Come one, come all! The grim, gnarly, and amazing show put on by your favorite director of mayhem has begun it’s wicked and wild performance! A gruesome serenade filled with chaos, the likes of which humanity has never seen prior! If you are a fan of flipping Blood on the Clocktower on it’s head, then you have come to the right place for some of the most spectacular, mind boggling, and weird homebrew you’ve ever faced! Credit to the A Pint of Clocktower Discord Server for all their help in controlling and stoking my chaos!
Note: Please refrain from using character icons which appear in this character collection for your own creations. When using characters from the Circus Music Collection, it is best to indicate which characters are from this collection using a star (★), especially in projects using multiple character collections. Circus Music is a Homebrew Character Collection by BakedIce (she/her) for the game Blood on the Clocktower by the Pandemonium Institute. (Everything of the Circus Music Title Image was made by Luis S, of HBL, with the exception of the stars and their outlines.)
Church_of_thunder! (v.1.3).json
Featured characters:
Church Of Thunder is a script which focuses on varying the amount of evil players in play and alive. The evil team will constantly be sling-shotting from having almost no presence, to a dominating one. Confirmation is easy to come across, but with the ever shifting evil team, no statement will be permanent. This script is of intermediate difficulty, and designed for those who want an engaging and social focused experience, whilst still leaving a satisfying amount of puzzle solving to be done.
Featured Characters:
Dinner & A Show is a script dedicated to the art of performance! Good players are encouraged to pretend to be evil ones, while the group conversation is at the most public they've ever been. The Good team has nothing to hide from the evil team, aside from their alignment! Many characters on this script present players who wish to look evil a variety of ways to confuse what's occurring and spinning the narrative, whilst simultaneously attempting to determine what is real and what is just for show. This is an advanced script, for players who want fun, chaotic games, that will be remembered dearly.
Each night, learn an evil player or Outsider. If a neighbor is evil, you get false info.
"Yes, if everyone were telling the truth, I am wrong. All the evidence provided by our alleged peers points to the opposite of my conclusions...however-”
The Conspiracist knows who's in cahoots, but little about who they work for.
On the 1st night, the Conspiracist learns the Shade. On the 2nd, they learn the Shankaar. On the 3rd, they learn the Leviathan.
On the 1st night, the Conspiracist learns the Shugenja. This is because the Conspiracist neighbors the Goblin.
On the 1st night, the Conspiracist learns the Xaan. On the 3rd night, the Conspiracist is poisoned by the Xaan, and so may now get false info, or true info, as the Storyteller pleases.
While preparing the first night, check if either neighbor of the Conspiracist is evil. If one or both neighbors are evil, the Conspiracist will learn false info — mark the Conspiracist with the "false info" reminder token.
Each night, wake the conspiracist. Point to an evil player or an Outsider. Recall that if they have the "false info" reminder token, that you must show them a player which is neither (most of the time, this is a Townsfolk). Put the Conspiracist to sleep.
Each night*, learn an alive good player who’s mad that you're evil.
“Hahaha! You should've seen the look on your face! I totally got you with that one about the Demon eating my face! I got you so good!”
The Trickster messes with their allies to know them better.
Micheal, the Trickster, claims to be the Gentleman and begins ordering people not to vote on certain nominations. This convinces Steven that Micheal is evil, and Steven nominates Micheal. That night, Micheal learns that Steven was mad he was evil.
Philip is the Trickster, who shares the good players he’s learned so far. Victoria says that she thinks one of these players is evil, and that Philip is just trying to protect his Demon. She convinces the town to execute a player Philip learned. That night, Philip learns Victoria.
On the 3rd day, Joseph, the Trickster, tells everyone that he is the Showman. The alive Baron and the dead Showman both claim that he’s simply an evil player, who’s trying to confuse the town. Despite their best efforts, Joseph lives, since no one else is mad that Joseph is evil. That night, Joseph does not wake.
Each day, pay attention to who is mad that the player who is the Trickster is evil. Choose 1 alive good player that is doing this, and mark them with the “Mad” reminder token.
Each night, after the first, see if a player has the “Mad” reminder token. If so, wake the Trickster and point to that player. Put the Trickster to sleep.
Don’t accept madness which has been orchestrated beforehand, unless you feel confident that the player is deviating from the plan. If players are likely to know that the Trickster is the Trickster, madness against them should usually include some refutation of this detail.
Once per game (even if dead), publicly choose a player: chosen Minions, while alive, win if (& only if) you do.
“The light forward isn’t always clear, but I will make sure it is there.”
The Candlemaker can guide a Minion to the good team.
The Candlemaker chooses the Ariel. The Ariel can only win with the good team while they live, so they tell the group who their Demon is.
The Candlemaker chooses the Gentleman. The Demon kills the Gentleman, returning the Gentleman's win conditions to normal.
The Candlemaker chooses the Conspiracist. The Conspiracist confirms to the group that they are not a Minion. The Candlemaker gives the Conspiracist a high five, to celebrate their comradery.
Once per game, the Candlemaker will publicly choose a player. Mark the Candlemaker with the "No ability" reminder. Mark the chosen player with the "Blessed" reminder token. If the Candlemaker's team wins, and the chosen player is an alive Minion, declare that they've won as well. If the Candlemaker's team loses, and the chosen player is an alive Minion, declare that they've lost as well.