Blood on the Clocktower

Extension Cord

Written by Viva La Sam

* - Not the first night


Townsfolk
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You start knowing that 1 of 2 players is a particular Minion.
. . . .
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 how many players' abilities worked abnormally (since dawn) due to another character's ability.
. . .
Each night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
. . .
Each night*, you learn how many dead players are evil.
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Each night*, choose a player (not yourself): they are safe from the Demon tonight.
. . . .
Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+ the Damsel]
. . .
Once per game, during the day, privately ask the Storyteller any yes/no question
. . . .
Once per game, during the day, visit the Storyteller for some advice to help your team win.
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You are safe from the Demon.
. . . .
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 you die at night, you are woken to choose a player: you learn their character.

Outsiders
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You might register as evil & as a Minion or Demon, even if dead.
. . .
If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
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If you are "mad" about being an Outsider, you might be executed.
. . . .
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
. . . .
1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.

Minions
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Each night, choose a player: they are poisoned tonight and tomorrow day.
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Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
. . . .
You think you are a good character but you are not. The Demon knows who you are. [You neighbor the Demon]
. . . .
If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.
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If there are 5 or more players alive & the Demon dies, you become the Demon (Travellers don't count.)

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

Fabled
Sentinel - There might be 1 extra or 1 fewer Outsider in play.
Djinn - Use the Djinn's special rule. All players know what it is.

Jinxes
Mathematician - Marionette : The Mathematician might learn if the Marionette's ability yielded false info or failed to work properly.
Spy - Damsel : If the Spy is (or has been) in play, the Damsel is poisoned.
Marionette - Huntsman : If the Marionette thinks that they are the Huntsman, the Damsel was added during setup.