1. Wowzers that's a lot of characters

    2TFA Full Character List
  2. Changelog


  3. Action Hero

    If you die at night, an opposing player you nominated dies (unless either team would win).


    “Does this dining chair have an ejector seat, and if so, how?”

    Townsfolk

  4. Admiral

    Once per game, during the day, visit the Storyteller to learn the ally who is harming, & the enemy who is helping, your team the most


    “I really do not see the signal!”

    Townsfolk

  5. Aesthete

    Each night*, learn a character the Storyteller believes you should think about.


    “I keep seeing this strange, wingèd beast float through my dreams, surrounded by its guttural chant: "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn"”

    Townsfolk

  6. Baptist

    The 1st Minion to die becomes your alignment & learns you [+1 Minion, -1 Outsider]


    “ And, lo, the heavens were opened unto him, and he saw the Spirit of God descending like a dove, and lighting upon him.”

    Townsfolk

  7. Boxer

    You are safe from Minions. If chosen by one, learn each other's characters.


    “Still a man hears what he wants to hear, and disregards the rest”

    Townsfolk

  8. Bursar

    Each day, if 3 or more unique public statements were made, that night*, you learn if most were true


    “L-O-T-S-O-F-D-R-Y-D-F-R-O-R-C-P-¼-L-L-S”

    Townsfolk

  9. Constable

    Once per game, during the day, publicly choose a player: if they are a Minion, they die & you regain this ability.


    Townsfolk

  10. Cosmonaut

    Each day, you may visit the Storyteller to learn a cryptic hint about the gamestate


    “My mother said, to get things done: You better not mess with Major Tom.”

    The Cosmonaut drifts through the cosmos, deciphering the infinite paisleys of the constellations.

    • Each day, the Storyteller chooses a cryptic piece of information to give the Cosmonaut... so get creative!
    • It is up to the Cosmonaut to talk with the Storyteller, not the other way around. This isn’t a public conversation, and the group can’t listen in. It’s private.
    • The Cosmonaut can choose to not visit the Storyteller if they wish.

    Examples

    Alice is the Cosmonaut, & it is day 1 of a Psaliphim game. She learns the hint "Do you hear that?" in reference to the Psaliphim's icon being a bell. On day 2, the Psaliphim has put a Sentry into play. Alice learns "You're being watched."

    Bob is the Cosmonaut on the 3rd day. He is told "Sometimes you've got to stop & smell the roses" because the Godfather killed a player last night.

    Charlie is the Cosmonaut & learns "I don't like politics." She concludes that this is to indicate that a politician is in play. However, she was told this because the Leviathan was bluffing as the Mayor.

    How to Run

    Once per day, if the Cosmonaut requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper a cryptic phrase to the Cosmonaut. (If you cannot think of one straight away, either take your time or ask them to come back in a few minutes.)

    Townsfolk

  11. Curarist

    The Demon's neighbors register as good Outsiders to good abilities. [+0 or +1 Outsider]


    “Not all visions deceive. Some merely reveal what you’ve been too blind to notice.”

    Townsfolk

  12. Dean

    If the Demon is the only living evil player, learn who they are tonight.


    “You don't need a miracle, you just need five minutes without distractions. As it turns out, thinking is a lot easier when nobody's yelling.”

    Townsfolk

  13. Duke

    Each night, choose a player: You learn a character type they are not.


    “I'm sorry, is this some sort of peasant joke I'm too rich to understand?”

    The Duke learns what character type people are... but not quite.

    • The Duke chooses a player and learns a character type they are not
    • This can be any character type except the correct one, travellers, or fabled
    • If the Duke chooses the same player more than once, you can show them the same character type, or a different one!

    Try to avoid showing the Duke "Outsider", as this is the least useful information they can learn, especially if there are no hidden outsiders on the script (Drunk, Zhuangzi, etc)

    Townsfolk

  14. Escape Artist

    If nominated by an opposing player, executions on you fail. 1 player registers falsely to you.


