#blood on the clock tower
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phosphorescentspaceman · 12 days ago
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" - And I'm the Storyteller."
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blood on the clock tower my absolute beloved, storyteller xeph is a fun new different kind of ominous. that sort of lazy, jocular type that doesn't really read as scary until you consider xeph's normal constant state of snippy anxiety.
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joehills · 1 year ago
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youtube
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thechampagnesocialist · 8 months ago
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a myriad of screenshot from the new kickstarter botc (spoiler free) that Im obsessed with
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natjennie · 6 months ago
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why on earth does tom know about archive of our own... tom im so sorry...
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subbyp · 16 days ago
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Blood on the Clock Tower role ideas:
DEMON: THE RED DEATH
Every night, choose one other player to Infect. They become The Red Death. You then die.
If the Red Death is a possible role in the game, the players can nominate to Quarantine a character rather than Execute them. If they Quarantine The Red Death, good wins. Quarantined players cannot be Infected.
If The Red Death is Executed, the player who nominated them is Infected. If The Red Death is killed by another player, the player who killed them is Infected.
-1 Minion. The Red Death should be used in sets with other possible demons.
MINION: THE REVELER
Once per game, at night, you may choose to render any Quarantine formed the next day ineffective.
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mcyt-daily-drabbles · 1 year ago
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Drabble 3 - Underneath the Clock Tower
“Keralis, you… you’re…”
He remembers the blood. The scream. The taste.
He didn’t mean to. Something… something changed. He couldn’t wipe the shocked look off his face after that night.
“No… Cleo, please. Cleo, no!”
He can feel Ren’s eyes burning through his back. This terrible ache in his temples. The red under his fingernails.
He doesn’t want this. And yet, he hungers for it. The thrill. The death. The unrest among fellow townsfolk.
Keralis sneaks out at night, following his nose. He returns, sated, one more life lost.
Ren gives him a thumbs up when he thinks nobody looks.
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eddieintheocean · 2 years ago
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guys im playing a social deduction game and i died but i requested a marine biology death and i got turned into a whale fall :)
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amnesiannigans · 2 years ago
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No matter how many times you do it, gossiping when there's no gossip on script is the funniest thing ever
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roviniko · 2 years ago
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well the nrb fans boardgame night idea seemed to be popular. i bit the bullet and actually sat down to work on the discord server (with help from the lovely @/caramalized-orions), so we can work on making it happen
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detectivenyx · 1 year ago
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mez-turned plague doctor on their way to try and get executed
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sometimeskaiju · 1 year ago
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Some thoughts I had while a friend and I were brainstorming Amnesiac abilities for use on a specific script (I won't name which script because the game we are prepping hasn't happened)
We ended up discussing what made abilities suitable for a script, and eventually just started tossing out Amne abilities and eventually I made this whole screed.
Amnesiac Ability
general Amnesiac Ability design guidelines
 • Amensiac is a townsfolk so their abilities should be beneficial for the good team, and if they cause death, drunkenness, or other harmful effects, they should be "confirmation" abilities similar to Virgin or Sailor.
 • Abilities should be proportionally difficult to guess with their potential impact - low impact abilities should be easier to guess than higher impact abilities.
 • Passive abilities one may not control should be a little more obvious than active abilities, and thus more guessable. Passive abilities might be considered less fun my many players, so a little added power helps there, too. Knowing, eventually, that you're a key role and your ability is impactful is fun.
 • Once per Game abilities should be powerful, as with the Slayer, as guessability will be difficult.
Abilities that end the game, as with Slayer, should be used with caution or be harder to guess, but aren't necessarily bad abilities. The risk of them "going off" and ending the game before the riddle of the ability is solved is high, however, and that is less fun, so be careful when using these.
 • Not every Amne ability idea is suitable for every game and I understand this. These are ideas that i think might work on appropriate scripts, not a list to just roll a d20 and pick at random. A ST should know which abilities complement the script they are running and mesh well. an Amnesiac who interacts with madness where no other madness exists not only confirms pretty quickly but is super guessable, but if lots if players are claiming madness, it is slightly harder to be guess and doesn't confirm the Amnesiac player as quickly. Further, Some abilities are fine in many games, but just shouldn't be chosen in some Grimoires (example: there's one below that kills the Amnesiac's neighbor when the Amne would die. Its not a good idea to give that ability to an Amne that neighbors the demon, but fine in most other cases, with Townsfolk, minion, or outsider neighbors. It might even be ok in a Lleech game, or Zombuul. The point is, think about the impact of the ability on your specific Grim before settling on an ability)
 • Where a ST has a choice, like choosing a word or choosing which player dies, etc. I assume any ST comfortable using an Amnesiac is clever enough to choose interesting words (such as "toothbrush", "dolphin", or "inferno" and not "of", "claimed", or "nominate") or that they are experienced enough to make fun and sensible decisions (not letting the Amne kill the demon because they chose the demon in the "choose two players, one of them dies" on night one, for example)
 • Note also that an Amne ability "works" even if they don't know what that ability is, they just may not understand what they did. Once Per Game abilities should be considered carefully for the group and script before being chosen.
all of that said, these are abilities I have seen used, or read online, or brainstormed with friends. These are presented with the idea that they might inspire your ideas, or give you an idea if you are stumped. Some sound a little like variants on Travelers, or riffs on a different role, and they might be. Even in a game of Oops All Amnesiacs you probably shouldn't just use this list for everyone.
