1. Astronomer

    You start knowing what Outsiders are in play, or that none are.


    “Many things can be seen by the light of the stars.”

    You start knowing what Outsiders are in play, or that none are.

    You do not learn who the Outsiders are, only that the role(s) are in play.

    If there are no Outsiders in play, then you will learn that none are in play.

    How to Run

    Wake the Astronomer on night one and tell them the roles of outsider that are in play, or that none are.

    Townsfolk

  2. Occultist

    You start knowing what minions are in play.


    “Toss the bones, read the leaves. Something wicked this way comes...”

    You start knowing what minions are in play.

    You do not learn who the Minions are, only that the role(s) are in play.

    If there are no Minions in play, then you will learn that none are in play.

    How to Run

    Wake the Occultist on night one and tell them the roles of minions that are in play, or that none are.

    Townsfolk

  3. Seer

    On night one, choose to learn either one in-play role, or two not in-play roles.


    “I SEE ALL...well, most. ”

    On night one, choose to learn either one in-play role, or two not in-play roles.

    How to Run

    Visit the Seer on night one and ask which they would like to learn.

    If they choose in-play, tell them one role that is in play. If they choose not in-play they learn two roles.

    Townsfolk

  4. Tracker

    On your first day publicly choose a Townsfolk, Outsider, and Minion role. That night you learn the names of any players who are those roles, in a random order. [+1 Outsider ]


    “I've never come across a creature like this before. But I can follow it. I can always follow the tracks. ”

    On your first day publicly choose a Townsfolk, Outsider, and Minion role. That night you learn the names of any players who are those roles, in a random order.

    How to Run

    On set up add an extra Outsider.

    On the first day, players may publicly claim to be the Tracker and choose three roles, a Townsfolk, an Outsider, and a Minion. If the Tracker publicly chooses three roles then visit them that night and let them know the names of any players who are those roles, not necessarily in the order they chose them.

    Townsfolk

  5. Mystic

    You start knowing if the closest living evil player is an odd or even number of steps away from you, moving clockwise.


    “I see it in the stars. Evil is in this village.”

    You start knowing if the closest living evil player is an odd or even number of steps away from you, moving clockwise.

    The number of steps is always counted moving clockwise.

    How to Run

    Count the number of steps between the Mystic and the closest evil player, moving clockwise.

    Wake the Mystic and tell them if the number of steps is odd or even.

    Townsfolk

  6. Bodyguard

    Each night, choose a player to protect. The first time something affects them it affects you instead.


    “Get down Mr Mayor!”

    Each night, choose a player to protect, they become your charge. The first time something affects them it affects you instead.

    The protection lasts up until the Bodyguard chooses a new charge. So whether they die to a Demon in the night, or Execution in the day, the Bodyguard will die in their place if it is the first time something has affected them.

    The Bodyguard takes the place of their charge in any interaction, not just negative, so if, for example, the Curator tries to show a role to the charge the Bodyguard will receive it instead.

    How to Run

    Each night wake the Bodyguard and ask them to select a player. Mark that player with the CHARGE reminder token.

    The first time something affects the charge it affects the Bodyguard instead, and the reminder token is removed.

    Townsfolk

  7. Brewer

    Each night learn how many people are drunk or poisoned. If no one is drunk or poisoned, choose someone to make drunk.


    “You simply must try my latest recipe, or have you had too much already?”

    Each night learn how many people are drunk or poisoned. If no one is drunk or poisoned, choose someone to make drunk.

    Drunkenness from the Brewer only lasts one night and day, at the start of the next night it wears off.

    The Brewer learns the number of people who are drunk or poisoned at that moment, as Brewer drunkenness wears off at the start of the night they will never be able to detect drunkenness caused by themselves.

    How to Run

    Wake the Brewer and let them know how many people are currently drunk or poisoned.

    If no one is then ask them to select a player to make drunk. Mark that player with a BREWER DRUNK reminder token. They are drunk until the end of the following day.

    Townsfolk

  8. Insomniac

    Each night, learn how many players woke due to their own or other's abilities.


    “So many people moving around. I guess I'm not the only one having trouble sleeping tonight. ”

    Each night, learn how many players woke due to their own or other's abilities.

    During night one the Minions waking to learn the Demon, and Demon waking to learn the minions, do not count as waking due to their own or other's abilities. Roles that learn others as part of their ability, for example the Grandmother, or the Masons, would count.

    The Insomniac finds out the number of people who woke prior to them, and so does not count themselves as someone who woke.

    How to Run

    Record how many people wake each night due to abilities.

    Wake the Insomniac and tell them that number.

    Townsfolk

  9. Medic

    Each day visit the storyteller and pick a person to cure. They are sober and healthy the entire next night and day.


    “Take three of these and call me in the morning.”

    Each day visit the storyteller and pick a person to cure. They are sober and healthy the entire next night and day.

