1. Chandler

    You start knowing one of two minions is in play.


    “The light of a single candle might not be much, but I still know what I saw.. I think.”

    The Chandler starts with useful information - if one of these minions is in play, then the other certainly isn't.

    Examples

    The Chandler is told that the Amalgam or Apologist is in play. Because there are more Outsider claims than usual, the Chandler correctly believes the Amalgam to be in play.

    The Chandler is told that the False Idol or Philanderer is in play. There is a Philanderer in play, but the Chandler supports an evil player's claim of Iconoclast, believing both the False Idol and Iconoclast to be in play.

    Townsfolk

  2. Scribe

    You start knowing that one of two demons is in play.


    “After hours of painstaking work copying manuscripts from parchment to parchment, I believe I have a good idea about what is going on here.”

    The Scribe starts with valuable information for the town - knowing which Demon you're dealing with early on can help combat them more effectively.

    Examples

    The Scribe knows that either the Thronus or Homunculus. After several days, they use this knowledge to successfully pinpoint the Homunculus based on the positioning of the night time deaths.

    The Scribe knows that either the Gemini or Nephil is in play. Because there seems to be little minion activity, they incorrectly suspect that the Demon is the Gemini.

    Townsfolk

  3. Architect

    Each night, suggest an ability to the Storyteller. Your suggestion might replace your ability for the rest of the game.


    “Looks a mess. I've built bigger and better, so just leave me to my work - you're in good hands now.”

    The Architect offers unmatched flexibility but has to be careful with their suggestions or they might end up useless.

    Examples

    On the first night, the Architect requests the ability to prevent their neighbors from getting incorrect information. Because the Architect is seated next to a Guardian Angel and there is a Perfumer in play, the Storyteller agrees and no longer wakes them up since their ability is now passive.

    On the third night, the Architect requests the ability to kill the Demon at night if they choose them correctly. Because the Architect has been vocally opposed to the Demon, the Storyteller denies this ability and sends the Architect back to sleep. The Architect uses this denial as support for executing the Demon.

    On the final night, the Architect requests the ability to know who the Demon is. Given that the Architect will only get this information if they survive the night at which point they'll have to argue their case, the Storyteller agrees and gives them the name of the Demon.

    Townsfolk

  4. Prisoner

    Each night, learn how many of your living neighbors woke tonight due to their ability. If both neighbors are evil, you die.


    “That's it. Just nod off and I can finally get out of here. Gah, dammit!”

    The Prisoner can gain valuable information about their neighbors but with a potential risk.

    Examples

    The Prisoner wakes and is told that both of their neighbors wakes at night. Because one is claiming a role that shouldn't be woken, the Prisoner pushes for their execution, believing them to be an evil player.

    A good player neighboring the Prisoner is executed, causing them to now neighbor the False Idol and a Gemini. The Prisoner isn't woken and is revealed to have died the next morning even though they weren't targeted by an evil player.

    Townsfolk

  5. Perfumer

    Each night*, choose a player. If the chosen player is good, their ability yields false information. If the chosen player is evil, their ability malfunctions.


    “It's potent stuff - a single whiff and you'll completely forget what you were doing. Good for me, not so much for you, I'm afraid.”

    The Perfumer is powerful enough to stop other players in their tracks - helpful if they can discern friend from foe.

    Examples

    The Perfumer selects the Scribe. Because they have already gained their information, it has no effect on them.

    The Perfumer selects the False Idol. Even though the False Idol later selects the Iconoclast, their ability malfunctions, allowing the Iconoclast to select them instead.

    The Perfumer selects the Confectioner. The Confectioner later targets the False Idol and learns that they didn't select anyone even though they killed the False Idol.

    Townsfolk

  6. Confectioner

    Each night*, choose a player. Learn who that player selected tonight.


    “These wrappers. I recognize them. If I remember correctly, then the person that bought them was...”

    The Confectioner gathers information every night to try to catch people in the act.

    Examples

    The Confectioner selects the Acolyte and learns that they didn't target anyone.

