Falsifiability
v1.2.0by SolidCustomDifficulty:
"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.
ShugenjaYou start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
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.
GamblerEach night*, choose a player & guess their character: if you guess wrong, you die.
AcrobatEach night*, if either good living neighbour is drunk or poisoned, you die.
ExorcistEach night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
LycanthropeEach night*, choose a living player: if good, they die, but they are the only player that can die tonight.
CourtierOnce per game, at night, choose a character: they are drunk for 3 nights & 3 days.
CannibalYou have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
AtheistThe Storyteller can break the game rules & if executed, good wins, even if you are dead. [No evil characters]
Outsider
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
GolemYou may only nominate once per game. When you do, if the nominee is not the Demon, they die.
KlutzWhen you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
MoonchildWhen you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
Minion
GodfatherYou start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.
WidowOn your 1st night, look at the Grimoire and choose a player: they are poisoned. 1 good player knows a Widow is in play.
MarionetteYou think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
BoomdandyIf you are executed, all but 3 players die. 1 minute later, the player with the most players pointing at them dies.
Demon
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
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.
- 5
WidowShow the Grimoire to the Widow for as long as they need. The Widow points to a player. That player is poisoned. Wake a good player. Show the 'These characters are in play' card, then the Widow character token.
- 6
CourtierThe Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that player is drunk.
- 7
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.
- 8
GodfatherShow each of the Outsider tokens in play.
- 9
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 10
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 11
NoblePoint to 3 players including one evil player, in no particular order.
- 12DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
CourtierReduce the remaining number of days the marked player is poisoned. If the Courtier has not yet used their ability: The Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that player is drunk.
- 3
GamblerThe Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.
- 4
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.
- 5
MonkThe previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.
- 6
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.
- 7
LycanthropeThe Lycanthrope points to a living player: if good, they die and no one else can die tonight.
- 8
VortoxThe Vortox points to a player. That player dies.
- 9
GodfatherIf an Outsider died today: The Godfather points to a player. That player dies.
- 10
AcrobatIf a good living neighbour is drunk or poisoned, the Acrobat player dies.
- 11
MoonchildIf the Moonchild used their ability to target a player today: If that player is good, they die.
- 12
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 13
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 14DDawn
Wait for a few seconds. End the Night Phase.
Shugenja doesn't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.