1. Cartographer

    You start knowing how many Minions neighbor at least 1 Outsider.


    The Cartographer wakes on the first night to learn how many minions neighbor outsiders in the starting setup. Minions that neighbor 2 outsiders only increment the count by one, however if two outsiders are sat next to the same minion, they both increment the count by 1 (for a total of +2).

    Examples

    The Mercenary is sitting next to the Chekhov and Tattletale, and the Desperado is sat next to the Tattletale. The Cartographer learns a 2.

    The Mercenary is not sat next to any outsiders, and the Desperado is sat next to the Chauffer and Psychiatrist. The Cartographer learns a 1.

    Townsfolk

  2. Burglar

    On your 1st night, choose a player: you gain their ability. If both of you are alive, 1 of you is drunk.


    The Burglar steals the role of a person. When the Burglar chooses a player, you may drunk that player and give the burglar their ability until one of them die. When either the Burglar or the chosen player die, the other one is undrunked. If the Burglar chooses a player you do not want drunked, you may drunk the Burglar instead and potentially pretend they have an ability they don't have (keep in mind, the Burglar gains the ability for real when the other player dies. So if the Burglar drunks themselves on a poltergeist, and the poltergeist dies before the Burglar, the Burglar gains a sober poltergeist ability)

    Examples

    The Burglar chooses the Serpent. The ST makes the Burglar the drunk, and pretends that they have the Captain's ability since Captain is a bluff.

    The Burglar chooses the Pharmacist. The ST makes the Pharmacist the drunk, and the Burglar has the Pharmacist's ability.

    Townsfolk

  3. Spymaster

    You think you are an Outsider, but you are not. The 1st time you die, you live and become an not-in-play Townsfolk.


    The Spymaster token is never passed out, instead an extra outsider is added to the bag. This outsider has no ability (though they are woken as if they do), and the first time they die you swap their character with an out-of-play townsfolk, and let the Spymaster know they have changed during the night.

    Examples

    The Spymaster thinks they are the Psychiatrist, and chooses players each night. The demon tries to kill them at night, and they become the Mortician.

    The Spymaster thinks they are the Chekhov. They are executed but are saved by the Captain, and do not change characters.

    Townsfolk

  4. Effigy

    Each night*, choose a player: a chosen Demon learns who you are, and must choose you 1st tonight.


    The Effigy tries to choose the demon at night, as if they are successful, the demon is forced to kill them that night. If the Effigy chooses a demon, the demon is woken and told they have to pick the Effigy first, meaning that the Effigy will die that night (unless protected by an outside source). If they pick a demon that can choose multiple players, or no one at all, they are forced to pick the Effigy first (ex- Serpent can't kill their neighbor then the Effigy, they have to kill the Effigy then the neighbor)

    Examples

    The Effigy picks the Pharmacist in the night. Nothing happens.

    The Effigy picks the Wyvern in the night. The Wyvern is forced to pick them as one of their choices instead of choosing no-one like planned.

    Townsfolk

  5. Naturalist

    The 1st time you die, if an Outsider is alive, an Outsider dies instead. [+0 to +1 Outsider]


    When the Naturalist dies by any means (execution, demon, ect.) a living outsider dies instead (if one exists). This can be used to confirm the Naturalist and an outsider if they die by execution, or it can be used to bait the demon during the night. Note that the spymaster is a townsfolk, not an outsider.

    Examples

    The Naturalist is executed, and the Chauffer dies.

    The Naturalist is hit when the Desperado explodes, and the Tattletale dies instead.

    Townsfolk

  6. Attorney

    If both of your nearest evil neighbors are alive, you can't die.


    The Attorney can't die by any means until one of the closest evil players on either side of them dies. Note that good players are not counted, and the nearest evil neighbors are the first evil person going clockwise and counterclockwise from the Attorney.

