1. All of my officially released characters! If you want to use any of them on a script, feel free! Just please credit me for the character I made with my name and symbol: ✸

    All of the icons here are currently from Game-Icons.net, but I plan to create actual icons for them in the future.

  2. Card Sharp

    You start by choosing 2 characters: you know how many are in play.


    “Two Aces! I'm afraid that means I win again. Well, what do you say, double or nothing?”

    The Card Sharp chooses which characters they know about.

    • The Card Sharp may pick any 2 characters, good or evil.
    • If a Character the Card Sharp has chosen enters or leaves play, they learn the new number that night.
    • If the Card Sharp is drunk or poisoned when they made their pick, they don't learn their true number when they become sober or healthy.
    • If the Card Sharp is drunk or poisoned mid-game, they might learn an incorrect number then, but must learn their true number if they become sober or healthy.

    Examples

    • On the first night, the Card Sharp chooses the Chambermaid and the Fisherman. Only the Fisherman is in play, so the Card Sharp learns a 1.
    • The Card Sharp has picked the Dreamer and the Plague Doctor, and learned a 1. The Pit-Hag changes the Dreamer into the Drunk, and the Card Sharp learns a 0 tonight.
    • The Card Sharp has picked the Fang Gu and the Engineer, and learned a 2. The Fang Gu jumps to an Outsider, and the Card Sharp learns a 3 tonight.

    How to Run

    On their first night, wake the Card Sharp and prompt them to point to 2 characters on the sheet. Then, show them a hand signal for how many of those characters are in play.

    On any later nights, if the number of characters that the Card Sharp has chosen has changed, wake them and show them their new number.

    Townsfolk

  3. Hazeblazer

    Each night, choose a unique player: a chosen evil player's next choice must be another alive evil player, if possible.


    “...and here I see your reflection, lost in an endless fog... ”

    The Hazeblazer forces the evil team to sabotage each other.

    • Evil players that the Hazeblazer choose must choose another alive evil player for their next choice.
    • If it's impossible for them to choose another alive evil player, they choose as normal.
    • If the Hazeblazer attempts to choose a player they've chosen before, the Storyteller prompts them to choose again.

    Examples

    • The Hazeblazer chooses the Cerenovus. Tonight, the Cerenovus learns they have been chosen, and chooses to make the Goblin mad that they are the Goblin.
    • The Hazeblazer chooses the Imp on the first night. On the second night, the Imp learns this, and chooses to kill the Mastermind.
    • The Hazeblazer chooses the Baron. The Baron does not learn that they were chosen.

    How to Run

    Each night, wake the Hazeblazer. They point to a player they haven't before. Put the Hazeblazer to sleep. If the player they chose was evil, put the "Haze" reminder token on them.

    If a player with a "Haze" reminder token would choose a player, show them the "This character selected you" card and the Hazeblazer token. Their next choice must be another alive evil player. If there are none, they choose as normal.

    Townsfolk

  4. Junkbug

    For each evil player you vote on, a player is drunk, even if you die.


    “Tick tick tick. Tick tick tick. Oh, sorry. Didn't mean to break that. Tick tick tick.”

    The Junkbug causes drunkenness if they vote for the right people.

    • The Storyteller chooses who is drunk as soon as the Junkbug votes for an evil player.
    • If the Junkbug votes for the same evil player twice, a new player does not become drunk.
    • The Junkbug makes a player drunk even if they were dead when they voted for an evil player.

    Examples

    • The Junkbug votes for the Baron, and the Fisherman becomes Drunk.
    • The Junkbug votes for the Vortox. They have already voted for them this game, so no-one new becomes Drunk.
    • The Junkbug votes for the Fang Gu. The Soldier becomes Drunk now, despite the Junkbug voting for that player before they were evil.

    How to Run

    On the first night, place an upside down "Drunk" reminder on each evil player. (Also do this if another player becomes evil.) Each day, if the Junkbug votes for an evil player with an upside down "Drunk" reminder token, move that evil player's "Drunk" reminder token to any player, and turn it right side up.

