1. Absolute Destiny: Apocalypse

    A Revolutionary Girl Utena homebrew

  2. Dueling Arena

    Each night* the demon chooses candidates to duel.


    Each night has a Dueling Phase.

    How to Run

    After you have woken the Demon to choose tonight's duelists, delcare that the Dueling Arena is open for the night and tell the Demon to keep their eyes open until this phase is over. Players may not talk during the Dueling phase. It is helpful to remind all other players to keep their eyes closed even if they are tapped.

    Tap the players selected by the Demon, as well as any players that think they are dueling. They must keep their eyes closed, but choose either rock, paper, or scissors using a hand signal. Record who won and who lost the duel using reminder tokens. Both duelists lose if they tie. Once this is complete, tell players to stop their hand signals, and ask the Demon to close their eyes. Declare that the Dueling Arena is closed, which ends the Dueling phase.

    Anyone who has lost a duel dies at this point, unless there is an ablilty preventing this.

    Fabled

  3. Anthy

    You start knowing a Minion and a Demon, one of which is in play.


    “By all means, stay in this cozy coffin of yours and continue to play prince.”

    Anthy knows about the Evil team.

    How to Run

    On the first night, wake Anthy and show them one Minion token and one Demon token. Exactly one is in play.

    Townsfolk

  4. Kozue

    You start knowing three players of two character types.


    “When everything around you is impure, you have no choice but to become impure yourself.”

    Kozue knows players that comprise two different character types.

    How to Run

    During setup, place the 3 "Seen" reminder tokens next to players of two different character types. On the first night, wake Kozue and point to the marked players.

    Townsfolk

  5. Wakaba

    Each night, choose a player. Chosen outsiders are drunk tonight and tomorrow day. If there are no outsiders in play, learn this instead.


    “When I was a little girl, my mama said to me, "You're the princess of the Onion Kingdom!" and I actually believed her.”

    Wakaba removes harmful Outsider abilities.

    How to Run

    On the first night, if there are no outsiders in play, wake Wakaba and show them a zero. Place the No outsiders reminder token by them and they do not wake for the rest of the game. Otherwise, each night, wake Wakaba and ask them to point to a player. if an outsider is chosen, place the Drunk reminder token next to them. They are drunk tonight and tomorrow day.

    Mamiya thinks they are a Townsfolk but are not. If Mamiya becomes drunk, they don't learn they are an outsider. Think of it as The Drunk being drunk in regular Clocktower. The second part of Mamiya's ability is disabled by the drunkeness, however.

    Townsfolk

  6. Nanami

    Each night* learn the alignment of a winner of tonight’s duel. If there were no winners, your information is arbitrary. There is a good player that registers as evil to you.


    Nanami knows the alignment of winning duelists.

    How to Run

    At setup, mark one player with the Seeing Red reminder token. This player registers as Evil to Nanami. After the Dueling phase, wake Nanami and show them the alignment of any winner of tonight's duel.

    Any player with a "Won" reminder token is a valid choice to show the alignment of to Nanami, they do not have to be alive!

    Townsfolk

  7. Tatsuya

    Each night* choose a player. If they lose tonight’s duel, they live.


    “No matter how she's tarnished, she'll come back to me in the end.”

    Tatsuya protects duelists.

    How to Run

    Wake Tatsuya. The player they choose does not die even if they have a "Lost" reminder token by them after the Dueling phase.

    Townsfolk

  8. Chu Chu

    Each night* learn how many minions dueled tonight.


    Chu Chu knows when Minions duel.

    How to Run

    After the Dueling phase, wake Chu Chu and show them how many Minions were have a "Won" or "Lost" token next to them.

    Townsfolk

  9. Touga

    Once per game, at night*, choose tonight’s duelists.


    “If it cannot hatch from its shell, the chick will die without ever truly being born. We are the chick; the world is our egg. If we don't break the world's shell, we will die without truly being born. Smash the world's shell, for the Revolution of the World!”

    Touga can override the Demon's duelist choices.

    How to Run

    Before the Dueling phase, wake Touga and ask them if they want to use their ability. If they do, they select two players. Those players duel tonight instead of any other Character's choices. Place the No ability reminder by Touga.

    Townsfolk

  10. Kanae

    Once per game, at night*, learn if the players chosen by the Demon tonight were the same character type.


    Kanae learns if Duelists are the same character type.

    How to Run

    After the Dueling phase, wake Kozue and ask if they want to use their ability. If so, nod if all players marked "Won" or "Lost" are the same character type, else shake your head.

    Townsfolk

  11. Saionji

    Once per game, during the day, visit the storyteller and learn something you shouldn’t do.


    Saionji knows something he definitely shouldn't do.

