-WIP-
A Blood on the clocktower Script ocurring in Springfield.

-WIP-
A Blood on the clocktower Script ocurring in Springfield.
This script focuses on creating unique games with characters that most times will write its own story, such as Number 1, Kent Brockman, Dr. Nick Riviera or Krusty the Clown.
As a Storyteller, cheer your players to be open-minded about the possibilities and do not mention Stonecutt...E##@!! argg... ()$&!=!@.... hel....][{@€@....p
Please find me on Discord (337633829097308172) so we can share thoughts or any feedback :)
Once per game, during the day, publicly choose a living player. Tonight, you and they wake & silently play roshambo: whoever loses dies. If you tie 5 times, both die.
Willie challenges a player for a deadly fight that can go wrong.
During the day, if Willie publicly claims to be Willie and chooses a player, place the FIGHT token next to that player.
Each night, if a player has the FIGHT token, wake both and play roshambo until someone wins or they tie 5 times. Place a DEAD token next to anyone that died this way and NO ABILITY next to Willie.
A drunk or poisoned Willie that challenges during the day and is sober at night will wake during the night to fight.
Warn everyone that a Willie fight will take place that night. Either if its true or a bluff.
In person, make a silient finger countdown and tell your players that you want them to revel on 0.
Townsfolk
Each night*, choose a player different from the past two nights. They don't wake tonight.
Clancy Wiggum prevents player from waking up at night. Most of them Evil players... we hope...
Yesterday Wiggum choose David and today Wiggum choose Anna. Tomorrow Wiggum won't be able to choose either David or Anna.
Wake Wiggum every night*, chooses a player. Set the reminder CHOOSEN and don't wake that player tonight.
At dawn, replace reminder CHOOSEN with CHOOSEN 1 and CHOOSEN 1 with CHOOSEN 2.
Clancy Wiggum is a powerful character so be sure who you claim your true identity.
Clancy Wiggum and choose himself.
Townsfolk
Every night, you learn two things that happened tonight. One of them is fake.
Kent Brockman learns powerful News about whats happening from dawn till dusk
Tonight Wiggum prevented Lovejoy from waking up and the Demon killed Barney.
Kent Brockman learns that "Willie lost a fight" and "Lovejoy ability didn't work tonight"
Each night, tell Kent Brockman two brief sentences about what could have happened tonight.
If Kent Brockman is drunk or poisoned he can learn 0, 1 or 2 fake statements.
It's the StoryTeller duty to balance the info that Kent is recieving every night. Try to give powerful but creative info.
Townsfolk
Every night you learn how many of your neighbour are Evil. [+0 +1 +2 Crazy Cat Lady, 1 of the extras is drunk]
Crazy Cat Lady learns powerful info about its neighbours... but some may be fake...
During setup, decide how many Crazy Cat Ladies will be, replace any townsfolk with Crazy Cat Lady. Set a IS DRUNK reminder to any of the extra Crazy Cat Lady.
Yes, it's an Empathic-Village-Idiot
Townsfolk
Once per game, during the night* choose a player. You and they gain a not-in-play Townsfolk ability. If an Evil is choosen, they gain a Minion ability. [+1 Outsider]
Frink has the power of granting superpowers. You just don't know which.
Frink choose Anna (Townsfolk) and both gained Kent Brockman ability. Tonight you wake them and tell them 2 sentences.
Frink choose Paul (Demon). Frink gained Barney ability and Paul gained Smithers ability.
Every night wake Frink. They either point to a player or refuse to do it. If they point to a player, they gain a not-in-play character ability.
Someone granted with an ability due Frink don't lose they previous ability.
Storyteller doesn't explicitly say that someone gained an ability this way, or which ability. But it functions normally.
Townsfolk
The first time a Demon kills you. You live and gain a not-in-play Townsfolk ability.
Apu serves as Demon trap, coming back stronger.
Tonight a Demon choose to kill Apu. Apu learnt that he now has Disco Stu's ability. Tomorrow, no deaths are announced.
If a Demon tries to kill Apu for the first time. Wake Apu inmediately and tell him his need ability. Ironically set a NO ABILITY token next to Apu.
