#blood on the clock tower
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phosphoresccent · 5 months ago
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you ever draw something that will only make sense in 2 weeks for almost everyone else? - totally unrelated, have an Imp!Magistrex honestly concerning Xephos
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joehills · 2 years ago
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youtube
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thechampagnesocialist · 1 year 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 · 11 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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mcyt-daily-drabbles · 2 years 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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jinglr · 2 years ago
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Crappy drawing I made for a friend, based on her BOTC oc
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sometimeskaiju · 2 years 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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phosphoresccent · 6 months 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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katkat030 · 6 months 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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eldraftsman · 7 months ago
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Clock-Tober Day 4: Ghost Día 4: Fantasma
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thechanglingchronicles · 2 years 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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xi-off · 1 year ago
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the port you've all been waiting for…
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experience the thrill of getting crushed to death by your cousins armored corpse in stereoscopic 3d!
now with 4 alternate outfits:
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(special thanks to @daily-dose-of-dopamine)
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scrambledlikeeggs · 2 years ago
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okay so I always wanted to see xisuma in mcc, just for the funnies and the dynamic that would come out of it and after seeing that blood of the clock tower game It is no longer a want but a *need*
Cub, Ren and false the whole twitch rivals crew participated at some point, etho, jevin pearl gem and grian have played (also after watching twitch rivals vods plus hearing Ren describe them in the video make me nostalgic (?) for more)
He was so clearly out of his depth in a social deduction game it was iconic, now tone that down a bit because i think that level of anxiousness to watch live and for a 2 1/2 to 3 hour period would make anyone feel sick and i think it would be a new but interesting experience especially if teamed with some other hermits and someone like illumina or fruit
(i also need Joe hills in mcc as the wider mcyt community needs to know the Joe hills difference)
Honestly I've been wanting this for a while just more hermits in general plus others honorable mentions that don't get their own ramble include: docm77 and woolfie
even if it was a one time thing, even if the event itself wasn't the best as long as the creators had fun I'd take it as a win!
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irondefendersart · 1 year ago
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First TD art and absolutely not my last, he's soo fun to draw!
Inspired by his Clock Tower 1 live stream. He is scissor man.
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lolrentz · 1 year ago
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c'mon alyssa
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phosphoresccent · 6 months ago
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Marionette aftermath - BOTC aftermath fic
Xephos couldn’t help his quiet, wheezing laughter. Oh gods his friends were hilarious. This game was perfect - honest to goodness. A tear beaded up in his eyes, setting off another, stronger round of giggles. That leaping possession gubbins had been a great addition to the story, he needed to write that plot-point down in case he wanted a repeat. The soft pad of leather shoes on cobblestones drew him out of his giggle fit but couldn’t wipe the grin from his face. 
“Magistrex! Friend - how was the game?” Magistrex let out a huff if laughter, shaking off the lingering aesthetics of his false death, like time rewound. It was a little bit upsetting that he was too powerful to full immerse into the game, but it was nice not to have to revive him each time. 
“Messy, Xephos, in a very fun way! I think you might have hit gold with the Fang gu idea - I’ve never seen more hysteria - and, well - you know me and my games.” The other man’s image shivered a bit, taking on that inhuman touch he tended to hide. Xephos hadn’t bothered in who knows how long - a little twist here and there stopped anyone from noticing anyway. It was nice to breathe - he didn’t know how Magistrex dealt with it. He sent Xephos a bit of an odd sideways look before pulling this silk handerchief from his pocket. 
“Friend?” The cool silk square was pushed into his hands. 
“You’re still crying, Xephos.”
He jolted, feeling his face flush. “Goodness, how embarrassing. I apologise for the display.” Magistrex just waved him off, looking out to the guillotine and the sobbing dead surrounding it. Xephos hadn’t yet reset the playing field, too enraptured by the success of his story. He dabbled the tears from his eyes, but they just kept welling up. How peculiar.
“Ah, it's like that a bit at the start. Nothing to worry about, you’ll be right.” clapping once, before turning again to Xephos. He opened his mouth but seemed to think better of it, shaking his head with a smile. “Too early to ask about that, I feel.” Xephos didn’t know what he was talking about. It prickled a bit, the same way as his tears, as the bodies on the ground, as the moment when his friends remembered their prior lives but before he wiped their memory of the game. The same way it did when he started to wonder just when he’d been able to do all of this without his lab. 
“Another round, friend?”
“Ah yeah, I could go another. Don’t make me a bloody outsider this time, I’m sick of dying on night two because I’m too suspicious.”
“A minion then?” 
“Ah shite, fine. I’ll make it work.”
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