#Clocktober 2025 - Public Discussion Thread
1238 messages · Page 2 of 2 (latest)
yeah but that’s why you have the choice to just choose a player instead
does make me wonder what missing would do when choosing something like lleech host
yeah that’s a jinx lol
“The Lleech must choose a player or an in-play character to be the host”
so they're reprompted until they guess an in play one?
yeah that’s what I’m thinking
can i hear an example of inspector
“They registered as evil”
-# why the recluse didn’t turn evil after saying the mez word
But what if it was perma poison? But then we'd need to balance it with some kind of downside, so let's have a good player learn the characters they choose
is this a reference to something
oh that’s kinda cool actually
Day 21 - Demon with its own escape plan:
Day 21
Demon
Each night*, choose 2 players: they swap characters & one or both dies.
has a nomination rushing problem on final 3 if a minion lives, evil rush noms the minion, then if they dont get enough votes the demon jumps, otherwise they dont. on some player counts like 7, the only way to counter this is to rush and nominate the demon first (or kill the minion earlier)
Day 21:
Propagand (Demon) - Each night*, choose a player: they might die. Players that you're mad are the Demon might become a Propagand.
- Each night, except for the first, all Propagands choose a player. Chosen players might die -- The Storyteller's choice who does.
- If the Propagand is mad that a player is the Demon, that player might become the Propagand at some point. This player does not change alignment, and knows their new character.
- The Propagand doesn't need to be mad that a player is the Propagand to cause them to change character.
Don’t the good ones just kill themselves
*try to
Wait is Shaman a deathmod? So cool
Yes, Demon killing Shaman is separate from Demon's ability.
Yeah, they would try
Day 21:
X - Demon
Each night*, choose a player, they die. If you die before the final day, publicly choose a living player: they become an X.
Day 22:
Townsfolk
If an evil player dies by execution where a vote token was spent, good wins.
Day 22 for anyone who needs it:
Townsfolk that interacts with dead players.
Was it not uncensored on the public version?
(It was uncensored on my end - hopefully I've fixed it...)
They are visible now
Next time, I might just use one of those online "advent calendar" systems, it'd make things easier...
Could easily have been me
Day 22
Townsfolk
Each night*, choose a player (not yourself): they can't die tonight. You may choose an extra player for each vote token used.
any outsider that's "if you die by execution" will be a weaker saint just on principle
this is also a weaker plague doctor because its controlled by a good player & is known to not be in play
so should I put that they also change alignment?
Not neccecarily
Lower stakes means it's easier to get executed
fixed
that seems antithetical to the point of day 23 being "Outsider that players want to keep alive"
those are just my general thoughts, i have some other things to do
Yee, I wasn't thinking of clocktober
I still think it follows the prompt since it doesn't do anything up untill its execution
Day 22:
Council (Townsfolk) - During the day, dead players may agree on a player: something good happens to them.
how many times can this acitivate? Each Day? OPG? Is it like Scarecrow where it rotates if they agree on a new player?
Each day
kinda seems a bit weaker than something like UT, but i guess it depends on what st gives
Yeah, it's definitely weaker than Undertaker. When testing, I would want to see if the Night 2/3 information was interesting.
I think it has potential, but I could easily see it needing to be significantly tweaked or scrapped.
Day 23:
Prophet (Outsider) -- Each day, you must publicly choose a player: if you die, they are drunk.
Day 24:
Piercer (Traveller) -- Once per game, you may describe a fusion of 2 abilities. If both are in play, their abilities might fuse.
Day 23
Outsider
If you or 2 Townsfolk are executed an alive player becomes the Drunk.
Day 24
Traveller
All players think you are another Traveller & the Storyteller has this ability instead. Once per game, choose a traveller to become.
Day 23: Outsider you want to keep alive & Day 24: Traveler with the icon that looks like a Mushroom
I’m falling behind again but it’s exam season so that’s my excuse
I’ll lock in and catch up soon
Day 23:
Outsider
When players learn that you died, other living good player may offer to die instead. If none do, your team loses.
