Blood on the Clocktower

Fall of Rome

Written by Alex S.

* - Not the first night


Townsfolk
You start knowing a player. Each night*, you learn the alignment of their most recent nomination.
You start knowing 1 good & 1 evil character, 1 of which is in-play. When they die, that night you learn 1 good & 1 evil character, 1 of which is in-play.
Each night, choose two players (not yourself): they are sober, healthy & get true info tonight. The 1st time the Demon kills one, you learn the Demon type.
Each night, you learn how many living evil players are sat clockwise between yourself and a living Legionary. [+0 to +2 Legionary]
Each night*, you learn how many evil players publicly claimed to be Spartacus today.
Each night*, if a player died by execution today you learn if either of their living neighbours are evil.
When you are nominated, you may make a unique public statement about the nominator (not yourself). Tonight, you learn if the statement was true.
If you nominate & execute a living player, their team loses. You are safe from the Demon. If you publicly claimed to be Spartacus today, you are drunk until dawn.
Once per game, at night, choose to learn the characters of players that have nominated you.
Once per game, during the day, publicly choose a living player. Tonight, you and they wake & silently play roshambo: whoever loses dies (someone must lose).
Once per game, during the day, publicly guess 3 players' character types (not yourself, 1 guess per type). That night, you learn how many you got correct.
The 1st time the Demon kills you, you live & gain a not-in-play Townsfolk ability.
The 1st time you nominate a living Outsider, they immediately become a not-in-play Townsfolk. [+1 Outsider]

Outsiders
You start knowing a player: if either of you are executed, all Townsfolk are drunk until dusk tomorrow.
Your Townsfolk neighbours are drunk, but every other night, you are drunk until dusk, even if you are dead.
If an evil player guesses you (once), your team loses. You might register as a Townsfolk; each day, if you did not publicly claim to be Spartacus, you don't.
You do not know you are a Bad Omen. You think you are a Townsfolk, but you receive false information. You might register as evil, even if dead.

Minions
On your 1st night choose two players: they learn that they were chosen. The 1st time one of them dies by execution, the other becomes evil that night.
Each night, choose a player: you learn their character. The 1st player you choose twice in this way, dies. [+ Spartacus]
You might register as good. Until dawn, players you nominate register as the opposing alignment & if a Townsfolk, are also poisoned.
If a Townsfolk nominates you, they immediately become a Bad Omen.

Demons
Each night, choose two players: if they nominate tomorrow, they die that night. Each day, if a good player (Travellers don't count) does not nominate, evil wins.
Each night*, choose a player: they die. If the 1st Crassus publicly claims to be Spartacus & dies with 5 or more players alive, an evil player becomes Crassus.
You think you are a good character, but you are not. Minions learn 3 bluffs. Each night*, a player might die. The 1st Hannibal to die, becomes good. [+1 Hannibal]
Each night*, choose a player: they die. The 1st time an evil player dies by execution, that night, choose an additional player: they die.

Fabled
"I Am Spartacus!" - Each day, up to half the living players (rounded up & Travellers don’t count) may publicly claim to be Spartacus.
Bootlegger - This script has homebrew characters or rules.