    Examples

    The Attorney it to the right of the living evil Pharmacist, and to the left of the living Boogeyman. The demon attacks the Attorney and they do not die.

    The Attorney's closest left evil neighbor is a dead Poltergeist. The Attorney is executed and dies.

    Townsfolk

  7. Matchmaker

    Each night, choose 2 players (not yourself): if they are different alignments, they can't die until dusk.


    The Matchmaker selects two players, and if they are not on the same team they can not die by any means that night, or by execution the following day. This can provide what is effectively seamstress information, with a catch that it requires the people to potentially die. Note that two evil players are the same alignment.

    Examples

    The Matchmaker chooses the Wyvern and the Desperado. The Desperado dies in the night.

    The Matchmaker chooses the Psychiatrist and the Serpent. The Psychiatrist is executed and does not die.

    Townsfolk

  8. Merchant

    Each day, you may publicly choose any number of players. Tonight, if you chose an evil player, you die.


    The Merchant publicly chooses people, but if they choose poorly they are murdered by their deals. Note that the Merchant can choose any number of players, and any player including themselves, and that evil turned townsfolk and outsider will register for their ability and kill them (meaning, for example, an evil turned merchant will die if they choose themselves)

    Examples

    The Merchant chooses themselves and the good Effigy. Their ability does not kill them that night.

    The Merchant chooses the evil Juror. That night, they die from their ability.

    Townsfolk

  9. Bartender

    Each night*, choose any number of players: if any are or become drunk or poisoned tonight, you die.


    The Bartender is an acrobat that chooses any number of players. Note they can choose any number of players, which includes both 0 players, and every player in the game if they are feeling brave. The Burglar drunk, the Pharmacist drunk, and Anarchist poisons will kill them if selected.

    Examples

    The Bartender chooses 4 players, 1 of which is drunk from the Pharmacist. The Bartender dies from their ability.

    The Bartender chooses every player in the game. No one is drunk or poisoned so their ability does not kill them.

    Townsfolk

  10. Captain

    Each night, choose any number of players (not yourself): if all are good, they can't die by execution tomorrow.


    The Captain protects their crew by selecting groups of people, however if even one is evil, then none of them are safe. Note the Captain only protects against execution and not night deaths, and that any number of players includes anywhere from 0 to everyone but them (though both of those options will have no effect).

    Examples

    The Captain chooses the good Chekhov, Bartender, and Mortician. The Bartender is executed the next day and does not die.

    The Captain chooses the Effigy, Anarchist, and Wyvern. The Anarchist is executed and dies.

    Townsfolk

  11. Juror

    Each night*, learn the alignment of the player who was executed today.


    The Juror learns the alignment of whoever was executed that day, even if they didn't actually die. Note the only time a Juror does not wake to learn an alignment is on the first night, and on a day where no one was executed (either via tie or lack of majority).

    Examples

    The good Chauffer was executed, and died. That night, the Juror learns a good.

    The Aristocrat was executed and did not die. That night, the Juror learns an evil

    Townsfolk

  12. Pharmacist

    Each night, choose a player (different to last night): they are drunk until dusk. A chosen evil player learns who you are.


    The Pharmacist can snipe evil players and make their ability not work, however they run the risk of also hurting good players with this as well. Note that the evil player that learns who you are is specifically the one chosen, and that choices made by players are still made while drunk, it is just the effects that are not apparent (ex- Desperado chooses a new player while drunk. This player counts as chosen for the Desperado ability, but is not woken and told they were chosen. If the Desperado is drunk the night they explode however, then the drunkenness stops anyone from dying).

    Examples

    The Pharmacist chooses the Wyvern. The Wyvern fails to kill that night, and learns who the Pharmacist is.

    The Pharmacist chooses the Matchmaker. The Matchmaker's ability malfunctions.

    Townsfolk

  13. Mortician

    Each night*, choose 2 players: if at least 1 died tonight, learn 1 of the chosen player's characters.


