1. The Zenomancer Loric may be a fun, thematic Loric to add when playing the script, but is absolutely not required!

    I do not own The Amazing Digital Circus, nor am I affiliated with the team or GLITCH Productions. This is a passion project of mine as a fan of both Blood on the Clocktower and The Amazing Digital Circus!

    Note: All icons are drawn by Gooseworx and edited/modified by me unless stated otherwise!

    Roadmap:

    • Synopsis and overview updates
    • Almanac
    • Add Ming's icon
    • Icon Consistency
    • Update Kaufmo's icon?
    • Add another Demon
    • Make a unique ability for Abel
    • Almanac flavor: "Abstracted" instead of "dead" (still mechanically the same)
  2. Changelog


    • Baron Mildenhall
    • Baron Mildenhall's name was changed to just Mildenhall.
    • Queenie
  3. Gangle

    You start knowing 3 characters, only 1 of which is in-play.


    “It's called a manic episode and you're gettin' THREE MORE SEASONS!!!”

    GANGLE doodles characters in her sketchbook: some are in the Circus, and others are not.

    • Gangle will learn two characters that are not in-play and one character that is in play. These can be any alignment or character type. Gangle can also learn bluffs.
    • Gangle only learns this on the first night they're in play.

    Examples

    Gangle learns three characters: Mildenhall, Ribbit, and Kaufmo. John claims to be Kaufmo to her. However, John is actually the Demon who has Kaufmo as one of the bluffs. Mildenhall is also not in-play. Ribbit is the one in-play character Gangle learns.

    Gangle is the Drunk and is shown three character tokens: Sun, Zooble, and Angel. Gangle was shown false information, as both Zooble and Angel are actually in-play.

    How to Run

    During the first night, wake Gangle and show three character tokens (in no particular order): only one of those characters are in-play, and the other two are not in-play. Then, put Gangle to sleep.

    Concept: Sketching characters. I unfortunately can't come up with an ability involving her mask that isn't basically Fool.

    Townsfolk

  4. Ragatha

    You start knowing a good player. If they are chosen by an evil player, you are secretly chosen instead and you learn this.


    “And eventually you get to asking what the point of everything is and you start to lose sight of who you are, and why you're even alive, and when you reach your breaking point, something REALLY TERRIBLE can happen…”

    Concept: Self-sacrificing.

    Alternatives: You start knowing a good player. If they are made drunk or poisoned, you are made drunk or poisoned instead; Each night*, choose a player: If they are chosen by an evil player that night, you are chosen instead.

    Townsfolk

  5. Jax

    Each night, learn how many players chose your living neighbors tonight.


    “Nah, I've got keys everywhere and you've all been fine. By the way, I may have left something in your room today, so let me know if you find it. Uh, you're not afraid of centipedes, are you?”

    JAX is a mischievous prankster who has keys to all sorts of different rooms, including his neighbors'.

    • Each night, Jax learns how many players chose either of his living neighbors with their ability. This does not detect which players were chosen, only how many times his living neighbors were chosen by other players.
    • Jax learns one number for both neighbors.
    • Jax's ability skips over abstracted (dead) players. So, if Jax is sitting next to a dead player, he does not get info about that dead player (even if they were chosen). Instead, he gets info about the closest alive player in that direction.
    • Jax wakes after the Demon, so if the Demon kills one of Jax's alive neighbors, Jax's ability skips over the now-dead player.
    • Jax's ability detects if a player is actively chosen by the

    Concept: Him having access to other people's rooms.

    Attribution

    Thank you to my friend, Cinnabar, for helping me with the ability and letting me take inspiration from their Sentry homebrew ability!

    Townsfolk

  6. Queenie

    Each night, choose a player: they are sober & healthy until dusk. If you choose an evil player, you die*.


    “Another chess piece, huh? How are you holding up?”

    How to Run

    Players are not drunk or poisoned again after protection wears off unless something would make them poisoned.

    Concept: NEEDS A BUFF. Making someone sober and sane (but idk if I can get rid of madness, at least not in a way that makes Kinger busted unless it's a "different from last night" role). Possibly protecting from death too.

    Possible modification: "Each night, choose a player (not yourself): they are sober, healthy, and cannot die tonight. A chosen evil player learns who you are." (Inspired by Drossel's Ginseng ability.)

    Original: "Each night, choose 2 players (not yourself): they are sober and healthy until dusk. You are sober and healthy."

    Attribution

    Art drawn by me!

    Townsfolk

  7. Kinger

    Each night, learn an in-play character. If you are "mad" about being Kinger, you lose this ability.


    “Can you repeat the question? I couldn't hear you over the knives.”

    Concept: Powerful night ability hindered by needing to be mad during the day.

    Attribution

    Thank you, palsonny, for helping with the wording!

