1. Ravenswood Bluff, a small town established in the late 1600's, has seen it's fair share of demonic attacks over it's years. From Imps and Fang-Gus, to even a demon that turned over a new leaf and helped the town against his former brethren. Eventually though, the demons stopped coming to Ravenswood Bluff, and the town faded into a state of normalcy over the years and decades, slowly making the attacks into almost a tall tale for the town.

    It's now nearing the end of the 20th century, and the once dark and dreary town on the edge of a cliff has turned into a lively and peaceful suburbs. People are expressing themselves in new and exciting ways, some of which would've been deemed heresy or worse back in the times of the town's founding.

    However, on the very edge of town, on the cliffside of the original town's founding, The ever present clocktower, once dormant and thought to be beyond repair, starts to tick again. And soon enough, the town's new clocktower in the center on the modern town, starts to tick in sync with the original one...

    The meaning of this has been lost to mostly everyone one in town, but old records in the library lead to one conclusion. A demon has set it's sights on Ravenswood Bluff once again...

    Who will live to see the sunrise? Who will die, and become just another twisted statistic in a demon's cruel game?

    Who will survive this bout of Unkindness, Murder, and Storytelling?

    Unkindness,Murder & Storytelling
  2. Unkindness, Murder, and Storytelling is a Homebrew script with the main factors being nominations and character typing (TF, Outsiders, Minion, Demon, etc.)

  3. Changelog


    Update 6: Updated the text descriptions for Best Friend, Groundskeeper, Dealer, Vengeful Spirit, Rumor Maker, Suit, Slasher and Dream Eater.

    Update 7: Added How to play sections for All Characters Reworded Wannabe, Reworked Conspiracist. Removed Lleech. Added Vizitor. Added reminder tokens for GND, Valley Girl, Wannabe, Final Girl,

  4. Best Friend

    You start knowing a player of the same type as you, if they die, learn a player that is not the same type as you.


    “Friendships are like a chain, you depend on having multiple strong links.”

    The Best Friend knows someone of the same type as them, and learns someone that is a different type once their friend dies.

    Examples

    The Best Friend learns that the player, who is Poppy Grower, is the same type as them. Once they die, they learn the player who is the Assassin is not the same type as them.

    How to Run

    At the start of the game, show the Best Friend a player who is also the same type (a Townsfolk) and place the "Same Type" token on them. If they die, show the Best Friend a player who is not the same type (a Outsider,Minion,or Demon) and place the "Different Type" token on them.

    Townsfolk

  5. Valley Girl

    You start knowing 2 good roles, 1 in-play and 1 out of play.


    “Oh my god! Like, there's this cute boutique, like, right down the block from here. We should, like, totally go there sometime.”

    The Valley Girl learns 2 good roles, 1 of which is in play.

    Examples

    The Valley Girl learns of the Exorcist and the Innkeeper, Only the Innkeeper is in play.

    How to Run

    Show the Valley Girl two good roles. One of them has to be in play, while the other has to be out of play. Place the "In-play" token on the one that is In-play.

    Townsfolk

  6. Preppie

    Each night*, pick a player (not yourself): they cannot die until dusk, but one of their townsfolk neighbors might be drunk until dusk.


    “My father didn't pay over 125 grand just so I could get stuck here with all these losers and deadbeats.”

    The Preppie protects a player from death, but might drunken one of their townsfolk neighbors in the process.

    Examples

    The Preppie chooses The Town Crier, they cannot die until dusk. The Town Crier's neighbor, The Balloonist, becomes drunk.

    How to Run

    Wake the Preppie and have them choose a player. Place the "Safe" token on them.This player is protected and cannot be killed until dusk. decide if the closet Townsfolk neighbor should be drunk until dusk. If so, place the "Drunk" token on them.

    Townsfolk

  7. Teacher's Pet

    Each night*, learn how many types of characters have nominated today.


    “Uh, sir, didn't you mention that there was a quiz today?”

    The Teacher's Pet learns how many character types have nominated today.

    Examples

    The Mutant, Lycanthrope, and Poisoner have nominated today. The Teacher's Pet learns a 3.

