1. Perturbed and addled by centuries of inequality and strife, the humble townspeople of Ravenswood bluff finally grew agitated and desperate. The people rose and tore down the systems of old in a show of force, broke their chains and instituted a Revolutionary Republic. Cementing the historic act of expanding the rights of freedom, liberty, and fraternity to all.

    Yet, forces of reaction still exist, the revolution has not yet stopped, and in fact must continue. A First Consul is set to be elected, however the evil machinations of counterrevolutionaries threaten the townsfolk. People who’d dare subvert the revolution, literal demons masquerading in human skin, walk as free citizens of the republic!

    The citizens realised this very fact as they awoke to witness their dear storyteller, icon and martyr of the revolution, lay murdered in the centre of the revolutionary square beside the ancient clocktower. A revolutionary terror must be enacted! Oh townspeople of Ravenswood bluff, seek out the evil forces of reaction and execute the death obsessed counterrevolutionaries. Make this very Revolution one of a Lifetime!

    Revolution of a Lifetime
  2. Visionary

    You start knowing a character of each type, 2 are in play


    “I know everything and I see everything. It’s not always right but I do know it.”

    Townsfolk

  3. Romantic

    You start knowing a player. The first time they die, they don't: you learn a new player


    “C'est la vie...”

    Townsfolk

  4. Playwright

    Each night, pick a player. When you die, you learn how many are evil


    “A production of a lifetime. The drama! The ambiance... The messaging. All, perfect. ”

    Townsfolk

  5. Artisan

    Each night, you learn how many alive players are townsfolk


    “A beautiful little chair for you. Nice, practical, the perfect chair ”

    Townsfolk

  6. Statesman

    Each night*, you learn if an evil player was nominated today


    “Stamp. Stamp. Stamp”

    Townsfolk

  7. Avant-Gardist

    Each day, you may visit the Storyteller to make a unique prediction. By tomorrow, if it comes true, you'll receive a true statement & false if not


    “A new frontier of art, how incredible... However, we must progress the artform even further”

    The Avant-Gardist receives true information for predicting the future. The quality and probability of the predictions relate to how useful the information will be.

    Examples

    The Avant-Gardist makes the prediction that, "at least 1 person will vote today" which comes true. The next day they learn that "at least 1 evil player is alive"

    The Avant-Gardist makes the prediction that, "the demon will nominate an outsider" which comes true. The next day they learn that "the demon sits two steps from you"

    How to Run

    Once per day, if the Avant-Gardist requests a private chat with you, take them away from the circle so you cannot be overheard. They will make a prediction, make sure to pay attention if the prediction comes true or not.

    If it comes true, give the Avant-Gardist a true statement next time they request a private chat, and a false statement if it didn't come true.

    The usefulness of Avant-Gardist information is variable based off how provable the prediction is, such as "a first consul will be elected today", and how likely it is to happen. The more unprovable and unlikely the prediction is, the stronger the Avant-Gardist information should be. With extremely likely and provable predictions yielding less helpful information

    Townsfolk

  8. Journeyman

    Each day, you may visit the Storyteller and pick two players: you learn a unique true statement relating to only one of them


    “For years I have travelled and have learned the trade. Which trade you ask? Any trade that people will teach me”

    Townsfolk

  9. Press Officer

    Once per game, at night, you may pick an alive player: you learn how beneficial it would be if they were executed


    “Extra! Extra read all about it! ”

    Townsfolk

  10. Executioner

    You start knowing an outsider player, if they are executed you learn an evil player. [+1 outsider if 0 outsiders]


    “Oops, you're dead now... anyway, who's next?”

    Townsfolk

  11. Arquebusier

    If you die at night, you are woken and may pick a player: if evil, they die


    “Pow, Pow!”

    Townsfolk

  12. Mason

    You can't die during the day. When you die, you register as alive until 4 or less people (excluding you) are alive


    “Good ol' brick. Nice and reliable. Nothing's better than a good ol' brick”

    Townsfolk

  13. Communard

    If someone was elected as the First Consul last night, pick a player: you learn if they received false information last day or tonight


    “Viva la Commune!”

    Townsfolk

  14. Cordelier

    If you are elect as the First Consul, you are woken to choose a player: you learn how many alive evils sit between you and them clockwise


    Townsfolk

  15. Camp Follower

    If you are executed, the demon may kill an additional player


    “What? The war is ending? I just got here!”