    The Confectioner selects the Architect who has gained an ability that has them select a player. The Storyteller points to the Satirist because that is who the Architect chose that night.

    The Confectioner selects the Homunculus and learns who they targeted. They use this to push for execution when that target is revealed to have died last night.

    The Confectioner chooses the Prisoner but they are drunk. The Storyteller lies and points to the Narcolept even though the Prisoner did not choose anyone.

    Townsfolk

  7. Iconoclast

    Each night*, choose a player. A False Idol, if chosen, dies. If this happens, learn how many spaces away from the demon you are. [+ the False Idol]


    “To hell with all of you, then. I swear on all that is holy that I'll destroy your false god with my own hands if I must.”

    The Iconoclast has one goal and one goal only - seek and destroy.

    Examples

    The Iconoclast selects the False Idol and learns a three. The next day, the False Idol has died and the Iconoclast uses their information to pursue the Demon.

    The Iconoclast selects the Paranoiac and is sent back to sleep.

    Townsfolk

  8. Guardian Angel

    Each night*, choose another player. Learn what abilities affected them tonight.


    “Be not afraid, for I shall watch over you.”

    The Guardian Angel can witness night time actions if they choose their targets correctly, validating good players and catching out evil ones.

    Examples

    The Guardian Angel picks the Confectioner and learns that they were affected by the Matchmaker. They tell this to the Confectioner to try to prove their role.

    The Guardian Angel picks the Paranoiac and learns that they were affected by the Changeling. There is no Changeling in play.

    The Guardian Angel picks the Acolyte and learns that they were affected by the Gemini. In the morning, the Acolyte is still alive which leads the Guardian Angel to believe that they were protected by their own Acolyte ability.

    Townsfolk

  9. Acolyte

    Each night*, pick a role. If the role is in play, then the player with that role will not die tonight. You may not pick the same role twice.


    “We will get through this. I have faith, even if you don't.”

    The Acolyte can put their faith in other players and protect them if that faith is returned.

    Examples

    The Acolyte chooses to protect the Confectioner. The Confectioner is in play and is attacked that night by the demon but is not killed.

    The Acolyte chooses to protect the Vigil Keeper. The Vigil Keeper is not in play and nothing happens.

    The Acolyte chooses to protect the Matchmaker. The player claiming to be the Matchmaker is actually the Satirist, and they receive no protection from the Acolyte's ability.

    Townsfolk

  10. Matchmaker

    Once per game, at night: select two players. If one of the selected players dies, the other dies as well.


    “I have to say, I think I've outdone myself this time. I'm sure this will be a love for the ages.”

    The Matchmaker can tie the fates of other players together, for better or for worse.

    Examples

    The Matchmaker chooses two players that are in a double claim, believing that at least one of them must be evil and ensuring that if one dies, the other will. One is a Perfumer and another is the False Idol who is bluffing as the Perfumer. The Perfumer is nominated the following day, and when they are executed, both they and the False Idol die.

    The Matchmaker chooses two players that are in a double claim, believing that at least one of them must be evil and ensuring that if one dies, the other will. One is the Satirist, and when the other is executed, the Satirist does not die due to their ability.

    The Matchmaker believes that they will be targeted soon, so they match themselves with the player that they suspect to be the Demon. They are then targeted by the Thronus who is part of the match. Both players die, and the good team wins.

    The Matchmaker selects the Guardian Angel and the Blasphemer. The Blasphemer is attacked by the demon and killed. The next day, the Blasphemer, Guardian Angel, and Changeling all die because the Changeling had selected the Guardian Angel earlier in the game.

    Townsfolk

  11. Changeling

    Once per game, at night: pick a Townsfolk role. If that role is in play, then the first time the player with that role would die at night, you die instead.


    “It looks fun to be you. I think I might try it!”

    The Changeling puts their own life on the line to protect valuable Townsfolk.

    Examples

    The Changeling selects the Perfumer. The Perfumer is later attacked by the False Idol and the Changeling dies in their place.

