1. Captain

    Once per game, publicly choose a player. Tonight, if you did, they die.


    “Fire at will!”

    The Captain blows a specific player to smithereens if they survive the night.

    The Captain can publicly choose a player at any time during the day.

    If the Captain is still alive when they wake in night order, their chosen player dies. The Captain's ability is consumed even if they do not get to kill for whatever reason.

    Examples

    Samantha claims Captain and chooses Ripley. Tonight, Ripley dies.

    Samantha claims Captain and chooses Ripley. Tonight, Samantha is killed by the Demon, so Ripley lives.

    Townsfolk

  2. Swashbuckler

    If one of your evil neighbors dies, you become the Captain tonight. [- The Captain]


    “I've got you right where I want you, landlubber.”

    The Swashbuckler pushes to execute their neighbors. If they kill an evil, they become the Captain.

    When an evil neighbor dies, the Swashbuckler immediately becomes the Captain. They can choose a player on the following day to kill with their new ability.

    Examples

    Hazel gets their neighbor Adrian executed. Adrian was the Scarlet Woman, so Hazel becomes the Captain.

    Townsfolk

  3. Recordkeeper

    Each night, you learn each player who was targeted by at least one ability tonight.


    “Oh, don't worry one bit. I have every person who has been through this gate in the last week written down somewhere around here. We'll find your culprit in no time! If I can find the papers...”

    The Recordkeeper helps to confirm players by learning who was targeted with abilities.

    When they wake at the end of the night, list each player who was chosen by at least one ability.

    Examples

    May, the Recordkeeper, learns Hazel, who was targeted by a Sailor, Finn, who was killed by the Demon, and Anthony, who was targeted by a Poisoner.

    Townsfolk

  4. Medium

    Each night, you learn two characters and a piece of information they learned tonight. One is made up by the Demon.


    “I see our town, but some of them are... twisted, by forces too dark to think about.”

    The Medium learns other player's information, but is misled by the Demon.

    The Demon wakes a second time before the Medium does if the Medium is alive. They pick a role, and a piece of information. Then, the Storyteller picks an in-play role that learned information tonight, and gives the Demon's lie and the real role and information to the Medium.

    Examples

    The Demon says that an Oracle gained a 0 when woken for the Medium. Emily the Medium learns that, and that a Mathemetician received a 1, which is true.

    Townsfolk

  5. Adventurer

    The Demon knows a secret task for you. If you complete it, visit the Storyteller to learn the Demon. Each day, visit the Storyteller to ask a yes/no question about it.


    “My liege, I will be gone for many days and nights, but I swear that when I return I will bring the sword Excalibur.”

    The Adventurer has a quest, but has to guess what it is. If they complete it, they learn the Demon.

    Their quest should be something that they can guess, but not anything that they can do on accident. Consider things like nominating and executing a specific player or publicly guessing two player's roles.

    Examples

    Emily the Adventurer needs to nominate and execute Tom. They ask if their quest involves executing a player, and learn a yes.

    Attribution

    Concept by Relic

    Townsfolk

  6. Witch Hunter

    When you nominate, you may publicly call witchcraft: if the nominee is a Minion, they die. If you are drunk or poisoned, they might die regardless.


    “Aha! You will burn for that, witch!”

    The Witch Hunter hunts down and kills the Minions, but if poisoned can kill innocents.

    The Witch Hunter keeps their ability while drunk, but may kill any nominee when drunk or poisoned. Unless droisoned multiple times in a row, the Storyteller should usually kill a droisoned Witch Hunter's nominee unless it will severely hurt good.

    A droisoned Witch Hunter still always kills Minions they nominate.

    Examples

    Stephanie the Witch Hunter nominates Hazel and claims witchcraft. Hazel is the Baron, so she dies.

    Stephanie the Witch Hunter nominates Hazel and claims witchcraft. Hazel is the Empath, but Stephanie is poisoned, so Hazel dies.

    Townsfolk

  7. Cat Lady

    When you find out you died, publicly choose a living player: if good, they become a not-in-play Outsider tonight. [-1 Outsider]


    “Now now dear, everyone is welcome here. Come along inside, I'll get you a cup of tea and you can say hello to Mittens.”