    “Never tell the audience how good you are, they will soon find out for themselves.”

    The Escape Artist causes executions to fail if evil players want them dead.

    Attribution

    Art by DarkArtist

    Townsfolk

  15. Farrier

    The Pixie learns an out-of-play character instead. If you die at night, learn who needs to die. [+the Pixie]


    Townsfolk

  16. Fire-Walker

    Each night*, Minions & Demons wake & choose a unique alive good player: you learn who. If you are chosen, you die.


    Townsfolk

  17. Furze-Burner

    You start by choosing 3 players: chosen Minions become Outsiders until your 3rd day.


    Townsfolk

  18. Geologist

    Each day, you may visit the storyteller to say a number: You learn something that has that answer


    Townsfolk

  19. Hawkshaw

    You start knowing a player who is closer to a Minion than they are to the Demon


    “I've booked us lodgings on the top floor, next to a respectable dealer in stolen property. As I've heard, good fences make good neighbors.”

    Townsfolk

  20. Hippie

    If an evil player nominates another today, you die tonight.


    “That's just like, your opinion man...”

    The Hippie can't stand infighting, even amongst their enemies

    Townsfolk

  21. Lemming

    Good players who nominate you become Lemmings. If 1 Lemming dies, all do.


    “Squeak!”

    Townsfolk

  22. Milkmaid

    If you die at night, learn 1 evil player. [+0 or +1 Milkmaid]


    “Oo's yer dad?”

    Townsfolk

  23. Mowltaker

    Each night*, choose a player: chosen Outsiders die & learn you. You might register as evil. [+1 Outsider]


    “I've been looking for a weird hill to die on, and all the real ones are too far from my house. So this is mine. ”

    The Mowltaker reveals themselves to any Outsiders they choose, killing them in the process, but might register as evil to any onlookers.

    Townsfolk

  24. Orchard Keeper

    There are an even number of Outsiders in play. [+0 or +1 Outsiders]


    “Get it? Because pairs sounds like pears? Oh, nevermind.”

    Townsfolk

  25. Ornithologist

    Minions & Demons don't learn their characters until you die. [Minions & Demons draw blank tokens]


    Townsfolk

  26. Plotter

    Each day, you may visit the Storyteller to learn a piece of advice that harms the winning team.


    “The last man to enter Parliament with honest intentions was Guy Fawkes”

    Townsfolk

  27. Postmaster

    1 of your alive townsfolk neighbors learns false info & the other true. If you die at night, learn which.


    “Neither rain nor snow, nor glom of nit.”

    Townsfolk

  28. Punk

    On the 1st night, choose a player: If evil, they swap characters & alignments with a good player.


    “I fought the law (The law won)”

    Townsfolk

  29. Rat-Catcher

    If the Demon kills you, an alive Minion gains this ability & "Good wins on the final day, the Demon knows who you are."


    Townsfolk

  30. Rockstar

    Each night, guess how many players would wake tonight: If correct (once), they instead learn you.


    “Wham! Bam! Thank You, Ma'am!”

    Townsfolk

  31. Troll

    If the Demon would kill you at night, a Minion dies instead. If you left your seat in the town square today, you're drunk until dawn.


    “May the dawn take you all, and be stone to you!”

    Townsfolk

  32. Two-Headed Calf

    All Townsfolk are sober, healthy, & get true info. On your 2nd night, you (& only you) die.


    “And as he stares into the sky, there are twice as many stars as usual.”

    Townsfolk

  33. Vicar

    On your 1st night, choose 1 player for each Minion: if you all live, you're all safe from the Demon.


    “The Lord is a shoving leopard”

    Townsfolk

  34. Visitor

    Each night, a player's information is nonsensical.


    “Hello and is nice to meest you, I am from the planet 0e0e0, and Kr0e0e0 is my name.”

    Townsfolk

  35. Whaler

    You start knowing 1 in-play evil character. If the character you know dies, you learn another tonight.


