1. Somewhere, in a far away planet, away from Ravenwood's Bluff and Teensyville, away from Earth, on the other side of the Milky Way even, a completely different world presents itself. Behold, this is Planet Popstar - one of the most unassuming places from the surface, just a hidden gem of a miracle... if they like that sort of thing, anyway. But the truth cannot be more different, once one were to take one brave step to enter.

    Eldritch beings run amok in the background, threatening the peace of every citizen who think they could find solace in it. Troublemakers can play tricks or ruin everyone's time. And there are those who became heroes, whether they like it or not, to solve all these issues... With such a colorful, quirky cast, it is strange how this planet was able to survive another day.

    This is the legend... Of Dreams and Nightmares.

  2. A Kirby-themed fanmade edition. Currently, this is both untested and unstable for comparability with other editions, so... don't mix the custom roles, alright? Just... don't. This is also not compatible for Teensyville play.

    Of Dreams and Nightmares is designed for playing the long game. Whether you are good or evil, patience is key to everything. Slowly, the good gain information and build barricades to fend off evils, while evils bide their time and mess around until opportunity strikes and either they gain a new passive ability, or evolve and discard their old, filthy skill for a shiny new one. Think of this as a combination of Trouble Brewing's a little bit of everything, and Sects and Violet's information extravaganza. It's hell on earth!

    This set is currently considered for Expert - for more experienced players who love taking it slow.

    Also included in this set:

    • Knight (representing Meta Knight)
    • King (representing King Dedede... shocker.)
    • Amnesiac (representing Gooey)
    • Butler (representing Escargoon)
    • Thief (representing Daroach)

    Icon credits:

    -Done by me:-

    • Servant (representing Bandana Waddle Dee)
    • Sentinel (representing Robobot Armor)
    • Hakuai (representing Elfilin)
    • Void (...you know who this one is)
    • Shard Collector (representing Ribbon)

    -Extracted via @kirbyreferences on Tumblr:-

    • The Ultimate Lifeform (representing Fecto Elfilis)

    The rest is ripped from WiKirby's gallery.

    Special thanks goes to:

    • Members of the Blood on the Dogwater AND Blood on the Clocktower Unofficial Server for helping out with balancing and rewording
    • @paintpanic on Tumblr (admin of @kirbyreferences) for allowing me to use some of their found models for the character icons

    Note for storytellers: keep the evolved Demon roles out of the bag, so you can swap them with their corresponding role once the objective is met. Enjoy!

  3. Mimic

    Each night, learn how many players are drunk and/or poisoned. You have one of their abilities until dusk (you learn what character).


    “Hi~! Let me just... borrow you for just a bit!”

    The Mimic is given information regarding how many people are drunk and/or poisoned that night and copies one of their abilities. They then learn what said ability is at day and activates it during the time the role would be active normally.

    • When copying a role that acts during the day, it activates during day, and when copying a role that acts during the night, it activates during the night.
    • The Storyteller chooses what role the Mimic manages to copy.
    • The Mimic always discards the role they copy during the night (right after the power is activated, if the copied role acts during the night) so they can copy a new one.
    • The Mimic can copy ANY roles, with the exception of the Hakuai and any demon. Their effects will also happen for one cycle.
    • All roles that include "you start with" takes effect immediately in the day (ex. Copying the Knight results in the Mimic knowing 2 not-demon players after they know they copied them).

    Examples

    During the night, the Mimic learns there are 5 drunk players. When day comes, they learned they have copied the Knight, immediately learning the 2 not-demon players after the reveal.

    During the night, the Mimic learns there are 3 drunk players. When day comes, they learned they copied no one because they were poisoned the night before.

    During the night, the Mimic learns there are 5 drunk players. When day comes, they learned they have copied the Tanker. The next night, before being informed the number of drunk and/or poisoned players to copy, the Mimic is given a chance to turn half of the alive players drunk.

    How to Run

    Each night, wake The Mimic - always wake up The Mimic last. Inform them how many people are drunk and/or poisoned, then put them back to sleep. The next day, inform them which role's ability they have copied, or none Put a reminder token next to the role's original owner to show which role they are copying currently if they do copy someone.

