1. Forecaster

    You start knowing the demon character.


    “Get inside, storm's coming.”

    The Forecaster is a powerful "start knowing" character that can seriously cut down the worlds needing to be solved for the good team. It's strength comes from allowing precise tracking of possible evil actions to narrow down which players are evil. A Forecaster who learns the demon is a Reaper or Cultist will be able to track players behaviour during nominations with a keen eye and solve the game much faster than expected if the evil team are clumsy.

    Examples

    • The demon is an Onryo. The Forecaster is sober and healthy, you show the 'Onryo' token.
    • The demon is a Cultist. The Forecaster is poisoned, you show the 'Reaper' token.

    How to Run

    • Place the Forecaster token in the bag, it has no other dependencies or setup changes.
    • Wake the Forecaster on their first night and inform them of the demon type.
    • If the Forecaster is to receive false information, consider the best information to tell them: A poisoned player should probably learn false information, but a Deluded Forecaster who thinks they are evil will likely lie about what they learn, and it may be beneficial to even tell them the truth.

    Don't tunnel too much on your own information, the forecaster is incredibly powerful and will be an optimal target for a Hag to poison, or a Shifter to delude.

    Townsfolk

  2. Lookout

    You start knowing 2 characters, at least one neighbours the demon.


    “He was with a real shady lookin' dude...”

    Examples

    • The Demon neighbours the Cartographer and the Shifter, the Lookout learns "Shifter and Deluded".
    • The Demon neighbours the Bookworm and the Damned, the Lookout learns "Damned and Darkhold".
    • The Lookout is poisoned. The Demon neighbours the Task Master and the Munchkin, the Lookout learns "Voice and Bandit".

    Townsfolk

  3. Guardian

    There is a good player who cannot turn evil. You start knowing who this is.


    “Stay behind me!”

    Examples

    • The sober and healthy Guardian protects and learns the Bookworm player who is good. The voice attempts to turn them evil and it fails.
    • The poisoned Guardian protects the Scribe but learns a different player. The reaper attempts to turn this player evil and it succeeds. They later try to turn the Scribe evil, the Guardian is currently healthy and the conversion fails.

    Townsfolk

  4. Archivist

    Each night, learn if the amount of alive evil players changed.


    “A record containing all of life and death itself.”

    Examples

    • On the first night, an extra evil player is added by the Syphon, the Archivist learns 'yes'.
    • On the first day, an evil player died by execution, tonight the Archivist learns 'yes'.
    • On the second day, an evil player died by execution, but the voice also created a new evil player, tonight the archivist learns 'no'.

    Townsfolk

  5. Cartographer

    Each night, learn the alignment of the next player in a consistent direction.


    “What a discovery! My travellers are proving fruitful.”

    Examples

    • The Cartographer's direction is decided to be clockwise, on the first night they learn the alignment of their clockwise neighbour.
    • On the second night, the cartographer looks at the next clockwise player after that and learns their alignment.

    Townsfolk

  6. Munchkin

    Each night, choose a player: if they are good, gain their ability and they are drunk, otherwise you are drunk.


    “HEHE, NOMNOMNOM!”

    Examples

    • The Munchkin chooses the dead Lookout, the dead Lookout is drunk and the munchkin learns 2 roles.
    • The Munchkin chooses the living Hag, who is bluffing Cartographer, the Munchkin is drunk and learns 'good' or 'evil'

    Townsfolk

  7. Bandit

    Each night*, choose 2 alive players, a chosen demon must kill the other choice if good. Demons know who you choose.


    “Its you or him.”

    Examples

    • The Bandit chooses Margret and Magnus, neither are a Demon, the Reaper chooses Tom, Tom dies tonight.
    • The Bandit chooses Anya and Bill, Anya is good and Bill is the Demon who tried to kill Penelope, only Anya dies tonight.
    • The Bandit chooses Alex and Martin, neither are a Demon, the Syphon chooses Alex to mimic a bandit kill, Alex dies tonight.