    Outsider

  5. Spoof

    A Townsfolk's ability is altered. Each day, you may guess them: if correct, learn their ability, but if incorrect, you learn false info.


    “What do you mean, crystal balls aren't meant to look sideways in time?”

    The Spoof changes a Townsfolk, but gets confused about who.

    • While the Spoof is in play, a Townsfolk's ability is altered. They still think they have the ability on their token.
    • The Townsfolk's ability stays altered even if the Spoof is drunk, poisoned, dead, or leaves play.
    • Each day, the Spoof may guess a player: if they are the Townsfolk they altered, they learn their ability.
    • If they don't guess the correct player, they learn an ability that isn't of the player they picked. This should usually be a believable ability that they would have if they were the altered Townsfolk, although sometimes it should be different to stop confirmation.

    Examples

    • The Fortune Teller's ability has been altered. Their ability is "Each night, choose 2 players: you learn if exactly 1 is a Townsfolk."
    • The Spoof visits the Storyteller, chooses the Shugenja and learns "You start knowing the direction to the closest Drunk or Poisoned good player," even though their ability has not been altered.
    • The Spoof chooses the Poisoner. The Poisoner is bluffing Fisherman, so they learn "Once per game, during the day, visit the Storyteller to learn an action that could lead to your team losing."

    How to Run

    During setup, decide which Townsfolk's ability has been altered, and their new ability. Put the "Altered" reminder token on them. Pretend they have their regular ability, but secretly run their altered ability instead.

    Each day, the Spoof may visit you and choose a player. If that player is the Altered Townsfolk, tell them their Altered ability. If not, tell them any ability that the chosen player does not have.

    Outsider

  6. Foxfire

    One good player registers as an evil Demon to Townsfolk. If you publicly guess them (once), your team wins.


    “A fungal infestation? Invisible spores in the air? A disease threatening to wipe out the entire town? No, I haven't the slightest clue what you're talking about.”

    The Foxfire makes a Good player register falsely, and wins if they guess who.

    • The player who registers falsely must register falsely to Townsfolk.
    • They can register as any Demon, and must register as evil.
    • Even if the player who registers falsely dies, as long as the Foxfire lives, they still register as an evil Demon and may still be guessed.

    Examples

    • The Fisherman is the player who registers falsely. On the first night, the Bounty Hunter learns them.
    • On the first day, the Fortune teller says they have a yes on the falsely registering player. The Foxfire guesses them, and Evil wins.
    • The Steward is the falsely registering player. They vote on the first day, and the Fang Gu does not. Tonight, the Flowergirl learns a yes.

    How to Run

    On the first night, decide who registers falsely and put the "Infested" reminder on them.

    If a Townsfolk would detect that player's Alignment or Character type, they must learn that they are evil and/or a Demon.

    If the Foxfire publicly guesses the player who registers falsely, declare that their team wins. If they guess any other player, put the "Guess Used" reminder on them.

    Minion

  7. Dayrazer

    Once per game, at dawn, publicly name an event - it might happen at a point from now on. If you are executed, it will.


    “The sun rises over a burning field. The light shines a vision, scorching my mind and etching my soul. I speak: a promise, a veil, a threat. A solar flare tears across the sky. Death lays my thoughts to rest, inscribing them in stone. My bones melt as wax, and the sun burns twice as bright.”

    The Dayrazer prophesies a disaster.

    • Once per game, at Dawn, the Dayrazer may name an event. This event can be anything the Dayrazer wishes.
    • If the Storyteller believes the event to be not fun or unbalanced, they may ask the Dayrazer to name a different event. (If a player who is not the Dayrazer bluffs making an unacceptable event, still do this!)
    • From now on, the Storyteller may decide when this event occurs. It could happen that day, the final night, or not at all.
    • If the Dayrazer is executed after they name their event, the Storyteller still chooses when it happens, but it must happen before the game ends.