    Attribution

    (based on Kirby)

    Townsfolk

  4. Servant

    Each night, choose a player (not the same as last night): they are drunk until dusk, even if you die. Each night, if the King is dead & the dead outnumber the living, learn 1 alive character.


    “I'm not just a pretty face - you all need to stop underestimating me!”

    The Servant can pick a player to make them drunk. That's it really... unless the King is in-play and dies, where they also get to have their power as well.

    • The Servant can make anyone drunk.

    Attribution

    (based on Bandana Waddle Dee)

    Townsfolk

  5. King

    Each night, if the dead outnumber the living, you learn 1 alive character. The Demon knows who you are.


    “You can't be mean to my Waddle Dees! Only I can be mean to my Waddle Dees!”

    Attribution

    (official role, represents King Dedede)

    Townsfolk

  6. Knight

    You start knowing 2 players that are not the Demon.


    “Our deeds bind us to fate as surely as the sun sets.”

    Attribution

    (official experimental role, does not exist in Bloodstar, represents Meta Knight)

    Townsfolk

  7. Shard Collector

    Every night, choose a player: if they have a Crystal Shard, make them immune to poison if they are good and make them drunk if they are evil. Both effects persist until the next dawn.


    “Sorry for the wait! I'm here! Now where is that shard...?”

    Attribution

    (based on Ribbon)

    Townsfolk

  8. Steel Defender

    On your first night, choose a player (not yourself): they can't be killed & if a player would make them drunk or poisoned, that player is drunk until dusk instead.


    “Objective set to protect.”

    The Steel Defender ensures one member to gain potent protection from the start - neither murder, drunkenness, or poison will affect them as long as the Steel Defender stands.

    • This special protection becomes arbitrary (may work, may not work) in nature if the Steel Defender themselves are drunk or poisoned.
    • Said protection does not keep the target safe from these effects, however:
      • Executions
      • The Nightmare's insomnia
      • The Insectia Queen's sap mark
    • The Steel Defender cannot protect a second person once their initial target is executed, becoming a powerless townsfolk in the process. failure to do objective does feel like a depression, huh...

    Attribution

    (based on Robobot Armor, but altered to avoid a Second Mimic :'D)

    Townsfolk

  9. Clay Painter

    You start by choosing Rocketeer, Submariner, or Tanker: a good player becomes that character.


    “I did it! You transformed! This surely this will be a successful one ♪”

    The Clay Painter transforms one player into one of the three exclusive roles only they can create.

    • This random good player can be either a Townsfolk or Outsider.
    • The exclusive roles cannot be drawn with any other way, except the Clay Painter themselves.

    Attribution

    (based on Elline)

    Townsfolk

  10. Tanker

    Once per game, at night, choose that half the alive players (not yourself) are drunk until dusk. [Not in the bag, can only be summoned by the Clay Painter]


    “Look, we got a lot of firepower in here - might as well deploy it! Fire in the holeeeeeeee!”

    The Tanker is a one-use nuke - like a missile launcher of drunkenness, they cause half of the alive players that night to all go drunk at the same time, excluding themselves.

    • The Tanker cannot choose who gets drunk. All players, good or evil, townfolk or outsider or minion or demon, anyone and everyone can be sent drunk.
    • The Steel Defender's protection, unfortunately, still gets triggered by this drunk fest. Thus, if the Storyteller decides that the Steel Defender is not drunk, or the protection doesn't temporarily wear off even though they are drunk, the Tanker will get drunk as well for the rest of the night.

    Attribution

    (based on the Tank Transformation [Rainbow Curse])

    Townsfolk

  11. Submariner

    Each night*, choose a player: if they are or become drunk or poisoned tonight, they die. [Not in the bag, can only be summoned by the Clay Painter]


    “Wait, how do I use this periscope- Oh, okay, there you go. Now, to get the perfect shot...!”

