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Silence Through Screams

v1.0.0

by XFactorCustomDifficulty:

5
Gardener
Sentinel
Spirit of Ivory

"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

  • Noble

    You start knowing 3 players, 1 and only 1 of which is evil.

  • High Priestess

    Each night, learn which player the Storyteller believes you should talk to most.

  • General

    Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.

  • Village Idiot

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

  • Fortune Teller

    Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.

  • Monk

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

  • Gossip

    Each day, you may make a public statement. Tonight, if it was true, a player dies.

  • Courtier

    Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.

  • Philosopher

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

  • Professor

    Once per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.

  • Artist

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

  • Slayer

    Once per game, during the day, publicly choose a player: if they are the Demon, they die.

  • Amnesiac

    You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.

Outsider

  • Lunatic

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

  • Drunk

    You 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.

  • Saint

    If you die by execution, your team loses.

Minion

  • Mezepheles

    You start knowing a secret word. The 1st good player to say this word becomes evil that night.

  • Godfather

    You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.

  • Psychopath

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

  • Xaan

    On night X, all Townsfolk are poisoned until dusk. [X Outsiders]

Demon

  • Imp

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

  • Kazali

    Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]

  • Shabaloth

    Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.

  • Vigormortis

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

Fabled & Loric

  • Gardener

    The Storyteller assigns all players' characters.

  • Sentinel

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

  • Spirit of Ivory

    There can't be more than 1 extra evil player.

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
    Courtier

    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.

  7. 7
    Godfather

    Show each of the Outsider tokens in play.

  8. 8
    Mezepheles

    Show the Mezepheles their secret word.

  9. 9
    Amnesiac

    Decide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  10. 10
    Fortune Teller

    The Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.

  11. 11
    Noble

    Point to 3 players including one evil player, in no particular order.

  12. 12
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  13. 13
    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
    Courtier

    Reduce 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. 4
    Monk

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

  5. 5
    Mezepheles

    Wake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.

  6. 6
    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.

  7. 7
    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.

  8. 8
    Shabaloth

    One player that the Shabaloth chose the previous night might be resurrected. The Shabaloth points to two players. Those players die.

  9. 9
    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.

  10. 10
    Godfather

    If an Outsider died today: The Godfather points to a player. That player dies.

  11. 11
    Gossip

    If the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.

  12. 12
    Professor

    If 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. 13
    Amnesiac

    If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  14. 14
    Fortune Teller

    The Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.

  15. 15
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  16. 16
    D
    Dawn

    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.