    The Cat Lady keeps an Outsider off of the board at the start of the game, allowing town to get more information.

    The Cat Lady can create any not-in-play Outsider, but will only do so if the chosen player was good and the Cat Lady was sober when they died.

    Examples

    Mary the Cat Lady dies. She chooses Hazel, and since Hazel is the Empath, she becomes the Mutant tonight.

    Mary the Cat Lady dies. She chooses Hazel, and since Hazel is the Baron, she does not turn tonight.

    Townsfolk

  8. Warden

    You start knowing two players; exactly one neighbors evil players


    The Warden learns players and should investigate their neighbors.

    The Warden learns two players. One neighbors at least one evil player, and the other neighbors none. The alignment of the learned characters does not factor.

    Examples

    Ripley learns that either Melvin or Tim neighbor evils. Tim is next to the Witch, while Melvin neighbors two Townsfolk.

    Townsfolk

  9. Experimenter

    You might die at any time, but when you die from your own ability, something good happens.


    “JUST ONE MORE FINISHING TOUCH! My magnum opus will change the world!”

    The Experimenter dies for the betterment of town, but must avoid being killed by other methods.

    The Experimenter should die before final 3, but not too early in the game. They can die at night or during the day, but should die in a way that it could be covered by evil roles.

    Anything positive for town can happen when the Experimenter explodes. For example, they might make evil drunk for a night, or gain powerful information. In most cases, this should be something that they can see happening.

    Examples

    Adrian the Experimenter dies at night. Unbeknownst to him, two poisoned players gain sober information tonight.

    Adrian the Experimenter dies when he nominates to simulate a Witch curse. That night, Hazel learns that an Empath would learn a 1 in her spot.

    The Experimenter is a townsfolk alternative to the Tinker. Unlike the Tinker, they don't want to claim until they die and hope to stick around, so it can make for an interesting evil bluff. Consider adding roles that could add extra deaths at night or during the day, to add uncertainty.

    Townsfolk

  10. Ace

    Each night*, choose a player: one evil player's ability might have its target changed to them.


    “We all know who's really in charge here, right?”

    The Ace redirects evil abilities.

    For abilities with multiple targets (e.g. Al-Hadikhia), or multiple steps with choices (e.g. Skinshifter), the Ace can redirect any one of these targets to their own target.

    The Ace should usually redirect an ability if possible, but in some niche cases where a Minion acts after the Demon, it might be impossible to do so if for example the Demon kills them. Additionally, the Demon should not be killed by the Ace unless the game can continue in some way.

    Examples

    Adrian the Ace targets Samantha. Tonight, the Poisoner targets Hazel, but instead poisons Samantha.

    Townsfolk

  11. Herbalist

    Each night, choose a player; they are safe from evil abilities & are sober. Each other night, if good they are drunk until dusk.


    The Herbalist provides extremely powerful protection, but may make players drunk.

    The Herbalist protects their target from Demon and Minion abilities, and becoming drunk/poisoned by any ability other than the Herbalist themself.

    If the Herbalist makes themself drunk, they lose their protection.

    Examples

    Sam the Herbalist chooses to protect Eve. A poisoner selects Eve, but does not affect her.

    Sam the Herbalist chooses to protect Eve. Eve is made drunk, but is protected from being killed by the Demon that night.

    Townsfolk

  12. Pegasus

    You start knowing a good player. While you live, they are safe from evil, but when you die, so do they.


    The Pegasus has a bonded player that is safe while they live, but both fall at once.

    The Pegasus triggers when it dies for any reason, including by execution. If their rider is already dead, nothing happens, otherwise their rider dies immediately.

    A player who is safe from evil is unaffected by all evil abilities, including Demon kills.

    How to Run

    Stephanie the Pegasus sees Brandon. The Demon tries to kill Brandon but fails, since he is Pegasus protected.

    Stephanie the Pegasus sees Brandon. When Stephanie is executed, Brandon dies too.

    Townsfolk

  13. Challenger

    If you would be killed by the Demon, play anonymous roshambo with them. If you win, a Minion dies instead.


    “Ha! You think you can beat me? I've bested every foe I've ever dueled, a little magic won't change that.”