    Attribution

    (based on the Submarine Transformation [Rainbow Curse])

    Townsfolk

  12. Rocketeer

    When you are executed, choose an evil character: if in play, they die. [Not in the bag, can only be summoned by the Clay Painter]


    “Let's get this straight: I know where I'm going to fire this, and it's to YOUR head.”

    Attribution

    (based on the Rocket Transformation [Rainbow Curse])

    Townsfolk

  13. Amnesiac

    You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.


    “My name? Gooey? Maybe?”

    Attribution

    (official role, represents Gooey)

    Townsfolk

  14. Illustrator

    Twice per game, at night, pick a player: you learn 3 characters they could be.


    “I wonder what painting I'm going to create tonight... This town will do!”

    Attribution

    (based on Adeleine)

    Townsfolk

  15. Soothsayer

    Each night, learn if a Demon that can cause itself to evolve is in play and whether it got closer to triggering today.


    “I have seen the burning star you speak of! Its approach brings much destruction! I see wind storms and earthquakes! Fire and darkness!”

    The Soothsayer knows whenever a transforming evil role is in play, and if there is one, whether it is close to transforming that day.

    • The Soothsayer acts after all evil players, but always before The Mimic.
    • The information that the Soothsayer knows is only whether there is a transforming demon role and how close they are to evolving. They do not gain information on what the Demon's role is.

    Attribution

    (based on Kabu [anime]) Thank you to @phantomeep from Discord for suggesting the role!

    Townsfolk

  16. Skeptic

    Each night*, you learn if a Minion voted on the player executed today.


    “Switching night and day around isn't going to solve the real problem. I think something weird is happening here!”

    Attribution

    (based on Tiff)

    Townsfolk

  17. Hakuai

    Each night*, even if you are dead, the Demon guesses you. If correct: you die, no other killings happen that night, and a Great One becomes the Ultimate Lifeform.


    “Whatever it's trying to do, it's going to be pretty bad...”

    The Hakuai's job is to avoid getting killed or executed by any means. Because if they go down, despite the evil team only killing them that night, the Great One will fuse them into themselves, becoming the Ultimate Lifeform and causing even more havoc.

    • Upon death, The Hakuai does not change alignments. even if the original lore said the Great One will fuse the Hakuai into itself, no, this one's a genuinely good player
    • After death, the Hakuai can still vote, but no longer can talk to players.

    Attribution

    (based on Elfilin)

    Outsider

  18. Butler

    Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.


    “I'm afraid that we're both drifting apart! Can't you feel it, Sire?”

    Attribution

    (official role, represents Escargoon)

    Outsider

  19. Stormcloud

    You start knowing 1 in-play Townsfolk. If you were mad that this character is evil, you become immune to drunk and poison for the rest of the game when they die.


    “YOU...! Did you think I'd forget?! The time you smashed into me with your Hi-Jump! That time I was betrayed by Helpers! Or when I was replaced by that imposter! I-I... Sniff... there's something in my eye...”

    Outsider

  20. Dark Matter

    Each night*, choose a player: they register as evil. [+0 to +2 Dark Matter]


    “You... must... be... my... friend...”

    Attribution

    (based on Dark Matter)

    Minion

  21. Summoner

    You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]


    “We are the masters of a power driven to the far reaches of the universe, and we have but one desire! Can one such as you possibly fathom how dearly we have clung to this dream across the aeons? How could you! You couldn't! Never ever ever! We who once faced those who were in such fear of our power that they sealed us away and banished us to the edge of the galaxy! US! As if THAT loveliness wasn't enough, they tried to erase our very existence from history! RUDE! Only through our magic were we able to overcome their science and achieve great prosperity! We alone were responsible for stopping that repulsive nightmare of a galactic crisis, yet this is how you repay us! This won't stand! It won't be forgiven! It won't be forgotten! Never ever EVER! Those who called us mad, are you listening? You left us at the edge of the galaxy to be forgotten, then went along your merry way, probably living somewhere pretty and peaceful! But know this! Your future is a farce! You have none! We, masters of a matter most dark, vow to be restored, as foretold in the book of legend, which everyone thought was just a fairy tale! It WASN'T! We have already obtained the vessel that contains our Dark Lord, and he will soon awaken and shower us in compassion! Look! The vessel of our Dark Lord is filling up even as we speak! Now the time for his greatness to enter our world has come! Welcome to a new history! A new age! The age of awesome! HAPPY BIRTHDAY, DARK LORD! HAPPY BIRTHDAY!”