    How to Run

    Once per game, Saionji will ask to use their ability. In private, give them once piece of advice that would be detrimental to their team. Then, put the No ability reminder by Saionji.

    Townsfolk

  12. Shadow Girls

    Once per game, during the day, publicly make a prediction. At night, you learn when it comes true.


    The Shadow Girls know when their prophecies come true.

    Examples

    The Shadow Girls predict that "Eternity will nominate". Eternity does not nominate today, so the Shadow Girls do not wake. Eternity nominates the following day, and the Shadow Girls wake in the night to learn this.

    How to Run

    During the day, the Shadow Girls may make a prediction. If they do, mark them with the "Have you heard?" reminder token. When their statement comes true, wake them that night and give them a thumbs up.

    If the Shadow Girls make a wildly overpowered statement, you can use your discretion to ask them for a different statement instead.

    Townsfolk

  13. Juri

    You win all duels against Townsfolk.


    It is difficult for the demon to kill Juri via a Duel.

    How to Run

    During the Dueling phase, if Juri is dueling against at least one Townsfolk, place the Won token next to Juri, and the Lost token next to any Townsfolk dueling, regardless of their roshambo choices.

    Townsfolk

  14. Miki

    If you win a duel, learn the Character of one of your opponents.


    Miki knows the characters of players he wins Duels against.

    How to Run

    After the Dueling phase, if Miki has a "Won" reminder token, wake them and show them the Character of any other player with a "Won" or "Lost" reminder token.

    Townsfolk

  15. Utena

    If you and Anthy have been chosen to duel each other, you both win the duel, and if no execution occurs the following day, Good wins [+Anthy]


    “I understand now too. Why you sought me and I didn't reject you. We were together in killing the prince.”

    Utena causes Good to win if they trust that she met Anthy the previous night.

    How to Run

    If both Utena and Anthy are selected as Duelists, mark them both as "Won" and place the "Escaping" reminder token in the centre of the Grimoire. If no execution occurs this day, Good wins. Otherwise, remove the "Escaping" reminder token.

    Townsfolk

  16. Mamiya

    You think you are a Townsfolk but you are not. You may think you are Dueling when you are not.


    “Eternity means lasting forever, right? For years, decades, centuries, millennia, eons, and on and on. My life may be just a moment, but.... Eternity means that this moment lasts billions of billions of years, without end. I.... I.... I want eternity.”

    Mamiya does not know they are Mamiya, and may think they were selected to Duel.

    How to Run

    Run Mamiya as a Townsfolk, but their ability does not work properly. Optionally, during the Dueling phase, you may ask them to play roshambo. They do not receive a "Won" or "Lost" reminder token.

    Outsider

  17. Shiori

    Each night* pick a player, if that player duels tonight, a Townsfolk is poisoned until dusk.


    “Are you surprised? It's a big mistake to think you're the only one that can turn into a car. I'm a car now too!”

    Kozue poisons Townsfolk if she is attached to a Duelist.

    How to Run

    Wake Shiori. They point to a player. If that player has a "Won" or "Lost" reminder token next to them, they are poisoned until dusk.

    Outsider

  18. Mikage

    One Good player may register as Evil and as any Evil character, or One Evil player may register as Good and as any Good character, even if you are dead.


    “I understand. Your only choice is to revolutionize the world. The path you must take has been prepared for you.”

    Mikage causes a player to register incorrectly.

    How to Run

    At setup, place the "Misregisters" token on a player. This player can register as the opposite alignment and as a character of the opposite alignment.

    Outsider

  19. Ruka

    If you are chosen to Duel, another player may be chosen in addition, and duel results tonight are arbitrary.


    Ruka causes chaos if chosen to Duel.

    How to Run

    If Ruka is dueling, you may wake any additional player to play roshambo. That player does not receive a "Won" or "Lost" token. You may assign "Won" and "Lost" tokens arbitrarily.

    Outsider

  20. Eternity

    Each night* pick a player. They think they are duelling tonight, but they are not.


    Eternity makes players think they are Dueling.

    How to Run

    Before the Dueling phase, Eternity picks a player. Place the "Eternally Dueling" reminder token by them. They make a roshambo selection during the Dueling phase. Do not place a "Won" or "Lost" reminder token by them.

    Minion

  21. Memory

    Each night, pick a player, learn their Character. You may select for them their choice or information.


    Memory overrides abilities.

    Examples

    On the first night, Memory chooses Anthy. They learn this and point to a Minion and Demon on the script. When Anthy wakes, they learn this information instead of the truth.

    On the second night, Memory chooses Touga. They learn this and point to two players. Touga wakes and decides to use their ability. Touga points to two players and consumes their ability, but the players chosen by Memory are really selected instead of Touga's choices.