    Townsfolk

  8. Pomni

    Each night*, learn how many players nominated a player opposite to their alignment yesterday.


    “We... are literally in hell right now. HELL! Of course I'd be in hell; how could I not be in literal hell right now?!”

    How to Run

    For each player that nominates opposite to their alignment, place a "NOMINATED OPPOSITE" token on them.

    Concept: Being observant of other people and able to see through them. Or perhaps good players you nominate & execute do not die?

    Alternative flavor text: "I'm not a child, you don't have to hype me up."

    Townsfolk

  9. Zooble

    Each night*, choose an alive player (different from last night & not yourself): if they are a Townsfolk, you are both safe from evil tonight.


    “Caine's been checking up on my room lately. When I don't answer he just starts singing 'Daisy Bell' in front of my door. It's creepy.”

    Concept: Avoiding Caine. "Cannot die" -> "Safe from evil." Maybe both players are safe?

    Attribution

    Ability (albeit slightly modified) by Andrew Conant for his Chauffeur character for his own homebrew, Lies, Spies, & Eyes (used with permission, thank you Andrew!).

    Townsfolk

  10. Sun

    Once per game, during the day, publicly choose a player. If a player of the same character type is executed today, your choice dies instead.


    “HI CAINE! I'M GONNA KILL YOU!”

    Concept: Finding the Demon (or eliminating potential ones); overseeing the town. Maybe something to do with nominations and executions like the Moon has. Maybe use different character types instead of the same character types to fit more with wanting to kill the Demon/evil.

    Does this confirm too many players?

    Attribution

    Thank you wrendle_ (Discord) for the suggestion of going based off of character types instead of alignments. Thank you Palsonny for the wording!

    Townsfolk

  11. Ribbit

    When you die at night, you and another player learn each other's characters.


    “We're both best friends!”

    Concept: So far, we only know that she was Jax's friend who abstracted, so an ability that confirms itself upon death felt appropriate. This ability feels like it came to me in a vision to be honest. The flavor text comes from what I can hear from the muffled voice we hear in Episode 8.

    Townsfolk

  12. Martha

    If you are killed by the Demon, your Townsfolk neighbors are safe from evil.


    “Oh, you know how men are. Always having the silliest priorities. If your friends see him, I only hope he doesn't bore them to death with his endless monologues. That man could turn a 57-second story into a Greek tragedy.”

    Concept: Similar to Tea Lady. Alternative ability: "You start knowing an in-play Minion. You and your Townsfolk neighbors cannot die while they live." (based on Tir's "Old Salt")

    Attribution

    Original art by Gooseworx, edited/traced by me.

    Townsfolk

  13. Princess Loo

    If your 1st nomination is an Outsider, they are immediately executed. [+0 or +1 Outsider]


    “Farewell, brave knights. Have fun executing that bandit fella!”

    Concept: NOT NECESSARILY FINAL ABILITY. Similar to the official Princess ability. Executing Outsiders. Script might be too harsh to Outsiders? Possible addition: "Otherwise, they do not die from execution." Honestly probably needs to be reworked. Hard confirms itself too

    Are there roles that want to be executed?

    Maybe add more madness to this script.

    Townsfolk

  14. Kaufmo

    If you are nominated, all other players who vote on you become drunk and cannot die until dawn, even if you die today or tonight.


    “*glitchy growling*”

    How to Run

    The idea is that the drunkenness and protection wear off at the same time, but I

    Concept: Trying to come up with an ability that can hurt the good team, like with Sailor. Changed from "until dusk" to "until dawn." Should I let this character protect themselves too?

    Other ideas: Drunkenness to act the same as glitchiness, glitchiness spreading. Character swapping like Barber? Public ability?

    Alternative ability:

    Townsfolk

  15. Moon

    The 1st time you are nominated & executed by a good player, you do not die.


    “Hello Caine, I love you~”

    Concept: Something to do with being infatuated with the Demon.

    Possible ability: "If 4 or more players live, the 1st evil player to be nominated & executed does not die and is drunk until tomorrow dusk." Must be paired with good execution survival otherwise it's Outsider.

    Possible ability 2: The 1st time you are nominated & executed by an evil player, you do not die.

    Townsfolk

  16. Disappearing Guy

    Each night, players that choose you might secretly choose another player instead.


    “🎵Oh, say—🎵”

    Concept: Self-explanatory.

    Attribution

    Thank you, Palsonny, adjusting my ability! Cowboy hat by Delapouite: https://game-icons.net/1x1/delapouite/western-hat.html.

    Outsider

  17. Orbsman

    Each day, visit the Storyteller & get a question. If you answer incorrectly, a living Townsfolk neighbor is drunk until next dusk.