    Attribution

    (official experimental role, does not exist in Bloodstar, based on Hyness)

    Minion

  22. Raging Lion

    Every two nights, pick a player: they die, and one of their neighbours might die as well.


    “"If you dare to stand in our way... We'll feast on your hide!"”

    Minion

  23. Nightmare

    Each night, choose a player: they do not wake tonight. If it is night 4 or later, their alive good neighbors are poisoned until dusk. [Minions decide who to kill instead]


    “True to my name, I am but a dream that lives in your heart! Therefore, I am immortal. For as long as there is fear in your heart, I will someday return...”

    The Nightmare turns a player insomniac every night, depriving them of acting for the night.

    • Unlike poison, insomnia results in the targeted player to 'skip turn', making the Storyteller not wake them up like usual. This means information-gathering roles do not gain false info, they just get absolutely no info.
    • Any roles that have "on the first night" or "you start" activations will be 'delayed' if the Nightmare chooses them to go insomniac on the first night, making them all trigger on the second night instead.
    • Starting from Day 4 onwards, the insomniac player's neighbours get poisoned as well. This poison still triggers poison-related capabilities, however (ex. The Sentinel's drunk/poison reflection).

    Attribution

    (based on Nightmare)

    Demon

  24. Abaddon

    You start by choosing an opposing player: they cannot choose players other than their neighbors with their ability. Each night*, choose a player: they die. If it is night 4 or later, you may choose that instead of dying, they may no longer be chosen by good abilities.


    The Abaddon chooses one player from the start to be Fractured, causing their capabilities limited to only their neighbours. Then for the other nights, they can kill one player each night. Once they survive to Night 4, they are given a choice to instead isolate a player, causing all good team's actions directed to them to not work.

    • A fractured player's abilities are limited to only their two neighbours. For example, a Mimic can now only copy abilities of their drunk neighbours, and the Sentinel can only pick their neighbours to protect.
    • An isolated player is a different case - any good ability directed to them doesn't work. The isolated player can still do their actions at night (ex. the King can still learn 1 alive character as long as there are more dead players than living players), but any action directed to them doesn't (ex. the Servant can't make the isolated player drunk if they were to end up targeting such).
    • Starting from Night 4, they can choose either to isolate or kill - they cannot do both at the same time.

    Demon

  25. Void

    Every night*, pick a player: they are "mad" another player is evil tomorrow, or might be executed. If it is night 4 or later, you may pick a second player: they become evil the next night. You win when the majority of good players have turned evil.


    Attribution

    (based on Void Soul)

    Demon

  26. Starfaring Liar

    Each night*, choose a Townsfolk character: if in play, they are poisoned. If 5 players are poisoned in this manner, become the Crowned Starfarer. [No minions]


    “I'm amazed at how kind everyone is! You're all such easy targ─ Er, I mean, easygoing folks! And none more so than you.”

    Attribution

    (based on Magolor)

    Demon

  27. Crowned Liar

    Every night*, pick two good roles. Those roles becomes poisoned for the rest of the game. Then pick one player: they die. [Not in the bag]


    “The time has come for your planet... No! The time has come for the ENTIRE UNIVERSE to bow down to me. And for being such a big help in all of this, your planet gets to go first! Prepare to bow, Popstar! Welcome your new overlord!”

    Attribution

    (based on Magolor)

    Demon

  28. Insectia Queen

    Each night*, choose two players: the first one dies and the second becomes marked. Then if all living good players have been marked, become the Flowered Queen.


    “My beauty rivals the divine... And my power will crush all that you hold dear!”