    The Changeling selects the Guardian Angel. There is no Guardian Angel in play and the Changeling loses their ability.

    The Changeling selects the Acolyte. The demon chooses to attack the Acolyte on a night that they have protected the Changeling. Even though the Acolyte was attacked, the Changeling would die instead, but because they were protected by the Acolyte's ability, there are no demon kills.

    Townsfolk

  12. Vigil Keeper

    If you are the only living Townsfolk, your team wins. The Demon knows you are in play.


    “My friends: I will remember you to my last breath, even in a place beyond time.”

    The Vigil Keeper wants to stay alive for as long as they can and can be rewarded for doing so.

    Examples

    The Vigil Keeper is protected by the Changeling and survives into the final three. The good team wins.

    Although there are six players alive, two are Outsiders, two are Minions and one is the Demon. The Vigil Keeper is the only living Townsfolk, and the good team wins.

    The Vigil Keeper has survived into the final three, but the game has not ended. They know that one player must be the Demon, but the other must be a Townsfolk. One is claiming to be the Paranoiac and one is claiming to be the Iconoclast, leading the Vigil Keeper to suspect the player claiming Paranoiac as the real Demon.

    Townsfolk

  13. Satirist

    If you are mad about having another role, you cannot die at night.


    “Hmm, was that what I was saying? Are you sure you weren't misunderstanding? I never said any such thing, so it's not my fault if you thought I did.”

    The Satirist can deflect heat by drawing suspicion, but might cause confusion on the way.

    Examples

    The Satirist has claimed to be the Architect publicly. The Demon targets them at night but they don't die.

    The Satirist hasn't hard claimed any role but has included Satirist in a few role exchanges. They are targeted at night and die.

    Townsfolk

  14. Blasphemer

    Once per game, if a player is mad about being another character, they might become that character that night.


    “If I'm lying, then may the gods strike me down!”

    The Blasphemer can assign consequence to people who lie about their roles.

    Examples

    The Blasphemer is in play. The Satirist is bluffing as the Guardian Angel, which is not in play. That night, the Satirist becomes the Guardian Angel and is killed by the demon because they are no longer immune.

    The spent Philanderer is bluffing as the Perfumer. That night, they become the Perfumer and use their new ability on the Guardian Angel to give them false information.

    Outsider

  15. Deserter

    Each night*, a player that spoke with you in private the day before dies. If you spoke with no one, you might die at night.


    “You don't know what it was like - call me a coward, but I wasn't going to stay and die for something I could no longer believe in!”

    Tragedy follows the Deserter at every turn, leading a trail of death in their wake.

    Examples

    The Deserter speaks to the Perfumer, the Iconoclast, and the Amalgam. The Perfumer dies that night.

    The Deserter speaks only to the Apologist. The Apologist dies at night.

    The Deserter speaks to no one during the day but has some suspicion cast on them by the down. They do not die at night.

    Outsider

  16. Paranoiac

    Results that shouldn't include you might. Results about you might include false information.


    “They're all watching me, I just know it. Well, if it's a show you want, it's a show you'll get!”

    The Paranoiac causes uncertainty in the information that the good team receives.

    Examples

    The Guardian Angel selects the Paranoiac. They learn that their target was selected by an Iconoclast which is being bluffed by the Homunculus. The Iconoclast is not in play.

    The Confectioner selects the Perfumer to learn who they targeted and learns that they selected both the Matchmaker and the Paranoiac even though they did not select the Paranoiac.

    Outsider

  17. Narcolept

    The day might end at any time.


    “Yawn... There's just been so much going on, and I've just felt so tired...”

    The Narcolept can change the course of the game with no warning.

    Examples

    An evil player is on the block for execution. Before ending nominations for the day and executing the player, the Storyteller chooses to invoke the Narcolept's ability and send everyone to sleep instead.

    During the middle of the day, a Changeling and an Acolyte are trying to coordinate their protections to ensure that neither dies during the night. Before they can converse, the Storyteller chooses to end the day with the Narcolept's ability. That night, one of them is killed by the Demon.

