Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
I am the night... I think.
Storyteller cues
First nightIf there are 7 or more players, wake the Lunatic: Show the THESE ARE YOUR MINIONS token. Point to any players. Show the THESE CHARACTERS ARE NOT IN PLAY token. Show 3 good character tokens. Put the Lunatic to sleep. Wake the Demon. Show the YOU ARE info token and the Demon token. Show the THIS PLAYER IS info token and the Lunatic token, then point to the Lunatic.
Other nightsDo whatever needs to be done to simulate the Demon acting. Put the Lunatic to sleep. Wake the Demon. Show the Lunatic token & point to them, then their target(s).
Jinxes
The Mathematician might learn if the Lunatic attacks a different player than the real Demon attacked.
How to run it (Storyteller)
How to play
- Demon reveal timing: do not immediately out yourself as the Demon — hold that information until you have built trust, because if the real Demon knows your every move, blurting your role early hands them a roadmap to undermine you.
- Target selection as intel: choose your nightly 'kills' deliberately, because the real Demon sees who you pick — vary your choices to probe whether the Demon is mimicking or diverging from them, which tells you something about game state.
- Mathematician signal: if a Mathematician is in the game, a mismatch between your picks and the actual deaths is a concrete clue you are being overridden; treat any death that isn't your target as strong evidence you are the Lunatic, not the real Demon.
- Claiming Demon publicly is your strongest move once you have good reason to believe you are the Lunatic — it pressures the real Demon into an awkward counter-claim and makes you a valuable decoy.
- Most common mistake: assuming you really are the Demon and playing full aggression. Treat the possibility you are the Lunatic as baseline — gather corroborating evidence (wrong kills, unexpected deaths) before committing to a Demon claim.
How to bluff as the Lunatic
- Claim Lunatic only after establishing you have been receiving 'Demon info' that turned out to be wrong — manufacture a story of nightly kill attempts that did not result in deaths to make the bluff credible.
- Feed the town plausible but slightly off target information: say you picked players who were not killed, framing it as the Storyteller overriding your choices, which is exactly what the real Lunatic experiences.
- Use the bluff to draw suspicion away from the real Demon: as an evil player faking Lunatic, you are voluntarily taking heat as a near-Demon-equivalent, which naturally pulls town attention onto you and shields your actual Demon partner.
- The tell that exposes a fake: a real Lunatic genuinely believes they are the Demon and will have consistent, specific 'kill choice' stories night over night — if your story shifts or lacks detail when probed, good players will notice the inconsistency.
Key interactions
If the Lunatic targets a different player than the real Demon kills, the Mathematician may register a malfunction — this is a live signal that a Lunatic is in the game and that two separate 'Demons' are operating. Good teams should compare Mathematician results against claimed kill targets to triangulate the Lunatic's identity.
The Recluse can potentially learn who the Lunatic is and who they targeted, but this is not recommended practice and the Storyteller should handle it cautiously — if it does occur, the town gains powerful information that can expose the Lunatic early and let them redirect suspicion toward the real Demon.