Silence Through Screams
v1.0.0by XFactorCustomDifficulty:
"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
NobleYou start knowing 3 players, 1 and only 1 of which is evil.
High PriestessEach night, learn which player the Storyteller believes you should talk to most.
GeneralEach night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Village IdiotEach night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
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.
MonkEach night*, choose a player (not yourself): they are safe from the Demon tonight.
GossipEach day, you may make a public statement. Tonight, if it was true, a player dies.
CourtierOnce per game, at night, choose a character: they are drunk for 3 nights & 3 days.
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.
ArtistOnce per game, during the day, privately ask the Storyteller any yes/no question.
SlayerOnce per game, during the day, publicly choose a player: if they are the Demon, they die.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Outsider
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.
RecluseYou might register as evil & as a Minion or Demon, even if dead.
SaintIf you die by execution, your team loses.
Minion
MezephelesYou start knowing a secret word. The 1st good player to say this word becomes evil that night.
GodfatherYou start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.
PsychopathEach day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.
XaanOn night X, all Townsfolk are poisoned until dusk. [X 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]
ShabalothEach night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.
VigormortisEach night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]
Fabled & Loric
GardenerThe Storyteller assigns all players' characters.
SentinelThere might be 1 extra or 1 fewer Outsider in play.
Spirit of IvoryThere can't be more than 1 extra evil player.
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
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
CourtierThe Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that player is drunk.
- 7
GodfatherShow each of the Outsider tokens in play.
- 8
MezephelesShow the Mezepheles their secret word.
- 9
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 10
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.
- 11
NoblePoint to 3 players including one evil player, in no particular order.
- 12
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 13DDawn
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
CourtierReduce the remaining number of days the marked player is poisoned. If the Courtier has not yet used their ability: The Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that player is drunk.
- 4
MonkThe previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.
- 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
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.
- 8
ShabalothOne player that the Shabaloth chose the previous night might be resurrected. The Shabaloth points to two players. Those players die.
- 9
VigormortisThe Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.
- 10
GodfatherIf an Outsider died today: The Godfather points to a player. That player dies.
- 11
GossipIf the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.
- 12
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.
- 13
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 14
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.
- 15
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 16DDawn
Wait for a few seconds. End the Night Phase.
High Priestess, Village Idiot, Xaan, Kazali, Gardener, Sentinel, Spirit of Ivory don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.