homebrew
I'm not a particularly prolific homebrewer, but I've meddled around with various different characters over the years, some of which work reasonably well, while others are janky but fun - I'll let you be the judge of which are which. Scroll down for characters, JSONs so you can import them into the script tool, and how-to-run info.
Poltergeist (Outsider)
If you die by execution, you turn good that night. [You are evil]
The Poltergeist joins the good team... if they can catch it.
- The Poltergeist starts on the evil team: this cannot be affected by drunkenness or poisoning, it is innate to the character's setup phase.
- The Poltergeist becomes good if and only if they die by execution. If they die any other way, at night or during the day, they remain evil.
- A dead Poltergeist remains good until the beginning of the night phase. This means that if the Poltergeist is executed instead of the Demon when just 3 players live, it wins with the evil team.
- If a good Poltergeist enters play mid-game, or is resurrected, it does not turn evil again.
How to run
On night 1, wake the Poltergeist: they learn they are evil. If the Poltergeist dies by execution, wake them up that night: they turn good. If the Poltergeist dies in any other way, they remain evil and learn nothing.
Notes
I have tested the Poltergeist a bit, and it's fun! The idea is that while alive, it plays both sides and generally makes mischief, but when dead it joins whichever team killed it. The evil team want to use a night kill to keep the Poltergeist evil, while the good team have to decide if they want to use up an execution to turn it good.
It pairs well with characters like the Godfather: dying in the day is doubly bad for the Poltergeist, because it's a kill that doesn't benefit its new team, and its old team gets a kill at night!
JSON
{
"id": "schPolter",
"name": "Poltergeist",
"team": "outsider",
"edition": "schnauzerHB",
"ability": "If you die by execution, you turn good that night. [You are evil]",
"flavor": "Tee-hee. (Homebrew character by Schnauzer)",
"firstNightReminder": "Wake the Poltergeist and give them a thumbs-down.",
"firstNight": 1,
"otherNightReminder": "If the Poltergeist died by execution, wake them and give them a thumbs-up.",
"otherNight": 1,
"reminders": [
"At Peace"
],
"image": [
"https://schnauzerclub.neocities.org/img_icon/homebrew/appversion/Poltergeist_AppVersion.png",
"https://schnauzerclub.neocities.org/img_icon/homebrew/appversion/PoltergeistEvil_AppVersion.png"
],
"setup": true,
"jinxes": [
{
"id": "boffin",
"reason": "The Demon cannot have the Poltergeist ability."
}
]
}
Character art my own.
Mermaid (Minion)
Once per game, at night*, learn your 2 alive Townsfolk neighbors & their characters, then choose 1: you both die.
The Mermaid drags a nearby Townsfolk to their death.
- If the Mermaid chooses to use its ability, it must subsequently choose a target to kill. The Mermaid cannot choose to kill nobody after learning 2 Townsfolk.
- In situations where the order of deaths matters, the Townsfolk dies first, followed immediately by the Mermaid.
- If the Mermaid's target is protected and does not die to the Mermaid's ability, the Mermaid still dies, and vice versa.
- When only 1 Townsfolk lives, the Mermaid no longer wakes to use their ability.
How to run
Each night, if there are at least 2 Townsfolk alive, wake the Mermaid. If they nod their head, point to the nearest Townsfolk on their left and show the Mermaid their character token. Repeat for the nearest Townsfolk on their right. The Mermaid must point to one of these players: place a DEAD reminder next to them and the Mermaid.
Notes
I keep going back and forth on whether the Mermaid is a little strong or a little weak, which probably means it's fine but perhaps a bit swingy. I think it's around the same as the Harpy: it will usually make the game around one day shorter, and also gets to dodge trap characters, it's immune to friendly fire in Poppy Grower games - I think it's about right.
The art isn't very good, I'm not a natural artist, the pearl looks like it's kinda floating. It's mine, though, and that's fine! Its night order placement is incorrect in the JSON below as I can't be bothered faffing around with the numbers (they change all the time anyway when new characters get released) - if importing Mermaid into a script, assign it to act after the demons, the Assassin and the Godfather.
JSON
{
"id": "schMerm",
"name": "Mermaid",
"team": "minion",
"edition": "schnauzerHB",
"ability": "Once per game, at night*, learn your 2 alive Townsfolk neighbors & their characters, then choose 1: you both die.",
"flavor": "Drown with me. (Homebrew character by Schnauzer)",
"firstNight": 0,
"otherNightReminder": "If at least 2 Townsfolk live, ask the Mermaid if they want to use their ability. If yes: indicate the Mermaid's 2 nearest Townsfolk and their characters. The Mermaid chooses a learned player.",
"otherNight": 1,
"reminders": [
"Dead",
"Dead"
],
"image": [
"https://schnauzerclub.neocities.org/img_icon/homebrew/appversion/Mermaid_AppVersion.png",
"https://schnauzerclub.neocities.org/img_icon/homebrew/appversion/MermaidGood_AppVersion.png"
],
"setup": false,
"jinxes": [
{
"id": "plaguedoctor",
"reason": "If the Storyteller would gain the Mermaid ability, a Minion gains it, and learns this."
}
]
}
Character art my own.
Sellsword (Traveller)
You have no alignment. Once per game, at night, choose your alignment. You are sober & healthy.
The Sellsword may talk to players before choosing their team.
- If the Sellsword is alive and has not made a choice yet, they have no alignment and do not register as evil or good.
- When the Sellsword chooses an alignment, they are now on that team for the rest of the game.
- If the game ends before the Sellsword chooses an alignment, the Sellsword always loses.
- If the Sellsword dies before they have made their choice, the Storyteller immediately chooses their alignment for them like a normal Traveller.
How to run
Each night, wake the Sellsword: they may use their ability or go back to sleep. If they give a thumbs up, show them the YOU ARE info token and then give them a thumbs up: they are good. If they give a thumbs down, show them the YOU ARE info token and then give them a thumbs down: they are evil. Then show them the THIS IS THE DEMON info token and point to the Demon player.
Notes
A dead simple Traveller, and hopefully a fun one. The Sellsword just gets to vibe, and get the lay of the land before choosing a team. Players can try to recruit the Sellsword, and the Sellsword may lie or tell the truth about which team they joined.
JSON
pending!
Character art is a modified stock image.
Royal Guard (Traveller)
You can't die. Each day, if you laugh or smile, you are drunk until dawn.
The Royal Guard is very serious.
- The Royal Guard cannot die under any circumstances, including by exile.
- If the Storyteller, or another player, spots the Royal Guard laughing, smirking or smiling, the Royal Guard is drunk, and can therefore be killed.
- The Royal Guard becomes sober again at dawn.
How to run
If the Royal Guard would die due to a player's ability or the game rules, it does not. If the Royal Guard is smiling or laughing, immediately place a "Drunk" reminder token. Each dawn, remove the Drunk reminder token from the Royal Guard.
Notes
An inversion of the Deviant - I think Chiz came up with the core idea of this one, and I just ran with it. I'd just been watching Last One Laughing UK and got a lot of joy out of watching all the comedians struggling to maintain a straight face while everyone around them is being a goofball: the funnier your group, the more fun the Royal Guard will be. Immortality feels like an appropriate prize for maintaining a straight face: the Deviant is only protected from exile, the Royal Guard is safe from literally everything.
Note that the Royal Guard's ability doesn't prevent the player from travelling away, as this is different to death or exile.
JSON
pending!
Character art is a modified stock image.