    Townsfolk

  36. Barometz

    If you died today or tonight, 2 players equidistant from you become evil Minions & learn the Demon. [-1 Minion]


    “Cradled in ſnow and fann'd by arctic air
    Shines, gentle Barometz! thy golden hair;
    Rooted in earth each cloven hood deſcends,
    And round and round her flexile neck ſhe bends;
    Crops the grey coral moſs, and hoary thyme,
    Or laps with roſy tongue the melting rime.”

    Outsider

  37. Believer

    Each night, learn a player: If you are not mad they are evil, you might be executed.


    “Did you see it? I saw it... It crashed in the woods. I saw it... It's one of us. I saw it... It's you.”

    Outsider

  38. Corporal

    Each day, an alive player may publicly choose another: they die. If a good player does this, good loses at dusk.


    “My fellow Townsfolk, I'm pleased to tell you today that I've signed legislation that will outlaw the Demon forever. We begin bombing in five minutes.”

    Attribution

    Made by Tir & Ice, based on Ice's Captain

    Outsider

  39. Churl

    If you died today, the Demon may choose a player tonight: they die, even if for some reason they could not.


    Outsider

  40. Draper

    If you died today or tonight, Minions may choose Townsfolk to gain the ability of & register as.


    Outsider

  41. Equerry

    If you died today or tonight, the Demon gains the ability "If you kill yourself this way, a Minion becomes your character" & learns this.


    Outsider

  42. Explorer

    The Demon's ability has been changed. You know the change, but not the ability.


    “And of course, the thing you must not do if the ape is enraged, is the Macarena.”

    The Explorer knows how they change the Demon's ability, but not what from.

    Examples

    • The No Dashii's ability has been changed to "Each night*, choose a player: they die. Your 2 alive Townsfolk neighbors are poisoned." the Explorer learns the word "Alive"
    • The Explorer has changed the Leviathan's ability to "[...] After day 4, evil wins." they learn "Day 4",
    • The Storyteller changes the Vortox's ability to "[...] Good abilities yield false info. [...]". The Explorer learns "Might"

    Outsider

  43. Fenoderee

    If the Demon was nominated today, they may swap characters with a Minion tonight.


    “I must say, I simply don’t understand this outrage. You wished for the killer to go away. All I did was answer”

    Attribution

    Flavour by Mist

    Outsider

  44. Gobemouche

    If you are "mad" that any information is false, you might be executed.


    Outsider

  45. Kabuki

    Good can't win if all Outsiders are dead, even if you are. [-1 to +1 Outsider, most Outsiders are Kabuki]


    Outsider

  46. Muñoz

    You think you're a Townsfolk & get correct info. If you die at night, you register as alive & get false info until you would die again.


    “That is not dead which can eternal lie, and with strange aeons even death may die”

    Outsider

  47. Orc

    You might be good or evil & don't know which until you lose your ability or the final night. [All Outsiders are Orcs]


    “Looks like meat's back on the menu, boys!”

    The Orcs form a horde, but don't know what team to play for

    Outsider

  48. Princess

    Each night, if evil is losing, 1 evil player learns a good player's character.


    “The Little Mermaid's an underdog, isn't she?”

    Outsider

  49. Prophet

    You start knowing a day. On that day (dawn to dusk), if good would win, evil does instead. If you die, the Demon learns when.


    Attribution

    This is Inysyns by Elluna but if it was an outsider go check out TBA

    Outsider

  50. Quaaltagh

    If you draw this token, you may redraw, but learn false info once. Townsfolk become leftover evil characters. [+1 Townsfolk in the bag]


    “Blein Vie Noa! Slaynt vie, bea veayn, beeal fliugh as baase ayns Mannin!”

    Outsider

  51. Scullery Maid

    The Demon has a not-in-play Minion ability, even if you die. You know which.


    Outsider

  52. Shrew

    The 1st dawn you're dead, publicly choose 1 alive player: if they are not executed today, your team loses at dusk.


    “And that's what she is, the Queen of Refuse! So bow down to her if you want, bow to her! Bow to the Queen of Slime, the Queen of Filth, the Queen of Putrescence! Boo! Boo! Rubbish! Filth! Slime! Muck! Boo! Boo! Boo!”