Information Gathering
These are abilities potentially suitable for scripts where drunkenness and poisoning are common or information is otherwise rare or unreliable. These abilities are slightly stronger than most information townsfolk, because guessing the ability is crucial to understanding what you learned.
 •  You start knowing a word. Once per game at night, You learn the alignment of the first player other than you to say it in town square.
 • On the first night, a player is made your Target. Each night choose a player. If you chose your target, you learn their role.
 • On the first night, a player is made your Target. Each night choose a player. If you chose your target, they learn your role.
 •  Each night choose a player. you learn how many of their neighbours are good.
 • Each night choose a player. you learn a role that they are not.
 •  Each night choose a character, you learn whether that character is in play.
Protection
These are abilities potentially suitable for scripts where there are many sources of death or poisoning/drunkenness. These abilities are powerful by their nature, and the passive ones are even better. These might be tricky to guess, as a balance. They still function, though, even if the Amne doesnt know what they do, so be careful when you're using one of these. if the script doesnt offer much protection, these would confirm the Amnesiac (although hard confirmation isn't always bad, it does need to be considered whether you want that potential)
 •  If there are 5 or more players alive and you would die, you don't.
 • Each night, choose a player. If the evil team chooses that player at night for any reason, the evil player(s) becomes drunk until dusk. You learn that the player was targeted.
 • Good players only die when executed if you voted for the execution. Good players not killed this way die when you die.
 • Each Night Choose a player, any effect that targets that player or their role targets you instead. (note this doesn't impact information abilities, as those are not effects. a Dreamer doesn't learn you if they atrgeted your choice, but a poisoner poisons you instead)
 • On the first night, choose a player. The first time they would die, you die instead.
 • Your neighbors cannot be drunk or poisoned by any means and they learn true information. (recluse, spy does not misregister etc.)
 • Each night choose a player different from the last night. A minion, if chosen, does not wake to use their ability.
 • Each night* choose two players, one of whom might die. If one of them died, the demon doesn't kill tonight unless they chose you.
vote/nomination and death manipulation
These are abilities potentially suitable for games with fearmongers, witches, viziers, or even goblins, boomdandies, virgins, or any other vote-nomination interaction already. Spicy abilities, use carefully.
 • Each night choose a player. Until dusk, if they are good their vote counts as two. If they are evil, their vote does not count.
 • Good players only die when executed if you voted for the execution. Good players not killed this way die when you die.(probably don't use this if there's an undertaker or cannibal)
 •  Good players only die when executed if you voted for the execution. Good players not killed this way die the following night, regardless of whether there were other executions.
 • Once per game, at night* ,choose a dead player. They resurrect immediately and may use a not in play townsfolk ability, but are executed and die at dusk.
 • If you would be executed, you survive and an alive neighbor is executed instead.(yes if the demon is the only alive neighbor, this ends the game. pretty powerful and could be hard to guess if the other neighbor was unable to be used as "evidence". Don't choose this ability if the demon is the Amne neighbor, it might be unsatisfying for both teams)
 • Each night choose a player, one of their neighbors may die tonight. If they do, they are the only player that can die tonight.
Madness
These are abilities most likely suitable for games where madness is an important mechanic
 • A minion is mad that they are a minion.
 •  On the first night, choose a character. Each Night, the first player to target you with an ability becomes mad that they are that character
 • Each night, chose a player. If they are good, they are mad that they are good. If they are evil they are mad that they are evil.
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jinglr · 2 years ago
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Crappy drawing I made for a friend, based on her BOTC oc
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thechampagnesocialist · 2 years ago
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Dy-coded
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katkat030 · 9 days ago
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Obsessed with Impulse’s complete change in tone and demeanour in that one bit of Pearl’s episode. It’s so clear he was barely holding back on not only murdering the first non-ally to come into his sight, but actually seeking Ren out for revenge.
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thechanglingchronicles · 1 year ago
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Let skizz on hermitcraft to play blood on a clock tower
Let tubbo, aimsey, ranboo, and jojo on hermitcraft to tour scarland
Let the empire’s members back on to play decked out
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eldraftsman · 1 month ago
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Clock-Tober Day 4: Ghost Día 4: Fantasma
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