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Heritage & Heresy

v2.0.0

by PiranhaCustomDifficulty:

2
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

  • Investigator

    You start knowing that 1 of 2 players is a particular Minion.

  • General

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

  • Snake Charmer

    Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.

  • King

    Each night, if the dead outnumber the living, you learn 1 alive character. The Demon knows who you are.

  • 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.

  • Oracle

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

  • Juggler

    On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.

  • Slayer

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

  • Fisherman

    Once per game, during the day, visit the Storyteller for some advice to help you win.

  • Seamstress

    Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.

  • Magician
    Jinxed with Marionette

    The Demon thinks you are a Minion. Minions think you are a Demon.

  • Choirboy

    If the Demon kills the King, you learn which player is the Demon. [+ the King]

  • Ravenkeeper

    If you die at night, you are woken to choose a player: you learn their character.

Outsider

  • Butler

    Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.

  • Recluse

    You might register as evil & as a Minion or Demon, even if dead.

  • Heretic
    Jinxed with Baron

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

  • Drunk

    You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.

  • Golem

    You may only nominate once per game. When you do, if the nominee is not the Demon, they die.

Minion

  • Poisoner

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

  • Harpy

    Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.

  • Baron

    There are extra Outsiders in play. [+2 Outsiders]

  • Scarlet Woman
    Jinxed with Fang Gu

    If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count)

  • Marionette

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

Demon

  • 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
    Magician
  5. 5
    King

    Wake the Demon, show them the 'This character selected you' card, show the King token and point to the King player.

  6. 6
    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.

  7. 7
    Poisoner

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

  8. 8
    Snake Charmer

    The 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.

  9. 9
    Investigator

    Show the character token of a Minion in play. Point to two players, one of which is that character.

  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
    Butler

    The Butler points to a player. Mark that player as 'Master'.

  12. 12
    Seamstress

    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.

  13. 13
    General

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

  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
    Poisoner

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

  3. 3
    Snake Charmer

    The 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. 4
    Scarlet Woman

    If the Scarlet Woman became the Demon today: Show the 'You are' card, then the demon token.

  5. 5
    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.

  6. 6
    Choirboy

    If the King was killed by the Demon, wake the Choirboy and point to the Demon player.

  7. 7
    Ravenkeeper

    If the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.

  8. 8
    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.

  9. 9
    Oracle

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

  10. 10
    Seamstress

    If 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.

  11. 11
    Juggler

    If today was the Juggler’s first day: Show the hand signal for the number (0, 1, 2, etc.) of 'Correct' markers. Remove markers.

  12. 12
    King

    If there are more dead than living, show the King a character token of a living player.

  13. 13
    Butler

    The Butler points to a player. Mark that player as 'Master'.

  14. 14
    General

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

  15. 15
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

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

Jinxes
  • Jinxed with Heretic
    Jinxed with Baron
    Heretic & Baron

    Only 1 jinxed character can be in play.

  • Jinxed with Scarlet Woman
    Jinxed with Fang Gu
    Scarlet Woman & Fang Gu

    If there would be two Demons, one of which was the Scarlet Woman, the Scarlet Woman remains the Scarlet Woman.

  • Jinxed with Magician
    Jinxed with Marionette
    Magician & Marionette

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