    Townsfolk

  8. Scribe

    Once per game, privately learn about something a character did or learnt last night.


    “Noted.”

    Examples

    • The Scribe visits the Storyteller and learns "Tonight, the Cartographer learnt correct information"
    • The Scribe visits the Storyteller and learns "Tonight, the Darkhold used their wish to mess with votes"

    Townsfolk

  9. Psychologist

    Each night, choose a player (Not yourself): Learn a number that correlates to a character type.


    “Wow, you're quite the type aren't you!”

    How to Run

    • During setup, it is decided that Townsfolk = 3, Outsider = 1, Minion = 4 and Demon = 2
    • On the first night, the sober and healthy Psychologist chooses the demon and learns '2'
    • On the second night, the poisoned Psychologist chooses a townsfolk and learns '2' again

    Townsfolk

  10. Task Master

    Once per game, privately visit the storyteller to receive a task. Each night*, if completed: Learn an evil player.


    “Finding the solve is the greatest reward.”

    Examples

    • The Task Master receives the task "Get a minion to say 'potatoes'".
    • During the day, the Task Master completed their task, tonight and future nights they will learn the name of a new evil player

    Townsfolk

  11. Bookworm

    Once per game, privately make a statement: If false, you are drunk. Then, learn a true statement.


    “It's the possibility of having a dream come true that makes life interesting.”

    Examples

    • The Bookworm says "The demon is between Player X and Player Y inclusive", this is true, the storyteller replies "Both outsiders neighbour an evil player."
    • The Bookworm says "I am the Bookworm", this is true, the storyteller replies "You are a townsfolk."
    • The Bookworm says "Both Hag and Archivist are in play", this is false, the storyteller replies "The demon is a reaper", this is also false.

    Townsfolk

  12. Curator

    If you die at night, learn the character of every evil player.


    “What a collection!”

    Examples

    • The curator dies and learns the evil team is made up of a Cultist, a Darkhold and a Scribe.
    • The poisoned curator dies and learns an incorrect set of characters.

    Townsfolk

  13. Cleric

    Evil townsfolk & outsiders are not told they are evil. When you die all uninformed evil players learn their alignment.


    “An oath of peace, I will do no harm.”

    Examples

    • A Cleric is in play, the Voice turns the Curator evil, the Curator is not told their new alignment.
    • The Cleric dies in the night, the Curator is now told "You are evil."

    Townsfolk

  14. Smiler

    Once per game, an evil player might register as good & as a townsfolk or outsider, even if dead.


    “He was... silent... stand there, just... smiling...”

    Examples

    • Matthew is the evil Demon, Archie is the good Curator. The Bookworm says "Archie is good", the storyteller replies "Matthew is good", the Smiler has now used its ability to register Matthew as good.
    • The curator dies, they learn "Hag", the demon is not shown as the Smiler registered the demon as good.

    Outsider

  15. Damned

    When you die, a dead good player might turn evil.


    “I AM FORESAKEN”

    Examples

    • The Damned dies and a dead good player turns evil.
    • Evil already have an extra player, the Damned dies and no more players turn evil
    • The Damned is the first player to die, they turn evil.

    Outsider

  16. Chatter-tooth

    Players who know they are evil also know all other evil characters, even if dead.


    “HEEEEEEEHHEHEHEHEHEHE”

    Examples

    • The Curator turns evil and learns "The evil team is made up of a Kazali, Voice and Curator".

    Outsider

  17. Deluded

    You think you are a not in-play townsfolk character, but you are not. You might learn your alignment is evil.


    “I'll kill them... all of them!”

    Examples

    • The Deluded is woken immediately on the first night and learns they are evil, even though they are good and there is a Cleric in play.
    • The Deluded is woken on night 2 and learns they are Evil, and that the evil team is made up of a Archivist, Hag and Kazali, even though there is no Chatter-tooth in play.