    Attribution

    (based on Sectonia)

    Demon

  29. Flowered Queen

    Each night*, choose a player: they die. Then if you have been the Flowered Queen for 3 nights & 3 days, evil wins. [Not in the bag]


    “You see, true beauty... is control. You should all feel honored. You will serve as my sustenance... for eternity!”

    Attribution

    (based on Sectonia)

    Demon

  30. Great One

    Each night* choose a player: they die. Each night, a good Minion becomes evil. Only evil Minions know you. [+The Hakuai, You choose your Minions, they are good.]


    “No more planning. No more patience. Instead... EVERYTHING. SHALL BE. CONSUMED.”

    Attribution

    (based on Fecto Forgo)

    Demon

  31. Ultimate Lifeform

    Each night, choose 3 players: they die. If your ability would end the game, lose your ability instead. [Not in the bag]


    “Only fools would try and oppose the perfection that are us.”

    Attribution

    (based on Fecto Elfilis)

    Demon

  32. Mirrorfolk

    You have an in-play ability.


    “A reflection? Impossible...”

    The Mirrorfolk gains a copy of another in-play role's ability, then fills said role's slot when the original owner dies, while keeping their original chosen alignment.

    • It is possible for a evil Mirrorfolk to copy a good role and vice versa. This means, there could be a good demon replacing a evil demon after the evil demon dies prior.

    Traveller

  33. Machinist

    Each night*, choose a player: a chosen Townsfolk or Minion may use their ability 3 times tonight. They learn this.


    “You know, it's wonderful to work in a perfectly controlled environment. But that's something you'd never understand.”

    The Machinist empowers one player, making their ability work thrice. It only works on Townsfolks and Minions, however, and only the recipient knows the Machinist did it.

    • The Machinist does not get information on what role worked twice that night, nor if it even worked in the first place. They will have to pick a player and pray.

    Attribution

    (based on Susie)

    Traveller

  34. Thief

    Each night, choose a player (not yourself): their vote counts negatively tomorrow.


    “Those bejeweled hearts will be mine!”

    Attribution

    (official role, represents Daroach)

    Traveller

  35. Puppeteer

    Every other night, choose a player: they are your alignment until dusk.


    “Now, which way should my strings go today, my liege?”

    The Puppeteer can unwittingly change a player's alignment to their side without the target even realizing so... but only until the next dawn.

    Attribution

    (based on Taranza)

    Traveller

  36. Clockwork Star

    You set up one objective during any day. If you see a player fulfilling that objective, you visit them the next night and grant one wish that may have a price.


    “READY. -> I WILL GRANT YOU ONE WISH... ->”

    For the sake of fairness, avoid instant-winning wishes!

    Fabled

  37. Mimic & Steel Defender

    Because the Mimic acts last, if the Mimic copies the Steel Defender, they undo the killing and drunk/poison effects of their chosen player instead.


    Examples

    The Mimic wakes up to find that they have copied the Steel Defender. Once night falls, the Storyteller asks them to pick a player to protect that night. The Mimic ends up protecting Ana, who turns out to be the Servant - the Storyteller wakes Ana up to do their supposed action after the Mimic's turn despite the fact that they should've been dead by the Demon's pick from earlier, because the Mimic's ability.

    Jinxes

  38. Mimic & Hakuai

    The Hakuai cannot be copied by the Mimic, and yields no result if they are the only one drunk.


    Jinxes

  39. Nightmare & Mimic

    If Nightmare sends the Mimic into insomnia, the Mimic also discards the power they previously copy. They can try copying a new one again the following night.


    Jinxes

  40. Clay Painter & Hakuai

    The Clay Painter CAN still transform the Hakuai, but the Hakuai will get that exclusive role's ability in addition to their own ability, and learns this.


    Jinxes

  41. Night Order

    First Night

    King
    Abaddon
    Nightmare
    Soothsayer
    Knight
    Steel Defender
    Amnesiac
    Clay Painter
    Thief
    Butler
    Servant
    Mimic

    Other Nights

    Abaddon
    Nightmare
    King
    Soothsayer
    Thief
    Amnesiac
    Butler
    Servant
    Mimic
  42. this almanac generated using Bloodstar Clocktica