Note: If multiple good players offer, all die.
Day 24:
Designer - Traveller
You and the Storyteller create your ability, everyone learns it.
Day 25:
Ensemble (Townsfolk) - You die at night* if, & only if, 2 Minions are alive neighbors. [There are 10 or more players]
- If 2 Minions are each other's alive neighbors, then the Ensemble will die.
- If there aren't 2 Minions who are each other's alive neighbor, then the Ensemble can't die that night.
- The Ensemble cannot be in play unless there are 10 or more players. This doesn't include Travellers.
What on earth
This is an interesting setup text.
This reminded me that I should catch up there.
Done up to 25th.
(not sure if wording works in way I think it does)
Good news is that I can move back to do these daily.
Hmm. Today's one I really want to do justice, but it's certainly difficult.
I very much like Gravedigger.
Day 25 - Townsfolk that loses its ability below a certain number. (Okay, I changed this a bit, but it's the same idea.)
that’s pretty interesting if not a bit strong
also evil characters tend to poison but it’s no big deal
Yeah, but I thought since the character doesn't directly poison them it should be drunk instead
Day 26
Day 26
Gladiatrix (Minion) -- Each night*, if you were the most "mad" about being evil today, choose a player: they die.
Doesn’t this confirm players as not the Demon
And also like
No teammates to target in 1 Minion
True
I think making it silent might help with screwing non-waking stuff. (the idea is that revived player isn't publically announced in any way since they die back before day starts)
This could just be burnt or too script depending.
Infinite Bone Collector with alive reg
The 1st time you die at night & wasn't nominated today, you don't & learn this.
Your ability is lost is implied by the 1st time
this is just a weaker fool, right?
Day 25:
Townsfolk
You are evil & register as a Minion. When the dead equal or outnumber the living, lose your ability & become good.
Day 26:
Minion
All players know you are in play. The good player most responsible for good losing becomes evil & wins, even if you are dead.
Day 27:
Townsfolk
If the Demon dies at night, they swap characters & alignments with you.
the 1st one is surely an outsider? how does it benefit town
you know the demon and will become good unless they kill you
which might require killing all minions just to be sure
oh i totally forgot registering as a minion means seeing the demon
looks cool then, although i’m worried the TF might just out to the demon and ask to be killed in the night/get themselves executed
hmm yeah since other minions wouldnt have a reason to lie about that, still requires spending a kill but thats not much for an extra evil, even if dead. Could maybe be that another minion also becomes good when it triggers, that would give other minions a reason to cover for it, but maybe overtuning it
I only did 21, 24 and 28
Couldn’t figure out the in-betweens
22, 23, 25, 26, 27
Will post the almanacs when I’m done with 28’s
21, 24, 28
Day 27:
Shadow (Townsfolk) - You think you're a different good character while you live. On the final night, learn the Demon.
(Inspired by an unreleased Townsfolk by Pinstripe)
Days 27 and 28
Oh I have some kb almanac version of some of the earlier ones now!
(Just the Travs; Bloodstar sucks with them)
alright I gotta lock in and get caught up again
Day 22 (TF that interacts with dead players):
Medium (Townsfolk): Once per game, at night*, you may choose to learn which dead players are evil.
“The spirits speak to me. They tell you to never trust an Oracle.”
Day 23 (Outsider that players want to keep alive):
Miser (Outsider): When you die, 1 good player learns who you are: they are “mad” you are evil, or they might be executed.
Day 24 (Traveller with that icon):
Agaric (Traveller): Each night, choose a player (not yourself): they must choose you with their ability tonight, if possible.
Day 25 (TF that loses its ability below a certain number):
Weatherman (Townsfolk): Each night, choose any players: you learn how many are evil. If all are good, you are drunk.
Day 26 (Minion that benefits from being “loud”):
Tenna (Minion): Executed players only die if they lose roshambo.
