Blood on the Clocktower

Hostage Situation

Written by Bees

* - Not the first night


Townsfolk
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.
Each night, you learn how many of your 2 alive neighbors are evil.
Each night, learn which player the Storyteller believes you should talk to most.
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
Each night*, choose a player & guess their character: if you guess wrong, you die.
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
You do not know what you ability is. Each day, privately guess what it is: you learn how accurate you are.
Minions & Demons do not know each other. If you die, they learn who each other are that night.

Outsiders
When you die, the Storyteller gains a Minion ability.
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
If you are "mad" about being an Outsider, you might be executed.

Minions
Each night, choose a player: they are poisoned tonight and tomorrow day.
Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
One good player knows who you are. They are "mad" that you are good and that they are not Captive, or their team loses at dusk, even if the Captor is dead.

Demons
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.

Fabled
Bootlegger - This script has homebrew characters or rules.
Djinn - Use the Djinn's special rule. All players know what it is.

Jinxes
Captor - Klutz : A Klutz cannot be chosen as the Captive