Heresy Hearsay
v2.0.0by Jared PurfieldCustomDifficulty:
"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
ChefYou start knowing how many pairs of evil players there are.
StewardYou start knowing 1 good player.
SavantEach day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
BalloonistEach night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
Village IdiotEach night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
GamblerEach night*, choose a player & guess their character: if you guess wrong, you die.
SlayerOnce per game, during the day, publicly choose a player: if they are the Demon, they die.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Poppy GrowerMinions & Demons do not know each other. If you die, they learn who each other are that night.
AlchemistYou have a not-in-play Minion ability.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Outsider
HereticWhoever wins, loses & whoever loses, wins, even if you are dead.
MutantIf you are "mad" about being an Outsider, you might be executed.
RecluseYou might register as evil & as a Minion or Demon, even if dead.
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
XaanOn night X, all Townsfolk are poisoned until dusk. [X Outsiders]
Evil TwinYou & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.
GoblinIf you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
BoomdandyIf you are executed, all but 3 players die. 1 minute later, the player with the most players pointing at them dies.
Demon
PukkaEach night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
No DashiiEach night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.
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
PhilosopherThe 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
AlchemistShow the Alchemist a not-in-play Minion token
- 6
Poppy GrowerDo not inform the Demon/Minions who each other are
- 7
LunaticIf 7 or more players: Show the Lunatic a number of arbitrary 'Minions', players equal to the number of Minions in play. Show 3 character tokens of arbitrary good characters. If the token received by the Lunatic is a Demon that would wake tonight: Allow the Lunatic to do the Demon actions. Place their 'attack' markers. Wake the Demon. Show the Demon’s real character token. Show them the Lunatic player. If the Lunatic attacked players: Show the real demon each marked player. Remove any Lunatic 'attack' markers.
- 8
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.
- 9
Evil TwinWake the Evil Twin and their twin. Confirm that they have acknowledged each other. Point to the Evil Twin. Show their Evil Twin token to the twin player. Point to the twin. Show their character token to the Evil Twin player.
- 10
PukkaThe Pukka points to a player. That player is poisoned.
- 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
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 13
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 14
BalloonistChoose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.
- 15DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
PhilosopherIf 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
Poppy GrowerIf the Poppy Grower has died, show the Minions/Demon who each other are.
- 4
GamblerThe Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.
- 5
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.
- 6
LunaticAllow the Lunatic to do the actions of the Demon. Place their 'attack' markers. If the Lunatic selected players: Wake the Demon. Show the 'attack' marker, then point to each marked player. Remove any Lunatic 'attack' markers.
- 7
PukkaThe Pukka points to a player. That player is poisoned. The previously poisoned player dies.
- 8
Fang GuThe Fang Gu points to a player. That player dies. Or, if that player was an Outsider and there are no other Fang Gu in play: The Fang Gu dies instead of the chosen player. The chosen player is now an evil Fang Gu. Wake the new Fang Gu. Show the 'You are' card, then the Fang Gu token. Show the 'You are' card, then the thumb-down 'evil' hand sign.
- 9
No DashiiThe No Dashii points to a player. That player dies.
- 10
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 11
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 12
BalloonistChoose 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.
- 13DDawn
Wait for a few seconds. End the Night Phase.
Steward, Village Idiot, Xaan don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.