    The chosen person (assuming they can be affected) will always get correct information/be able to use their ability, even if someone else tries to poison them or make them drunk.

    The cure lasts from the start of the night phase on the day the medic chooses to the start of the night phase the following day. Once the next night starts the chosen person may be made poisoned or drunk again, or may automatically return to that state if they had a long-term affliction, for example the robber has stolen from them.

    Remembering to visit the Storyteller is up to the Medic, if they do not visit no one is cured.

    How to Run

    When the Medic cures a person place a CURED reminder token on them.

    From the start of the following night phase to the start of the next they will be sober and healthy, and cannot be poisoned or made drunk.

    Townsfolk

  10. Silversmith

    Each night* you may choose to fire a silver bullet. The first minion you hit will be killed, but will learn who you are.


    “Not my usual work, but it'll do.”

    Each night* you may choose to fire a silver bullet. The first minion you hit will be killed, but will learn who you are.

    The Silversmith may choose to not shoot if they wish.

    How to Run

    Each night* wake the Silversmith and ask them if they want to shoot. The first time they shoot a minion visit them and inform them that the Silversmith's player is the Silversmith. In the morning inform the town that the minion is dead.

    Continue to wake the Silversmith to ask them if they want to shoot even after they have killed a minion. This is to avoid confirming the person who died was a minion, rather than dying to another cause. The Silversmith can no longer kill a minion, but can still shoot.

    Townsfolk

  11. Sentinel

    Each night* choose a player, other than yourself, different to last night They cannot be affected by other’s abilities, but also cannot use their own.


    “Never fear My Liege, the Storyteller themself could not breach my shield. ”

    Each night* choose a player, other than yourself, different to last night They cannot be affected by other’s abilities, but also cannot use their own.

    The Sentinel protects a player from being killed by another player's ability, but does not save them from execution.

    The Sentinel's power lasts until they choose again.

    How to Run

    Each night* ask the Sentinel who they would like to protect. Place a PROTECTED reminder token on that player. Do not wake that player up in the night if they have a role that would wake. If another player tries to use an ability on them, do not tell the player that it hasn't worked. If it is a once-per-game ability then you should still visit them the following night.

    Townsfolk

  12. Curator

    Once per game, at night, pick a player other than yourself and another player they learn the role of.


    “A fascinating artefact, you must take a look. ”

    Once per game, at night, pick a player other than yourself and another player they learn the role of.

    The chosen player does not learn who the Curator is.

    How to Run

    When the Curator decides to use their power, get them to tell you who they would like to see the role of whom. (If playing in person, get them to point to a player, point two fingers at their eyes, and then use those two fingers to point to the player they would like to reveal the role of)

    Wake the chosen player and tell them the person that has been revealed to them, and what role they saw.

    Townsfolk

  13. Robber

    Once per game you may steal the ability of another player, they become drunk.


    “Nice and shiny. Now what are you?”

    Once per game you may steal the ability of another player, they become drunk.

    You do not learn what ability you have gained, but may be prompted to use it by the storyteller. If a first night only role is stolen then the Robber wakes the night they stole it to learn information.

    The Robber does not change alignments.

    If the Robber dies then the person chosen becomes sober.

    How to Run

    Each night wake the Robber and ask them if they wish to use their ability. If they do then put a ROBBER DRUNK reminder on the person they stole from, and a copy of the stolen role token next to the Robber.

    If the Robber has stolen a role that wakes in the night then wake them at the appropriate time and give them information, ask for them to choose a player, or players, etc. Do not tell them what role they have stolen.

    The person that has been stolen from remains their role, they are just drunk. If the Robber steals from the Demon then the Demon is still the one who needs to be killed, not the Robber.

    Townsfolk

  14. Mason

    You know who the other mason is. If you die the other mason dies. [+1 Mason]


    “Are you a Travelling Man, Brother?”

    You know who the other Mason is. If you die the other Mason dies.

    Masons start the game knowing each other, barring drunkenness or poisoning.

    If the Mason who dies is poisoned or drunk then the other Mason does not die, even if they are sober and healthy.

    If someone becomes a Mason, due to a troublemaker swap for example, then they learn the other Mason when they learn they have swapped roles.

    If a Mason is resurrected, or a role-swap makes a single living player a Mason, then they will remain alive. The double death only occurs when the other Mason dies, not if they are already dead.

    How to Run

    At set-up add an additional Mason token into the bag, removing a Townsfolk to do so.

    On night one wake each Mason and inform them who the other is.

    If a sober and healthy Mason is killed then the other also dies.

    Outsider

  15. Revenant

    You can vote and nominate when dead. The first time you nominate an evil player, someone will die in the night.


    “I'm still here. I'm always here...”

    You can vote and nominate when dead. The first time you nominate an evil player, someone will die in the night.

