claims to be the Princess (you must), 1 player may choose to die instead. If they are evil, your team loses.


    How to Run

    If any player claims to be a Princess when a Princess is in-play, another player can choose to die for them. The Princess must claim when they die, and if an evil chooses to die for them (and only the Princess), the Princess' team loses.

    Attribution

    Recreated icon

    Outsider

  61. Prisoner

    You cannot vote. You start knowing 1 not-in-play character. If most players vote to free you, you become that character and that character's alignment.


    Attribution

    Recreated icon

    Outsider

  62. Vat Dweller

    On your 1st night, choose an Outsider. Every Outsider is a copy of that Outsider. [-? to +? Outsiders]


    Attribution

    Recreated icon by Eddy

    Minion

  63. Klaun

    Each night, choose up to 3 players. They are told that they are mad in some way, but are not.


    Attribution

    Should be a spotty hat with flowers

    Minion

  64. Familiar

    Each night*, you wake with the Demon and choose a player: they die. If you die, the demon loses its ability.


    Attribution

    Recreated icon

    Minion

  65. Ringmaster

    Once per game, choose to become the Storyteller. You may still vote.


    Minion

  66. Wizard

    Once per game, choose to make a wish. If granted, your wish may have a price, and leaves a clue to its nature.


    How to Run

    Yes, the price and clue can be anything! They are decided by the Storyteller to keep the game fair and should be around the same power level as the wish. So, if it's a powerful wish, it should be a costly price and a more obvious clue, however, if the wish is more simple, the price should be more tame and the clue should be more subtle.

    Attribution

    Recreated icon by Eddy

    Minion

  67. Amaniti

    Your neighbours falsely register to good players' abilities.


    Attribution

    Recreated icon by Dela

    Minion

  68. Senator

    Players can only nominate their living neighbors, even if you are dead.


    Attribution

    Recreated icon

    Minion

  69. Scarecrow

    To good players, you register as a Demon & the Demon registers as a Minion.


    Attribution

    Recreated icon

    Minion

  70. Wraith

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


    How to Run

    At any point during the night the Wraith may message you the word 'open'. This means that the Wraith has opened their eyes. The Wraith may message you the word 'close' at any time to close their eyes. When the Wraith opens their eyes they learn anything that they currently woken player learns (but they won't learn which character they are). If the Wraith's eyes are open when a player picks them, when the player opposite them has their eyes open or when one of their neighbours has their eyes open, they learn that the Wraith has their eyes open.

    Attribution

    Recreated icon

    Minion

  71. Imposter

    You poison and gain the ability of the 1st in-play character that you are mad about being each day.


    Attribution

    Recreated icon

    Minion

  72. Copycat

    You have the ability of an in-play Minion. If no others exist, you start by choosing a Minion: gain their ability.


    Attribution

    Should be two skulls

    Minion

  73. Riddle Fiend

    On the final day, even if you are dead, each player publicly guesses who you are. If no good players do, evil wins.


    Attribution

    Recreated icon by DarkArtist

    Minion

  74. ? Gorgon ?

    Each night, choose a player: if they leave their seat tomorrow, they die. Lose this ability when 3 or fewer players live.


    Attribution

    Recreated icon

    Minion

  75. Daughter of Nox

    Good’s info is reversed. The 1st time each player names you: lose your ability (if they are good), regain it (if they are evil).


    Reversed: True info becomes false info. False info becomes true info. This does not affect drunk or poisoned players as their info is arbitrary.

    Attribution

    Recreated icon

    Minion

  76. Sicilian

    When nominations are called, if you publicly choose a player (not yourself) & they are not executed today, their team wins.


    “You must take your opponent into a deep dark forest where 2+2=5, and the path leading out is only wide enough for one.”

    Attribution

    Correct icon

    Minion

  77. Zodion

    You start knowing all not-in-play characters. Each night*, the highest character on the script dies.


    Demon

  78. Shacklewight

    Each night, choose any players: they all wake together. Tomorrow day, if 1 dies, they all die. Each day, if no-one dies, evil wins.


    Demon

  79. Virilus

    Each night, choose a player to infect. Infected who nominate die & infect the nominee. After day 4, evil wins.


    Attribution

    Should be some sort of bubbly virus

    Demon

  80. Soul Hammer

    Each night*, choose a player: they die. After the final night, the dead may not talk to the living.