    “That's right, it's me, Orbsman! Can I order the classic Number 57 value meal?”

    Concept: Visiting/"ordering from" the storyteller.

    Possible alternative by Palsonny: "A player is drunk, even if you die. Each day, visit the Storyteller to answer a question: if correct, they are sober until dawn." However, another player said that the drunkenness being able to move made it interesting more interesting.

    Attribution

    I traced over the official model from the show, specifically the image here: https://tadc.fandom.com/wiki/Orbsman/Gallery?file=New_Character_%285%29.png.

    Outsider

  18. Gummigoo

    If you are "mad" about being an Outsider, you might be executed. If this happens, the Demon may kill an extra player tonight.


    “Oi! Don't get to comfy lads. Looks like they've sent someone after us.”

    Concept: An NPC who is executed if found out (and traumatizes another player in the process). Making another player drunk may be more appropriate.

    Is this too weak?

    Attribution

    Original art by Gooseworx, edited and modified by me.

    Outsider

  19. Ming

    The 1st time you are nominated, all other good players are drunk until tomorrow dusk, even if you die.


    “Hi, I'm Ming, and I really don't appreciate what your assumptions have done to my reputation.”

    Concept: "You know what they say about assuming! It makes an ASS out of U and Ming!"

    Is this a townsfolk ability?

    Outsider

  20. Abel

    Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.


    “Make the right choice.”

    Note: THIS IS JUST SPY FOR NOW BUT NOT NECESSARILY FINAL ABILITY. I want a Spy-like ability. Causing madness?

    Minion

  21. Angel

    Once per game, at night, choose a player: if they are not executed tomorrow, choose 2 players that night: they die. 1 good player learns who you choose.


    “*SCREECHING*”

    Concept: Similar to Harpy except if the 2nd player isn't executed, another player might die. Can be the 1st player.

    Attribution

    Model cutout from the TADC wiki, edited by me.

    Minion

  22. Mildenhall

    On your 1st night, choose a good in-play character: that player becomes evil, you gain the ability & register as that character.


    “I apologize, dear listener, but I need a host in order to escape the hall of the damned, and your bodies will be my only means of doing so.”

    How to Run

    Once Mildenhall successfully "possesses" someone, they can no longer choose a player.

    Concept: Possession. Should I keep the "turning evil" part?

    Attribution

    Icon from: https://game-icons.net/1x1/delapouite/audio-cassette.html. Updated ability inspired by Moll's Mirrorsmith.

    Minion

  23. Bubble

    The 1st time a Minion dies by execution, they become a not-in-play Minion & keep that ability, even if you die.


    “You should die—You should throw a F[BLEEP!]ING BEACH PARTY!!!”

    Concept: Popping Bubble, new NPCs. Is it necessary to give a new ability?

    Maybe like an Evil Fool (popping Bubble), or maybe having to do with Poisoning or Madness. Helping Caine in some way? Rerolling Outsiders or Minions could be fun.

    Minion

  24. Caine

    Each night*, choose a player: they die. The 1st Outsider chosen lives & poisons their living good neighbors. [+1 Outsider]


    “I DO NOT use my adventures to torture my guests! Any torment I inflict is 100% accidental, like any good war criminal!”

    A player chosen and killed by Caine has "abstracted" and dies. The first Outsider chosen lives, but poisons both their living good neighbors, who are now "on an adventure."

    How to Run

    The closest clockwise or closest counterclockwise Townsfolk to the chosen becomes poisoned.

    Concept: Sending players on "Adventures" (poisoning). It would be thematic for this Demon to affect Outsiders differently. I also feel that a Pukka-like ability would be very fitting but I don't want to make the ability too busy.

    Are the good neighbors poisoned permanently?

    Original ability: Each night*, choose a player: they die & 1 living good neighbor is poisoned until dusk. The 1st Outsider chosen lives & poisons both alive good neighbors. [+1 Outsider]

    Attribution

    Thank you Palsonny for helping with the ability! Original art by Gooseworx (presumably) once again, found on the Glitch store.

    Demon

  25. Adventure Portal

    Each day, 3 players may choose to visit you together. They learn a true statement. If exactly 1 is evil, it is false.


    “Why are you all just standing there?! The Canyon—C-Canyon Candy Kingdom needs you now!”

    Attribution

    Thank you .nerdguy708 for suggesting the statement being false if only one evil player visits, and thank you Palsonny for the rewording.

    Fabled

  26. Night Order

    First Night

    Queenie
    Mildenhall
    Ragatha
    Gangle
    Kinger
    Angel
    Jax
    Abel

    Other Nights

    Queenie
    Angel
    Caine
    Ribbit
    Pomni
    Kinger
    Jax
    Abel
    Zooble
  27. this almanac generated using Bloodstar Clocktica