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A Tor-Id Affair 1.3

v1.3.0

by TobertCustomDifficulty:

4
Tor
Bootlegger
Djinn

Bootlegger rules

  • Players are not informed of character or alignment changes or the nature of any Plague Doctor abilities they may gain. If the Snake Charmer chooses a dead player, the ability fails. The Mathematician does not learn if the Drunk's ability yielded false info or failed to work properly.

"Open Script Tool" pre-loads this script's characters directly on script.bloodontheclocktower.com, the same way it works from other script libraries.

Characters

Townsfolk

  • Steward

    You start knowing 1 good player.

  • Chef

    You start knowing how many pairs of evil players there are.

  • Clockmaker

    You start knowing how many steps from the Demon to its nearest Minion.

  • Bounty Hunter

    You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]

  • Empath

    Each night, you learn how many of your 2 alive neighbours are evil.

  • High Priestess

    Each night, learn which player the Storyteller believes you should talk to most.

  • Sailor

    Each night, choose an alive player: either you or they are drunk until dusk. You can't die.

  • Balloonist

    Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]

  • Village Idiot

    Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]

  • Snake Charmer

    Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.

  • Mathematician
    Jinxed with Drunk

    Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.

  • Monk

    Each night*, choose a player (not yourself): they are safe from the Demon tonight.

  • Lycanthrope

    Each night*, choose a living player: if good, they die, but they are the only player that can die tonight.

Outsider

  • Hermit

    You have all Outsider abilities. [-0 or -1 Outsider]

  • Drunk

    You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.

  • Recluse

    You might register as evil & as a Minion or Demon, even if dead.

  • Plague Doctor
    Jinxed with Scarlet Woman
    Jinxed with Fearmonger

    When you die, the Storyteller gains a Minion ability.

Minion

  • Poisoner

    Each night, choose a player: they are poisoned tonight and tomorrow day.

  • Devil's Advocate

    Each night, choose a living player (different to last night): if executed tomorrow, they don't die.

  • Witch

    Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.

  • Fearmonger

    Each night, choose a player. If you nominate & execute them, their team loses. All players know if you choose a new player.

  • Scarlet Woman

    If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count)

Demon

  • Pukka

    Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.

  • Vigormortis

    Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]

  • Lord of Typhon

    Each night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]

Traveller

  • Bureaucrat

    Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.

  • Barista

    Each night, until dusk, 1) a player becomes sober, healthy and gets true info, or 2) their ability works twice. They learn which.

  • Judge

    Once per game, if another player nominated, you may choose to force the current execution to pass or fail.

  • Apprentice

    On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).

  • Scapegoat

    If a player of your alignment is executed, you might be executed instead.

Fabled & Loric

  • Tor

    Players don't know their character or alignment. They learn them when they die.

  • Bootlegger

    This script has homebrew characters or rules.

  • Djinn

    Use the Djinn's special rule. All players know what it is.

Night order

First night

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    M
    Minion Info

    If there are 7 or more players, wake all Minions: Show the THIS IS THE DEMON token. Point to the Demon. Show THESE ARE YOUR MINIONS token. Point to the other Minions.

  3. 3
    D
    Demon Info

    If there are 7 or more players, wake the Demon. Show the Demon token. Show all Minions. Show the THESE CHARACTERS ARE NOT IN PLAY token. Show 3 not-in-play good character tokens.

  4. 4
    Sailor

    The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.

  5. 5
    Poisoner

    The Poisoner points to a player. That player is poisoned.

  6. 6
    Snake Charmer

    The Snake Charmer points to a player. If that player is the Demon: swap the Demon and Snake Charmer character and alignments. Wake each player to inform them of their new role and alignment. The new Snake Charmer is poisoned.

  7. 7
    Devil's Advocate

    The Devil’s Advocate points to a living player. That player survives execution tomorrow.

  8. 8
    Witch

    The Witch points to a player. If that player nominates tomorrow they die immediately.

  9. 9
    Fearmonger

    The Fearmonger points to a player. Place the Fear token next to that player and announce that a new player has been selected with the Fearmonger ability.

  10. 10
    Pukka

    The Pukka points to a player. That player is poisoned.

  11. 11
    Chef

    Show the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.

  12. 12
    Empath

    Show the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.

  13. 13
    Clockmaker

    Show the hand signal for the number (1, 2, 3, etc.) of places from Demon to closest Minion.

  14. 14
    Balloonist

    Choose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.

  15. 15
    Bounty Hunter

    Point to 1 evil player. Wake the townsfolk who is evil and show them the 'You are' card and the thumbs down evil sign.

  16. 16
    Mathematician

    Show the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.

  17. 17
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Sailor

    The previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.

  3. 3
    Poisoner

    The previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.

  4. 4
    Snake Charmer

    The Snake Charmer points to a player. If that player is the Demon: swap the Demon and Snake Charmer character and alignments. Wake each player to inform them of their new role and alignment. The new Snake Charmer is poisoned.

  5. 5
    Monk

    The previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.

  6. 6
    Devil's Advocate

    The Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.

  7. 7
    Witch

    If there are 4 or more players alive: The Witch points to a player. If that player nominates tomorrow they die immediately.

  8. 8
    Fearmonger

    The Fearmonger points to a player. If different from the previous night, place the Fear token next to that player and announce that a new player has been selected with the Fearmonger ability.

  9. 9
    Scarlet Woman

    If the Scarlet Woman became the Demon today: Show the 'You are' card, then the demon token.

  10. 10
    Lycanthrope

    The Lycanthrope points to a living player: if good, they die and no one else can die tonight.

  11. 11
    Pukka

    The Pukka points to a player. That player is poisoned. The previously poisoned player dies.

  12. 12
    Vigormortis

    The Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.

  13. 13
    Empath

    Show the finger signal (0, 1, 2) for the number of evil neighbours.

  14. 14
    Balloonist

    Choose a character type that does not yet have a Seen reminder next to a character of that type. Point to a player whose character is of that type, if there are any. Place the Balloonist's Seen reminder next to that character.

  15. 15
    Bounty Hunter

    If the known evil player has died, point to another evil player.

  16. 16
    Mathematician

    Show the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.

  17. 17
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Steward, High Priestess, Village Idiot, Hermit, Plague Doctor, Lord of Typhon, Tor, Bootlegger, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Mathematician
    Jinxed with Drunk
    Mathematician & Drunk

    The Mathematician learns if the Drunk's ability yielded false info or failed to work properly.

  • Jinxed with Plague Doctor
    Jinxed with Scarlet Woman
    Plague Doctor & Scarlet Woman

    If the Storyteller would gain the Scarlet Woman ability, a Minion gains it, and learns this.

  • Jinxed with Plague Doctor
    Jinxed with Fearmonger
    Plague Doctor & Fearmonger

    If the Storyteller would gain the Fearmonger ability, a Minion gains it, and learns this.