WE CANT DIE!
v2.0.0by AriiiCustomDifficulty:
"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
ClockmakerYou start knowing how many steps from the Demon to its nearest Minion.
BalloonistEach night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]
Fortune TellerEach night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
InnkeeperEach night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
MonkEach night*, choose a player (not yourself): they are safe from the Demon tonight.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
ProfessorOnce per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.
PrincessOn your 1st day, if you nominated & executed a player, the Demon doesn't kill tonight.
SageIf the Demon kills you, you learn that it is 1 of 2 players.
Tea LadyIf both your alive neighbours are good, they can't die.
MayorIf only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
FoolThe first time you die, you don't.
Poppy GrowerMinions & Demons do not know each other. If you die, they learn who each other are that night.
Outsider
GoonEach night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
TinkerYou might die at any time.
Minion
FearmongerEach night, choose a player. If you nominate & execute them, their team loses. All players know if you choose a new player.
PsychopathEach day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.
AssassinOnce per game, at night*, choose a player: they die, even if for some reason they could not.
MastermindIf the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.
Demon
YaggababbleYou start knowing a secret phrase. For each time you said it publicly today, a player might die.
ShabalothEach night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.
Lleech
Each night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.
Al-Hadikhia

Each night*, choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.
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
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
Poppy GrowerDo not inform the Demon/Minions who each other are
- 6
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.
- 7
LleechThe Lleech points to a player. Place the Poisoned reminder token.
- 8
FearmongerThe Fearmonger points to a player. Place the Fear token next to that player and announce that a new player has been selected with the Fearmonger ability.
- 9
Fortune TellerThe Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.
- 10
ClockmakerShow the hand signal for the number (1, 2, 3, etc.) of places from Demon to closest Minion.
- 11
BalloonistChoose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.
- 12DDawn
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
InnkeeperThe previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One is drunk.
- 5
MonkThe previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.
- 6
FearmongerThe Fearmonger points to a player. If different from the previous night, place the Fear token next to that player and announce that a new player has been selected with the Fearmonger ability.
- 7
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.
- 8
ShabalothOne player that the Shabaloth chose the previous night might be resurrected. The Shabaloth points to two players. Those players die.
- 9
Al-HadikhiaThe Al-Hadikhia chooses 3 players. Announce the first player, wake them to nod yes to live or shake head no to die, kill or resurrect accordingly, then put to sleep and announce the next player. If all 3 are alive after this, all 3 die.
- 10
LleechThe Lleech points to a player. That player dies.
- 11
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.
- 12
SageIf the Sage was killed by a Demon: Point to two players, one of which is that Demon.
- 13
ProfessorIf the Professor has not used their ability: The Professor either shakes their head no, or points to a player. If that player is a Townsfolk, they are now alive.
- 14
TinkerThe Tinker might die.
- 15
Fortune TellerThe Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.
- 16
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.
- 17DDawn
Wait for a few seconds. End the Night Phase.
Princess, Yaggababble, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Al-Hadikhia & PrincessIf the Princess nominated & executed a player on their 1st day, no one dies to the Al-Hadikhia tonight.

Al-Hadikhia & MastermindIf the Al-Hadikhia dies by execution, and the Mastermind is alive, the Al-Hadikhia chooses 3 good players tonight: if all 3 choose to live, evil wins. Otherwise, good wins.

Lleech & MastermindIf the Mastermind is alive and the Lleech host dies by execution, the Lleech lives but loses their ability.