    Outsider

  53. Smuggler

    The number of living outsiders is constant, even if you are dead.


    Outsider

  54. Unicorn

    Minions start knowing an improbable condition & you know a clue to it. If it happens (once), you're executed, even if dead.


    “You may have been young and foolish then, but you're old and foolish now! See clear! Don't let the glamour get you! See what's in front of your eyes! It's a damn great horse with a horn on the end!”

    Outsider

  55. Vagrant

    You're only in-play if you shouldn't be, & vice versa [+1 or -1 Outsider]


    Outsider

  56. Vigilante

    Players who are "mad" you're evil might die at night.


    “Villains are everywhere, that's how I know that I'm the hero!”

    Outsider

  57. Villein

    1 Townsfolk is drunk, even if you're dead. If a Minion is dead, you're drunk.


    Outsider

  58. White Elephant

    Once per game, at night, the Demon chooses who you are. If you die by execution, they may choose another player to become a White Elephant. [You don't start in play]


    “I bequeath thee with my finest elephant. Sure, it is loud, always hungry, and smells worse than a drunkard’s bile. But think of how jealous your friends will be!”

    Attribution

    Flavour by Mist

    Outsider

  59. Yeoman

    If there’s only 1 Yeoman in play, 1 Townsfolk is drunk. Otherwise, 1 Outsider is. [+0 or +1 Yeoman.]


    Attribution

    This was made in conjunction with Xhorian, flavoured as "Rice Farmer" for their script.

    Outsider

  60. Zhuangzi

    You think you're a Townsfolk. Once, at night, you & some Townsfolk lose your abilities & learn this, even if dead. The Demon learns who.


    “Five more minutes, please? You wouldn't believe the dream I just had. I mean, you were there, and you were there, and you, and you, and you were there....”

    The Zhuangzi thinks they're a townsfolk until their dreams bring about a shocking revelation...

    • During setup, the Zhuangzi's token does not go in the bag. Instead, a Townsfolk character token goes in the bag, and the player who draws that token is secretly the Zhuangzi for the whole game. The Storyteller knows. The player does not.
    • The Zhuangzi has no ability. Whenever their Townsfolk ability would affect the game in some way, it doesn't. However, the Storyteller pretends that the player is the Townsfolk they think they are. If that character would wake at night, the Zhuangzi wakes to act as if they are that Townsfolk. If that Townsfolk would gain information, the Storyteller may give them false information instead—and the Storyteller is encouraged to do so.
    • When the Zhuangzi wakes to learn they are in fact the Zhuangzi, any number of townsfolk, living or dead, are woken with them. All of these players wake on the same night & are no longer woken to use or treated as if they have their ability. The Zhuangzi does not need to be alive for this to happen
    • When this happens, the Demon is woken to learn which players woke that night. The Demon does not lose their ability, nor do they learn which of the players woken was actually the Zhuangzi.

    How to Run

    While setting up the game, before putting character tokens in the bag, remove the Zhuangzi token and add a Townsfolk character token. Add the Zhuangzi's IS THE ZHUANGZI reminder token to the Grimoire. Put the swapped Townsfolk character token in the bag, not the Zhuangzi character token.

    While preparing the first night, put the Zhuangzi's IS THE ZHUANGZI reminder token by any Townsfolk character token, changing that player's character to the Zhuangzi. They are now an Outsider, and do not have the ability of this Townsfolk character. (But they think they do.)

    Treat the Zhuangzi as if they were drunk. They wake when their townsfolk would wake, may get false information, &c.

    Once per game, at night, mark any number of townsfolk with the Zhuangzi's BUTTERFLY reminder token. Wake all players marked (& the Zhuangzi) and show them the "This character selected you” info token and the Zhuangzi token, then put them back to sleep. That same night, wake the Demon and show them the "This player is" info token and the Zhuangzi token, then point to all marked players before putting them back to sleep.