    Outsider

  18. Shifter

    On your first night, see the grimoire then choose another player and a non-demon, not in-play character they become.


    “You are no match.”

    Examples

    • The Shifter sees the Grimoire and changes the Curator into the Deluded.
    • The Shifter sees the Grimoire and chooses the Cleric to become the Damned.

    Minion

  19. Mendaci

    Each night, you may choose a new character: they, or an evil player if not in play, are poisoned until dusk.


    “The lies.”

    Examples

    • The Hag chooses "Cartographer" and Matthew, who is the Cartographer, is now poisoned.
    • The Hag chooses "Bandit" but there is no Bandit in-play, Matthew remains poisoned.

    Minion

  20. Darkhold

    Once per game, privately visit the storyteller to make a wish, learn the cost of it and decide if you want to grant it or choose again.


    “The knowledge was cursed, I could feel it... and yet I could not stop reading.”

    Examples

    • The Darkhold chooses to change the demon type from Kazali into Reaper, the cost is that one good player learns the demon type has changed, the Darkhold accepts.
    • The Darkhold chooses to wish that the evil team wins, the cost is that the good team wins first, the Darkhold declines and reconsiders their life choices and thinks of a new wish.

    Minion

  21. Voice

    All know you & You cannot die. Once per day, declare a player: Saying a secret word turns them evil and removes your ability.


    “Like breathing down your spine, words bouncing between your skull... OBEY!”

    Examples

    • The Voice's word is "Fortified", during the day they claim to be the voice and address Matthew but do not say the secret word. Matthew's alignment does not change.
    • During the next day, the Voice claims and speaks to Jonathon and says the secret word, Jonathon becomes evil and the voices loses their ability.

    Minion

  22. Reaper

    Each night*, choose a player: They die. Players who were executed by you become evil tonight. [-1 Outsider]


    “I am and have been the reaper of wayward souls for a long time.”

    Examples

    • The Reaper executes the Curator, the Curator turns evil.
    • The Hag executes the Chatter-tooth while a Reaper is in play, the Chatter-tooth does not become evil.

    Demon

  23. Onryo

    Each night*, choose a player: They die. Players who they nominated are poisoned until dusk. [+1 Outsider]


    “The undead haunt.”

    Examples

    • The Onryo chooses the Task Master, who was nominated by the Cartographer yesterday: the Task Master dies.
    • The Onryo chooses the Archivist, who nominated the Curator yesterday: The Archivist dies, the Curator is poisoned until dusk.

    Demon

  24. Syphon

    Each night*, choose a player: If good, they die. Otherwise, you die and they become an evil Syphon. [+0 or 1 Player is evil]


    “Our blood.”

    Examples

    • The Syphon chooses a good player, the good player dies.
    • The Syphon chooses an evil player, the Syphon dies and the target becomes a Syphon.

    Demon

  25. Cultist

    Each night*, Cultists wake together to choose a player: They die. If you are nominated by a good player but not executed, a living evil player might become a Cultist.


    “They join us.”

    Examples

    • The Cultist is nominated by a good player, but the town reconsiders and does not execute. A living evil player becomes a Cultist.
    • The Cultist is nominated by a minion and it is played off as a joke and does not execute. No one becomes a Cultist.

    Demon

  26. Balance

    If there are 2 or more extra evils and only evil players vote, the vote fails.


    Fabled

  27. Night Order

    First Night

    Munchkin
    Shifter
    Mendaci
    Voice
    Forecaster
    Lookout
    Guardian
    Cartographer
    Psychologist
    Archivist
    Chatter-tooth

    Other Nights

    Mendaci
    Darkhold
    Munchkin
    Bandit
    Reaper
    Onryo
    Syphon
    Cultist
    Task Master
    Psychologist
    Cartographer
    Archivist
    Curator
    Chatter-tooth
  28. this almanac generated using Bloodstar Clocktica