Day 27 (TF that wants to remain hidden):
Invalid (Townsfolk): Each night*, the Demon chooses a player: they become an Invalid.
Day 28 (Demon with an unconventional kill mechanic):
Anubis (Demon): Each night*, you may choose a player (not yourself): they choose 2 other players, then you choose if they live or die.
Phobos 1 (Official character with a single major tweak):
Theorist (Townsfolk): Each night, choose a player & guess their character: when you die, you learn how many times you guessed right.
Phobos 2 (works as an outsider and a Minion):
Nox (Outsider/Minion): Townsfolk get reversed info.
Phobos 3 (Port a mechanic from another game into botc):
Blind Hunter (Minion): You start knowing an in-play Townsfolk. If the Demon dies by execution (ending the game) & you publicly guess who they are, your team wins.
Phobos 4 (TF or Demon that transforms once a certain requirement is reached):
Jekyll (Townsfolk): You start knowing a player: when they die, you become a Demon.
-# not crazy about this one
one down 6 to go
ah nvm i forgot about the phobos prompts too
so I actually need to make 11 characters
I can make 8 in an hour let’s go
pretty sure this can just pick at night or you run into an event horizon
Yeah
(I'm assuming "event horizon" is consult policy, is it?)
Actually, I think this also can just force all executions on their choices.
(choose a player -> nominate them -> they're immediately exed -> repeat)
yeah, town should just execute anyone who wants to talk to the ST
oh yeah this is actually an even bigger problem lol
More broadly, event horizons are scenarios where public actions become increasingly policed and scarce to erase an advantage, even when the net benefit is negative
Each night, choose a player: tomorrow, if they are nominated, they might die. If not, they die next night.
This feels quite weak
Outs which demon is in play and has no real upside over a generic demon
I have a vote Yagga :CatSparkle:
I might call you out a little
What are the upsides to this over a demon that reads simply “Each night*, choose a player: they die”?
Naimad (Demon) -- Each night*, choose a player: they become a Traveller. Once per game, they might also turn evil.
You should say “You keep your ability if you chose yourself”
Or smth
Cos the Demon can be found?
They can’t turn themselves
Without losing the ability
Oh as like a change I thought you were saying that was a thing I misworded
But uhh I think it's fine without that?
You already know that players who die at night aren't the alive Demon
Each night*, choose a player: they become a Traveller & might (once) become evil. You keep this ability if you chose yourself.
Would be interesting
It's never good to choose yourself
On final day all travellers would jsut be exiled
So that doesn't add much to the game
hopefully this fits the prompt
This prompt is interesting
Day 29
Not sure if I got balance right (like could choosing 1 be better and not too powerful), but looks decent.
idk what that is so it's now an olympian trophy lmao
Didn’t think that through mb
Day 29:
Sculptor (Townsfolk) - If a Townsfolk neighbor of your nominee would die at night, they might die instead.
- basically the only reason it wouldn't activate is to spare the Demon, or sometimes a Minion. On Trouble Brewing you should basically always activate Sculptor if you can.
Who’s the they? Your nominee?
Yeah
I presume Mayor?
What?
Which does this replace on TB
Feels like Mayor but could be Monk haha
shit I have 3 more to do now too
I’m back up to 11 behind
it’s fine
I can cook up a ||fabled|| for tomorrow super fast
Welp Welp
Day 29 (TF that could exist on any official BOTC script):
Perfumer (Townsfolk): 1 Minion registers as an Outsider.
Day 30 (Traveller with that icon):
Diplomat (Traveller): Each night, choose a player (not Travellers): If they are executed tomorrow, 1 of their enemies is executed too.
Day 31 (Fabled that fixes script issue):
Bartender (Fabled): Once per game, a good player is drunk for 1 night & 1 day. Once per game, an evil player is drunk for 1 night & 1 day.
Phobos #5 (A character that removes an official character from setup):
Believer (Townsfolk): When you die, you become the Heretic. [-the Heretic]
my god
I’m behind on 23, 25, 27, 29, & 30
I need to catch up before the end of the month.
