1. Every hundred years, an ethereal light engulfs the town of Tampere. This unrelenting glow pierces every corner, eliminating shadows and leaving no place to hide. Streets pulse with blinding light, revealing every secret and every lie.

    Evildoers, who once relied on the cover of darkness, find themselves adapting to this new reality. Yet, as they adjust, they find their misdeeds made easier, no longer hindered by the need for stealth. The townsfolk, confident and comforted, have yet to learn that the greatest of danger can happen even on the brightest of days.

    In this glaring clarity, there is no refuge, no escape, only the stark reality of living…

    With Open Eyes.

  2. Mathematician

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


    Townsfolk

  3. Empath

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


    Townsfolk

  4. Researcher

    You start knowing a player (the Control). Each night*, learn whether they're the same alignment as the most recent executee.


    Townsfolk

  5. Obeliski

    Each night*, if you voted, learn how many players you voted for were Evil.


    Townsfolk

  6. Fuksi

    Each day, visit Storyteller to learn something useful.


    Examples

    This could be the # of Evil pairs (Chef), # of dead Evil players (Oracle), or # of Evil living neighbors (Empath). Or something more similar to Savant info.

    Townsfolk

  7. Setämies

    Each night*, choose a player. You learn who targeted them tonight.


    Townsfolk

  8. Battery

    Once per game at night*, pull an all nighter. If you are targeted by Evil, you learn the player and their character (even if you die).


    Townsfolk

  9. Teekkari Crane

    Each night*, select a different player to dip into the holy Tammerkoski. They receive correct information tonight and tomorrow.


    Townsfolk

  10. Conspiracy Theorist

    Each day, visit Storyteller to learn 2 theories: one of which is true. If you are targeted by Minion at night, from now on your 2 theories are correct.


    Townsfolk

  11. Wappu Guy

    One player you voted for today do not use their ability tonight. When there are 4 or fewer living players, you lose your ability. If you are mad about being Wappu Guy, you might be executed.


    Townsfolk

  12. Standard Bearer

    When you are nominated, you may make a unique public statement about the nominator (not yourself). Tonight, you learn if the statement was true.


    Townsfolk

  13. Best Friend

    Once per game at night*, select 2 players to be Best Friends. Each player performs the other's night ability instead and learns the resulting info. They are not told what the ability is, or who the other player is.


    Townsfolk

  14. Alchemist

    You have a not-in-play Minion ability (cannot be Shadow).


    Townsfolk

  15. Saboteur

    Each night, you become the alignment of an alive neighbor. You only win if your team loses.


    How to Run

    Should run either Candidate or Saboteur, not both

    Outsider

  16. Radical

    While you are alive, you might register as Evil, Minion, and Demon. If you die, a townsfolk becomes drunk.


    Outsider

  17. Candidate

    Each night, you become the alignment of an alive neighbor. You must vote at least once per day, or you might die at night.


    How to Run

    Should run either Candidate or Saboteur, not both

    Outsider

  18. Thrillchaser

    You must vote each day or you may die at night. Each night*, if a player you voted on was executed, select 2 players. Any abilities targeting one will target the other instead.


    Outsider

  19. Handler

    One townsfolk starts as the "Useful Idiot" and receives false information. Each night*, select a different player to become the Useful Idiot. 
⇧ They are also poisoned.


    Minion

  20. Nokia Arena

    Each night, select 2 players: one is an Ilves fan and the other a Tappara fan. The first is mad that the 2nd is Evil, or they may be executed. ⇧ Select 3 players instead, the first 2 players are mad that the 3rd is Evil.


    Minion

  21. Shadow

    Start the game knowing everyone's characters. Each night, pick a player. You learn who they picked and any information Storyteller tells them. ⇧ Wake the Demon and suggest a target.


    Minion

  22. Enforcer

    You start knowing which outsiders are in play. 
⇧ There cannot be more than x nominations tomorrow (Town is told this). x = startingEvil + 1


    Minion

  23. Mustamakkara

    Each night*, choose a player: they die. Each day, if no one is executed, Evil wins.


    Demon

  24. Yapper

    You start knowing a secret phrase. For each time you said it publicly today, a player (max 2) receives false info until dusk. Each night*, choose a player: they die.


    Demon

  25. No Dashii

    Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.


    Demon

  26. Al-Hadikhia

    Each night*, choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.


    Demon

  27. Fearless Leader

    If starting Demon nominated today, Minion abilities ⇧ are stronger that night. If starting Demon is executed while 5 or more players live or kills themselves (starting Night 3), a minion becomes a Demon of their choice. No Dashii and Al-Hadikhia cannot be starting Demon.


    Fabled

  28. Sentinel

    There might be 1 extra or 1 fewer Outsider in play.


    Fabled

  29. Night Order

    First Night

    Handler
    Nokia Arena
    Mustamakkara
    Yapper
    Alchemist
    Empath
    Mathematician
    Saboteur
    Candidate
    Shadow
    Researcher
    Enforcer

    Other Nights

    Wappu Guy
    Shadow
    Battery
    Best Friend
    Thrillchaser
    Handler
    Nokia Arena
    No Dashii
    Al-Hadikhia
    Yapper
    Mustamakkara
    Teekkari Crane
    Alchemist
    Obeliski
    Researcher
    Standard Bearer
    Empath
    Candidate
    Saboteur
    Setämies
    Mathematician
    Enforcer
  30. this almanac generated using Bloodstar Clocktica