    Examples

    • On the first day, the Dayrazer names the event "A good player dies, a good player becomes evil, and a good player becomes poisoned." On the 3rd night, the Fortune teller dies, the Fisherman becomes evil, and the Klutz becomes poisoned.
    • The Dayrazer names the event "Alive Minions become poisoned Demons." The Dayrazer is executed, and two nights later, the Widow becomes the poisoned Fang Gu.
    • The Dayrazer is executed on the Second day, before they name an event. Nothing happens.

    How to Run

    When the day begins, if the Dayrazer names an event, mark them with the "Prophesied" reminder. Keep track of the event.

    At any point in the future, you may make the event occur.

    If the Dayrazer is executed after they name an event, mark them with the "Executed" reminder. Their event must happen before the game ends.

    Any player can bluff a Dayrazer event! If a player decides to bluff being the Dayrazer, make motions and confirm their event as if they were the Dayrazer, so that it doesn't confirm them one way or another.

    Minion

  8. Cocoon

    The 1st time an evil player would die by execution, they survive & become an out-of-play character of the same type instead.


    “Why yes, I changed, into what you call a "Monster". But I think the more pressing matter is that I survived. ”

    The Cocoon saves an evil player, and changes them as well.

    • The first time any evil player would die by execution, they survive instead.
    • That player then changes into an out-of-play character of the same type that they were, whether that be Minion, Demon, Townsfolk, or Outsider.
    • If the Cocoon is the first evil player that would die by execution, they survive and change character, just the same as any other evil player.

    Examples

    • The first evil player executed is the Po. They survive due to the Cocoon, and become the Fang Gu.
    • On the first day, the Cocoon is executed. They do not die, and become the Boomdandy.
    • The Mezepheles turns the Klutz evil on the first night, and the klutz is executed the next day. They survive due to the Cocoon, and become the evil Golem.

    How to Run

    The first time an evil player would die by execution, instead declare that the player is executed but does not die. Place the Cocoon's "No Ability" reminder on them.

    First thing the next night, decide what character the executed player becomes. Show them the "You Are" info token and their new character.

    Minion

  9. Diva

    All information is about you.


    “I adore being in the spotlight. The air is filled with such dread, such negativity... you all should be looking at Me!”

    The Diva makes everything about them.

    • Players who would learn information have their information altered to be about the Diva instead.
    • Information that is decided by the ST must be related to the Diva in some way.
    • Drunk or poisoned players still receive information only about the Diva.

    Examples

    • The Fortune Teller chooses the Po and the Recluse. They learn a no, because neither of those players are the Diva.
    • The Noble learns the Imp, the Diva, and the Chef, because 1, and only 1, of those players are the Diva.
    • The Balloonist learns the Poppy Grower, the Clockmaker, and the General, because all of those players are a different character type than the Diva.

    How to Run

    If information would be learned by any player, change it so that it's about the Diva instead.

    The Diva's ability is very open-ended in how it interacts with each character. Make sure you know how your character would be affected by the Diva, and the Storyteller should tell you if you ask.

    • Optional Rule: Any amount of public announcements are not affected by the Diva's ability.

    Minion

  10. Sterenae

    On the 3rd night, choose 2 other alive players (at least 1 opposing, no Travellers): all others die & evil wins at dusk. You wake last.


    “Come, sit with me, my fellow traveler. Let’s sit together and watch the stars die.”

    The Sterenae saves its power until the 3rd night, when it kills all but 3.

    • On the third night, the Sterenae chooses 2 other players, and kills all players except them and themselves.
    • The Sterenae acts after everyone else on the 3rd night.
    • If the Sterenae chooses themselves, a dead player, or 2 evil players, the Storyteller prompts them to choose again.
    • The Storyteller chooses the order in which all of the not-chosen players die.

    Examples

    • The Sterenae chooses the Ravenkeeper and the Fortune Teller. The next day, the Fortune Teller is executed, and evil wins.
    • The Sterenae chooses the Fisherman and the Poisoner. The next morning, the Storyteller declares that all players except the Sterenae, the Fisherman, the Poisoner, and the Soldier have died.
    • The Sterenae chooses the Baron and the Drunk Empath. The next day, nobody is executed, and evil wins.