    Outsider

  18. Philanderer

    Once per game, at night*, you may choose to make one player and all good players they spoke with the previous day drunk until dusk. If any of these players is already drunk, they die instead.


    “That's the problem - there are just so many things going wrong nowadays. It's much easier to drink and forget, if you ask me.”

    The Philanderer can spread all kinds of chaos and misinformation if they play their cards right.

    Examples

    The Philanderer learns during the day that they have spoken with a Deserter. They choose to make the Deserter drunk that night to make sure that they aren't killed. When no kills can be attributed to the Deserter, they are executed the next day as a suspected evil player.

    The Philanderer notices that the confirmed Matchmaker has been gathering claims from several other players. That night, they choose to make the Matchmaker and all of their visitors drunk.

    Minion

  19. False Idol

    Each night*, choose a player. An Iconoclast, if chosen, dies. If this happens, then each night*, the player you choose dies.. [+ the Iconoclast]


    “Without me, you are nothing. Is it so wrong, then, for me to expect payment for my services?”

    The False Idol is a deadly minion with a target to kill. If they find that target, they won't stop there.

    Examples

    The False Idol chooses the Confectioner and goes back to sleep. The next night, they choose the Iconoclast, who dies in the night. The following night, they choose the Vigil Keeper, who dies in the night.

    The False Idol chooses the Iconoclast, but the Changeling has also selected the Iconoclast. The Changeling dies instead, and the False Idol continues their search for the Iconoclast.

    Minion

  20. Amalgam

    You start with an out-of-play Outsider ability. When an Outsider dies, you get their ability in addition to your own. [+1 Outsider]


    “It's like they always say: if you can't beat us, join us.”

    The Amalgam hinders the good team more and more as the game continues.

    Examples

    The Amalgam starts with the Deserter's ability. They speak to a few people during the day so they can secure a kill at night. Later in the game, they have a hard time communicating with their team without killing them, so they decline to speak to anyone and die during the night.

    The Amalgam starts with the Blasphemer's ability. Later in the game, they gain the Narcolept's ability. The Homunculus is on the block to be executed and they claim to be the Thronus. The day ends because of the Narcolept's ability, and that night, the Homunculus becomes the Thronus. Before dawn, the Amalgam and Thronus swap roles because of the Thronus's ability.

    Minion

  21. Apologist

    If you do not vote on another player's execution, it will fail.


    The Apologist can slow any progress the town is making at the risk of revealing themselves.

    Examples

    The Apologist votes on the nomination of the Satirist. Because the Satirist is mad that they are the Blasphemer, they do not die when executed and everyone goes to sleep.

    The Apologist doesn't vote for the nomination of their Gemini. The Gemini claims to be the Adherent on the stand and the vote succeeds, but because the Apologist has not voted, the Gemini does not die. The following day, the Adherent ability has not activated, so the Gemini claims to have been made drunk by a Philanderer and the town searches for a candidate.

    The Apologist and the Nephil have made it into the final three. The Guardian Angel correctly nominates the Nephil and even though the town has enough votes to put them on the block, the Apologist does not vote and the Nephil cannot be executed so the evil team wins the game.

    Minion

  22. Homunculus

    Each night*, choose a player: they die. If at any point in the game, your living neighbor is the player directly opposite to you in the town square, your team wins.


    “Why was I created only to be different? It's not fair, it's not fair, it's not FAIR!”

    The Homunculus has their own goal and will stop at nothing to reach it, killing anyone and everyone that interferes with them.

    Examples

    The Homunculus has only two living players between them and their target. One is their Apologist and one is the Changeling. They kill the Changeling at night and then convince the town to execute the Apologist, winning the game for the evil team.

    The Homunculus has one player between them and their target - their own False Idol. They kill their False Idol at night and the games ends with an evil victory.

    How to Run

    In a game with an odd number of players (i.e. no exact opposite exists), then the Homunculus will target the closest of the two players that sit opposite to them in the clockwise direction.