    Attribution

    Recreated icon

    Demon

  81. Creeping Terror

    Each night*, mark up to 3 players or kill all marked players. Marked players learn that they are marked.


    Attribution

    Recreated icon by Dela

    Demon

  82. - Barrow-Fog -

    Each night*, choose a player: they die. Players killed by the Barrow-Fog register as alive during the day.


    Demon

  83. Palabra de Dios

    Each night*, each alive good player that raised a hand at dusk, kills a random player. If none did, evil wins.


    Attribution

    Should be some sort of long thin horns

    Demon

  84. ? Le Cadeau ?

    Each night*, choose a player: they die. The 1st Townsfolk to nominate you becomes an evil Le Cadeau & you die tonight.


    Attribution

    Recreated icon

    Demon

  85. Queen of Lies

    Each night* choose 3 players to dupe: each chooses a different alive player, 2 of which die. All players learn who you duped.


    Demon

  86. Dolomite

    Each night*, choose a player: they turn evil & learn who you are. Once per game, you lose this ability. [No Minions]


    Attribution

    Recreated icon by Dela

    Demon

  87. Tipi-Tipi

    Each night*, a player dies. On the final night, choose a player. They are "mad" that you are not the demon or their team loses.


    Attribution

    Recreated icon by Nunny

    Demon

  88. Hwisp

    Each night*, choose a player: they die. If nominated by a Townsfolk, you die. 2nd Townsfolk to nominate in a day's, team loses.


    Attribution

    Recreated icon by DarkArtist

    Demon

  89. J'nak

    Each night*, choose a player: they die. 1 good player knows you are 1 of 2 players. If executed while a minion lives, your team wins.


    Attribution

    Recreated icon

    Demon

  90. - Skinkulus -

    Each night*, choose a player: they die. If all differ in gender to you they turn evil & may not vote (even if you lose this ability).


    Attribution

    Correct icon

    Demon

  91. Fanzazz

    Each night*, choose a player: they die & you become their alignment. If you die, your team loses. If only 2 players live, your team wins.


    Attribution

    Recreated icon by DarkArtist

    Demon

  92. ???

    All players start dead. Dead players may nominate and if executed, are reborn. Each night*, choose a player: they are reborn. If all evils live, evil wins.


    Attribution

    Should be a skull with a rose growing out of its eye socket

    Demon

  93. Sissaphyth

    At night, if all Minions are dead, choose a Demon: become it, acting twice each night.


    Attribution

    Recreated icon

    Demon

  94. - Deus Ex Fiasco -

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


    Attribution

    Recreated icon

    Fabled

  95. Hindu

    The player who dies first may secretly choose which character they are in the next game.


    Fabled

  96. - Patron -

    Jinxed characters may not both be in-play. Evil players know which not-in-play characters are jinxed.


    Attribution

    Recreated icon

    Fabled

  97. Night Order

    First Night

    Diplomat
    Prophet
    Witch Hunter
    Moneylender
    - Quack -
    Genius
    Stableboy
    Queen
    Mole
    Blacksmith
    Prisoner
    Ringmaster
    Vat Dweller
    Houndskeeper
    Shacklewight
    J'nak
    Ballerina
    Zodion
    Virilus
    Wench
    Thespian
    Schoolmarm
    Klaun
    Copycat
    Palm Reader
    Casanova
    Scholar
    Bodyguard
    ? Auditor ?
    ? Governess ?
    ? Gorgon ?

    Other Nights

    Charlatan
    Leper
    Insomniac
    Ringmaster
    Druid
    Moneylender
    Sissaphyth
    Tipi-Tipi
    Imposter
    Stableboy
    Nanny
    Fanzazz
    Thespian
    J'nak
    Patient
    Prophet
    Witch Hunter
    - Quack -
    Genius
    Golden Child
    Houndskeeper
    Shacklewight
    - Skinkulus -
    Soul Hammer
    Palabra de Dios
    Creeping Terror
    Dolomite
    Zodion
    Voyeur
    Virilus
    Wench
    Hustler
    Schoolmarm
    Familiar
    Klaun
    Strongman
    Copycat
    Palm Reader
    Casanova
    Queen of Lies
    Hwisp
    Messenger
    Bodyguard
    Tycoon
    - Barrow-Fog -
    ? Dowager ?
    ? Gorgon ?
    ? Le Cadeau ?
  98. this almanac generated using Bloodstar Clocktica