Cogito, Ergo Sum
v2.0.0by MinyCustomDifficulty:
"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
ChefYou start knowing how many pairs of evil players there are.
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.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
GeneralEach night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Village IdiotEach night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
MonkEach night*, choose a player (not yourself): they are safe from the Demon tonight.
AcrobatEach night*, if either good living neighbour is drunk or poisoned, you die.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
FishermanOnce per game, during the day, visit the Storyteller for some advice to help you win.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
BansheeIf the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.
Outsider
HermitYou have all Outsider abilities. [-0 or -1 Outsider]
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
TinkerYou might die at any time.
MutantIf you are "mad" about being an Outsider, you might be executed.
Minion
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
SpyEach night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
CerenovusEach night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
AssassinOnce per game, at night*, choose a player: they die, even if for some reason they could not.
Demon
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]
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
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 6
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 7
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.
- 8
PixieShow the Pixie 1 in-play Townsfolk character token.
- 9
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 10
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 11
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 12
SpyShow the Grimoire to the Spy for as long as they need.
- 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
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
SailorThe previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 4
MonkThe previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.
- 5
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 6
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.
- 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
No DashiiThe No Dashii points to a player. That player dies.
- 9
VigormortisThe Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.
- 10
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.
- 11
AcrobatIf a good living neighbour is drunk or poisoned, the Acrobat player dies.
- 12
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 13
TinkerThe Tinker might die.
- 14
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 15
SpyShow the Grimoire to the Spy for as long as they need.
- 16
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 17DDawn
Wait for a few seconds. End the Night Phase.
Shugenja, Village Idiot, Banshee, Hermit don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.