    The Mortician chooses the 2 players they think are most likely to die, and if they get at least one of them correct, they learn one of their chosen player's roles. Note it is suggested they are shown the living player's character, however the ST can choose to show the dead player's role if they feel it more interesting/balanced.

    Examples

    The Mortician chooses the Poltergeist, who dies in the night. They learn the Poltergeist is between the 2 people they chose.

    The Mortician chooses the Pharmacist and Juror, who both live through the night. They do not learn anything.

    Townsfolk

  14. Tattletale

    You think you are a Townsfolk, but you are not. You can die, even if for some other reason you can't.


    The Tattletale is desperately trying to not pick the players who die in the night, as if they accidentally pick a player who dies, the demon is told to make an additional kill when they are woken. Note the Tattletale dying by any means during the night triggers this, and if the Tattletale dies before the demon wakes, the demon learns they have died before they make any of their choices (So roles like Wyvern can make an informed choice of if they want to kill or choose no one that night)

    Examples

    The Tattletale chooses the Spymaster. The Wyvern kills the Spymaster that night with their 3 kills, and gets to make a 4th kill.

    The Tattletale chooses the Desperado. The Desperado kills themself with their own ability, and the demon gets to make another kill.

    Outsider

  15. Chekhov

    On your 1st night, choose 2 players (not yourself): if 1 is dead, the other might die at any time, even if you are dead.


    The Chekhov effectively gives a player the tinker ability when their other choice dies. Note the player does not have to die, and in some cases it is most beneficial to not kill the other player if they are being painted as (or are) evil. Also note the other player can die at any time, including during the day, which can in very rare cases be used to let players sell naturalist bluffs.

    Examples

    The Chekhov chooses the Poltergeist and the Effigy. The Effigy dies, and the ST chooses to kill the Poltergeist to activate their ability during the night.

    The Chekov chooses the Aristocrat and the Tattletale. When the Tattletale dies, the ST chooses not to kill the Aristocrat.

    Outsider

  16. Psychiatrist

    Each night*, choose a living player: a chosen evil Townsfolk or Outsider turns good and learns you are the Psychiatrist. [1 good character is evil]


    The Psychiatrist has created a problem by existing, and their job is to try and fix it each night. Note the Psychiatrist can turn any living evil turned player back to good, which includes poltergeist turned, chauffer, and of course, the turned player from their own ability. The Psychiatrist also only starts picking players on night 2, and can only choose living players to discourage evil townsfolk and outsiders from going public, since they can die before the Psychiatrist chooses them.

    Examples

    The Psychiatrist adds an evil Matchmaker. On the 3rd night, the Psychiatrist chooses the Matchmaker and the Matchmaker turns good and learns who the Psychiatrist is.

    The Psychiatrist chooses the Poltergeist turned player, and turns them back to good.

    Outsider

  17. Chauffer

    Each night, choose a living player (different from last night): you become their alignment, and do not learn which.


    The Chauffer is effectively an Ogre that chooses a different, new player each night. Their goal is basically to choose the player they think most likely to win each day, and help them achieve victory. Note that they can only choose living players, so they are generally more likely to turn evil as the game goes on (though they are not woken to know this).

    Examples

    The good Chauffer chooses themselves. They remain good.

    The good Chauffer chooses the Anarchist. The Chauffer turns evil but does not know this.

    Outsider

  18. Poltergeist

    When you die, choose a player: they turn evil.


    The Poltergeist wants to die to turn another player evil the following night. Dying by the demon, desperado, or execution are all valid ways of triggering the ability. Note that if the Poltergeist is drunk only when they died (ex- executed while drunk) their ability still functions, however if they are drunk when they choose a player (ex- executed while sober, then the Pharmacist chooses their corpse that night) their ability malfunctions.

    Examples

    The Poltergeist is killed by the demon in the night, and turns the Cartographer evil.

    The Poltergeist dies by execution, and does not get to use their ability.

