1. A collection of a couple homebrew (& mostly good aligned) characters

    Six's Small & Silly Shack
  2. Alumni

    Each night*, if you were mad about being an in-play outsider & they were not, they become a not in-play townsfolk.


    “Hold out your hand. I've been on the same path as this one before, and I'm willing to show you the way to the end.”

    The Alumni gives Outsiders who accept themselves as Townsfolk a chance to become one.

    Townsfolk

  3. Apostle

    Each day, privately visit the storyteller for a riddle: answer by the same day correctly to learn it's true meaning.


    “Who makes me, has no need for me. Who buys me, won’t use me. Who uses me, won’t know it. What am I?”

    The Apostle seeks truths in riddles.

    Townsfolk

  4. Apothecary

    Each night*, choose a player: you learn how reliable their information has been.


    “Yes, Miss Angelica. Those are signs of dissociation. You need a rest.”

    The Apothecaries knows how sick their patients are.

    Townsfolk

  5. Arcanist

    You start knowing if you're in the longest line of living good players. Each night, guess it's length: you learn if it's higher, lower, or equal to your guess.


    “Yes, I do know some handy spells. Yes, I do wear a raggedy hat. ...No, I am not a witch.”

    The Arcanist knows all about where good souls reside.

    "Living" Indicates that the length of the longest line of good players can change as the Arcanist is guessing it's length. "6" might return equal one night, and might return lower on a later night.

    Townsfolk

  6. Artisan

    Each day, privately visit the storyteller: learn an ability. If you choose to: gain that ability & stop visiting. If you don't, the next ability is better.


    “Here it is, sir. Your... Mega Shoe Polisher Ultra EX 3000. So, why did you need this again?”

    The Artisan perfects their prototype until they are satisfied.

    Townsfolk

  7. Astronaut

    Each night, learn 2 characters: at least 1 are in play. If both are, they are neighbors.


    “I miss home, sometimes. Well, they probably don't miss me that much though.”

    The Astronaut learns characters that might be in play and sometimes, connects them.

    Townsfolk

  8. Bishop

    You start knowing a player closer to the demon than you are. If they are evil, learn false info.


    “I speak the blessing, but it feels hollow. Her daughter clutched my robe, and asked prayers can sew a man whole. I lied to her.”

    The Bishop knows of a player in the presence of danger, or maybe that they themselves are.

    Townsfolk

  9. Carpenter

    Each night, choose 3 characters. Choose again until you've made your 3rd choice or you chose potential neighbors (you learn if you did).


    “Ahh, great choice Sir! I know someone who has just the same taste as you.”

    The Carpenter knows which of the residents might live close together.

    Townsfolk

  10. Dancer

    Each night, learn 2 characters: they each if in-play, their abilities worked abnormally (since dawn) due to another character's ability.


    “Oh dear, I don't hear as loud of an applause as I did yesterday. What's wrong, my darlings?”

    The Dancer notices whenever something is up with one of their Audience.

    Townsfolk

  11. Fae

    If you died at night & an evil player would wake to make a choice: they don't & the storyteller chooses instead.


    “Come fly with me.”

    Evil players may lose control of their abilities when the Fae dies.

    Townsfolk

  12. Funeral Officiant

    Each night, choose a player. You learn the character of players you choose when they die.


    The Funeral officiant is responsible for the souls of the dead.

    Townsfolk

  13. Geomancer

    You start knowing how many townsfolk are between you & another player clockwise. If they are evil, it is anti-clockwise instead.


    “Wait, just give me a few more weeks! Whatever you do, do not build over this piece of land!”

    The Geomancer knows approximately how many Townsfolk are in a given area of the Town.

    Townsfolk

  14. Headhunter

    You start knowing a minion player & their character. If they are the first minion to die, you become their alignment and gain their ability.


    The Headhunter knows of a danger to the Town, but should not act on it immediately.

    Townsfolk

  15. Historian

    Each day, privately visit the storyteller for advice which would've been helpful on a previous day or will be helpful on a later day.


    The Historian peers into different times.

    Townsfolk

  16. Marshal

    You start knowing an in-play minion: If you nominate them, they are executed immediately.


    The Marshal knows of a danger to the town and seeks to eliminate it immediately.

    Townsfolk

  17. Matchmaker

    You start knowing 2 good players. If the demon kills one, the other dies too.


    The Matchmaker plays cupid, but puts their clients in danger.

    Townsfolk

  18. Paper Doll

    You think you are a Minion character, but you are not. If you were mad about being this character, choose a minion character tonight: gain it's ability.


    The Paper Doll might not be so evil after all.

    Townsfolk

  19. Pastor

    Each night*, you learn who has been the most trustworthy since yesterday: they are safe from the demon tonight.


    The Pastor provides protection to those who can be trusted.

    Townsfolk

  20. Ranger

    Each day, privately visit the storyteller to learn a true statement. Once per game, you begin learning false statements.


    The Ranger's information is more concrete the earlier or later they learn it.

    Townsfolk

  21. Outrider

    Each night*, learn if you voted mostly for Townsfolk today.


    The Outrider knows if they've been too eager to execute the wrong people.

    Townsfolk

  22. Sculptor

    On your 1st night, look at an alternate version of the grimoire. Each day, privately visit the storyteller & get a hint about it's imperfections.


    The Sculptor perfects their Sculpture of the town until it's flawless.

    Townsfolk

  23. Shogun

    You start knowing how many steps the closest non-Townsfolk is to you. If you would learn an odd number, 1 is added to this number.


    The Shogun knows if they're in the vicinity of an exile, but they might be closer than expected.

    Townsfolk

  24. Socialite

    Each night, choose 3 or more players (not yourself): you learn if you chose more character types to last night.


    The Socialite cares about the diversity of people it has relations with.

    Townsfolk

  25. Stargazer

    You start knowing 5 characters: 3 are in play & sit in a line. The outsider this adds must be in this line. [+1 outsider]


    The stargazer invites a buddy to go stargazing with them.

    Townsfolk

  26. Telepath

    You start knowing 3 characters: 1 neighbors the demon.


    The Telepath knows which characters might be next to the demon.

    Townsfolk

  27. Tyke

    Minions' abilities gain "might" in their text in such a way that helps your team win. Minions know you are in play.


    The Tyke messes with the abilities of Minions.

    Townsfolk

  28. Pundit

    On your 1st night, choose an Outsider or Minion character: gain that ability & another ability of the other character type. You learn which.


    The Pundit peers where it shouldn't.

    Townsfolk

  29. Artificer

    You start knowing a not in-play minion. If you die, the demon gains it's ability (they learn which).


    The Artificer is hiding something of great value from the demon.

    Outsider

  30. Crackpot

    If you are mad about something true, but not yet publicly known to be, you might be executed.


    The Crackpot is killed for spreading something the public doesn't agree with.

    This includes the Crackpot being a Crackpot, so it's Mutant+ in a way.

    Outsider

  31. Journalist

    1 player might register as evil & as a Minion or Demon, even if you are dead. Each night, choose a player: learn if they're that player.


    The Journalist is responsible for making a player appear guilty.

    Outsider

  32. Magpie

    You think you are a townsfolk character, but you are not. Townsfolk mad about the Magpie being in-play might become a Magpie & you die tonight.


    The Magpie spreads misfortune to those who speaks about it.

    Outsider

  33. Man Eater

    Each day, if no-one is executed, you team loses, even if you are dead.


    The Man Eater must be fed at all costs.

    Outsider

  34. Night Order

    First Night

    Other Nights

  35. this almanac generated using Bloodstar Clocktica