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Bred in the Bone

v1.0.0

by PiersonCustomDifficulty:

1

"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

  • Noble

    You start knowing 3 players, 1 and only 1 of which is evil.

  • Pixie

    You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.

  • Empath

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

  • Sailor

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

  • Dreamer

    Each night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.

  • Oracle

    Each night*, you learn how many dead players are evil.

  • Acrobat

    Each night*, if either good living neighbour is drunk or poisoned, you die.

  • Lycanthrope

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

  • Philosopher

    Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.

  • Slayer

    Once per game, during the day, publicly choose a player: if they are the Demon, they die.

  • Cannibal

    You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.

  • Banshee

    If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.

  • Tea Lady

    If both your alive neighbours are good, they can't die.

Outsider

  • Tinker

    You might die at any time.

  • Recluse

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

  • Saint

    If you die by execution, your team loses.

  • Barber

    If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.

Minion

  • 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.

  • Cerenovus

    Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.

  • Psychopath

    Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.

Demon

  • Yaggababble

    You start knowing a secret phrase. For each time you said it publicly today, a player might die.

  • Ojo

    Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.

  • Kazali

    Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]

  • Vigormortis

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

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
    Philosopher

    The Philosopher either shows a 'no' head signal, or points to a good character on their sheet. If they chose a character: Swap the out-of-play character token with the Philosopher token and add the 'Is the Philosopher' reminder. If the character is in play, place the drunk marker by that player.

  5. 5
    Sailor

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

  6. 6
    Devil's Advocate

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

  7. 7
    Witch

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

  8. 8
    Cerenovus

    The Cerenovus points to a player, then to a character on their sheet. Wake that player. Show the 'This character selected you' card, then the Cerenovus token. Show the selected character token. If the player is not mad about being that character tomorrow, they can be executed.

  9. 9
    Pixie

    Show the Pixie 1 in-play Townsfolk character token.

  10. 10
    Empath

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

  11. 11
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  12. 12
    Noble

    Point to 3 players including one evil player, in no particular order.

  13. 13
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Philosopher

    If the Philosopher has not used their ability: the Philosopher either shows a 'no' head signal, or points to a good character on their sheet. If they chose a character: Swap the out-of-play character token with the Philosopher token and add the 'Is the Philosopher' reminder. If the character is in play, place the drunk marker by that player.

  3. 3
    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.

  4. 4
    Devil's Advocate

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

  5. 5
    Witch

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

  6. 6
    Cerenovus

    The Cerenovus points to a player, then to a character on their sheet. Wake that player. Show the 'This character selected you' card, then the Cerenovus token. Show the selected character token. If the player is not mad about being that character tomorrow, they can be executed.

  7. 7
    Lycanthrope

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

  8. 8
    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.

  9. 9
    Acrobat

    If a good living neighbour is drunk or poisoned, the Acrobat player dies.

  10. 10
    Barber

    If the Barber died today: Wake the Demon. Show the 'This character selected you' card, then Barber token. The Demon either shows a 'no' head signal, or points to 2 players. If they chose players: Swap the character tokens. Wake each player. Show 'You are', then their new character token.

  11. 11
    Tinker

    The Tinker might die.

  12. 12
    Empath

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

  13. 13
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  14. 14
    Oracle

    Show the hand signal for the number (0, 1, 2, etc.) of dead evil players.

  15. 15
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Banshee, Yaggababble, Ojo, Kazali don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.