Oxymoron
v1.0.2by KezCustomDifficulty:
"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
StewardYou start knowing 1 good player.
ShugenjaYou start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
PixieYou start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
GeneralEach night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
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.
Town CrierEach night*, you learn if a Minion nominated today.
SavantEach day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
ArtistOnce per game, during the day, privately ask the Storyteller any yes/no question.
SeamstressOnce per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
FarmerIf you die at night, an alive good player becomes a Farmer.
Outsider
RecluseYou might register as evil & as a Minion or Demon, even if dead.
KlutzWhen you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
BarberIf you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
Minion
HarpyEach night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
SpyEach night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
FearmongerEach night, choose a player. If you nominate & execute them, their team loses. All players know if you choose a new player.
Pit-Hag
Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.
Evil TwinYou & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.
Demon
No DashiiEach night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.
VortoxEach night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Traveller
BaristaEach night, until dusk, 1) a player becomes sober, healthy and gets true info, or 2) their ability works twice. They learn which.
BeggarYou must use a vote token to vote. Dead players may choose to give you theirs. If so, you learn their alignment. You are sober & healthy.
Bone CollectorOnce per game, at night, choose a dead player: they regain their ability until dusk.
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
Evil TwinWake the Evil Twin and their twin. Confirm that they have acknowledged each other. Point to the Evil Twin. Show their Evil Twin token to the twin player. Point to the twin. Show their character token to the Evil Twin player.
- 5
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.
- 6
PixieShow the Pixie 1 in-play Townsfolk character token.
- 7
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 8
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.
- 9
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 10
SeamstressThe Seamstress either shows a 'no' head signal, or points to two other players. If the Seamstress chose players , nod 'yes' or shake 'no' for whether they are of same alignment.
- 11
SpyShow the Grimoire to the Spy for as long as they need.
- 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
Pit-HagThe Pit-Hag points to a player and a character on the sheet. If this character is not in play, wake that player and show them the 'You are' card and the relevant character token. If the character is in play, nothing happens.
- 3
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.
- 4
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.
- 5
No DashiiThe No Dashii points to a player. That player dies.
- 6
VortoxThe Vortox points to a player. That player dies.
- 7
BarberIf the Barber died today: Wake the Demon. Show the 'This character selected you' card, then Barber token. The Demon either shows a 'no' head signal, or points to 2 players. If they chose players: Swap the character tokens. Wake each player. Show 'You are', then their new character token.
- 8
FarmerIf a Farmer died tonight, choose another good player and make them the Farmer. Wake this player, show them the 'You are' card and the Farmer character token.
- 9
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 10
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.
- 11
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 12
Town CrierNod 'yes' or shake head 'no' for whether a Minion nominated today. Place the 'Minion not nominated' marker (remove 'Minion nominated', if any).
- 13
SeamstressIf the Seamstress has not yet used their ability: the Seamstress either shows a 'no' head signal, or points to two other players. If the Seamstress chose players , nod 'yes' or shake 'no' for whether they are of same alignment.
- 14
SpyShow the Grimoire to the Spy for as long as they need.
- 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.
Steward, Shugenja, Village Idiot, Harpy, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Pit-Hag & Village IdiotIf there is a spare token, the Pit-Hag can create an extra Village Idiot. If so, the drunk Village Idiot might change.