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Who Are You?

v1.0.0

by MRam21CustomDifficulty:

4
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

  • Amnesiac

    You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.

  • Balloonist

    Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]

  • Chef

    You start knowing how many pairs of evil players there are.

  • Dreamer

    Each night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.

  • Fool

    The first time you die, you don't.

  • Gambler

    Each night*, choose a player & guess their character: if you guess wrong, you die.

  • General

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

  • Gossip

    Each day, you may make a public statement. Tonight, if it was true, a player dies.

  • Grandmother

    You start knowing a good player & their character. If the Demon kills them, you die too.

  • Librarian

    You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)

  • Philosopher

    Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.

  • Pixie

    You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.

  • Washerwoman

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

Outsider

  • Barber

    If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.

  • Drunk

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

  • Goon

    Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.

  • Mutant

    If you are "mad" about being an Outsider, you might be executed.

Minion

  • Cerenovus

    Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.

  • Mezepheles

    You start knowing a secret word. The 1st good player to say this word becomes evil that night.

  • Pit-Hag
    Jinxed with Goon

    Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.

  • Poisoner

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

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]

  • Po

    Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.

  • Shabaloth

    Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.

  • Vigormortis

    Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-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
    Philosopher

    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.

  5. 5
    Poisoner

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

  6. 6
    Cerenovus

    The 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. 7
    Mezepheles

    Show the Mezepheles their secret word.

  8. 8
    Pixie

    Show the Pixie 1 in-play Townsfolk character token.

  9. 9
    Amnesiac

    Decide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  10. 10
    Washerwoman

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

  11. 11
    Librarian

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

  12. 12
    Chef

    Show the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.

  13. 13
    Grandmother

    Show the marked character token. Point to the marked player.

  14. 14
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  15. 15
    Balloonist

    Choose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.

  16. 16
    General

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

  17. 17
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Philosopher

    If 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. 3
    Poisoner

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

  4. 4
    Gambler

    The Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.

  5. 5
    Cerenovus

    The 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.

  6. 6
    Pit-Hag

    The 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.

  7. 7
    Mezepheles

    Wake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.

  8. 8
    Shabaloth

    One player that the Shabaloth chose the previous night might be resurrected. The Shabaloth points to two players. Those players die.

  9. 9
    Po

    If the Po chose no-one the previous night: The Po points to three players. Otherwise: The Po either shows the 'no' head signal , or points to a player. Chosen players die

  10. 10
    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.

  11. 11
    Vigormortis

    The Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.

  12. 12
    Gossip

    If the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.

  13. 13
    Barber

    If 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.

  14. 14
    Amnesiac

    If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  15. 15
    Grandmother

    If the Grandmother’s grandchild was killed by the Demon tonight: The Grandmother dies.

  16. 16
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  17. 17
    Balloonist

    Choose a character type that does not yet have a Seen reminder next to a character of that type. Point to a player whose character is of that type, if there are any. Place the Balloonist's Seen reminder next to that character.

  18. 18
    General

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

  19. 19
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

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

Jinxes
  • Jinxed with Pit-Hag
    Jinxed with Goon
    Pit-Hag & Goon

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