1. Washerwoman

    You start knowing that 1 of 2 seats is a particular Townsfolk.


    Townsfolk

  2. Librarian

    You start knowing that 1 of 2 seats is a particular Outsider. (Or that zero are in play.)


    Townsfolk

  3. Investigator

    You start knowing that 1 of 2 seats is a particular Minion.


    Townsfolk

  4. Chef

    You start knowing how many pairs of evil players there are.


    Townsfolk

  5. Empath

    Each night, you learn how many of your 2 alive neighbours are evil.


    Townsfolk

  6. Fortune Teller

    Each night, choose 2 seats: you learn if either is a Demon. There is a good seat that registers as a Demon to you.


    Townsfolk

  7. Slayer

    Once per game, during the day, publicly choose a seat: if they are the Demon, they die.


    Townsfolk

  8. Butler

    Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.


    Outsider

  9. Saint

    If you die by execution, your team loses.


    Outsider

  10. Recluse

    You might register as evil & as a Minion or Demon, even if dead.


    Outsider

  11. Drunk

    You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.


    Outsider

  12. Baron

    There are extra Outsiders in play. [+2 Outsiders]


    Minion

  13. Gossip

    Each day, you may make a public statement. Tonight, if it was true, an empty seat dies.


    Townsfolk

  14. Courtier

    Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.


    Townsfolk

  15. Professor

    Once per game, at night*, choose a dead seat: if they are a Townsfolk, they are resurrected.


    Townsfolk

  16. Goon

    Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.


    Outsider

  17. Lunatic

    You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.


    Outsider

  18. Mastermind

    If the Demon dies by execution (ending the game), play for 1 more day. If a seat is then executed, their team loses.


    Minion

  19. Clockmaker

    You start knowing how many steps from the Demon to its nearest Minion.


    Townsfolk

  20. Dreamer

    Each night, choose a seat (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.


    Townsfolk

  21. Snake Charmer

    Each night, choose an alive seat: a chosen Demon swaps characters & alignments with you & is then poisoned.


    Townsfolk

  22. Mathematician

    Each night, you learn how many seat’ abilities worked abnormally (since dawn) due to another character's ability.


    Townsfolk

  23. Savant

    Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.


    Townsfolk

  24. Seamstress

    Once per game, at night, choose 2 seats (not yourself): you learn if they are the same alignment.


    Townsfolk

  25. Philosopher

    Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.


    Townsfolk

  26. Artist

    Once per game, during the day, privately ask the Storyteller any yes/no question.


    Townsfolk

  27. Mutant

    If you are “mad” about being an Outsider, you might be executed.


    Outsider

  28. Evil Twin

    You & an opposing seat know each other. If the good seat is executed, evil wins. Good can't win if you both live.


    Minion

  29. Steward

    You start knowing 1 good seat.


    Townsfolk

  30. Knight

    You start knowing 2 seats that are not the Demon.


    Townsfolk

  31. Noble

    You start knowing 3 seats, 1 and only 1 of which is evil.


    Townsfolk

  32. Shugenja

    You start knowing if your closest evil seat is clockwise or anti-clockwise. If equidistant, this info is arbitrary.


    Townsfolk

  33. Bounty Hunter

    You start knowing 1 evil seat. If the seat you know dies, you learn another evil seat tonight. [1 Townsfolk is evil]


    Townsfolk

  34. General

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


    Townsfolk

  35. Preacher

    Each night, choose a seat: a Minion, if chosen, learns this. All chosen Minions have no ability.


    Townsfolk

  36. Village Idiot

    Each night, choose a seat: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]


    Townsfolk

  37. 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

  38. Alsaahir

    Each day, if you publicly guess which seats are Minion(s) and which are Demon(s), good wins.


    Townsfolk

  39. Engineer

    Once per game, at night, choose which Minions or which Demon is in play.


    Townsfolk

  40. Nightwatchman

    Once per game, at night, choose a player: they learn you are the Nightwatchman.


    Townsfolk

  41. Fisherman

    Once per game, during the day, visit the Storyteller for some advice to help you win.


    Townsfolk

  42. Alchemist

    You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.


    Townsfolk

  43. Amnesiac

    You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.


    Townsfolk

  44. Atheist

    The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]


    Townsfolk

  45. Hermit

    You have all Outsider abilities. [-0 or -1 Outsider]


    Outsider

  46. Ogre

    On your 1st night, choose a seat (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.


    Outsider

  47. Golem

    You may only nominate once per game. When you do, if the nominee is not the Demon, they die.


    Outsider

  48. Politician

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


    Outsider

  49. Damsel

    All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.


    Outsider

  50. Snitch

    Each Minion gets 3 bluffs.


    Outsider

  51. Heretic

    Whoever wins, loses & whoever loses, wins, even if you are dead.


    Outsider

  52. Puzzlemaster

    1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon seat, but guess wrong & get false info.


    Outsider

  53. Mezepheles

    You start knowing a secret word. The 1st good player to say this word becomes evil that night.


    Minion

  54. Psychopath

    Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.


    Minion

  55. Wizard

    Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.


    Minion

  56. Xaan

    On night X, all Townsfolk are poisoned until dusk. [X Outsiders]


    Minion

  57. Summoner

    You get 3 bluffs. On the 3rd night, choose a seat: they become an evil Demon of your choice. [No Demon]


    Minion

  58. Boomdandy

    If you are executed, all but 3 seats die. After a 10 to 1 countdown, the seat with the most players pointing at them, dies.


    Minion

  59. Organ Grinder

    All players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk until dusk.


    Minion

  60. Boffin

    The Demon (even if drunk or poisoned) has a not-in-play goos character's ability. You both know which.


    Minion

  61. Leviathan

    If more than 1 good seat is executed, you win. All players know you are in play. After day 5, evil wins.


    Demon

  62. Night Order

    First Night

    Washerwoman
    Librarian
    Investigator
    Chef
    Empath
    Fortune Teller
    Butler
    Courtier
    Lunatic
    Clockmaker
    Dreamer
    Snake Charmer
    Mathematician
    Seamstress
    Philosopher
    Evil Twin
    Noble
    Bounty Hunter
    General
    Preacher
    Cult Leader
    Amnesiac
    Nightwatchman
    Engineer
    Alchemist
    Snitch
    Damsel
    Mezepheles
    Leviathan

    Other Nights

    Empath
    Fortune Teller
    Butler
    Courtier
    Lunatic
    Dreamer
    Snake Charmer
    Mathematician
    Seamstress
    Philosopher
    Bounty Hunter
    General
    Preacher
    Cult Leader
    Amnesiac
    Nightwatchman
    Engineer
    Damsel
    Mezepheles
    Leviathan
    Gossip
    Professor
  63. this almanac generated using Bloodstar Clocktica