1. -WIP-

    A Blood on the clocktower Script ocurring in Springfield.

    Clocktower of Horror




  2. 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 :)

  3. Willie McDougal

    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.


    “"Ooh, Willie likes that!"”

    Willie challenges a player for a deadly fight that can go wrong.

    How to Run

    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

  4. Clancy Wiggum

    Each night*, choose a player different from the past two nights. They don't wake tonight.


    “"Someone call 911!"”

    Clancy Wiggum prevents player from waking up at night. Most of them Evil players... we hope...

    Examples

    Yesterday Wiggum choose David and today Wiggum choose Anna. Tomorrow Wiggum won't be able to choose either David or Anna.

    How to Run

    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

  5. Kent Brockman

    Every night, you learn two things that happened tonight. One of them is fake.


    “"Newsflash; I'm not speaking to you!"”

    Kent Brockman learns powerful News about whats happening from dawn till dusk

    Examples

    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"

    How to Run

    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

  6. Crazy Cat Lady

    Every night you learn how many of your neighbour are Evil. [+0 +1 +2 Crazy Cat Lady, 1 of the extras is drunk]


    “Ta-ta, dearie! Until we meet again!”

    Crazy Cat Lady learns powerful info about its neighbours... but some may be fake...

    How to Run

    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

  7. Jonathan Frink

    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]


    “"Oooh yes! I-I'm a geek."”

    Frink has the power of granting superpowers. You just don't know which.

    Examples

    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.

    How to Run

    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

  8. Apu Nahasapeemapetilon

    The first time a Demon kills you. You live and gain a not-in-play Townsfolk ability.


    “"Thank you, come again."”

    Apu serves as Demon trap, coming back stronger.

    Examples

    Tonight a Demon choose to kill Apu. Apu learnt that he now has Disco Stu's ability. Tomorrow, no deaths are announced.

    How to Run

    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

  9. Seymour Skinner

    You start knowing a Townsfolk and a Minion among 4 players.


    “"I'm writing all your names on the detention list in my mind."”

    Skinner starts knowing info that we believe will be useful in the late game.

    How to Run

    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

  10. Barney Gumble

    Your closest Townsfolk neighbours are sober, healthy and can't be percieved as Evil.


    “"I'm finally a winner! *Burp*"”

    Barney makes his closest neighbours powerful. Better to keep him safe.

    Examples

    Moe tried to poison Anna which is seated next to Barney. Anna is sober and healthy.

    How to Run

    If a living or dead Barney Townsfolk had to be poisoned or drunk, they don't.

    Townsfolk

  11. Dr. Nick Riviera

    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.


    “"Let's pull the plug on this thing!"”

    Dr. Nick Riviera has a great potential and a powerful ability when choices are made wisely. Wrong decisions can cause weaknesses on your team.

    Examples

    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.

    How to Run

    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

  12. Timothy Lovejoy

    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.


    “"I'll see you in hell... from heaven..."”

    Lovejoy focuses on hunting down Evil players but someone has to be sacrificed.

    How to Run

    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

  13. Jeff Albertson

    Every day, if you publicly guess which players are demons and which minions your alignment wins.


    “"The worst. Script. Ever."”

    Comic Book Guy offers an alternative win condition, because he already knew

    How to Run

    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

  14. Disco Stu

    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 dances the Boogie Woo. Yeah!”

    Disco Stu ensures townsfolk sustain as he learns info.

    Townsfolk

  15. Troy Mcclure

    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.


    “"Hi, I'm Troy McClure. You may remember me from Blood on the Clocktower unofficial scripts."”

    Troy McClure fights for his alignment in it's own way.

    90% of the "good things happening" are Troy McClure resurrection

    Townsfolk

  16. Santa's Little Helper

    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.


    “... (dogs don't talk)”

    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

  17. Ned Flanders

    Once per game you learn every character of players you nominated. You can't become any alignment other than Good.


    “"Howdily-doodily-there!"”

    Ned Flanders is, and always will be good.

    How to Run

    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

  18. Bart Simpson

    The first time you die, you register as dead but you live.


    “'Cowabunga!'”

    Bart lives twice, becuase a lot of people wants him dead.

    How to Run

    The first time Bart dies, set a NO ABILITY token next to Bart.

    Townsfolk

  19. Number 1

    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.