    Minion

  19. Mercenary

    Each night, choose 2 living players (both different from last night): if at least 1 is a Townsfolk, neither can die until dusk.


    The Mercenary wants to choose townsfolk and evil players to stop both of them from dying during the night, and by execution the next day. Note that both players chosen are protected if at least one is a townsfolk, and that while evil townsfolk count, outsiders do not.

    Examples

    The Mercenary chooses the Boogeyman and the Juror. The Boogeyman is executed and does not die.

    The Mercenary chooses the Chekhov and the Wyvern. The Chekhov is executed and dies.

    Minion

  20. Anarchist

    Each night*, choose a player: a chosen Outsider dies. Outsiders you kill poison their nearest Townsfolk neighbor. [+1 Outsider]


    The Anarchist removes harmful outsider abilities for town, however in doing so they kill a player and poison a useful town ability. Note that when the Anarchist dies, all players poisoned by them become healthy, as the Anarchist no longer has an ability. Also note that while the poison can jump if neither of the outsider's neighbors is a townsfolk, it must jump as few seats as possible (like the vigormortis).

    Examples

    The Anarchist chooses the Chauffer. The Chauffer dies, and the Merchant sitting next to them is poisoned.

    The Anarchist dies, and the Mortician they were poisoning becomes healthy.

    Minion

  21. Desperado

    Each night, choose a player: they learn this. If you chose yourself last night, tonight all previously chosen players die.


    The Desperado gives town a ticking bomb that they have to deal with, or else a bunch of people explode. The Desperado first checks if the last choice was themselves, and if it was, their ability attempts to kill themselves and everyone else they previously chose. If they did not choose themselves last night, or if they are drunk, then they live and wake to choose another player. Note that if the Desperado's ability goes off and they live via outside intervention, they also wake and can choose other players or themselves again. In this case, the next time they choose themselves they explode again the next night, killing all players chosen up to that point, including the ones chosen before the first explosion if they didn't already die. As a general rule of thumb, the Desperado should kill N-1 players (including themselves), where N is the night their ability goes off.

    Examples

    The Desperado chooses the Effigy, Poltergeist, and then chooses themselves. The next night, all 3 of them die.

    The Desperado chooses themselves. The next night, they can not die due to the Matchmaker, and choose the Juror. The next night, they choose themselves, and the night after that, they and the Juror die.

    Minion

  22. Boogeyman

    Each night*, choose a player: they die. If a Minion died today, choose 2 players tonight.


    The Boogeyman is a simple demon that gets an additional kill when a minion dies during the day (likely by execution, but Chekov can also trigger this ability). Note the minion has to die, and that it has to be during the day for them to get their additional kill.

    Examples

    The Boogeyman chooses the Naturalist and kills them.

    The Poltergeist dies by execution today. The Boogeyman chooses the Merchant and Burglar, and both die.

    Demon

  23. Wyvern

    Each night*, you may choose a player: they die. For every night this game you chose no-one (max of 2), you may choose another player. [-1 Outsider]


    The Wyvern can choose to not kill and build power, hoping to wipe town out in one fell swoop. They can bank an extra kill up to 2 times (for a total of 3 kills a night at max charge). Note that choosing to kill anyone, even from outsider sources like the Tattletale, will result in a kill not being banked, and that banked kills are permanent.

    Examples

    The Wyvern chooses not to kill on the 2nd night. The next night, they kill 2 players.

    The Wyvern has chosen not to kill 8 nights in a row. The next night, they get to choose 3 players to kill.

    Demon

  24. Aristocrat

    Each night*, choose a player: they die. If an evil player died last night, evil players cannot die by execution if 5 or more players are alive.


    The Aristocrat protects the evil team by disposing of evil players in the night. When an evil player is specifically executed, if an evil player died last night by any means, and there are at least 5 players alive, the executed evil player does not die. Note that evil townsfolk and outsiders count towards this ability, meaning that sometimes they can accidentally protect evil players from execution.