    If the Revenant is poisoned or drunk at the point of nomination no one will die, but they still will if the Revenant is made poisoned or drunk afterwards.

    How to Run

    The Revenant is able to vote and nominate while dead, return their ghost vote to them each time they use it.

    The first time the Revenant nominates an evil player, whether or not that player is executed, someone will die in the night.

    Outsider

  16. Mortician

    You have the ability of the first townsfolk to die. The demon has the ability of the first minion to die.


    “Autopsy report of the latest victim. Clear signs of demonic activity. ”

    You have the ability of the first townsfolk to die. The demon has the ability of the first minion to die.

    You and the Demon only gain the ability of these roles and still register as yourselves to information gathering roles.

    The Demon learns what role they have gained, but not who they gained it from.

    How to Run

    When the first Townsfolk dies place a reminder token of their role next to the Mortician. When the first Minion dies place a reminder token of their role next to the Demon.

    Wake the Mortician and Demon in the night if the roles they have taken are night-time roles.

    Once the Mortician dies the Demon loses the Minion ability.

    Outsider

  17. Marksman

    The first time you are the only person to vote, the nominated person is immediately executed. You keep this power on death.


    “Steady breathing. Lined sights. Shoot. ”

    The first time you are the only person to vote, the nominated person is immediately executed.

    If using a ghost vote, as long as it is the first time they have voted alone, the Marksman can still have someone executed.

    How to Run

    Place an AIMING reminder token next to the Marksman. Once they are the only person to vote on someone, execute that person immediately and remove the reminder token.

    Outsider

  18. Thrall

    If you are killed by the Demon you become evil.


    “The Master comes to me in the night.”

    If you are killed by the Demon you become evil. If you are one of three players living, then whoever is executed their team loses.

    The Thrall learns the Demon, but not Minions, if they become evil. The Demon does not learn that they have killed the Thrall.

    How to Run

    If the Thrall is killed by the Demon then visit them that night and tell them they are evil.

    Outsider

  19. Troublemaker

    Each night* you may swap the roles of two players.


    “Time to sow a little chaos.”

    Each night* you may swap the roles of two players.

    The Troublemaker does not have to swap roles if they do not wish to.

    The Troublemaker only swaps roles, not alignments.

    How to Run

    Each night* wake the Troublemaker and ask them if they would like to use their ability.

    If they do then wake the two players chosen and inform them of their new roles. Their alignment does not change.

    If a role is swapped that would act after the Troublemaker then the new player is able to act that night.

    Minion

  20. Doppelgänger

    If you nominate someone and they are executed the same day, you gain their ability in addition to your own, but lose any previously gained abilities.


    “I am you, you are me. em era uoy, uoy ma I”

    If you nominate and execute someone, you gain their ability in addition to your own, but lose any previously gained abilities.

    The Dopplegänger is still able to gain abilities through nominating and executing, even after they have taken an ability. They may only hold the ability of the most recent person they have nominated and had executed.

    How to Run

    When the Doppelgänger nominates someone place the NOMINATED reminder token on them. If they are then executed, remove the NOMINATED token and place a reminder token of their role on the Doppelgänger. If appropriate visit the Doppelgänger in the night at the time when that role would have acted.

    Minion

  21. Tanner

    The person opposite you is poisoned. When they die the poison spreads to their nearest living, neighbour who is either good, or the Tanner. This repeats.


    “Everyone wants the leather, no one wants to deal with the process.”

    The person opposite you is poisoned. When they die the poison spreads to their nearest living neighbour who is either good, or the Tanner. This repeats.

    How to Run

    When the roles are assigned note who is opposite the Tanner. If they are evil, or the numbers are such that there is no exact opposite, then pick the closest good player, arbitrarily if there are two equidistant. Mark them as being Tanner Poisoned.

    If this player is killed then remove the Tanner Poisoning from them, and move it to their nearest good neighbour.

    If there are two good neighbours equidistant from the dead poisoning victim then choose one arbitrarily.

    If the Tanner is equidistant to a good neighbour then the Storyteller may decide which one is poisoned based on how the game is going.

    Once the Tanner is poisoned, the poison can no longer spread.

    Minion

  22. Lamb

    Once per game, after your death, you may kill one person at night.


    “My sacrifice will not be in vain. ”

    Once per game, after your death, you may kill one person at night.

    The Lamb has no power until they are killed, any way that they die will activate this.

    Once they are dead they may kill one person, this does not have to be on the night they die.

    How to Run

    Once the Lamb has died place a SACRIFICED reminder token next to them.

    Each night until they use their power visit them to ask if they wish to do so.

    Once they use it, remove the reminder token and announce the death of the killed player in the usual way.

    Minion

  23. Labête

    On night one choose someone to Infect, they are poisoned. If they are still alive and poisoned when you die they become evil and swap roles with the Labete. This stops working when only three players are alive. Each night* you may kill someone.