    The Challenger fights the Demon, and if they win, kills evil.

    If no Minion is alive and the Challenger wins roshambo, no player dies that night.

    Examples

    Finn, the Challenger, is targeted by the Imp. Since they would die, they are asked for roshambo and send Rock. The Imp sends Scissors, so the Baron is killed instead of Finn.

    Townsfolk

  14. Bone Reader

    Each night, learn the character of one of the most recent execution's living neighbors.


    “With a pinch of incense and the bones of our unfortunate friend, they can be of use to us yet.”

    The Bone Reader uses the dead to learn about the living.

    If an execution happened yesterday, the Bone Reader is given a character from that player's two living neighbors. They don't know which player it came from.

    Examples

    Amber is executed. Bella, the Bone Reader, learns Dreamer, since Hazel the Dreamer neighbors Amber.

    Townsfolk

  15. Activist

    Each night*, if nobody was executed yesterday, learn an in-play character.


    The Activist wants nobody to die so it can confirm players.

    At night, if nobody was executed, the Activist learns an in-play character (good or evil). Even if a player didn't die, as long as they were executed it disables the Activist for that night.

    Examples

    Nobody is executed, so Hazel the Activist learns that an Oracle is in play.

    Townsfolk

  16. Conspiracist

    Each day, visit the Storyteller to learn two pieces of information. If you are "mad" one is true today, learn if it is tonight.


    The Conspiracist spouts crazy theories to find out if they are true.

    The Conspiracist must visit the Storyteller early in the day or they may not have a chance to properly claim their theory.

    Their theories can both be true or both be false; unlike Savant, they know nothing about the truthfulness of the statements they get until they are confirmed by the Storyteller.

    If they claim both of their theories, the Storyteller can decide which to give them information about, but does not tell them which.

    Examples

    Hazel receives that the Vigor Mortis is in play and the Baron is in play. Both are true, but Hazel learns that the Vigor Mortis is in play after convincing town it's a Vigor game.

    Townsfolk

  17. Anatomist

    Each night*, learn each character that died tonight.


    The Anatomist learns the dead.

    Each night, the Anatomist will learn the character of each player who died tonight. They learn it in any order, without saying who was what.

    Examples

    Hazel the Seamstress and Samantha the Tea Lady die. The Anatomist learns Tea Lady and Seamstress.

    Townsfolk

  18. Salesman

    Once per game, choose a player: Learn what character types they neighbor. You survive death at night once, and if you haven't, you receive false info.


    “Howdy! I've got a great deal for you and only you. All you've gotta do is send your neighbors my way, and you can win a trip to a fabulous island paradise! Some terms may apply.”

    The Salesman lives death once, and needs to find out if they have in order to use their powerful ability.

    The Salesman survives the first time they die at night. They only get true info from their ability if this has been triggered and they are marked with their Survived reminder.

    Examples

    Emma the Salesman uses her ability on night 1. Since she hasn't Survived yet, she gets arbitrary information.

    Emma is targeted by the Demon but lives, leading to a no kill night. On the next night, she targets Hazel, and learns that they neighbor a Minion and an Outsider.

    Townsfolk

  19. Firebrand

    Each night, learn a player whose death will benefit good.


    The Firebrand learns players who should die for the greater good.

    If the Firebrand's previous choice has not died, they can learn the same player multiple nights in a row.

    Examples

    Lucas, the Firebrand, learns that Tim should die. Tim is the Noble, and there is a Cannibal in play.

    Lucas, the Firebrand, learns that Tim should die. Tim is the Ravenkeeper.

    Lucas, the Firebrand, learns that Tim should die. Tim is the Baron.

    Lucas, the Firebrand, learns that Tim should die. Tim is the Empath's neighbor, with the Demon on the other side.

    Lucas, the Firebrand, learns that Tim should die. Tim is the Damsel.

    Townsfolk

  20. Wayfarer

    Your alive neighbors cannot be drunk or poisoned if they are Townsfolk.


    “Eat, drink, and rest, but all in moderation.”

    The Wayfarer protects their neighbors from misinformation.

    Examples

    Ripley is next to the Poisoner and the Fortune Teller. The Poisoner targets the Fortune Teller, but Ripley stops them from poisoning.

