1. 'Orchestral Suite' focuses on action manipulation as in things such as Exorcist and Barista but on a much wider scale while also following a musical theme as in the Orchestra.

  2. Clarinettist

    You start knowing an alive evil character. When they die, learn another. If you die at night, they can’t act until dusk the day after next.


    Townsfolk

  3. Drummer

    You start knowing 3 characters, 2 and only 2 of which are in play.


    How to Run

    While preparing the first night, mark two players' character tokens with Drummer's KNOW reminders.

    During the first night, wake the Drummer. Show the Drummer the character token of all the players' marked with Drummer KNOW reminder. Put the Drummer to sleep.

    Townsfolk

  4. Noble

    You start knowing 3 players, 1 and only 1 of which is evil.


    How to Run

    While preparing the first night, mark two good players' character tokens with Noble KNOW reminders. Mark any evil player's character token with the third KNOW reminder.

    During the first night, wake the Noble. Point to all three players marked KNOW. Put the Noble to sleep.

    Townsfolk

  5. Organist

    Each night, choose a unique player: you learn an out of play evil character, if evil, this info is false.


    Townsfolk

  6. Xylophonist

    Each night, choose 2 alive players (not yourself): you learn how many times they have acted since dawn.


    Townsfolk

  7. Trombonist

    Each night, learn how many players acted an abnormal amount of times since dawn.


    Townsfolk

  8. Violinist

    Each day, privately answer the storyteller's yes/no question: if right, an ally acts 1 extra time before next dusk.


    Townsfolk

  9. Bassoonist

    Twice per game, at night, choose a player to 1) not act or 2) act an additional time, until dusk.


    Townsfolk

  10. Pianist

    Once per game, during the day, privately visit the Storyteller and choose 3 players: learn something exactly 2 of them share in common.


    Townsfolk

  11. Harpist

    If you die at night, the next time each Evil player would act, they don't.


    Townsfolk

  12. Saxophonist

    If the Demon is mad you are evil, they might not act tonight & learn this.


    Townsfolk

  13. Tubist

    If you die at night, 1 good player learns this & is safe from the Demon while there are 4 or more players alive.


    Townsfolk

  14. Trumpeter

    If you publicly claim Trumpeter, learn how many others who did so are evil tonight. If you would learn a 0, you're drunk tonight instead.


    Townsfolk

  15. Rest

    You start knowing 1 player. If you die, they no longer act if good, and learn you if evil.


    Outsider

  16. Crescendo

    Each day (even if executed), visit the Storyteller to learn a question to answer that night. If incorrect twice, learn this & evil wins at dusk.


    Outsider

  17. Repeat

    If you died today or tonight, until dusk, the Demon acts an additional time.


    Outsider

  18. 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.


    Outsider

  19. Percussion

    Each night, choose a player: until dusk, 1 of their actions are poisoned & they might act an additional time.


    Minion

  20. Woodwind

    Each night, choose a player: if good, until dusk, they act an additional time. players chosen twice die.


    Minion

  21. Brass

    Each night, choose a player & a number: they are mad they acted that many times tomorrow, or tonight, a player 1) doesn’t act or 2) until dusk, acts an additional time.


    Minion

  22. String

    If your team would lose, guess exactly which players are outsiders. If correct, your team wins instead. 1 outsider knows you are in play. [-1 or +1 Outsider]


    Minion

  23. Composer

    Each night*, choose a player: they die. You know a player & their altered ability. 1 good player knows a hint to the new ability.


    Attribution

    Credit for the icon goes to Eddy.

    Demon

  24. Conductor

    Each night*, choose a player: they die. Minions whilst dead may choose to act once each. Each night, Minions may not act to do this again.


    Demon

  25. Ensemble

    Each night*, choose a player: they die. You know a secret phrase & whenever a living evil player says it, an evil player might act again tonight.


    Demon

  26. Orchestrator

    Each night* choose 2 players: the 1st dies and the 2nd might not act, until dusk.


    Demon

  27. Encore

    Once per game, at night*, choose a player (not yourself): they gain this ability while Encore is alive. The last alive player to gain this ability's team wins.


    Traveler

  28. Musician

    On your 1st night, you gain a Townsfolk or Minion ability. That ability might act any number of times.


    Attribution

    Credit for the Ability goes to Palsonny.

    Traveler

  29. Night Order

    First Night

    Musician
    Ensemble
    Composer
    Bassoonist
    Brass
    Percussion
    Woodwind
    String
    Rest
    Noble
    Drummer
    Clarinettist
    Organist
    Xylophonist
    Trombonist

    Other Nights

    Violinist
    Bassoonist
    Harpist
    Woodwind
    Percussion
    Brass
    Saxophonist
    Conductor
    Orchestrator
    Composer
    Repeat
    Rest
    Tubist
    Clarinettist
    Crescendo
    Trumpeter
    Organist
    Trombonist
    Xylophonist
    Encore
    Ensemble
  30. this almanac generated using Bloodstar Clocktica