A court of Owls
v3.0.0by DJCustomDifficulty:
"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
ShugenjaYou start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
PixieYou start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
GeneralEach night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Cult LeaderEach night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.
GossipEach day, you may make a public statement. Tonight, if it was true, a player dies.
SavantEach day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
FishermanOnce per game, during the day, visit the Storyteller for some advice to help you win.
SlayerOnce per game, during the day, publicly choose a player: if they are the Demon, they die.
HuntsmanOnce per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
Magician
The Demon thinks you are a Minion. Minions think you are a Demon.
CannibalYou have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Outsider
Puzzlemaster1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
TinkerYou might die at any time.
DamselAll Minions know you are in play. If a Minion publicly guesses you (once), your team loses.
PoliticianIf you were the player most responsible for your team losing, you change alignment & win, even if dead.
Minion
Widow
On your 1st night, look at the Grimoire and choose a player: they are poisoned. 1 good player knows a Widow is in play.
CerenovusEach night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
Pit-Hag


Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.
AssassinOnce per game, at night*, choose a player: they die, even if for some reason they could not.
BoomdandyIf you are executed, all but 3 players die. 1 minute later, the player with the most players pointing at them dies.
Demon
No DashiiEach night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.
OjoEach night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Leviathan
If more than 1 good player is executed, you win. All players know you are in play. After day 5, evil wins.
Fabled & Loric
Spirit of IvoryThere can't be more than 1 extra evil player.
SentinelThere might be 1 extra or 1 fewer Outsider in play.
DjinnUse the Djinn's special rule. All players know what it is.
Night order
First night
- 1DDusk
Start the Night Phase.
- 2MMinion 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.
- 3DDemon 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
Magician - 5
WidowShow the Grimoire to the Widow for as long as they need. The Widow points to a player. That player is poisoned. Wake a good player. Show the 'These characters are in play' card, then the Widow character token.
- 6
Snake CharmerThe 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
CerenovusThe 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.
- 8
PixieShow the Pixie 1 in-play Townsfolk character token.
- 9
HuntsmanThe Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.
- 10
DamselWake all the Minions, show them the 'This character selected you' card and the Damsel token.
- 11
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 12
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 13
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 14
LeviathanPlace the Leviathan 'Day 1' marker. Announce 'The Leviathan is in play; this is Day 1.'
- 15DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
Snake CharmerThe 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.
- 3
CerenovusThe 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.
- 4
Pit-HagThe Pit-Hag points to a player and a character on the sheet. If this character is not in play, wake that player and show them the 'You are' card and the relevant character token. If the character is in play, nothing happens.
- 5
No DashiiThe No Dashii points to a player. That player dies.
- 6
AssassinIf the Assassin has not yet used their ability: The Assassin either shows the 'no' head signal, or points to a player. That player dies.
- 7
GossipIf the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.
- 8
HuntsmanThe Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.
- 9
DamselIf selected by the Huntsman, wake the Damsel, show 'You are' card and a not-in-play Townsfolk token.
- 10
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 11
TinkerThe Tinker might die.
- 12
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 13
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 14
LeviathanChange the Leviathan Day reminder for the next day.
- 15DDawn
Wait for a few seconds. End the Night Phase.
Shugenja, Ojo, Spirit of Ivory, Sentinel, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Leviathan & Pit-HagThe Leviathan cannot enter play after day 5.

Pit-Hag & Cult LeaderIf the Pit-Hag turns an evil player into the Cult Leader, they can't turn good due to their own ability.

Widow & DamselIf the Widow is (or has been) in play, the Damsel is poisoned.

Pit-Hag & DamselIf a Pit-Hag creates a Damsel, the Storyteller chooses which player it is.

Pit-Hag & PoliticianIf the Pit-Hag turns an evil player into the Politician, they can't turn good due to their own ability.

Magician & WidowWhen the Widow sees the Grimoire, the Demon and Magician's character tokens are removed.