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Malevolence

v5.0.0

by ZetsCustomDifficulty:

4
Fibbin
Sentinel
Djinn

"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

  • Chef

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

  • Pixie

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

  • Sailor

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

  • King

    Each night, if the dead outnumber the living, you learn 1 alive character. The Demon knows who you are.

  • Snake Charmer

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

  • Flowergirl

    Each night*, you learn if a Demon voted today.

  • Savant

    Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.

  • Philosopher

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

  • Artist

    Once per game, during the day, privately ask the Storyteller any yes/no question.

  • Fisherman

    Once per game, during the day, visit the Storyteller for some advice to help you win.

  • Choirboy

    If the Demon kills the King, you learn which player is the Demon. [+ the King]

  • Cannibal
    Jinxed with Butler

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

  • Soldier

    You are safe from the Demon.

Outsider

  • Saint

    If you die by execution, your team loses.

  • Mutant

    If you are "mad" about being an Outsider, you might be executed.

  • Butler

    Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.

  • Lunatic

    You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.

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.

  • Pit-Hag

    Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.

  • Vizier

    All players know you are the Vizier. You cannot die during the day. If good voted, you may choose to execute immediately.

  • Marionette

    You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]

Demon

  • Imp

    Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.

  • Pukka

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

  • Vortox

    Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.

Fabled & Loric

  • Fibbin

    Once per game, 1 good player might get incorrect information.

  • Sentinel

    There might be 1 extra or 1 fewer Outsider in play.

  • 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
    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
    Lunatic

    If 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.

  6. 6
    King

    Wake the Demon, show them the 'This character selected you' card, show the King token and point to the King player.

  7. 7
    Sailor

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

  8. 8
    Marionette

    Select 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.

  9. 9
    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.

  10. 10
    Devil's Advocate

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

  11. 11
    Witch

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

  12. 12
    Pukka

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

  13. 13
    Pixie

    Show the Pixie 1 in-play Townsfolk character token.

  14. 14
    Chef

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

  15. 15
    Butler

    The Butler points to a player. Mark that player as 'Master'.

  16. 16
    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
    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
    Devil's Advocate

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

  6. 6
    Witch

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

  7. 7
    Pit-Hag

    The 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.

  8. 8
    Lunatic

    Allow 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.

  9. 9
    Imp

    The 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.

  10. 10
    Pukka

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

  11. 11
    Vortox

    The Vortox points to a player. That player dies.

  12. 12
    Choirboy

    If the King was killed by the Demon, wake the Choirboy and point to the Demon player.

  13. 13
    Flowergirl

    Nod 'yes' or shake head 'no' for whether the Demon voted today. Place the 'Demon not voted' marker (remove 'Demon voted', if any).

  14. 14
    King

    If there are more dead than living, show the King a character token of a living player.

  15. 15
    Butler

    The Butler points to a player. Mark that player as 'Master'.

  16. 16
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Vizier, Fibbin, Sentinel, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Cannibal
    Jinxed with Butler
    Cannibal & Butler

    If the Cannibal gains the Butler ability, the Cannibal learns this.