    Examples

    The Aristocrat kills the Desperado in the night. The next day, the Mercenary is executed and does not die.

    The Aristocrat kills the Anarchist with 5 players alive. In final 4, the Aristocrat is executed and dies.

    Demon

  25. Serpent

    Each night*, choose a player: they die. If you killed at least 1 of your neighbors tonight, choose another player.


    The Serpent can get additional kills, however in doing so they paint a potential target to their location. Note that to get the extra kill they must kill their neighbor first, meaning that if an Effigy chooses them they might not be able to use their ability. Also note that they must kill the player, so if they choose their neighbor and they don't die/are already dead, they do not get a second choice.

    Examples

    The Serpent chooses to kill their neighbor, the Chauffer. They then choose to kill the Attorney as well.

    The Serpent chooses the dead Desperado neighboring them. They do not get to choose again, since they didn't kill their neighbor.

    Demon

  26. Sweet Tooth

    Each night*, choose a player: they either 1) die even if they otherwise couldn't, or 2) can't die tonight or tomorrow day.


    The Sweet Tooth chooses a player, and the ST decided if they die or can't die. Note the chosen player is not told they were chosen, and that the Sweet Tooth does not get to decide which option is chosen.

    Examples

    The Sweet Tooth chooses the Aristocrat and the ST chooses to make it where the Aristocrat can't die that day.

    The Sweet Tooth chooses the Tattletale and the ST chooses to kill the Tattletale, even though they were Matchmaker protected.

    Traveller

  27. Executive

    Each day, immediately after a player gets enough votes to put them on the block, you may choose to take them off the block.


    The Executive can take someone off of the block immediately after they get enough votes to put them on, making them safe from execution for the day. Note that it takes 1 more vote to put another player on the block still (ex- if a person with 5 votes is taken off of the block, it still takes 6 to put a new player on).

    Examples

    The Wyvern gets 8 votes. The evil Executive chooses to take them off the block, and it takes 9 votes to get a new person on the block.

    Traveller

  28. Viscount

    If the day would end with no execution, the most recent nomination you voted on is executed.


    The Viscount has the final say in execution in the case of ties or lack of majority. The most recent nomination they voted on is tracked, and if no one else gets a majority, they are executed that day. Note that this can also supersede the Executive ability, as if the Viscount voted on the player taken off the block, and no one else is put on the block, the Viscount executes the Executive lifted player.

    Examples

    The day ends with a tie between the Chauffer and the Wyvern, both with 6 votes on 12. The Viscount's most recent vote was the Merchant, who got 2 votes. The Merchant is executed.

    The Wyvern is taken off of the block by the Executive with 9 votes, and no one is able to get 10 votes. The Viscount voted on the Wyvern last, so the Wyvern is executed.

    Traveller

  29. Adjucant

    Majority is not needed to put a player on the block. If a player gets a majority of votes, they are immediately executed.


    The Adjucant makes it where majority is not needed, and the first person to get a majority is executed immediately.

    Examples

    The Anarchist gets 5 votes with 12 players alive, and are put on the block.

    The Burglar gets 6 votes with 12 players alive, and is immediately executed.

    Traveller

  30. Night Order

    First Night

    Psychiatrist
    Burglar
    Pharmacist
    Chauffer
    Mercenary
    Matchmaker
    Desperado
    Chekhov
    Cartographer
    Captain

    Other Nights

    Pharmacist
    Chauffer
    Mercenary
    Matchmaker
    Tattletale
    Sweet Tooth
    Merchant
    Bartender
    Effigy
    Anarchist
    Desperado
    Serpent
    Boogeyman
    Wyvern
    Aristocrat
    Poltergeist
    Juror
    Captain
    Spymaster
    Mortician
    Psychiatrist
  31. this almanac generated using Bloodstar Clocktica