No longer basement dwellers
v3.0.0by NatloveCustomDifficulty:
"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
NobleYou start knowing 3 players, 1 and only 1 of which is evil.
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
BalloonistEach night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]
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.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
UndertakerEach night*, you learn which character died by execution today.
ArtistOnce per game, during the day, privately ask the Storyteller any yes/no question.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
FoolThe first time you die, you don't.
AlchemistYou have a not-in-play Minion ability.
RavenkeeperIf you die at night, you are woken to choose a player: you learn their character.
MinstrelWhen a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.
Outsider
SnitchMinions start knowing 3 not-in-play characters.
RecluseYou might register as evil & as a Minion or Demon, even if dead.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
BarberIf you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
Minion
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
WitchEach night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
FearmongerEach night, choose a player. If you nominate & execute them, their team loses. All players know if you choose a new player.
Pit-HagEach night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.
Demon
LleechEach night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.
No DashiiEach night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
VortoxEach night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
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
SnitchAfter Minion info wake each Minion and show them three not-in-play character tokens. These may be the same or different to each other and the ones shown to the Demon.
- 7
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 8
LleechThe Lleech points to a player. Place the Poisoned reminder token.
- 9
PoisonerThe Poisoner points to a player. That player is poisoned.
- 10
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.
- 11
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 12
WitchThe Witch points to a player. If that player nominates tomorrow they die immediately.
- 13
FearmongerThe Fearmonger points to a player. Place the Fear token next to that player and announce that a new player has been selected with the Fearmonger ability.
- 14
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 15
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.
- 16
NoblePoint to 3 players including one evil player, in no particular order.
- 17
BalloonistChoose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.
- 18DDawn
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
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 5
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.
- 6
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 7
WitchIf there are 4 or more players alive: The Witch points to a player. If that player nominates tomorrow they die immediately.
- 8
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.
- 9
FearmongerThe Fearmonger points to a player. If different from the previous night, place the Fear token next to that player and announce that a new player has been selected with the Fearmonger ability.
- 10
Fang GuThe 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
No DashiiThe No Dashii points to a player. That player dies.
- 12
VortoxThe Vortox points to a player. That player dies.
- 13
LleechThe Lleech points to a player. That player dies.
- 14
BarberIf 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.
- 15
RavenkeeperIf the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.
- 16
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 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
UndertakerIf a player was executed today: Show that player’s character token.
- 19
BalloonistChoose 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.
- 20DDawn
Wait for a few seconds. End the Night Phase.