    Two townsfolk , and a outsider nominate today. The Teacher's Pet learns a 2.

    How to Run

    If anyone has nominated today, Wake the Teachers Pet tonight and tell them the amount of character types that have nominated today (i.e. Townsfolk, Outsider, Etc.).

    Townsfolk

  8. Martyr

    Each night*, learn if the demon has killed tonight. Once per game, redirect that demon kill to yourself.


    “If someone's gotta die, might as well be me.”

    The Martyr knows when the demon kills, and can stop a kill by sacrificing themselves.

    Examples

    The Martyr learns a demon has killed tonight. They use their power to redirect the kill to themselves.

    The Martyr learns a demon has killed tonight. They decide to save their power for tomorrow and head back to sleep.

    The Martyr learns that the demon had not killed tonight. They head back to sleep.

    How to Run

    Each night, other than the first night, Wake up the Martyr and tell them if the demon has killed tonight. If they have not, put them back to sleep. If they have, ask the Martyr if they want to redirect the kill to themselves. If they say yes, place the "Redirected" token on them and put them back to sleep.

    Townsfolk

  9. Martial Artist

    Each night, pick a player. That player is safe from all minion abilities until dusk tomorrow. If you pick a evil player, you are drunk until dusk tomorrow.


    “From Miyagi-Do to Angel Grove, I'm the best at what I do.”

    The Martial Artist protects players from minion abilities.

    Examples

    The Martial Artist picks the Undertaker, who is then picked by the Poisoner. The Undertaker is safe and is not poisoned.

    The Martial Artist picks the Shaboloth, who is then picked by the Devils Advocate. If the Shab is executed, They die.

    The Martial Artist picks the Librarian, who is then picked by the Cerenovus. The Librarian is not made mad.

    How to Run

    Each night, wake the Martial Artist and have them choose a player. Place the "Safe" token on them. That player is safe from all minion abilities. If a evil player is chosen, the Martial Artist becomes drunk until dusk tomorrow.

    Townsfolk

  10. Goth Kid

    Each night*, if someone was executed today, pick a player. You learn their character type


    “Dancing is something you do alone, in your room, at three in the morning.”

    The Goth Kid learns players character types when executions occur.

    Examples

    The Artist is executed today and dies. The Goth Kid gets to pick a player tonight.

    The Lleech is nominated today and is executed, but does not die. The Goth Kid gets to pick a player tonight.

    How to Run

    If a execution has gone through, whether or not it has killed a player, wake the Goth Kid and have them pick a player. then, tell them the players character type (Townsfolk, Outsider, Minion, Demon).

    Townsfolk

  11. Thespian

    Once per day, publicly choose a player (different to yesterday): If they die before tomorrow, learn a in-play character.


    “Act well your part; there all the honor lies.”

    The Thespian learns characters that are in-play, but only if the person they pick dies before tomorrow morning.

    Examples

    The Thespian picks the Washerwoman, who then dies in the night. The Thespian learns the Nightwatchman is in play.

    How to Run

    During each day, if the Thespian publicly declares themselves to be the Thespian, and chooses a person that is different from yesterday's pick, put the "Chosen" token on them. If the player that was chosen dies either the same day or the next night, wake the Thespian and tell them a in-play character.

    Townsfolk

  12. County Sheriff

    Once per game, at night, choose a player (not yourself). Learn how close they are from the next character type.


    “Something ain't too lawful around here.”

    The County Sheriff can learn how close a person is from the next nearest character type.

    Examples

    The County Sheriff picks the Washerwoman, the closet nearest character type is the Mutant, who is 2 spaces away. The Sheriff learns a 2.

    How to Run

    Each night, wake the County Sheriff and ask them if they want to use their ability. If so, ask them to pick a player that is not themselves, then look how close that person is to the next character type (Townsfolk, Outsider, Minion, Demon). Then tell the player that number and put them back to sleep.

    Dead players will count for this ability is triggered.

    Townsfolk

  13. Undercover P.I.

    Each night*, learn a true statement about a player that was nominated today.


    “Any truth is better than indefinite doubt.”

    The Undercover P.I. learns a true statement about a person that was nominated that day.