    “Join me...”

    On night one choose someone to Infect, they are poisoned. If they are still alive and poisoned when you die they become an evil Labête. Each night* you may kill someone.

    If the Infected player is killed or cured from poison before the original Labête dies then they do not become a Labête.

    The player turned into the new Labête does not choose someone to infect as this choice only happens on night one.

    The dead Labete remains evil but swaps roles with the Infected character who becomes the new, evil, Labete.

    If there are only three players alive, including the infected player, then the infection wears off and the player is no longer poisoned.

    How to Run

    On night one wake the Labête and ask who they would like to infect. Place an INFECTED reminder token next to this person.

    If the infected player dies or is cured then remove the INFECTED token.

    If the Labête dies while the Infected player is still alive and poisoned then wake them in the night and inform them that they are an evil Labête.

    Each night ask the Labête if they would like to kill someone.

    Demon

  24. Garou

    You think you are a not-in-play good character but you are not. Minions know who you are and that you are a garou. Each night* someone may die.


    “Even a man who is pure in heart and says his prayers by night may become a wolf when the wolfbane blooms and Autumn moon is bright.”

    You think you are a not-in-play good character but you are not. Minions know who you are and that you are a Garou. Each night* someone may die.

    Whatever ability the Garou thinks they have cannot affect the game. They will still be woken in the night if it is a night-waking role, but any information they get may be wrong. Even if cured by the Medic it will not work, and they do not count as drunk or poisoned for the Brewer.

    Minions get bluffs in a Garou game.

    How to Run

    During set-up remove the demon token and add an additional good character. Whoever pulls this token is the Garou, add a reminder next to them.

    The Garou does not wake to learn their minions, but the minions learn who their demon is, and also that they are a Garou. The minions get bluffs.

    If the role the Garou believes they are would wake during the night then wake them, if they are an information gathering roles then you can give them true or false information.

    A person may die in the night, it is up to the Storyteller's discretion if anyone does, and if so, who.

    Demon

  25. The Pack

    All minions are pack members, the last living pack member becomes the demon. Each night* pack members vote who to kill. Someone will die if chosen by the majority of the pack [+1 minion, no demon]


    “The strength of the pack is the wolf, and the strength of the wolf is the pack”

    All minions are pack members, the last living pack member becomes the demon. Each night* pack members vote who to kill. Someone will die if chosen by the majority of the pack.

    When the last living Pack member becomes the demon they lose their minion power, but choose deaths by themselves.

    The majority of Pack members must agree on who to kill. If three are present then two of them need to pick the same person. If two are present then they both must pick the same person.

    How to Run

    At set up add an extra minion token and remove the demon token.

    Each night visit pack members one at a time and ask who they are killing.

    If the majority votes for the same person then that person is killed.

    Once only one pack member is left alive they become the demon. Any effects from their minion power are removed, and you no longer need to wake the other pack members in the night as the demon decides who to kill by themselves.

    Demon

  26. Drakuul

    Each night* choose a player to kill. If the Thrall is dead then the first time you are killed you live but register as dead. [+Thrall]


    “First, a little refreshment...”

    Each night* choose a player to kill. If the Thrall is dead then the first time you are killed you live but register as dead.

    How to Run

    At set up swap a Townsfolk for the Thrall.

    If the Thrall is dead then mark the Drakuul with the UNDEAD reminder token. If they are then killed they register as dead. They are still able to kill, and must be killed again for Good to win.

    Demon

  27. Necromancer

    Once per game you may publicly swap the living/dead status of two players.


    “A life for a life. All is balanced.”

    Once per game you may publicly swap the living/dead status of two players.

    This must take place in the town square with everyone present. The swapping happens instantly.

    The resurrected player regains their ability, even a “once per game” ability they used already.

    If a player had a “first night only” or “you start knowing” ability, they wake the following night to learn more information.

    If a player who is registering as dead, but is still alive, is swapped then that is what is given to the player they are swapped with. That player will still be able to use their ability, will not be told this directly, but may be prompted by the storyteller visiting them at night.

    How to Run

    When the Necromancer announces that they would like to use their ability make sure that everyone is present then let them speak.

    The three statuses that are possible are Living/Dead/Registering as Dead, move the appropriate status between the chosen players, from one to the other.

    Traveller

  28. Night Order

    First Night

    Labête
    Robber
    Mason
    Astronomer
    Occultist
    Mystic
    Bodyguard
    Brewer
    Curator
    Seer
    Insomniac

    Other Nights

    Robber
    Bodyguard
    Sentinel
    Brewer
    Garou
    The Pack
    Labête
    Drakuul
    Thrall
    Silversmith
    Lamb
    Troublemaker
    Curator
    Revenant
    Tracker
    Insomniac
  29. this almanac generated using Bloodstar Clocktica