1. This is a script designed to install pure fear in the hearts of townsfolk, with so much ability to poison and so many roles wanting to hide themselves, it naturally causes miscommunication and double claims; which is more likely to kill town than evil... the script complexity is supposed to be hard (harder for town too as you have to be good at this game to read through all the lies), will you trust all the information the ST will give you? or will you kill those who prove you wrong? will you take on the challenge and see what happens? Welcome, to the Town of Panic and Poison!

    Town of Panic and Poison
  2. Sheriff

    You start knowing 1 Demon Bluff and 2 other good roles.


    Townsfolk

  3. Shopkeeper

    You start knowing 2 out-of-play roles, these are different to the Demon Bluffs.


    Townsfolk

  4. Accountant

    You start knowing 3 players, when they die, at night: learn their role. If all three have died: you learn the Demon.


    Townsfolk

  5. Specialist

    Each night, if you were nominated today: learn the Character Type of the player who nominated you. [+0 or +1 Outsider]


    Townsfolk

  6. Juvenile

    Each night, pick an alive player (not yourself or a player previously chosen). You may visit the Storyteller during the day. If the player is Good: learn helpful advice. If Evil: you are poisoned until dusk.


    Townsfolk

  7. Witness

    Each night*, pick a player (not previously chosen): if they are a Minion, a player will learn you are the Witness.


    Townsfolk

  8. Detective

    Each night*, choose a player: you learn which nights they have been drunk or poisoned, if any.


    Townsfolk

  9. Streamer

    Each night*, choose a player: a Demon, if chosen, learns this and all Minions have no ability until the Streamer's death.


    Townsfolk

  10. Critic

    Each night*, learn how many players are poisoned or drunk. The first time you would become drunk or poisoned, you do not.


    Townsfolk

  11. Billionaire

    The Demon receives only one bluff.


    Townsfolk

  12. Worker

    If you do not vote during the day, learn an in-play character.


    Townsfolk

  13. Mourner

    If you die at night, pick a Townsfolk role: you may use that ability until dusk two days later, despite being dead. If this character is in play, they are drunk.


    Townsfolk

  14. Watcher

    If you or one of your living neighbours die in the night, another player might die instead. If four players are alive and you are executed, your team wins.


    Townsfolk

  15. Debt Collector

    Each night, the Demon may choose to make a player (not previously chosen) drunk until dusk. If you are "mad" about being an Outsider, all alive drunk and poisoned players might die.


    Outsider

  16. Freeloader

    Each day, you must nominate and get that player marked for execution or a player will die. If you are executed with 6 or more players alive, evil wins.


    Outsider

  17. Sacrificial Lamb

    When you learn that you died, publicly pick a Townsfolk character. If in play: that player publicly picks an alive player. If Good: the Evil team wins.


    Outsider

  18. Vagabond

    The first time you are nominated: you switch alignments the next night, after this you cannot die by execution. You may register as any role or alignment, even if dead.


    Outsider

  19. Dealer

    Each night, choose an alive player: if they die that day by execution, the Demon may kill an extra player. You might register as good. 1 good player knows a Dealer is in play.


    Minion

  20. Clickbait

    Each night, choose 2 players: the next day, the first player must be "mad" that the second player is Evil or they may both be executed. This power is lost if 4 or fewer players live [+1 or -1 Outsider]


    Minion

  21. Bomber

    Once per game, at night*, pick an alive player: you both die.


    Minion

  22. Misanthrope

    On the first night that you are dead, look at the Grimoire and choose a player: they die. If there are 4 or less players alive: you may not kill.


    Minion

  23. Addiction

    Each night*, pick 2 players: either one dies and the other is poisoned until dusk or both die. You pick which option occurs.


    Demon

  24. Hypnotist

    Each night*, choose a player: they die. Either one of their alive good neighbours are poisoned until dusk or both are. [+0 or +1 Outsider]


    Demon

  25. Trafficker

    Each night*, choose a player: they die. If this kills an Evil player, they become an evil Trafficker & you die instead; all players are poisoned until dusk. You can jump an unlimited amount of times.


    Demon

  26. Bodyguard

    Each night*, pick a player: you die instead of them, lasting till dusk


    Traveler

  27. Campaigner

    Immediately before nominations open each day, publicly choose 2 players: they are allowed to communicate to each other privately during the next night.


    “Thanks to H20Banana for letting me use this”

    Traveler

  28. Night Order

    First Night

    Dealer
    Clickbait
    Debt Collector
    Juvenile
    Shopkeeper
    Accountant
    Sheriff

    Other Nights

    Vagabond
    Trafficker
    Hypnotist
    Addiction
    Bodyguard
    Freeloader
    Debt Collector
    Mourner
    Streamer
    Clickbait
    Dealer
    Bomber
    Misanthrope
    Accountant
    Witness
    Specialist
    Worker
    Juvenile
    Critic
    Detective
  29. this almanac generated using Bloodstar Clocktica