    Examples

    The Bounty Hunter talks to 3 people, a Townsfolk, a minion, and the demon, and is nominated, but does not die, The Undercover P.I. learns The Bounty Hunter has talked to a minion today.

    How to Run

    If anyone has been nominated for execution, Wake the Undercover P.I. and tell them a true statement about one of the players nominated.

    Townsfolk

  14. Girl Next Door

    Good players nominated for execution today might be safe from the Demon tonight.


    “I'm sorry about all that. I don't think that you're a bad person. Come on, let me fix you something to drink. Ok?”

    The Girl Next Door might keep nominated players safe from the demon that night.

    Examples

    The Fortune Teller is nominated for execution today, but fails. That night, the Demon picks the Fortune Teller to kill, but they do not die.

    How to Run

    If a good player was nominated for execution today and lived, put the "Nominated" token next to them. when night phase starts, give any player who has that token a "Safe" token. They are safe from the demon tonight.

    Townsfolk

  15. Final Girl

    When just 4 or less players live, publicly declare yourself to be the Final Girl. If you do, Good wins. If the demon publicly guesses you (once) before nominations start, Evil wins.


    “I am not going to die here after all that's happened so far.”

    The Final Girl can win the game for good if they live and can keep themselves hidden from the demon.

    Examples

    In the Final 6, A execution goes through and brings it into Final 5. Once the morning comes, a person was killed in the night, making it the Final 4. The Final Girl declares themselves as The Final Girl and Good wins.

    The Final Girl dies Night 1, but decides to bluff that they were the Gambler to keep safe.

    How to Run

    At any time during the game before nominations start, if the demon publicly guesses the Final Girl and is incorrect, Place the "Guess used" token on the Final Girl. At any time during the final four or lower, if the Final Girl publicly claims to be the Final Girl, The game ends. Declare that the Good team has won.

    Townsfolk

  16. Punk

    If your death was caused by an evil player, they are drunk until dusk tomorrow.


    “I do what i want, in my own way.”

    The Punk can drunk evil players if they cause the Punk's death.

    Examples

    The Imp chooses to kill the Punk tonight. The Imp is drunk.

    The Scarlet Woman nominates The Punk for execution and succeeds. The Punk is executed and the Scarlet Woman is drunk.

    The Godfather Nominates The Punk for execution, and the Widow votes to put The Punk on the block, The nomination succeeds and The Punk is executed. Only the Godfather is drunk, as they were the ones to put The Punk on the block.

    How to Run

    If the Punk gets killed by a evil player, either by directly killing them with their ability, or by nominating them for execution and succeeding, place the "Drunk" token on that player, this evil player becomes drunk until dusk tomorrow.

    Townsfolk

  17. Conspiracist

    Each Night, you might be mad about a statment. If you are not, it may become true. If you are mad about being the Conspiracist, It will become true.


    “Ah, Shoot, buddy, I gotta dig a little deeper.”

    The Conspiracist may become mad about a statement, and it may become true if they are not.

    Examples

    The Conspiracist is mad that a Townsfolk is currently drunk. They do not adhere to madness, so a Townsfolk becomes drunk that night.

    How to Run

    Each night, you may tell the Conspiracist a statement of information ( A player is drunk/ has turned evil, Minions act twice tonight, etc.). If at any time, you believe that they are not mad about the statement, you can make that statement real. If you believe that they are mad about being the Conspiracist, then the statement becomes real.

    Outsider

  18. Wannabe

    You start "mad" about being a role. if not, you die at night. If that role was a in-play Townsfolk, they become Drunk until dusk tomorrow.


    “Oh, Hey! I think your groups cool, can I join?”

    The Wannabe is mad about fitting in as a townsfolk, or else they might make that character drunk.

    Examples

    The Wannabe is mad that they are the Gossip, who is in play. They break madness, and they die that night. The Gossip is now drunk until dusk tomorrow.

    How to Run

    The Wannabe is given a role to be mad as. If they are not mad about this role, they will die once night comes. If the role they were mad as was a townsfolk role that is currently in play, then that player becomes drunk tonight and all day tomorrow, and becomes sober that night.