    While you can wake the Zhuangzi on any night, and wake any number of townsfolk, do keep in mind how this effects the game. Waking more players or the Zhuangzi waking on an earlier night are more damaging than waking fewer players or the Zhuangzi waking on a later night. Be warned!

    Attribution

    Art by DarkArtist, ability ft. Elluna

    Outsider

  61. Buggane

    Townsfolk can't die tonight if a player claims Buggane with an alive Outsider nominee. If they are not executed, evil wins. [+1 Outsider]


    Attribution

    Art by Dark <3

    Minion

  62. Carpenter

    If you die by execution, your nominator becomes a not-in-play evil minion tonight.


    “אֶהְיֶה אֲשֶׁר אֶהְיֶה”

    Attribution

    Thanks to ma'ayan for fixing an egregious grammatical error

    Minion

  63. Chameleon

    You start knowing 1 in-play good character & they know you are in play: your ability is based on theirs.


    “Loving would be easy if your colours were like my dreams: Red, gold and green, red, gold and green”

    Minion

  64. Charlatan

    Each night, choose 2 players: their info is nonsensical until dusk.


    “Left cup, centre cup, right cup... Right cup, centre cup, left cup... Left cup, centre cup, no cup... You follow?”

    Minion

  65. Clairvoyante

    You start knowing a Grimoire &, even if you die, your team wins if it becomes real. The 1st time something goes wrong, it doesn't.


    “A prophecy that can be thwarted by any common farmer is undeserving of the name. But darling, you’ll find your fate will not be forsaken so easily”

    Attribution

    Flavour by Mist

    Minion

  66. Goatherd

    Players who raise their hand at night turn evil until you die. If this gives evil a majority, followers turn good & your team wins.


    “For sheep are stupid, and have to be driven; but goats are intelligent, and need to be led.”

    Minion

  67. Governess

    When a player is nominated, you may publicly forbid that nomination. You may only forbid the nomination of 1 evil player per day.


    Minion

  68. Jarl

    Outsiders are drunk, even if you die at night [+3 Outsiders]


    Minion

  69. Moreau

    You choose which players are which Outsiders. [-? to +1 Outsider]


    “An animal may be ferocious and cunning enough, but it takes a real man to tell a lie”

    Minion

  70. Perkeo

    If the Demon kills you at night & the next executee is evil, your team wins.


    “Let's play a game: It's called watching me play the fool. I know you like to play- in fact I think you're making up the rules.”

    Minion

  71. Popinjay

    You start knowing which Outsiders are in play. [-1 Outsider or +1 unlisted Outsider]


    “Beauty. Grace. That’s what matters. If cats looked like frogs we’d realise what nasty, cruel little bastards they are. Style. That’s what people remember. All the rest of it, all the truth of it, becomes... old wives' tales.”

    Minion

  72. Schemester

    If most dead players have their vote token on the final day, your team wins.


    “Trust me, your money's not safe in their hands. The system is rigged, the banks are bleeding you dry- cash out now before they lock the doors and leave you with nothing.”

    Minion

  73. Scorpion

    If you die by execution, all players learn that the next living executee's team loses.


    “Сказала лягушка скорпиону: "Но теперь мы оба наверняка утонем." Сказал скорпион лягушке: "Лол, Лмао."”

    Minion

  74. Spin Doctor

    The Bounty Hunter starts knowing you. If they're mad you're evil, they're poisoned. [+the Bounty Hunter]


    “Rumour is information distilled so finely that it can filter through anything. It does not need doors and windows - sometimes it does not need people.”

    Minion

  75. Behemoth

    Each night*, choose 2 players: 1 dies. If they're different character types, both do. [-1 to +1 Outsider]


    Demon

  76. Cacophony

    Each night*, choose a player; they die. Outsiders nominated today might be executed. [+1 Outsider]


    Demon

  77. Chirurgeon

    Each night*, you may choose up to 3 players: they die. If any do not, evils die instead


    “Alright, Mr. Smith, just a few more incisions; One here, one here, and finally, one more riiiight... oops.”

