Blood on the Clocktower

Revenge of the Martian Vampires

Written by ropeperson

* - Not the first night


Townsfolk
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You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
. . . .
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
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Each night, you learn how many of your 2 alive neighbors are evil.
. . . .
Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
. . . .
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
. . .
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
. .
Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
. .
Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
. . .
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
. .
Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.
. . . .
Once per game, during the day, visit the Storyteller for some advice to help your team win.
. . . .
You have the ability of the most recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
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If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.

Outsiders
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You do not know that you are the Drunk. You think you are a Townsfolk character, but you are not.
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If you die by execution, your team loses.
. . .
If you are "mad" about being an Outsider, you might be executed.
. . . .
If you were the player most responsible for your team losing, you change alignment & win, even if dead.
. . . .
Whoever wins, loses & whoever loses, wins, even if you are dead.

Minions
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Each night, choose a player: they are poisoned tonight and tomorrow day.
. . .
You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.
. .
If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.
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If there are 5 or more players alive & the Demon dies, you become the Demon (Travellers don't count.)

Demons
. .
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
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Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
. . .
Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]

Fabled
Djinn - Use the Djinn's special rule. All players know what it is.

Jinxes
Scarlet Woman - Fang Gu : If there would be two Demons, one of which was the Scarlet Woman, the Scarlet Woman remains the Scarlet Woman.