1. The Adversary

    Each night*, choose a player: they are a Minion, you both die and are resurrected tomorrow night.


    “She will make for a fierce heart.”

    Townsfolk

  2. The Tower

    You are safe from the Demon. Once per game, at night, choose a player: you learn their alignment, then become drunk.


    “She will make for a terrifying and divine heart.”

    Townsfolk

  3. The Witch

    You start knowing one evil player. They know they are the target of The Witch. If you are “mad” that they are good today, you may kill them, once per game at night*. If they guess you are The Witch that night, you die instead.


    “She will make for a righteous and weathered heart.”

    Townsfolk

  4. The Damsel

    Each night*, choose a player (different than last night): they are safe from the Demon and Minions tonight. If they are evil, they learn who you are.


    “She will make for a gentle heart.”

    Townsfolk

  5. The Nightmare

    Each night, choose a living player. If last night’s choice is dead, tonight’s choice is drunk tonight and tomorrow day.


    “She will make for a tender heart.”

    Townsfolk

  6. The Prisoner

    Each night, learn how many evil players woke tonight due to their ability.


    “She will make for a clever heart.”

    Townsfolk

  7. The Beast

    Each night, choose a player. Learn which player they targeted with their ability tonight, if any.


    “She will make for a bold heart.”

    Townsfolk

  8. The Spectre

    Each night*, you may choose a player: they are drunk tonight. Tonight, you use their ability, then die.


    “She will make for an understanding heart.”

    Townsfolk

  9. The Stranger

    You have one not in-play Townsfolk ability (you don’t know which). You do not register.


    “They will make for a rich and vibrant heart.”

    Townsfolk

  10. The Razor

    Once per game, at day, publicly choose a player: they die. If either of their living neighbors are Townsfolk, they die.


    “She will make for an indomitable heart.”

    Townsfolk

  11. The Paranoid

    Each night, choose a player. Learn how many players targeted them with an ability tonight.


    “Do you want us to slay the Princess, or do you want the Princess to slay us?”

    Townsfolk

  12. The Smitten

    Each night*, you may choose a player: they are safe from the Demon and Minions, but are drunk tonight and tomorrow day.


    “What can I say? A world without love is a world that isn't worth saving.”

    Townsfolk

  13. The Hunted

    Each night, if both of your neighbors are dead, learn an evil player.


    “We should trust nothing that she tells us, only what we hear and smell.”

    Townsfolk

  14. The Contrarian

    Your first night, choose a player. You learn their alignment. If you are “mad” that they are this alignment, your team loses.


    “And then... we throw it out the window!”

    Outsider

  15. The Broken

    Each night, choose a player: you are “mad” that they are good today, or you are executed.


    “We might as well just pledge ourselves to her and stop pretending we're capable of doing anything in this situation.”

    Outsider

  16. The Opportunist

    Each night, choose what alignment you become.


    “See, he gets it. There's nothing wrong with looking out for number one.”

    Outsider

  17. The Skeptic

    You think you are any other character, but you are not. The first time any player is mad that The Skeptic is in play, they are executed.


    “He doesn't want us to look at it. That's all the reason we need to investigate.”

    Outsider

  18. The Cold

    Once per game, at night*, choose a living player: they die, and you become their character.


    “If you all just stopped feeling, we could have been done with this ages ago.”

    Minion

  19. The Stubborn

    Each night, choose a player (not yourself). Tonight and tomorrow day, if they would die, they do not, and instead die tomorrow night.


    “Who cares if we're missing our face? We can fight just fine without one.”

    Minion

  20. The Cheated

    If the Demon dies, you become the Demon. That night, all other evil players die.


    “That is horribly unfair! He shouldn't be allowed to just do things like that.”

    Minion

  21. The Narrator

    Each night*, choose a player: they die. All players learn who died this way. The first living player to be "mad" that this player exists tomorrow dies.


    “You're on a path in the woods. And at the end of that path is a cabin. And in that basement of that cabin is a princess...”

    Demon

  22. Shifting Mound

    Each night*, choose three players: one thing about each player changes.


    Demon

  23. Long Quiet

    You think you are a good character, but you are not. Each night*, something you said yesterday becomes true, and one player might die. If you are "mad" that you are the Long Quiet, you die.


    Demon

  24. Night Order

    First Night

    Long Quiet
    The Skeptic
    The Stranger
    The Witch
    The Contrarian
    The Nightmare
    The Stubborn
    The Opportunist
    The Broken
    The Tower
    The Hunted
    The Paranoid
    The Beast
    The Prisoner

    Other Nights

    The Cheated
    The Spectre
    The Nightmare
    The Smitten
    The Damsel
    The Stubborn
    The Opportunist
    The Adversary
    The Witch
    The Narrator
    Shifting Mound
    Long Quiet
    The Cold
    The Broken
    The Tower
    The Hunted
    The Paranoid
    The Beast
    The Prisoner
  25. this almanac generated using Bloodstar Clocktica