In My Defense!
v1.0.0by boypower2566CustomDifficulty:
"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
KnightYou start knowing 2 players that are not the Demon.
NobleYou start knowing 3 players, 1 and only 1 of which is evil.
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.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
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.
Town CrierEach night*, you learn if a Minion nominated today.
LycanthropeEach night*, choose a living player: if good, they die, but they are the only player that can die tonight.
AlsaahirEach day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
HuntsmanOnce per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
FarmerIf you die at night, an alive good player becomes a Farmer.
MayorIf only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Poppy GrowerMinions & Demons do not know each other. If you die, they learn who each other are that night.
Outsider
ButlerEach night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.
MutantIf you are "mad" about being an Outsider, you might be executed.
PoliticianIf you were the player most responsible for your team losing, you change alignment & win, even if dead.
DamselAll Minions know you are in play. If a Minion publicly guesses you (once), your team loses.
Minion
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
HarpyEach night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
FearmongerEach night, choose a player. If you nominate & execute them, their team loses. All players know if you choose a new player.
PsychopathEach day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.
Marionette
You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
Demon
OjoEach night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
VortoxEach night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
LleechEach night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.
Fabled & Loric
Big WigEach nominee chooses a player: until voting, only they may speak & they are mad the nominee is good or they might die.
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
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 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
LleechThe Lleech points to a player. Place the Poisoned reminder token.
- 8
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.
- 9
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 10
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.
- 11
HuntsmanThe Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.
- 12
DamselWake all the Minions, show them the 'This character selected you' card and the Damsel token.
- 13
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.
- 14
ButlerThe Butler points to a player. Mark that player as 'Master'.
- 15
NoblePoint to 3 players including one evil player, in no particular order.
- 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.
Other nights
- 1DDusk
Start the Night Phase.
- 2
Poppy GrowerIf the Poppy Grower has died, show the Minions/Demon who each other are.
- 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
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
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 6
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.
- 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
LleechThe Lleech points to a player. That player dies.
- 10
HuntsmanThe Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.
- 11
DamselIf selected by the Huntsman, wake the Damsel, show 'You are' card and a not-in-play Townsfolk token.
- 12
FarmerIf a Farmer died tonight, choose another good player and make them the Farmer. Wake this player, show them the 'You are' card and the Farmer character token.
- 13
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.
- 14
Town CrierNod 'yes' or shake head 'no' for whether a Minion nominated today. Place the 'Minion not nominated' marker (remove 'Minion nominated', if any).
- 15
ButlerThe Butler points to a player. Mark that player as 'Master'.
- 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.
Knight, Alsaahir, Harpy, Ojo, Big Wig, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Marionette & HuntsmanIf the Marionette thinks that they are the Huntsman, the Damsel was added during setup.