    “"Do you really want all these idiots to get in?"”

    The Number 1 gets players into a secret cult.

    How to Run

    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

  20. Hans Moleman

    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.


    “"I was saying “boo-urns”."”

    Hans Moleman induces to chaos. No one is safe, not even Hans Moleman.

    Outsider

  21. Nelson Muntz

    If you are mad about being an outsider something bad may happen.


    “"Ha-ha!"”

    Outsider

  22. Captain McCallister

    You start knowing a player and their character. If you or they die executed, all Townsfolks are drunk until dusk.


    “ARR!”

    Outsider

  23. Itchy & Scratchy

    You think you are a Townsfolk but you are not. You can be percieved as Evil, even dead.


    “Prone to extreme violence from flash photography. Whatever that is.”

    Outsider

  24. Waylon Smithers

    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.


    “"Yes, Mr."”

    Smithers gathers info for its evil team.

    Minion

  25. Kang

    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.


    “"We come in peace, for all you know."”

    Kang is just misinformation.

    Minion

  26. Fat Tony

    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]


    “"Where is the money? When are you going to get the money? Why aren't you getting the money now? And so on."”

    Minion

  27. Frank Grimes

    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.


    “"It doesn't matter because I'm Homer Simpson!"”

    Frank Grimes secondary ability still works if he is dead after publicly choosing someone.

    Minion

  28. Krusty the Clown

    If a Townsfolk nominates you, they inmediately become Itchy & Scratchy


    “"Hey! Hey!"”

    .

    Minion

  29. Devil Flanders

    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]


    “Wanna do a diddly-deal with the Devil?”

    Devil Flanders gathers it's own team, until he doesn't.

    Devil Flanders is not aware when his abliity has stopped working

    Demon

  30. Moe Szyslak

    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.


    “"We all have our little secrets."”

    Demon

  31. Chester Turley

    Every night* choose a player, dies. The first time a minion dies you may choose an additional player.


    “"An eye for Snake"”

    Demon

  32. Montgomery Burns

    Players know you are in play. At the end of 4th day, Evil win. [+1 Smithers] [+1 Power Plans]


    “"Excellent."”

    Demon

  33. Robert Terwilliger

    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 ]


    “"I finally found a real purpose in this game and that purpose is to KILL BART SIMPSON!!!"”

    Demon

  34. Power Plans

    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.


    “"Nucular, it's pronounced nucular"”

    No one is aware when core melts.

    Fabled

  35. Evil Purpose

    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

  36. Stonecutter Lodge

    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.


    “"Man, it's so nice being in a secret cult. "”

    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

  37. The Yes Guy

    Players must say "Yeeees" instead of raising their hand to register a vote.


    “"Yeeees"”

    Traveller

  38. Cletus

    No one knows your alignment, not even you. Every day you may privately ask if a player is your same alignment.


    “"Stranger, you're a-trespassin' on my dirt farm."”

    Traveller

  39. Bumblebee Man

    Each day, publicly choose a living player. If most living players agree, something good may happen to them.


    “"¡Ay, ay, ay!" ”

    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

  40. Judge Roy Snyder

    Once per game choose to change one game rule, if Storyteller agrees.


    “All objections to playing this game denied!”

    Traveller

  41. Duffman

    Each night* if you were, during the day, mad about being Duffman, you learn 2 statements. You choose which turns real.


    “"Oh, yeah! Wish granted! DUFFMAN!"”

    Traveller

  42. Night Order

    First Night

    Power Plans
    Disco Stu
    Frank Grimes
    Moe Szyslak
    Montgomery Burns
    Kang
    Waylon Smithers
    Crazy Cat Lady
    Seymour Skinner
    Timothy Lovejoy
    Santa's Little Helper
    Kent Brockman

    Other Nights

    Power Plans
    Clancy Wiggum
    Disco Stu
    Frank Grimes
    Montgomery Burns
    Devil Flanders
    Moe Szyslak
    Chester Turley
    Robert Terwilliger
    Fat Tony
    Waylon Smithers
    Kang
    Willie McDougal
    Dr. Nick Riviera
    Number 1
    Stonecutter Lodge
    Santa's Little Helper
    Timothy Lovejoy
    Crazy Cat Lady
    Jonathan Frink
    Duffman
    Kent Brockman
  43. this almanac generated using Bloodstar Clocktica