    Demon

  78. Fawn

    Each night*, choose a player: they die. If a Minion died today, choose 3 instead.


    “In the forest there lay an ominous sight; if you see a young deer, dare not ye approach it, for its mother lies waiting”

    Demon

  79. Iscariot

    Each night*, choose a player: they die. On the final day, all players learn they may not talk & 1 good player chooses who is executed.


    “Don't let yourself slip; tossing in the dice starts with losing your grip.”

    I am aware some might not find this character fun, please stop telling me

    Demon

  80. Mawntee

    Each night*, learn your best & 2 worst kills: choose 1. Then, learn 1 of your worst kills (not your choice) & choose again: They die.


    This was created as a wording exercise. It's weak as hell, I know, but it has a legible yet complex ability in very few characters

    Demon

  81. Myrkkymato

    Each night*, choose a player: they die & poison 1 good neighbor until dusk.


    “From dark night, I come. Festering sin. No door stops me, no key holds me. With bite, I slaughter. Hate burns in me. I touch, I corrupt. I leave only ruin.”

    The Myrkkymato kills & poisons its victims in a single bite

    Demon

  82. Olalla

    Each night*, choose a player: they die. Outsiders you kill keep their ability & poison 1 townsfolk neighbor. [+1 Outsider]


    “We are all such as He. There is in all of us—ay, even in me—a sparkle of the divine. Like Him, we must endure for a little while, until morning returns bringing peace”

    Olalla keeps outsider abilities in play after their death, and makes them worse to boot.

    Demon

  83. Somnifuge

    Each night*, choose a player: they die. You know your Minion's characters & wake instead of them. Minions think they're good characters.


    “They've promised that dreams can come true - but forgot to mention that nightmares are dreams, too”

    Attribution

    This is just Chimneysweep by DarkArtist but as a demon, go check them out :3

    Demon

  84. Stowawry

    Each night*, choose a player: they die. 1 good player knows the unlisted minion is 1 of 2 players. [A Minion has an unlisted Minion character]


    Demon

  85. Conssesionist

    Each night*, choose an alive player: if they agree, you choose if they are poisoned until dusk, or cannot die tonight


    “Anybody want a peanut?”

    Traveller

  86. Hitch-Hiker

    Each day, publicly choose a unique place to sit. Your alive neighbors cannot die if allied & are poisoned if not.


    “Life is like a grapefruit. Well, it's sort of orangey-yellow and dimpled on the outside, wet and squidgy in the middle. It's got pips inside, too. Oh, and some people have half a one for breakfast.”

    Traveller

  87. Sexton

    Each night*, learn who died & choose 1: tomorrow, you may learn a fact about them.


    “Don't ever laugh as a hearse goes by, for you may be the next to die. And when Death brings her cold despair, ask yourself, "Will anyone care?"”

    Traveller

  88. Apocrypha

    Once per game, at night*, deaths are arbitrary.


    Fabled

  89. Mixologist

    Drunk or poisoned players cannot learn true info.


    “One tequila, two tequila, three tequila, floor!”

    Add the Mixologist if your script has too much poison or drunkenness.

    Fabled

  90. Lady of Sorrows

    If an evil player would lose the game with their choice, they might have no effect


    “And thus the angel said unto Jacob "Stop hitting thyself, stop hitting thyself" but lo he could not, for the Angel was hitting him with his own hands.”

    Fabled

  91. Xanadu

    The Storyteller announces an unlisted character that might be in-play: Evils learn if it is.


    Fabled

  92. Night Order

    First Night

    Vicar
    White Elephant
    Duke
    Charlatan
    Chameleon
    Goatherd
    Punk
    Quaaltagh

    Other Nights

    Olalla
    Myrkkymato
    Muñoz
    Mowltaker
    White Elephant
    Duke
    Charlatan
    Rockstar
    Ornithologist
    Goatherd
    Quaaltagh
  93. this almanac generated using Bloodstar Clocktica