Lunatic of a God
v1.0.0by ChrisCustomDifficulty:
"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
InvestigatorYou start knowing that 1 of 2 players is a particular Minion.
GrandmotherYou start knowing a good player & their character. If the Demon kills them, you die too.
GeneralEach night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
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.
LycanthropeEach night*, choose a living player: if good, they die, but they are the only player that can die tonight.
ExorcistEach night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
GossipEach day, you may make a public statement. Tonight, if it was true, a player dies.
SeamstressOnce per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
MinstrelWhen a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.
SageIf the Demon kills you, you learn that it is 1 of 2 players.
Poppy GrowerMinions & Demons do not know each other. If you die, they learn who each other are that night.
Outsider
HermitYou have all Outsider abilities. [-0 or -1 Outsider]
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Recluse
You might register as evil & as a Minion or Demon, even if dead.
SweetheartWhen you die, 1 player is drunk from now on.
Minion
AssassinOnce per game, at night*, choose a player: they die, even if for some reason they could not.
MarionetteYou think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
Scarlet WomanIf there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count)
BoffinThe Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
BaronThere are extra Outsiders in play. [+2 Outsiders]
Demon
PukkaEach night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
No DashiiEach night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.
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
Poppy GrowerDo not inform the Demon/Minions who each other are
- 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
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.
- 7
PukkaThe Pukka points to a player. That player is poisoned.
- 8
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 9
InvestigatorShow the character token of a Minion in play. Point to two players, one of which is that character.
- 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
GrandmotherShow the marked character token. Point to the marked player.
- 12
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.
- 13
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 14DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
Poppy GrowerIf the Poppy Grower has died, show the Minions/Demon who each other are.
- 3
Scarlet WomanIf the Scarlet Woman became the Demon today: Show the 'You are' card, then the demon token.
- 4
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.
- 5
ExorcistThe Exorcist points to a player, different from the previous night. If that player is the Demon: Wake the Demon. Show the Exorcist token. Point to the Exorcist. The Demon does not act tonight.
- 6
LycanthropeThe Lycanthrope points to a living player: if good, they die and no one else can die tonight.
- 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
PukkaThe Pukka points to a player. That player is poisoned. The previously poisoned player dies.
- 9
No DashiiThe No Dashii points to a player. That player dies.
- 10
VigormortisThe Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.
- 11
AssassinIf the Assassin has not yet used their ability: The Assassin either shows the 'no' head signal, or points to a player. That player dies.
- 12
GossipIf the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.
- 13
SweetheartChoose a player that is drunk.
- 14
SageIf the Sage was killed by a Demon: Point to two players, one of which is that Demon.
- 15
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 16
GrandmotherIf the Grandmother’s grandchild was killed by the Demon tonight: The Grandmother dies.
- 17
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.
- 18
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.
- 19
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 20DDawn
Wait for a few seconds. End the Night Phase.
Hermit, Boffin, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

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