    How to Run

    On the 3rd night, wake the Sterenae. They point to 2 alive players except themselves, at least one of which opposes them. Mark those players with the Lives reminder tokens - all players except them and the Sterenae die.

    The next day, if the game would normally continue at dusk, instead declare that evil wins.

    Demon

  11. Bambamo

    Each night*, choose a player: they die. You & a good player know each other are in play. If they die, your ability changes; you both know what into.


    “Over the rainbow and through the wind
    What you seek is seeped in darkness
    Lonely and sad, fearful of snow
    Three pebbles are destroyed in the sand
    The knowledge of the universe is silent as a mouse
    At the end of the night, are you still waiting for me?”

    The Bambamo becomes a unique Demon, if they catch their target.

    • On the Bambamo's first night, a good player learns that the Bambamo is in play, and the Bambamo learns that player's character.
    • If the player who knows of the Bambamo changes characters, the Bambamo learns that player's new character. If they turn evil, a new good player learns the Bambamo is in play, and the Bambamo learns their character.
    • When the player who knows the Bambamo is in play dies, the Bambamo's ability changes. Both the Bambamo and the player who knows they are in play learn it.
    • The Storyteller decides what the Bambamo's new ability is.

    Examples

    • On the first night, the Bambamo learns that the Oracle is in play. The Oracle then learns the Bambamo is in play.
    • On the first day, the Slayer is executed, who knew of the Bambamo. The Bambamo's ability changes to "Each night*, choose 2 players: they are poisoned, then die." Tonight, the Slayer and the Bambamo both learn this.
    • Only 4 players live, and the Bambamo kills the player who knows of them - the Chambermaid. The Bambamo's ability changes to "Each night*, choose a player: they die. Good wins if, & only if, a Minion is executed."

    How to Run

    On the Bambamo's first night, wake them and show them a good player's character. Then, wake that player and show them the Bambamo token. Mark that player with the "Knows" reminder token.

    Each night except the first, wake the Bambamo. They point to any player. that player dies - mark them with the "Dead" reminder. Put the Bambamo to sleep.

    If the player with the "Knows" reminder token died today or tonight, decide the Bambamo's new ability. Wake the Bambamo and show them their new ability, and then do the same with the player with the "Knows" reminder token. After this point, run the Bambamo's new ability instead.

    Demon

  12. Sinwylk

    Each night*, choose a player: they die. You & a good player know a question: players who are mad they know the answer might be executed.


    “FLAMES RISE FROM THE PAPER. FROM THE METAL. INK AND LEATHER ARE TURNED TO CINDER, AS HISTORIES AND SAGAS ARE BURNED. NONE SHALL KNOW THE TRUTH. ”

    The Sinwylk punishes those who try to find the truth.

    • On the Sinwylk's first night, both them and a good player learn a question.
    • This question can be whatever the Storyteller wishes, but should be about the game in some way.
    • Anyone who is mad they know the answer to this question might be executed.
    • A player is mad about knowing the answer if they present any answer to the question, even if it's incorrect.

    Examples

    • On the first night, the Sinwylk and the Knight both learn the question "Who are the Minions?"
    • The Sinwylk question is "How many Outsiders are in play?" The Butler confidently announces to the town that it's a Baron game and there are 3 Outsiders, and is immediately executed.
    • The Sinwylk and the Dreamer learn the Question "Which Demon is in play?" The Dreamer does not tell the town they received the question, out of fear of being executed.

    How to Run

    On the Sinwylk's first night, wake them and show them the Question. Wake a good player and show them the same question. Mark that player with the "Knows" reminder.

    If a player is ever mad they know the answer to this question, you may execute them.

    Each night except the first, wake the Sinwylk. They point to any player: that player dies - mark them with the "Dead" reminder. Put the Sinwylk to sleep.

    Demon

  13. Night Order

    First Night

    Card Sharp
    Hazeblazer
    Bambamo
    Sinwylk

    Other Nights

    Sterenae
    Bambamo
    Sinwylk
    Hazeblazer
  14. this almanac generated using Bloodstar Clocktica