    Demon

  23. Nephil

    Each night*, pick a living player: they are marked. For each dead minion, you may mark an additional player. You may then choose to kill a marked player. If all living players have been marked, your team wins.


    “I was once greater than you could ever imagine. You call me fallen? Then I will bring you down to my level.”

    The Nephil may not pose an immediate threat, but can cause disaster for the town if it's left unchecked for too long.

    Examples

    On the first night, the Nephil marks and kills the same target, masking their presence. After that, they coordinate with their Amalgam, who has received the Deserter's ability. With the Amalgam masking their kills as the Demon's, the Nephil is free to mark targets without killing them.

    Demon

  24. Gemini

    Each night*, one Gemini chooses a player: they die. On the third night and all nights afterwards, all Gemini choose each night. [-1 Minion, +1 Gemini]


    “Me? I think you have the wrong person. You see - I have a twin...”

    The Gemini presents an offense on two fronts, with both needing to be dealt with to win.

    Examples

    On the first night, one Gemini player is woken to select a target to kill. During the day, the other Gemini is executed, so the first Gemini wakes again the second night and every night thereafter.

    On the third night, both Gemini are still alive. They are woken individually and asked to select a target. They each kill a different target. The following day, a good player is executed, but that night, both Gemini select the same target so that there is only one victim. The good team mistakenly believe that they have killed a Gemini and don't execute anyone. Both Gemini kill on the next night and the game ends in the final three with both Gemini alive.

    Demon

  25. Thronus

    Each night*, choose a player: they die. Before dawn, each living evil player passes their character token to the living evil player seated nearest to them, clockwise.


    “Be not afraid, for we come to show you the way.”

    The Thronus is a mobile demon that almost never stays in the same place twice.

    Examples

    The Thronus wakes and kills a player. At the end of the night, they are woken again and changed to the Amalgam. The Philanderer becomes the new Thronus, and the previous Amalgam becomes the Philanderer.

    How to Run

    When the tokens are exchanged, each character should be treated as a new copy of that character. This means that any new Amalgams will have only their starting ability, any False Idols will be unable to kill unless they target the Iconoclast, and any Philanderers will be able to use their ability even if it was already previously used.

    Demon

  26. Lotus Eater

    Each night, a player who would select one player instead selects two. Their ability targets one of their selected players and they do not know which.


    “You're too uptight; you need to learn to live a little bit. Come, relax with me. You'll feel much better after, I promise.”

    The Lotus Eater obfuscates information and misdirects selections, making it hard to pinpoint just exactly it is that your ability is doing.

    Examples

    The Lotus Eater is good. Their ability affects the Daji who must now select two targets to kill at night instead of one. They select the Astromancer and the Barbarian. The Storyteller believes that the evil team is currently winning, so they choose to kill the Barbarian.

    The Lotus Eater is evil. Their ability affects the Gatekeeper who must select two targets. They select the Martyr and the Warlock. The Storyteller chooses the Warlock as the Gatekeeper's target to benefit the Lotus Eater's team.

    The Lotus Eater is evil. Their ability selects the Llorodor who must select two targets at night to kill instead of one. The Llorodor knows that there is a Duelist who plans to kill one of their minions, but doesn't know which of two players it is. They select both players, and because the Storyteller believes that the evil team is losing heavily, the Storyteller chooses the Duelist to be killed.

    Traveler

  27. Night Order

    First Night

    Architect
    Lotus Eater
    Vigil Keeper
    Chandler
    Scribe
    Amalgam
    Matchmaker
    Changeling
    Prisoner

    Other Nights

    Amalgam
    Blasphemer
    Satirist
    Lotus Eater
    Perfumer
    Philanderer
    Architect
    Matchmaker
    Changeling
    Acolyte
    Homunculus
    Nephil
    Gemini
    Thronus
    False Idol
    Deserter
    Iconoclast
    Prisoner
    Guardian Angel
    Confectioner
    Vigil Keeper
  28. this almanac generated using Bloodstar Clocktica