    Outsider

  19. Groundskeeper

    You might register as any character type. If you register as any in play character type, a player of that type might be drunk until dusk.


    “Damn kids, messing up the shrubbery. I swear, one of these these days imma get them.”

    The Groundskeeper can register as any character type, and might drunken them if they do.

    Examples

    The Groundskeeper registers as a Townsfolk, One of them, The Dreamer, is drunk.

    How to Run

    Each night, decide what character type (Townsfolk, Outsider, Minion, Demon) the Groundskeeper will register as for the day, then decide if a player of that type becomes drunk, if so, place the "Drunk" token next to them.

    Outsider

  20. Sacrifice

    When you die, something bad happens to one of your townsfolk neighbors. A good player learns a hint about what it is.


    “Kali Ma!”

    The Sacrifice's death leads to a bad thing happening, but a good player gets a hint on what that may be.

    Examples

    The Sacrifice is executed and dies. That night, a player is made mad that they are the Alchemist. The Exorcist learns that "someone has lost their mind".

    How to Run

    Whenever the Sacrifice dies, decide what that bad thing is (Drunkenness, Madness, Turning Evil, etc.) and apply it to one of the Sacrifice's townsfolk neighbors. Then, wake a good player and tell them a hint about the bad thing.

    Outsider

  21. Dealer

    Each night*, choose a player that has nominated today to be poisoned until dusk tomorrow. [-1,+0, or +1 Outsider]


    “Hey kid, you want to try something fun?”

    The Dealer can poision players that nominate.

    Examples

    The Flowergirl, Pixie, and Ravenkeeper have nominated today. The Dealer chooses the Ravenkeeper tonight.

    The Dealer chooses to poison the Tea Lady tonight, but can't, as the Tea Lady did not nominate today.

    No one has nominated today, so The Dealer does not wake tonight.

    How to Run

    While setting up the game, either remove one Townsfolk and add one Outsider, remove one Outsider and add one Townsfolk, or do neither.

    If no one has been nominated today for execution, do not wake the Dealer.

    If at least one player was nominated for execution today, wake the Dealer and have them choose a player that was apart of that. Place the "Poisoned" token on them and put the Dealer to sleep.

    Minion

  22. Vengeful Spirit

    Each night*, choose a player: they learn you chose them. Once you die, chosen players might die at any time.


    “I curse your bloodline for the next 1000 years.”

    The Vengeful Spirit picks players that can die at any time when it dies.

    Examples

    The Spirit has picked the Professor and the Empath. The Spirit is then executed. The Professor dies the next night, and the Empath dies at the start of tomorrow's executions.

    How to Run

    Each night, except the first, wake the Vengeful Spirit. They pick a player.Put the Vengeful Spirit back to sleep. Wake that player and tell them that they have been cursed by the Vengeful Spirit, then put them back to sleep.

    When the Vengeful Spirit dies, decide if any players chosen by the Vengeful Spirit die at any time.

    Minion

  23. Rumor Maker

    Each night*, choose a player and a statement. They are "mad" that it is true tomorrow, or might be executed.


    “Did you hear that there's a rumor floating around?”

    The Rumor Maker comes up with information that a player must be mad about being true, or risk paying a deadly price.

    Examples

    The Rumor Maker picks the Philosopher, and decides to make them mad about "Getting a Clockmaker 2".

    How to Run

    Each night, other than the first night, wake the Rumor Maker up and have them pick a player, then have them choose a piece of information ( i.e. Someone is the demon, that player is another role, etc.). Wake the player that was chosen and tell them that they are mad about that piece of information.

    Minion

  24. Suit

    Each night, choose a player (different from last night): they might register as a character of the opposite alignment.


    “New card, what do you think? Picked them up from the printer's yesterday.”

    The Suit may make people falsely register as the opposite alignment.

    Examples

    The Suit chooses themselves. The Balloonist gets them as a outsider instead of a minion.

    The Suit chooses the Choirboy, who has just been executed. That night, the Undertaker learns they are the Spy, instead of a Choirboy.