Day 28:
Demon
Each night*, choose a character type: a player of it dies. Minions & Demons do not know each other. (+1 Minion)
Day 29:
Townsfolk
Each night*, learn a character the Demon killed tonight.
Day 30:
Radiologist - Traveller
You know a living opposing character. If you publicly guess who it is, they die, but if wrong, you die.
Day 30:
Constellation (Traveller) -- Each night choose 2 players: the 1st learns the 2nd. If you're good & choose an evil player, you're drunk tonight.
learns character or just the name? i assume the latter
The latter
i see
I have so much respect for the way Evil Twin was written, but it has done unspeakable damage to the Homebrew community
No idea how to word this correctly, but here's my idea for Day 31.
This was a really fun challenge
“Once per game” abilities might malfunction if used again, even if regained or gained by another player.
I’m caught up! (Except for the Phobos characters)
Oh btw I did make a Fabled for the last day
Reveler (Fabled): If there is only 1 Minion in play, the Storyteller might falsely announce Minion ablities during the 1st night & day.
Aw that’s such a good idea
Basically just annoucing Fearmonger or Widow pings or Twins of Harpy madness so the world isn6t reveealed immediatly
🥳
It has come to my attention that my medium character is exactly the same as bakedice’s medium character
Whoops
You cooked baked nice one
Thx!
Gave +1 Thanks to @clear garden (current: #509 - 103)
Day 31:
Survivor (Fabled) -- 1 player may visit you to choose 1 character: it won't enter play this game.
- Use the Survivor to run a script that players might have an issue with.
Exclusionary
Hmm
Not many characters introduce another character though
Survivor (Fabled) -- 1 player may visit you to choose 1 character: they won't enter play, & the Demon learns it.
To clarify, this would usually be ran before tokens pass
But yeah, if you want to run a Damsel script but Joe isn't comfortable with Damsel, but doesn't wanna bring the vibe down, he can remove Damsel from the script
Day 25 - Townsfolk that loses its ability below a certain number.
You start by choosing a number: on that night learn that many in-play characters.
Day 26 - Minion that benefits from being “loud”.
Each night, choose how many players can be executed today. If the Demon is executed, a Minion becomes the Demon.
Day 27 - Townsfolk that wants to remain hidden.
When alive evil outnumber good, all players learn this. If the Demon kills you, you swap characters with an opposing player.
Day 28 - Demon with an unconventional kill mechanic.
Each night, choose 3 Townsfolk: they might die. You learn who & which character did not die this way.
Day 29 - Townsfolk that could exist on any official BOTC script.
Demons wake arbitrarily.
Day 30 - Traveller with radar dish icon
Each night, a player does not wake. You learn which alignment.
Day 31 - Fabled that can fix a script-building issue.
Each night*, evil players may choose to resurrect. A good player might learn if this happens.
Caught up :)
Big thanks to @alpine tendon for making.
Gave +1 Thanks to @alpine tendon (current: #1999 - 4)
Goodbye October
Rectifying my day 1 for incorrect character type:
Townsfolk.
You start knowing a bluff. Demons get 4 bluffs.
I had a rough end of the month, but I'm all caught up now. Here are the remainder of my characters.
Ravenswood Day 26 - Minion that benefits from being “loud”.
Ravenswood Day 27 - Townsfolk that wants to remain hidden.
Ravenswood Day 28 - Demon with an unconventional kill mechanic.
Ravenswood Day 29 - Townsfolk that could exist on any official BOTC script.
Ravenswood Day 30 - Traveller that uses this icon.
Ravenswood Day 31 - Fabled that can fix a script-building issue.
Phobos Prompt #5 - Design a character that removes an existing BOTC character from setup.
Here's my compiled stuff
https://klutzbanana.com/scripts/d5ciyngir4/Clocktober by Proxi
None because they are all good :real:
I like around half of mine.