    Townsfolk

  21. Occultist

    Each night*, choose a player. If you choose an evil player, you die.


    The Occultist checks players, but dies if they find real evil.

    Examples

    Ripley checks Hazel. Since Hazel is the Mutant, Ripley does not die.

    Ripley checks Hazel. Since Hazel is the Cerenovus, Ripley dies.

    Townsfolk

  22. Architect

    Once per game at night, choose a player; learn if they are closer to the Demon than you.


    The Architect finds out if a player is close to the Demon.

    If the Architect and the chosen player are equidistant, they learn arbitrary information.

    Examples

    Ripley is selected by Emma the Architect. She is 2 steps from the Demon, while Emma is 3 steps away. Emma learns that she is closer.

    Townsfolk

  23. Waterbearer

    Each night, choose a player; learn if an alive evil player is within 2 steps of them.


    The Waterbearer learns the rough location of evil players.

    They do not learn how close evil players are, only that an evil is within 2 steps - including the player they selected.

    Examples

    Tim selects Sarah, the Baron. Since Sarah is within 2 steps of herself, Tim learns a yes.

    Tim selects Sarah, who is seated next to the No Dashii. He learns a yes.

    Townsfolk

  24. Ranger

    Each night, choose a player to mark. Then, learn which pair of living marked players are closest to the Demon.


    “Each of you go to the coordinates I've written down and light a signal fire. ”

    The Ranger marks players to narrow down the Demon's location.

    If the Demon is marked, they will always appear as one of the closest players. If the other two closest marked players are equidistant to the Demon, show either.

    The Ranger can learn the two closest marked players to any player that registers as a Demon, and will only learn one pair. They could learn two players with a Recluse between them OR two players with the real Demon between them, but only one per night.

    Examples

    Caitlin has marked Hazel, Ripley, and Amber. The Demon is sat between Hazel and Amber, so Caitlin learns "Amber, Hazel".

    Townsfolk

  25. Houndkeeper

    Each night, choose a player. If a Townsfolk, they cannot receive false info because of other player's abilities until dusk.


    The Houndkeeper grants true information to town.

    A player selected by the Houndkeeper can't be given incorrect information by any means. Vortox, poison, and even misregistration cannot cause them to get misinfo. Their own ability poisoning or giving them false information can still happen.

    Townsfolk

  26. Herder

    You cannot vote on or nominate your alive neighbors.


    “I'd really rather keep to myself, y'know? This whole Demon thing is upsetting the flock.”

    The Herder cannot vote or nominate on their neighbors.

    The Herder's ability only affects their closest living neighbors.

    Attribution

    Maybeboard

    Outsider

  27. Family Friend

    You start knowing another Outsider player. [+1 Outsider]


    “Susan! I haven't seen you in years, bring it in, good to see ya.”

    The Family Friend adds an extra Outsider, but can trust them.

    If the Family Friend is made drunk on night 0, they learn any player.

    Outsider

  28. Public Defender

    One good player and the Demon cannot die while the living outnumber the dead.


    The Public Defender protects both good and evil.

    At the start of the game, the Demon and any one good player are marked for protection. They cannot die while the Public Defender is sober, by execution or abilities.

    In games with 6 or less players, you can waive the Public Defender's protection in final 3.

    Outsider

  29. Beloved

    When nominated by a good player, your nominator becomes drunk until tomorrow.


    “My darling! Surely, you can't think I would do such awful things. What about the spark we once had?”

    Players that nominate the Beloved become drunk.

    The nomination does not need to go through to an execution.

    Outsider

  30. Cosmologer

    Once per game, a good player learns false information, even if you are dead. If you are killed by the Demon, you learn who.


    The Cosmologer twists a single piece of information, but needs to stay quiet to find out who got it.

    If the Cosmologer did not cause misinformation at the moment they were killed by the Demon, they learn that no player got misinformation. A droisoned Cosmologer can instead learn any player if they die for any reason at night.

    Outsider

  31. Timekeeper

    Each evil player will wake an extra time once per game. You cannot die by execution.


    The Timekeeper causes evil players to get extra actions, and can't die by execution.

