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Chaotically Controlled Psychosis

v1.1.0

by Luci PherCustomDifficulty:

4
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

  • Knight

    You start knowing 2 players that are not the Demon.

  • Shugenja

    You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.

  • Pixie

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

  • Balloonist

    Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]

  • Village Idiot

    Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]

  • Oracle

    Each night*, you learn how many dead players are evil.

  • Monk

    Each night*, choose a player (not yourself): they are safe from the Demon tonight.

  • Lycanthrope

    Each night*, choose a living player: if good, they die, but they are the only player that can die tonight.

  • Nightwatchman

    Once per game, at night, choose a player: they learn who you are.

  • Philosopher

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

  • Alchemist
    Jinxed with Boffin
    Jinxed with Marionette

    You have a not-in-play Minion ability.

  • Cannibal

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

  • Poppy Grower

    Minions & Demons do not know each other. If you die, they learn who each other are that night.

Outsider

  • Lunatic

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

  • Mutant

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

  • Heretic

    Whoever wins, loses & whoever loses, wins, even if you are dead.

  • Puzzlemaster

    1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.

Minion

  • Poisoner

    Each night, choose a player: they are poisoned tonight and tomorrow day.

  • Cerenovus

    Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.

  • Psychopath

    Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.

  • Marionette
    Jinxed with Balloonist

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

  • Boffin
    Jinxed with Village Idiot
    Jinxed with Heretic

    The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.

Demon

  • Imp

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

  • Vigormortis

    Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]

  • Fang Gu

    Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]

Fabled & Loric

  • 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
    Alchemist

    Show the Alchemist a not-in-play Minion token

  6. 6
    Poppy Grower

    Do not inform the Demon/Minions who each other are

  7. 7
    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.

  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
    Poisoner

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

  10. 10
    Cerenovus

    The 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.

  11. 11
    Pixie

    Show the Pixie 1 in-play Townsfolk character token.

  12. 12
    Balloonist

    Choose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.

  13. 13
    Nightwatchman

    The Nightwatchman may point to a player. Wake that player, show the 'This character selected you' card and the Nightwatchman token, then point to the Nightwatchman player.

  14. 14
    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
    Poppy Grower

    If the Poppy Grower has died, show the Minions/Demon who each other are.

  4. 4
    Poisoner

    The previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.

  5. 5
    Monk

    The previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.

  6. 6
    Cerenovus

    The 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.

  7. 7
    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.

  8. 8
    Lycanthrope

    The Lycanthrope points to a living player: if good, they die and no one else can die tonight.

  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
    Fang Gu

    The 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.

  11. 11
    Vigormortis

    The Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.

  12. 12
    Oracle

    Show the hand signal for the number (0, 1, 2, etc.) of dead evil players.

  13. 13
    Balloonist

    Choose 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.

  14. 14
    Nightwatchman

    The Nightwatchman may point to a player. Wake that player, show the 'This character selected you' card and the Nightwatchman token, then point to the Nightwatchman player.

  15. 15
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Knight, Shugenja, Village Idiot, Boffin, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Boffin
    Jinxed with Village Idiot
    Boffin & Village Idiot

    If there is a spare token, the Boffin can give the Demon the Village Idiot ability.

  • Jinxed with Alchemist
    Jinxed with Boffin
    Alchemist & Boffin

    If the Alchemist has the Boffin ability, the Alchemist does not learn what ability the Demon has.

  • Jinxed with Marionette
    Jinxed with Balloonist
    Marionette & Balloonist

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

  • Jinxed with Boffin
    Jinxed with Heretic
    Boffin & Heretic

    The Demon cannot have the Heretic ability.

  • Jinxed with Alchemist
    Jinxed with Marionette
    Alchemist & Marionette

    An Alchemist-Marionette has no Marionette ability & the Marionette is in play.