1. Swindler

    An evil player has your ability and knows this. If executed, the demon becomes your alignment.


    Townsfolk

  2. Spymaster

    You start knowing that a player is an outsider. Once, you may make them permanently evil until you die. [+1 outsider]


    Townsfolk

  3. Cult Leader

    Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.


    Townsfolk

  4. Magician

    The Demon thinks you are a Minion. Minions think you are a Demon.


    Townsfolk

  5. Poppy Grower

    Minions & Demons do not know each other. If you die, they learn who each other are that night.


    Townsfolk

  6. Economist

    Each night, choose a player. Learn if it would help good if they changed alignment.


    Townsfolk

  7. Spice Trader

    Each night, choose a player(not yourself). Learn advice that would help them win.


    Townsfolk

  8. General

    Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.


    Townsfolk

  9. Politician

    If you were the player most responsible for your team losing, you change alignment & win, even if dead.


    Outsider

  10. Sacred One

    When they die, people may claim Sacred One(you must) and someone may choose to die instead. If you die, or a Demon dies instead, you lose.


    Outsider

  11. Elemental

    If you die, Outsiders gain demon abilities and learn what they are, but cannot kill. [-? to +? Outsiders]


    Minion

  12. Gravion

    Each night*, choose a player, they die. Whoever wins loses, and whoever loses wins. If you die at night, lose this ability.


    Demon

  13. Night Order

    First Night

    General
    Cult Leader
    Poppy Grower

    Other Nights

    General
    Cult Leader
    Poppy Grower
  14. this almanac generated using Bloodstar Clocktica