    Each evil player gets to act 1 extra time during the course of the game. This must be after their normal wake, and this does not grant them an extra use of once-per-game abilities.

    Outsider

  32. Thrall

    If you would be killed by the Demon, instead your alive good neighbors are poisoned until dusk.


    The Thrall spreads poison when the Demon finds them.

    The Thrall's poison can go through evil players and dead players.

    Outsider

  33. Devilspawn

    You might register as evil and a Demon. If the Demon dies while living outnumber the dead, you become an evil Demon.


    The Devilspawn is unwillingly turned into the Demon if they die prematurely.

    If there are an equal number of living and dead players, the Devilspawn does not trigger.

    Outsider

  34. Viper

    Once per game at night*, you may learn which player is most helping good; they become poisoned.


    “I fully support our mayor. The work they've done for the community, just really extraordinary.”

    The Viper twists the most valuable player's information in the middle of the game.

    When the Viper chooses to use their ability, the Storyteller picks the player they believe is most helping good, and marks them as poisoned. This is arbitrary, but should often be an information role or powerful hard-confirm role like Tea Lady.

    Attribution

    Concept by Relic

    Minion

  35. Body Snatcher

    Once per game at night*, choose a player; you gain their ability, and they become poisoned.


    “There's two of us? Well, they seem rather confused who they're even pretending to be, I think it's obvious I'm the original.”

    The Body Snatcher steals a player's identity and discredits them.

    The Body Snatcher always remains evil, even if they take a good player's role. They can use their new ability normally, even on the night they gain it if they act after the Body Snatcher, and learn what it is.

    Minion

  36. Double Agent

    You register as good and a Townsfolk or Outsider. Once per game, at night*, you may become the Demon. When you do, the Demon dies.


    The Double Agent disguises as a good player, but can take over for the Demon in a pinch.

    They become the same Demon that was already in play. When they do, they lose their Double Agent ability and can no longer misregister.

    Minion

  37. Chainer

    The Demon does not wake or kill. Each night*, choose a player, they die.


    The Chainer holds the Demon in check, but if poisoned or killed, can cause multiple deaths.

    If the Chainer becomes poisoned or dies after they act, the Demon wakes normally.

    Minion

  38. Mad Scientist

    Once per game at night*, choose a dead non-Demon player. They come back to life, but register as dead, and might turn evil.


    The Mad Scientist returns the dead to life, but not quite how they left.

    A player who registers as dead wakes each night for their ability if applicable, but can only vote once more for the rest of the game. If they already used their ghost vote, they do not get another when revived.

    Minion

  39. Frame Artist

    Each night, choose up to two players. Until dusk, they might register as evil and a Demon or Minion.


    The Frame Artist makes players read as evil.

    Players targeted by the Frame Artist can register as any Demon or Minion character, and as evil. They can still register as their original roles and alignment, if the ST chooses.

    Minion

  40. Cloaker

    Each night, choose a player you haven't picked; their neighbors can't die until dusk, except by evil.


    The Cloaker protects multiple players, but can't protect the same pair twice.

    Cloaker's protected players can't die for any reason, even by their own ability.

    Minion

  41. Panopticon

    Each day, visit the storyteller to see the Grimoire and choose a player; learn something about them.


    The Panopticon learns constant information about the game.

    When the Panopticon chooses a player, they can be given social or mechanical information about that player.

    Examples

    The Panopticon chooses Sarah, and learns that she trusts Melanie.

    Minion

  42. Superintelligence

    Each night*, choose a player; they die. You can instead choose 2 living players and their good roles; if both are correct they both die.


    “Every twitch of their pathetic nerves, I know. Every thought racing through their feeble minds, I know. How can they hope to escape omniscience?”

    The Superintelligence harshly punishes good for being too forthcoming with information.

    When the Superintelligence wakes, they choose up to 2 players. If they give one, that player dies. If they choose 2, they must also guess their characters, and if correct, both players die.

    The Superintelligence can only guess good roles. If they try to guess a Minion or Demon, ask them to guess again and consider allowing them to pick a different player if they tried to choose their Minion.

    Demon

  43. Gnash

    Each night*, a player dies. As long as the living outnumber the dead, you can also choose a player to die.


    “I'm... hungry...”

