Kill Carefully
v1.0.0by JakeCustomDifficulty:
"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
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.
ChambermaidEach night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Village IdiotEach night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Alchemist

You have a not-in-play Minion ability.
SageIf the Demon kills you, you learn that it is 1 of 2 players.
Magician
The Demon thinks you are a Minion. Minions think you are a Demon.
RavenkeeperIf you die at night, you are woken to choose a player: you learn their character.
CannibalYou have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
MayorIf only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
BansheeIf the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.
Outsider
OgreOn your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
SweetheartWhen you die, 1 player is drunk from now on.
Recluse

You might register as evil & as a Minion or Demon, even if dead.
MutantIf you are "mad" about being an Outsider, you might be executed.
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
CerenovusEach night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
Pit-Hag

Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.
Organ GrinderAll players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk until dusk.
Marionette
You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
Demon
KazaliEach night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
VigormortisEach night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]
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
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
AlchemistShow the Alchemist a not-in-play Minion token
- 6
Magician - 7
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.
- 8
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.
- 9
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.
- 10
CerenovusThe 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
PixieShow the Pixie 1 in-play Townsfolk character token.
- 12
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 13
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 14DDawn
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
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.
- 4
CerenovusThe 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.
- 5
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.
- 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
VigormortisThe Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.
- 9
SweetheartChoose a player that is drunk.
- 10
SageIf the Sage was killed by a Demon: Point to two players, one of which is that Demon.
- 11
RavenkeeperIf the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.
- 12
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 13
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 14DDawn
Wait for a few seconds. End the Night Phase.
Village Idiot, Banshee, Ogre, Organ Grinder, Kazali, 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.

Pit-Hag & OgreIf the Pit-Hag turns an evil player into the Ogre, they can't turn good due to their own ability.

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

Alchemist & Organ GrinderIf the Alchemist has the Organ Grinder ability, the Organ Grinder is in play. If both are sober, both are drunk.

Marionette & KazaliIf there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.

Recluse & SageThe Recluse might register as the Demon to the Sage.

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

Magician & MarionetteIf the Magician is alive, the Demon doesn't know which neighbor is the Marionette.