Sheer Bloody Panic
v1.0.0by Isaiah StuartCustomDifficulty:
"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.
ShugenjaYou start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Bounty HunterYou start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
High PriestessEach night, learn which player the Storyteller believes you should talk to most.
BalloonistEach night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]
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.
OracleEach night*, you learn how many dead players are evil.
SavantEach day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
SlayerOnce per game, during the day, publicly choose a player: if they are the Demon, they die.
FishermanOnce per game, during the day, visit the Storyteller for some advice to help you win.
Poppy GrowerMinions & Demons do not know each other. If you die, they learn who each other are that night.
Outsider
OgreOn your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
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.
Recluse
You might register as evil & as a Minion or Demon, even if dead.
Minion
MezephelesYou start knowing a secret word. The 1st good player to say this word becomes evil that night.
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
Marionette
You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
MastermindIf the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.
Demon
VortoxEach night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
LegionEach night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Lord of TyphonEach night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]
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
Poppy GrowerDo not inform the Demon/Minions who each other are
- 5
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.
- 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
PoisonerThe Poisoner points to a player. That player is poisoned.
- 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
MezephelesShow the Mezepheles their secret word.
- 10
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 11
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 12
BalloonistChoose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.
- 13
Bounty HunterPoint to 1 evil player. Wake the townsfolk who is evil and show them the 'You are' card and the thumbs down evil sign.
- 14
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 15DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
Poppy GrowerIf the Poppy Grower has died, show the Minions/Demon who each other are.
- 3
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 4
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.
- 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
LegionChoose a player, that 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
VortoxThe Vortox points to a player. That player dies.
- 10
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 11
OracleShow the hand signal for the number (0, 1, 2, etc.) of dead evil players.
- 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.
- 13
Bounty HunterIf the known evil player has died, point to another evil player.
- 14
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 15DDawn
Wait for a few seconds. End the Night Phase.
Shugenja, High Priestess, Ogre, Lord of Typhon, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Recluse & OgreIf the Recluse registers as evil to the Ogre, the Ogre learns that they are evil.

Marionette & BalloonistIf the Marionette thinks that they are the Balloonist, an Outsider might have been added.