    Outsider

  16. Messenger

    If you are executed, the demon learns the grimoire


    “All the plans of the revolution, safe in my little bag... Where did the plans go-”

    Outsider

  17. Radical

    If you are elected as the First Consul, you immediately become evil


    “We are the revolution”

    Outsider

  18. Ruralite

    You start knowing a player. If you aren't “mad” that they are evil or are "mad" about being the Ruralite, you might be executed


    “Those damn city dweller, hate the lot of them. They're evil I tell you.”

    Outsider

  19. Propagandist

    Each night, choose a player: they may register as any character, type, & alignment once until dusk. The 1st player chosen twice in this way, dies


    “For the revolution, for my country, for my leader in battle. All must believe in the righteous cause ”

    Minion

  20. Burgher

    Each night, choose a player: you learn their role and choose what information they receive (if they receive any) this night


    “You won't sell? Even for this beautiful, golden coin? ”

    Minion

  21. Ecclesiastic

    On the second night, choose a player: they are poisoned. If an outsider died today, choose a player: they are poisoned. [+1 Outsiders]


    “Blasphemy against the Holy Spirit!”

    Ecclesiastic poison is permanent and isn't removed by educing soberness (such as through the Journeyman), instead, the poisoned player receives sober information but remains poisoned for following nights

    Minion

  22. Garrison

    Once per game, at night, pick a player: you switch characters with them. New instances of the Garrison lose their ability


    “Left, right, left right. Stand ready”

    You may want to use your ability in order to use other abilities in play. For example, gaining a second use of the Burgher ability.

    You may want to save the ability in order to move your demon if there is evidence that they are evil.

    Minion

  23. Ancien Régime

    Each night*, choose a player: they die. You die if (& only if) all outsiders are dead. [+1 outsider]


    “We are eternal. We know best. Why can't the poors understand that?”

    Demon

  24. Potentate

    Each night*, choose a player: they die. If an evil is elected as the First Consul, tonight, you may kill thrice


    “I alone safeguard the republic... It all rests on my shoulders ”

    Demon

  25. Jacobin

    Each night*, Jacobins choose a player: they die. You might die at night [All minions are Jacobin]


    “Live free or die. The revolution shall never be stopped, for we are in control”

    Demon

  26. Coalition

    Each night*, choose a player: they die. If the dead outnumber the living, evil wins. [-1 minions]


    “Together we are strong; united to end this bloodshed.”

    Demon

  27. Two Worlds' Hero

    Each night, you may offer aid to a player: if accepted, either something good or something bad happens to them: both learn which


    Traveller

  28. Feuillant

    Each night*, gain the ability of the player elected as the First Consul


    Traveller

  29. Rev. Tribunal

    Once per game, during the day, you may (by yourself) elect a second First Consul or kill the current First Consul


    Traveller

  30. Cultist of Reason

    All players may publicly join the Cult of Reason. Each night, you may pick a member of the cult to be drunk or for their ability works twice until dusk


    Traveller

  31. Bastillian

    Each night, learn something to be "mad" about. If successful, next night, you may pick a player to be "mad" about something of your choice or be executed


    Traveller

  32. First Consul

    Once per day, a player (different from last) may be elected as First Consul: their vote counts for two & after the 1st execution, they may nominate again


    “Liberty, Fraternity, Equality”

    How to Run

    When someone calls for an election of the First Consul, announce that an election is starting. After 1 minute of discussion, everyone points at the person they want to elect. The person with the most votes is elected. Players may abstain from voting, pointing at no-one, in order to not elect a First Consul. If multiple candidates receive the same amount of votes, allow for people to switch votes to break the stalemate. If the tie isn't broken after a reasonable amount of time, you may break the tie yourself.

    Fabled

  33. Night Order

    First Night

    Garrison
    Burgher
    Ecclesiastic
    Propagandist
    Visionary
    Playwright
    Artisan
    Press Officer
    Ruralite
    Romantic

    Other Nights

    Garrison
    Burgher
    Messenger
    Ecclesiastic
    Ancien Régime
    Potentate
    Jacobin
    Coalition
    Propagandist
    Cordelier
    Playwright
    Artisan
    Press Officer
    Executioner
    Arquebusier
    Statesman
    Romantic
  34. this almanac generated using Bloodstar Clocktica