1. Clockmaker

    You start knowing how many steps from the Demon to its nearest Minion.


    “Do not disturb me. The tick must continue, for the circle is a symbol of life and contains all things - all answers - in it's divine machinery. I must work.”

    Townsfolk

  2. Pixie

    You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.


    “Round and round the garden, go. Little girls run to and fro. Little boys climb up the tree. Which of these should Pixie be? Ladies smile and go to town. Lords with axe chop forest down. What’s yours is mine. What’s mine, divine. Silly little Pixie, me.”

    Townsfolk

  3. Empath

    Each night, you learn how many of your 2 alive neighbours are evil.


    “My skin prickles. Something is not right here. I can feel it.”

    Townsfolk

  4. Mathematician

    Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.


    “Any consistent formal system x, within which a certain amount of elementary arithmetic can be carried out is incomplete; that is, there are statements of the language of x which can neither be proved nor disproved in x. Ergo, you are drunk.”

    Townsfolk

  5. Gambler

    Each night*, choose a player & guess their character: if you guess wrong, you die.


    “Heads I win. Tails you lose.”

    Townsfolk

  6. Undertaker

    Each night*, you learn which character died by execution today.


    “Hmmm....what have we here? The left boot is worn down to the heel, with flint shavings under the tongue. This is the garb of a Military man.”

    Townsfolk

  7. Monk

    Each night*, choose a player (not yourself): they are safe from the Demon tonight.


    “'Tis an ill and deathly wind that blows tonight. Come, my brother, take shelter in the abbey while the storm rages. By my word, or by my life, you will be safe.”

    Townsfolk

  8. Lycanthrope

    Each night*, choose a living player: if good, they die, but they are the only player that can die tonight.


    “Beneath the thin veneer of civilisation lies a howling madness.”

    Townsfolk

  9. Gossip

    Each day, you may make a public statement. Tonight, if it was true, a player dies.


    “Blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah. Blah.”

    Townsfolk

  10. Fool

    The first time you die, you don't.


    “...and the King said 'What?! I've never even owned a pair of rubber pantaloons, let alone a custard cannon!' Ho-ho! Jolly day!”

    Townsfolk

  11. Tea Lady

    If both your alive neighbours are good, they can't die.


    “If you are cold, tea will warm you. If you are too heated, tea will cool you. If you are depressed, tea will cheer you. If you are excited, tea will calm you.”

    Townsfolk

  12. Mayor

    If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.


    “We must put our differences aside, and cease this senseless killing. We are all taxpayers after all. Well, most of us.”

    Townsfolk

  13. Cannibal

    You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.


    “I don't like clowns. They taste funny.”

    Townsfolk

  14. Damsel

    All Minions know you are in play. If a Minion publicly guesses you (once), your team loses.


    “Don't touch the hair, honey.”

    Outsider

  15. Drunk

    You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.


    “I’m only a *hic* social drinker, my dear. Admittedly, I am a heavy *burp* socializer”

    Outsider

  16. Puzzlemaster

    1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.


    “When one begins to think that some thing is merely some other thing, one is usually on the brink of an error. Patience, patience. Don’t confuse just and should with is and isn’t.”

    Outsider

  17. Barber

    If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.


    “Did you know that barbery and surgery were once the same profession? No? Well, now you do.”

    Outsider

  18. Poisoner

    Each night, choose a player: they are poisoned tonight and tomorrow day.


    “Add compound alpha to compound beta… NOT TOO MUCH!”

    Minion

  19. Devil's Advocate

    Each night, choose a living player (different to last night): if executed tomorrow, they don't die.


    “My client, should the objection be overruled, pleads innocent by virtue of the prosecution’s non-observance of statute 27.B—incorrect or misleading conjugation of a verb. The fact that nine of the jury died last night is simply prima facie, which is, as Wills v. Thule set precedent for, further reason to acquit.”

    Minion

  20. Baron

    There are extra Outsiders in play. [+2 Outsiders]


    “This town has gone to the dogs, what? Cheap foreign labor…that’s the ticket. Stuff them in the mine, I say. A bit of hard work never hurt anyone, and a clip o’ the ears to any brigand who says otherwise. It’s all about the bottom line, what?”

    Minion

  21. Mastermind

    If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.


    “The tentacles of that monster are nailed to the doors of the church. Mothers and children are dancing in the street. Excellent. Everything is proceeding exactly as I have planned.”

    Minion

  22. Pukka

    Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.


    “You truly have been kind in welcoming me into your beautiful home. I am so sorry I accidentally scratched you. A little thing. No matter. But please, take this golden toothpick as a humble token of my regret.”

    Demon

  23. Vortox

    Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.


    “Black is white. Right is wrong. Left is right. Up is long. Down is sight. Short is blind. Follow me. Answers find.”

    Demon

  24. Lleech

    Each night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.


    “Tasty, tasty, tasty, tasty, tasty, tasty, tasty, tasty brai- I mean pie! Yes. Tasty pie. That’s what I meant to say.”

    Demon

  25. Basic Laws

    Law 1: All players always exist in a superposition of all characters and states in which they could possibly be. Law 2: Players tell the Storyteller their choices and information each night, which become true unless mechanically impossible. Players learn when they make an impossible choice, and must change that choice. If mutually exclusive events would occur simultaneously, one occurs at random. Law 3: Players receive specific prompts if and only if their superposition has collapsed to only contain states where they receive that specific prompt.


    Fabled

  26. Laws of Death

    Law 4: Players appear to die if and only if their superposition has collapsed to only contain states where they have died. If a player’s superposition collapses in such manner during the day, the player appears to die after the execution of that day. Law 5: Players can nominate and vote without consuming their vote token if and only if they appear alive.


    Fabled

  27. Laws of the Night

    Law 6: The game proceeds in strict night order, but if a player's choice is impossible, they make a new choice for the entire night (ideally submitting multiple possibilities at once, processed in order submitted), so they may submit a choice that will happen before their first attempt would have happened in the night. Law 7: Starting alignment will be rolled randomly. After that, starting evils (if any) will learn each other and then submit who they learn as demon/minions within that team when they submit N1 actions. Evil starting information happens simultaneously, at the very start of N1.


    Fabled

  28. Laws of the End

    Law 8: All game rules are always followed, and the setup is always valid. Law 9: The game continues if possible, ending if and only if its superposition has collapsed to only contain states where it ends. Law 10: When the game ends, good wins ties within a possible game state (per normal BotC rules; example is executing the demon at final 3). Evil wins ties between possible game states (unique Quantum rule; example is executing the superpositioned Lleech/Pukka at final 3).


    Fabled

  29. Night Order

    First Night

    Damsel
    Lleech
    Poisoner
    Devil's Advocate
    Pukka
    Pixie
    Empath
    Clockmaker
    Mathematician

    Other Nights

    Poisoner
    Monk
    Devil's Advocate
    Gambler
    Lycanthrope
    Pukka
    Lleech
    Vortox
    Barber
    Gossip
    Empath
    Undertaker
    Mathematician
  30. this almanac generated using Bloodstar Clocktica