1. Circus Bear

    You start knowing 4 players of each character type. Each night*, you may choose for one of them to die. [+1 Outsider]


    Townsfolk

  2. Patron

    You start knowing all players who shouldn't be here. If none, you learn arbitrary info.


    Townsfolk

  3. Pickpocket

    Each night until dusk, you register as and have the ability of an alive good neighbour, and they are drunk.


    Townsfolk

  4. Trapeze Twin

    Each night, learn the largest number of alive good players sitting between you and the closest Twin. You die tonight if a Twin is dead, even if drunk or poisoned. [+1 Trapeze Twin]


    Townsfolk

  5. Unicyclist

    Each night, choose a player and learn how many Townsfolk you've chosen. The 1st time you choose an evil player, you are drunk tonight.


    Townsfolk

  6. Charlatan

    Each night*, if you were mad about being a not in-play Townsfolk today (different to last), you have their ability. If in-play, you are drunk.


    Townsfolk

  7. Contortionist

    Each night*, you learn how many times you registered as evil yesterday night and day. You might register as an evil character.


    Townsfolk

  8. Stuntman

    Each night*, choose an alive player: if evil, you die.


    Townsfolk

  9. Strongman

    Each night*, you learn if all alive players who privately asked the Storyteller to see the Strongman today are good (the Demon cannot visit).


    Townsfolk

  10. Tamer

    Each night*, if either of your alive neighbours was mad today that you are evil, you are drunk until dawn and they die. They both can't die.


    Townsfolk

  11. Stagehand

    A Minion starts knowing you: each night*, you learn how many evil players they are Mad about being evil. Minions do not know each other.


    Townsfolk

  12. Barker

    After being voted to be executed, you may publicly claim to be the Barker, and choose a player. If they are a Townsfolk, they are executed instead of you today.


    Townsfolk

  13. Drummer Boy

    When there are only 5 alive players, all good players become a Drummer Boy, and all Minions are drunk.


    Townsfolk

  14. Freak

    You think you are Minion, and may have their ability, but you are not.


    Outsider

  15. Clown

    You start by choosing a player: they learn who you are, then one of you becomes a Minion & the other might become evil.


    Outsider

  16. Changeling

    If a Minion died today, you swap characters with them.


    Outsider

  17. Calavera

    When you die, the player most responsible for your death is drunk, and you gain their ability & become their alignment, even when dead.


    Outsider

  18. Simulacros

    You have the ability of an in-play Outsider. [All Outsiders have the same ability. +1 Outsider]


    Minion

  19. Mezcala

    Each night, you may choose for a Townsfolk and Minion to be poisoned until dusk, both can't die tomorrow, or* to both die (different to last night).


    Minion

  20. Pyromaniac

    Each night*, a player dies for each evil player nominated today, even if dead.


    Minion

  21. Knife Thrower

    When a player dies by execution, the Demon can publicly choose to kill a player.


    Minion

  22. Ringmaster

    Each night*, if a Minion died today, you choose an alive good player to swap alignment with them tonight. You can’t die if Minions live. All players know who you are.


    Demon

  23. Cirque

    Each day, the Storyteller may publicly name up to 3 players: those players must have 3 private conversations before nominations can be opened.


    Fabled

  24. Night Order

    First Night

    Pickpocket
    Clown
    Patron
    Trapeze Twin
    Unicyclist
    Circus Bear
    Stagehand

    Other Nights

    Pickpocket
    Drummer Boy
    Changeling
    Ringmaster
    Pyromaniac
    Tamer
    Circus Bear
    Calavera
    Stuntman
    Charlatan
    Trapeze Twin
    Stagehand
    Strongman
    Unicyclist
    Contortionist
  25. this almanac generated using Bloodstar Clocktica