Harvey Two Face
v1.0.0by 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
StewardYou start knowing 1 good player.
PixieYou start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
ChefYou start knowing how many pairs of evil players there are.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
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]
UndertakerEach night*, you learn which character died by execution today.
LycanthropeEach night*, choose a living player: if good, they die, but they are the only player that can die tonight.
ArtistOnce per game, during the day, privately ask the Storyteller any yes/no question.
Tea LadyIf both your alive neighbours are good, they can't die.
CannibalYou have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
VirginThe 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
Outsider
OgreOn your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
KlutzWhen you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Minion
MezephelesYou start knowing a secret word. The 1st good player to say this word becomes evil that night.
CerenovusEach night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
Marionette
You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
BaronThere are extra Outsiders in play. [+2 Outsiders]
Demon
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
KazaliEach night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
VortoxEach night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Fabled & Loric
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
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.
- 5
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 6
MarionetteSelect one of the good players next to the Demon and place the Is the Marionette reminder token. Wake the Demon and show them the Marionette.
- 7
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.
- 8
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.
- 9
MezephelesShow the Mezepheles their secret word.
- 10
PixieShow the Pixie 1 in-play Townsfolk character token.
- 11
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 12
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 13DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
SailorThe previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 3
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.
- 4
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.
- 5
MezephelesWake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.
- 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
LycanthropeThe Lycanthrope points to a living player: if good, they die and no one else can die tonight.
- 8
ImpThe Imp points to a player. That player dies. If the Imp chose themselves: Replace the character of 1 alive minion with a spare Imp token. Show the 'You are' card, then the Imp token.
- 9
VortoxThe Vortox points to a player. That player dies.
- 10
UndertakerIf a player was executed today: Show that player’s character token.
- 11
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 12DDawn
Wait for a few seconds. End the Night Phase.
Steward, Village Idiot, Ogre, Kazali, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Marionette & KazaliIf there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.