Apu learns which ability he has been granted with.
Townsfolk
You start knowing a Townsfolk and a Minion among 4 players.
Skinner starts knowing info that we believe will be useful in the late game.
At Setup place the MINION token next to a Minion, a TOWNSFOLK token next to a townsfolk and two WRONG tokens next two 2 players. Wake Skinner and give him this info.
Townsfolk
Your closest Townsfolk neighbours are sober, healthy and can't be percieved as Evil.
Barney makes his closest neighbours powerful. Better to keep him safe.
Moe tried to poison Anna which is seated next to Barney. Anna is sober and healthy.
If a living or dead Barney Townsfolk had to be poisoned or drunk, they don't.
Townsfolk
Every night* you may choose a dead and an alive player (not yourself). If both townsfolks, both lose its ability and the first may live.
Dr. Nick Riviera has a great potential and a powerful ability when choices are made wisely. Wrong decisions can cause weaknesses on your team.
Dr. Nick Riviera chooses a Virgin and an Empath, the Virgin revives and the Empath loses its ability. Dr. Nick Riviera chooses a Recluse and a Monk, the Monk loses its ability. Dr. Nick Riviera chooses a Gambler and a Poisoner, the gambler revives and the poisoner loses its ability. Dr. Nick Riviera chooses a Scarlet woman and a chef, scarlet woman revives and the chef loses its ability.
Every Night ask Dr. Nick riviera if he wants to use its ability. If two townfolks are chosen, please a NO ABILITY token next to them. Place a RESSURECTED token next to the dead townsfolk and announce its ressurection when you decide.
Players choosen from Dr. Nick doesn't know they lost their ability.
Resurrection is not instantly. It's Storyteller duty being aware of people bluffing as Bart, Apu or Troy Mcclure.
Townsfolk
Every night*, you learn the shortest distance to an Evil player from the last executed player. Your start knowing that 1 of 2 minions are in play.
Lovejoy focuses on hunting down Evil players but someone has to be sacrificed.
Every day, after executions, place a CLOSEST EVIL reminder next to the closest evil player to the player executed.
Lovejoy learns how many "gaps" there are between executee and Evil. So lowest distance is "1"
Townsfolk
Every day, if you publicly guess which players are demons and which minions your alignment wins.
Comic Book Guy offers an alternative win condition, because he already knew
Every day if Jeff tried to publicly guess , set a GUESSED TODAY reminder next to him.
Jeff doesn't need to guess characters just types. (Minions, Demons)
Townsfolk
Every night, choose 2 players, they are safe from minions. If you choose a minion, you learn which and you are drunk until dawn.
Disco Stu ensures townsfolk sustain as he learns info.
Townsfolk
When you learn that you died you may say: "Hi, I'm Troy McClure. You may remember me from..." If its fun, something good may happen.
Troy McClure fights for his alignment in it's own way.
90% of the "good things happening" are Troy McClure resurrection
Townsfolk
Every night choose a player, it's your owner. You learn how many Evil players are between your Owner and you, through longest distance. If a Demon is choosen, you are drunk until dawn. If your owner dies, you die.
Santa's Little Helper chooses an Owner and blindly loves them. Once per day.
If equidistant distance info may be arbitrary.
Santa's Little Helper still percieve Evil dead players.
Townsfolk
Once per game you learn every character of players you nominated. You can't become any alignment other than Good.
Ned Flanders is, and always will be good.
When Ned Flanders nominate someone place a NOMINATED token next to they. Once per game, during the day, they may visit you and ask to learn all the characters of players they nominated.
Townsfolk
The first time you die, you register as dead but you live.
Bart lives twice, becuase a lot of people wants him dead.
The first time Bart dies, set a NO ABILITY token next to Bart.
Townsfolk
You are a Stonecutter. If there are 4 or more alive players, every night, choose a player (not yourself), you change characters and you are drunk until dusk. If a Demon is chosen, you are drunk.
The Number 1 gets players into a secret cult.
Every night Number 1 point to a player, they swap chracters and alignments set a STONECUTTER reminder next to that player.