    On the third night, Memory chooses Kanae. They learn this and nod to indicate "yes". Kanae wakes and decides not to use their ability. Nothing happens.

    How to Run

    Wake Memory and ask them to pick a player. Show them which character that player is and mark them with the "Chosen" reminder token. If that character wakes tonight, get Memory to make the choice for them and mark them with the "Memory" reminder token. If that character receives information, Memory picks the information instead via hand signals.

    Memory is the most complicated character to run. If Memory isn't sure what you mean with your gestures, use your phone to communicate with them in the night.

    Minion

  22. Revolution

    Once per game, an alive outsider that neighbours you might become evil [+1 outsider]


    Revolution turns outsiders evil.

    How to Run

    During the night, check if any of Revolution's neighbours are outsiders. If they are, you may turn one evil and place the "No ability" reminder token by Revolution.

    Minion

  23. Miracle

    Each night, choose a player. If that player is executed today, duel results tonight are arbitrary and all townsfolk are poisoned until tomorrow dusk. If no execution occurs, Evil wins.


    Miracle chooses a target to cause a miracle.

    How to Run

    Each night Miracle chooses a player. Place the "Target" reminder by them. If they are executed, place the "Miracle" reminder by them and you may assign "Won" and "Lost" tokens arbitrarily, and all Townsfolk are poisoned until tomorrow dusk. If no execution occurs on any day and Miracle is Alive and in play, the game is over and the Evil team wins.

    Minion

  24. End of the World (Red)

    Each night* select two players to Duel. If you lose, then you win. Once per game, you can reverse the duel’s result.


    The Red version of End of the World can manipulate Duel results.

    How to Run

    At the end of the Dueling phase, wake End of the World (Red). If they choose to use their ability, replace all "Won" tokens with "Lost" tokens and vice versa, then evaluate the results. Place an "Ability used" token by End of the World. If, for any reason, End of the World has a "Lost" token next to them, it instantly becomes a "Won" token.

    Demon

  25. End of the World (Yellow)

    Each night* select two players to Duel. If you lose, then you win. Once per game, you can select three players instead of two.


    The Yellow version of End of the World can select an additional Duelist.

    Examples

    If the three chosen players choose rock, paper and scissors, or they all pick the same, they all are marked with "Lost" tokens.

    If two pick rock and one scissors, just the one player who chose scissors is marked with a "Lost" token, and the other two receive "Won" tokens.

    If one picks paper and two pick rock, the one player who chose "paper" is marked with a "Won" token, and the other two receive "Lost" tokens.

    How to Run

    Before the Dueling phase, ask if End of the World (Yellow) wants to use their ability. If so, they select three players tonight. Place an "Ability used" token by End of the World. IIf, for any reason, End of the World has a "Lost" token next to them, it instantly becomes a "Won" token.

    Demon

  26. End of the World (Blue)

    Each night* select two players to Duel. If you lose, then you win. Once per game, duelists are poisoned until dusk. If an outsider dies, refresh this ability. [+1 outsider]


    The Blue Version of End of the World poisons Duelists.

    How to Run

    Before the Dueling phase, ask if End of the World (Blue) wants to use their ability. If so, place "Poisoned" reminder tokens next to the Duelists in the Dueling phase. Place an "Ability used" token by End of the World. If an Outsider dies, remove the "Ability used" token by End of the World. If, for any reason, End of the World has a "Lost" token next to them, it instantly becomes a "Won" token.

    Demon

  27. End of the World (Orange)

    Each night* select two players to Duel. If you lose, then you win. Once per game, select a minion ability; you gain this ability until dusk.


    The Orange version of the End of the World can temporarily gain an additional minion ability.

    How to Run

    Before the Dueling phase, ask if End of the World (Orange) wants to use their ability. If so, they point to a Minion on the script. When that Minion's turn in the night order arrives, wake End of the World and run the ability as if they were that Minion. Place the "Abliity used" token next to End of the World. If, for any reason, End of the World has a "Lost" token next to them, it instantly becomes a "Won" token.

    Demon

  28. Night Order

    First Night

    Memory
    End of the World (Orange)
    Miracle
    Revolution
    Anthy
    Wakaba
    Kozue

    Other Nights

    Memory
    End of the World (Orange)
    Eternity
    Tatsuya
    Touga
    Shiori
    End of the World (Blue)
    End of the World (Yellow)
    Dueling Arena
    Ruka
    Mamiya
    End of the World (Red)
    Miracle
    Revolution
    Wakaba
    Nanami
    Miki
    Kanae
    Chu Chu
    Shadow Girls
  29. this almanac generated using Bloodstar Clocktica