Blood on the Clocktower

Race to the Bottom

Written by Evin

* - Not the first night


Townsfolk
Clockmaker
You start knowing how many steps from the Demon to its nearest Minion.
Courtier
Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Slayer
Once per game, during the day, publicly choose a player: if they are the Demon, they die.
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
Mayor
If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.

Outsiders
Klutz
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Lunatic
You think you are a demon, but you are not. The Demon knows who you are & who you choose at night.

Minions
Spy
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Scarlet Woman
If there are 5 or more players alive & the Demon dies, you become the Demon (Travellers don't count.)

Demons
Vortox
Each night*, choose a player: they die: Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.

Fabled
Doomsayer - If 4 or more players live, each living player may publicly choose (once per game) that a player of their own alignment dies.
Sentinel - There might be 1 extra or 1 fewer Outsider in play.