A list of every unreleased character that I know. (We even had Ben Burns come to visit a couple times)
Key:
'- [...] -' : This character was removed (and probably for a good reason so dont use these).
'? [...] ?' - This character may have been removed and/or replaced.
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).
Scholar
You start knowing which evil characters are in-play.
Attribution
Townsfolk
Diplomat
You start knowing which players are minions. If a minion you know is executed, your team loses, even if dead.
Attribution
Townsfolk
Blacksmith
You start knowing how many outsiders are in play. All outsiders are drunk, even if you are dead. [+1 Outsider]
Attribution
Townsfolk
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
Townsfolk
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
Townsfolk
Prophet
On your 1st night, choose a day number: if all dead players are good that dawn, they are resurrected as travellers.
Attribution
Townsfolk
Stableboy
Each night, learn 1 in-play character.
Attribution
Townsfolk
Moneylender
Each night, choose an alive player (not yourself): you become their alignment.
Attribution
Townsfolk
Palm Reader
The Demon attacks one night before it takes effect, even if you are dead. Each night, learn who was attacked.
Attribution
Townsfolk
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
Houndskeeper
Each night, you learn how many steps to the nearest living player targeted by an evil ability tonight.
Attribution
Townsfolk
Genius
Each night, choose a good character: you have that ability until you choose again. You are drunk every other night.
Attribution
Townsfolk
- Quack -
Each night, choose 2 living players: abilities that target one, target the other instead. The demon cannot die this way.
Attribution
Townsfolk
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
Insomniac
Each night*, learn a character that died tonight.
Attribution
Townsfolk
Voyeur
Each night*, choose a player (not yourself): if they die tonight, all players learn who you are.
Attribution
Townsfolk
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
Astrologer
Each day, ask the Storyteller to tell you 1 piece of false information.
Attribution
Recreated icon by DarkArtist
Townsfolk
Druid
Each day, you may publicly choose a player. If either of you die tonight, an alive minion dies instead, if possible.
Attribution
Townsfolk
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
Townsfolk
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.
Attribution
Townsfolk
Mormon
Each day, if 1 of your neighbors publicly agrees, they become a Mormon. If they do not publicly agree, you lose your ability.
Attribution
Townsfolk
Apothecary
Once per game, publicly change one game rule, if the Storyteller agrees.
Attribution
Townsfolk
Patient
Once per game, at night, you wake: choose an in-play character to gain ability for each night you were asleep.
Attribution
Townsfolk
Bodyguard
Once per game, at night, choose a character (not the Bodyguard): they are not affected in any way by evil abilities.
Attribution
Townsfolk
Hangman
Once per game, choose a player. Going clockwise, good players that do not publicly state their character in 3 seconds, die.
Attribution
Townsfolk
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
Townsfolk
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
Townsfolk
Leper
If the demon kills you, they are poisoned.
Attribution
Townsfolk
Phoenix
On final day, if dead, you are raised as a not-in-play townsfolk.
Townsfolk
Scavenger
If both your neighbors die, something good happens.
Attribution
Townsfolk
Nun
Other good players cannot be drunk, poisoned or get false info.
Attribution
Townsfolk
Bon Vivant
Your alive neighbouring players are drunk (not including Travelers).
Attribution
Townsfolk
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
Townsfolk
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
Lion Tamer
If either of your alive neighbours died by execution today, all players are safe from the Demon tonight.
Attribution
Townsfolk
Schoolmarm
Players who turn evil learn you are in play and may choose to remain good. [1 evil-creating character is in-play]
Attribution
Townsfolk
Messenger
On the final night, even if you are dead, choose a player: they learn something. At any time, you may request what.
Attribution
Townsfolk
- 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
Townsfolk
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
Townsfolk
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
Townsfolk
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
Townsfolk
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
- Put the Mole token into the bag.
- Wake the Mole and show them which Minion they are.
- 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
Townsfolk
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
Townsfolk
Casanova
Each night, choose an alive player (not yourself). If they're an ally & executed tomorrow your team loses.
Attribution
Outsider
Bully
Any players who vote differently to you might die.
Attribution
Outsider
- Peasant -
If you lose, you are the Peasant in the next game.
Outsider
Tramp
If there are any votes to execute you, you might be executed immediately.
Attribution
Outsider
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
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)
- Assign characters but dont send them.
- Starting from the top of the circle, tell the first player privately if a Donkey Wrangler token is in the bag.
- Ask if they want the token, repeat until someone says yes (if it gets to the last person, they must take the token).
- Replace that person's character with the Donkey Wrangler's.
- Replace the person who got assigned the Donkey Wrangler's token with the token of the player who took the Donkey Wrangler.
- Send characters.
Outsider
Golden Child
The 1st player to nominate you, turns evil that night. If you nominate yourself 1st, your team loses.
Attribution
Outsider
Hermit
You have the ability of every other outsider. No Outsider modification effects work. [No other outsiders]
Attribution
Outsider
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.
Attribution
Outsider
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
Outsider
Vat Dweller
On your 1st night, choose an Outsider. Every Outsider is a copy of that Outsider. [Any number of Outsiders]
Attribution
Minion
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
Familiar
Each night*, you wake with the Demon and choose a player: they die. If you die, the demon loses its ability.
Attribution
Minion
Ringmaster
Once per game, choose to become the Storyteller. You may still vote.
Minion
Wizard
Once per game, choose to make a wish. If granted, your wish may have a price, and leaves a clue to its nature.
Attribution
Minion
Scarecrow
You register as a Demon. The Demon registers as a Minion.
Attribution
Minion
Amaniti
Your neighbours falsely register to good players' abilities.
Attribution
Minion
Hunchback
The demon has a not-in-play good character's ability. It knows which.
Attribution
Minion
Senator
Players can only nominate their living neighbors, even if you are dead.
Attribution
Minion
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
Minion
Imposter
You poison and gain the ability of the 1st in-play character that you are mad about being each day.
Attribution
Minion
Copycat
You have the ability of an in-play Minion. If no others exist, you start by choosing a Minion: gain their ability.
Attribution
Minion
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
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
Minion
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
Minion
Zodion
You start knowing all not-in-play characters. Each night*, the highest character on the script dies.
Demon
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
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
Zeitghast
Each night*, choose a player: they die. You act last every night. [+1 Minion]
Attribution
Should be two eyes with horns with a star between them
Demon
Soul Hammer
Each night*, choose a player: they die. After the final night, the dead may not talk to the living.
Attribution
Demon
Creeping Terror
Each night*, mark up to 3 players or kill all marked players. Marked players learn that they are marked.
Attribution
Demon
- Barrow-Fog -
Each night*, choose a player: they die. Players killed by the Barrow-Fog register as alive during the day.
Demon
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
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
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 but missing two little eyes
Demon
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
Demon
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
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
Demon
- 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
Demon
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
???
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
Sissaphyth
At night, if all Minions are dead, choose a Demon: become it, acting twice each night.
Attribution
Demon
- Deus Ex Fiasco -
Once per game, the Storyteller will make a mistake, correct it, and publicly admit to it.
Attribution
Fabled
Zookeeper
During nominations, only the nominator and nominee may talk.
Fabled
Baker
During nominations, the nominated player has the group's attention.
Attribution
Fabled
Hindu
The player who dies first may secretly choose which character they are in the next game.
Fabled
- Patron -
Jinxed characters may not both be in-play. Evil players know which not-in-play characters are jinxed.
Attribution
Fabled