    Gnash goes into a killing frenzy at the start of the game, but wears out later.

    The second part of Gnash's ability is checked after a player dies from the first part of its ability. Gnash does not learn who died this way.

    Demon

  44. Strategos

    Each night*, choose two players; The better target from them dies. [-1 Outsider]


    The Strategos gets higher quality kills on average.

    It is up to the Storyteller's discretion how to define the better kill, but usually it should be a powerful info role or trusted member of town.

    Attribution

    Work in Progress

    Demon

  45. Fractal

    Each night, choose a player; they die. The night after a Minion dies, they wake to choose a player; they die.


    “I am everything, you are everything, we are everything, I am everything...”

    The Fractal gets extra kills when its Minions die.

    Before the Fractal chooses its kills, any Minions that died last night or today wake with it and choose a player to kill. Then, put the Minions back to sleep and the Fractal can choose a kill.

    Demon

  46. Comet

    An Outsider starts knowing you are one of 3 players. If 2 good players are executed, evil wins. Each night*, choose a player; they die. [+1 Outsider]


    The Comet is whispered about, but if ignored can cause cataclysm.

    If no Outsider is in play (somehow), a Townsfolk can learn instead.

    An Outsider can technically learn characters that misregister instead of the real Comet, but don't do this.

    Demon

  47. Warlord

    Your Minions cannot die, but they cannot vote while evil outnumbers good. Each night*, choose a player; they die.


    “Evil never dies.”

    The Warlord keeps their Minions alive until the very end.

    Before dawn, if evil outnumbers good, inform the Minions that they cannot vote.

    Demon

  48. Tallymaster

    You start knowing 3 players and their roles. Whenever one dies, the others are poisoned tonight. Each night*, choose a player; they die.


    The Tallymaster poisons multiple players when their marks die.

    Whenever any one of the marked players dies, the others are poisoned, even if dead. This happens regardless of how they died.

    Demon

  49. Overlord

    Each night*, choose a player; they die. Once per game, choose a dead player; they become evil.


    The Overlord bends the dead to their will.

    The Overlord can choose any dead player, including the one that they just killed. If the player they tried to kill was protected, the Overlord does not get to reselect their ability but it is not spent and can be used on another night.

    Demon

  50. Hydra

    When a player of your alignment dies, another might come back to life.


    The Hydra revives players of its team when others die.

    Traveler

  51. Pitmaster

    Each night*, choose a player. Their ability works twice tonight, but if they do, they die unless they are the Demon.


    The Pitmaster works players to death.

    When the Pitmaster chooses a player, if they do not wake tonight, nothing happens. Otherwise, they wake and their ability works twice, and after the second time they die immediately.

    Traveler

  52. Death's List

    Non-Demon players who would die are instead added to Death's List. Each night*, the top two players die, and are removed from the List. The Demon acts night 1.


    Death's List ensures players die at a steady pace, all as they should.

    A player who is protected the night they would die to Death's List is still removed from the list.

    All players executed while Death's List is in play are added to the List if they would die. If protected, they aren't added to the list but the announcement should not be changed.

    Players do not know Death's List.

    Death's List is a script building Fabled. Get creative!

    Fabled

  53. Night Order

    First Night

    Comet
    Tallymaster
    Herbalist
    Houndkeeper
    Body Snatcher
    Frame Artist
    Cloaker
    Warden
    Pegasus
    Family Friend
    Waterbearer
    Navigator
    Firebrand
    Ranger
    Recordkeeper
    Medium

    Other Nights

    Death's List
    Pitmaster
    Ace
    Herbalist
    Houndkeeper
    Mad Scientist
    Body Snatcher
    Viper
    Frame Artist
    Cloaker
    Chainer
    Double Agent
    Cat Lady
    Overlord
    Tallymaster
    Superintelligence
    Gnash
    Strategos
    Fractal
    Comet
    Warlord
    Captain
    Swashbuckler
    Occultist
    Architect
    Recordkeeper
    Navigator
    Bone Reader
    Activist
    Conspiracist
    Salesman
    Firebrand
    Anatomist
    Waterbearer
    Ranger
    Medium
  54. this almanac generated using Bloodstar Clocktica