Stonecutters win either with Stonecutter win condition or its ORIGINAL alingment. E.g. Mike is a Minion who becomes a Stonecutter and then becomes Kent Brockman, if Good wins, Mike lose.
Outsider
Evil players doesn't know each other. Alignment perception is arbitrary. You and your neighbours can die at any time. When you die, your neighbours are drunk until dusk. If you die, you have 2 votes for the rest of the game.
Hans Moleman induces to chaos. No one is safe, not even Hans Moleman.
Outsider
If you are mad about being an outsider something bad may happen.
Outsider
You start knowing a player and their character. If you or they die executed, all Townsfolks are drunk until dusk.
Outsider
You think you are a Townsfolk but you are not. You can be percieved as Evil, even dead.
Outsider
Every night, choose a player, you learn its character.Once per game you can kill a player learnt this way. You may be percieved as Good, even dead.
Smithers gathers info for its evil team.
Minion
Every night choose two players. The first is mad about the second being good. For the rest of the game, if the first is mad about Kang, they may die.
Kang is just misinformation.
Minion
Once per game, at night* you may choose a player. They choose to die today or tomorrow. If they choose tomorrow, you keep your ability. [-1 +0 +1 Outsiders]
Minion
Every night choose clock or anti-clockwise, the first alive townsfolk in that direction is poisoned until dusk. Once per game, during day you can publicly choose a player. You and they die tonight.
Frank Grimes secondary ability still works if he is dead after publicly choosing someone.
Minion
If a Townsfolk nominates you, they inmediately become Itchy & Scratchy
.
Minion
Every night* choose a player, turns evil and knows you. During the day you may turn an evil player into any minion, if you do, you don't wake that night. Once per game, you lose your ability. [0 Minions] [+0 +1 Ned Flanders]
Devil Flanders gathers it's own team, until he doesn't.
Devil Flanders is not aware when his abliity has stopped working
Demon
Every night choose two players. If they nominate, tomorrow you may choose to kill or poison them but you can't kill both. If no one nominates, Evil win.
Demon
Every night* choose a player, dies. The first time a minion dies you may choose an additional player.
Demon
Players know you are in play. At the end of 4th day, Evil win. [+1 Smithers] [+1 Power Plans]
Demon
You can't die. Every night* choose a player, dies. Choose clock or anticlockwise. The first Good player in that direction keeps "Purpose". [ +0 - +1 Bart Simpson / +1 Evil Purpose ]
Demon
Townsfolks abilities do not work. EXTORTION: Every night, every townsfolk secretly decide if he want their ability to work until dusk, if [half alive townsfolks -1 (min. 1) decide it: Core Melts. CORE MELTDOWN: If a townsfolk accepts to be extorted, he is poisoned until dusk and can die at any time.
No one is aware when core melts.
Fabled
Every Townsfolk learn Bart Simpson. If Bart Simpson dies, Evil wins. If 2 players are left, Good wins. If Purpose dies, Good wins.
If Bart Simpson Holding purpose is executed. Purpose dont die since Bart dont die due to its ability.
Fabled
If two players are alive and one of them is or has been Stonnecutter, all Stonecutters win. If a player is mad about being a Stonecutter, about someone being a Stonecutter or about Stonecutters, something bad may happen. Stonnecuters doesn't wake the first night.
Stonecutters are treated as a third alingment and may win its own game.
Encourage players to just don't talk about the Stonecutters. Make it seem like Stonecutters doesn't exist. Answer questions in private.
Stonecutters wins over other alignment win conditions.
Fabled
Players must say "Yeeees" instead of raising their hand to register a vote.
Traveller
No one knows your alignment, not even you. Every day you may privately ask if a player is your same alignment.
Traveller
Each day, publicly choose a living player. If most living players agree, something good may happen to them.
Each day, if duffman publicly chooses a player, run a vote. If most living players raise their hand the Storyteller may do something good for that players alignment.
Traveller
Once per game choose to change one game rule, if Storyteller agrees.
Traveller
Each night* if you were, during the day, mad about being Duffman, you learn 2 statements. You choose which turns real.
Traveller