Blood on the Clocktower

Punchy

Written by Zefs

* - Not the first night


Townsfolk
You start knowing 2 players that are not the Demon.
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 a player of a different character type than last night. [+0 or +1 Outsider]
Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Each night*, choose a player (not yourself): they are safe from the Demon 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 good character: gain that ability. If this character is in play, they are drunk.
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, publicly choose a player: if they are the Demon, they die.
On your 1st day, if you nominated & executed a player, the Demon doesn't kill tonight.
You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
You have the ability of the most recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
You do not know what you ability is. Each day, privately guess what it is: you learn how accurate you are.

Outsiders
On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) evin if drunk or poisoned.
You do not know that you are the Drunk. You think you are a Townsfolk character, but you are not.
When you die, the Storyteller gains a Minion ability.
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.

Minions
Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.
Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.
All players know you are the Vizier. You cannot die during the day. If good voted, you may choose to execute immediately.

Demons
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]

Fabled
Spirit of Ivory - There can't be more than 1 extra evil player.
Djinn - Use the Djinn's special rule. All players know what it is.

Jinxes
Pit-Hag - Ogre : If the Pit-Hag turns an evil player into the Ogre, they can't turn good due to their own ability.
Pit-Hag - Damsel : If a Pit-Hag creates a Damsel, the Storyteller chooses which player it is.
Kazali - Huntsman : If the Kazali chooses the Damsel to become a Minion, and a Huntsman is in play, a good player becomes the Damsel.