    How to Run

    Each night, wake the Suit and have them pick a player. Put the "Picked" token on the player that was chosen. This player may register as the opposite alignment while selected.

    Minion

  25. Slasher

    Each night*, choose a player: They die. The 1st time you'd kill the Final Girl, you don't. If a good player wasn't executed today, learn a in-play character. [+Final Girl]


    “So many ways to kill, so little time.”

    The Slasher kills mercilessly, trying to find The Final Girl before the final 4.

    Examples

    The Pixie was executed today. The Slasher does not learn a in-play role tonight.

    The Fearmonger was executed today. The Slasher learns a in-play role tonight.

    No one was executed today. The Slasher learns a in-play role tonight.

    How to Run

    While setting up the game, if the Final Girl is not in-play, replace a Townsfolk token with the Final Girl. Each night after the first, wake the Slasher and have them choose a player, the chosen player dies. If they choose the Final Girl, they do not die if it is the first time picking them. Each night, if a good player was not executed today, tell the Slasher a character that is In-play.

    Demon

  26. Dream Eater

    Each night*, choose 2 players: the 1st dies & the 2nd is "mad" they know who the Demon is tomorrow, or they might be executed.


    “Every time you count sheep, you're counting closer to your end.”

    The Dream Eater makes people see the demon where one is not.

    Examples

    The Dream Eater picks the Huntsman to die, and the Farmer to be mad that they know who the demon is. The Farmer decides they will act as the player who is the Virgin is the demon.

    How to Run

    Each night, other than the first night, have the Dream Eater choose 2 people. The first one picked dies and gets the "Dead" token. The second person picked becomes mad about knowing who the demon is, and gets the "Mad" token put next to them. The person that is made mad must come up with who they are mad at.

    Demon

  27. Messiah

    You can not die by execution. If nominated, your nominator might die. Each night*, choose a player: they die. If a minion dies, you are drunk until dawn. If all Minions are dead, you die.


    “False prophets can lead unknowing lambs to the slaughter.”

    The Messiah can only die once their minions are dead.

    Examples

    The Messiah is nominated by The Oracle. The Oracle then dies, but the nomination still goes through.

    The Organ Grinder is executed today, The Messiah is drunk until dawn.

    The Final 3 consists of The Messiah, Cerenovus, and Lycanthrope. The Cerenovus is executed. The Messiah dies, because all minions are dead.

    How to Run

    Each night, other than the first night, have the Messiah choose a player. They die and place the "Dead" token on them. If they are nominated for execution, the person who nominated them might die. If a minion has died, the Messiah is now drunk until dawn. If all minions are dead, the Messiah dies.

    Demon

  28. Vizitor

    Each night*, choose a player, they die. Once per game, at night, before final 5, pick a player. They do not die, but will become the evil demon when you die. [-1 Minion]


    “It's something not of this world.”

    The Vizitor can turn a player into the demon before they pass on.

    Examples

    The Vizitor picks the Knight to turn. that day, the Vizitor is executed and dies. The Knight learns that they are now the evil Vizitor.

    There are six people left alive. The Vizitor chooses the Magician to die and the Flowergirl to turn. The Vizitor then gets executed. Good wins, because there were five players left.

    How to Run

    While setting up the game, replace one of the Minion tokens with a Townsfolk token.

    Each night, other than the first night, wake the Vizitor and have them choose a player. Place the "Dead" token on the chosen player. Then, ask them if they want to use their power. If the answer is yes, have them pick another player. Place the "Turned" token on them. If the game has six or more players and the Vizitor dies, wake the player that has the "Turned" token and tell them that they are the evil demon.

    Demon

  29. Night Order

    First Night

    Martial Artist
    Suit
    Wannabe
    Valley Girl
    Best Friend

    Other Nights

    Preppie
    Martial Artist
    Dealer
    Vengeful Spirit
    Rumor Maker
    Suit
    Slasher
    Dream Eater
    Vizitor
    Messiah
    Conspiracist
    Wannabe
    Martyr
    Undercover P.I.
    Teacher's Pet
    Goth Kid
    Thespian
    Best Friend
  30. this almanac generated using Bloodstar Clocktica