Voisin Poison
v1.0.0by Fm Jason & Bambi 🥔CustomDifficulty:
"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
LibrarianYou start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
PixieYou start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
BalloonistEach night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]
ChambermaidEach night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Mathematician
Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.
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.
AcrobatEach night*, if either good living neighbour is drunk or poisoned, you die.
AlsaahirEach day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
JugglerOn your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
Cannibal
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
RavenkeeperIf you die at night, you are woken to choose a player: you learn their character.
Outsider
GoonEach night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
SweetheartWhen you die, 1 player is drunk from now on.
Plague Doctor
When you die, the Storyteller gains a Minion ability.
KlutzWhen you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Minion
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
HarpyEach night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
CerenovusEach night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
XaanOn night X, all Townsfolk are poisoned until dusk. [X Outsiders]
WraithYou may choose to open your eyes at night. You wake when other evil players do.
Demon
VigormortisEach night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]
Fabled & Loric
SentinelThere might be 1 extra or 1 fewer Outsider in play.
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
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
PoisonerThe Poisoner points to a player. That player is poisoned.
- 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
PixieShow the Pixie 1 in-play Townsfolk character token.
- 8
LibrarianShow the character token of an Outsider in play. Point to two players, one of which is that character.
- 9
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 10
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.
- 11
BalloonistChoose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.
- 12
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 13
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 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
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 4
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.
- 5
VigormortisThe Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.
- 6
AcrobatIf a good living neighbour is drunk or poisoned, the Acrobat player dies.
- 7
SweetheartChoose a player that is drunk.
- 8
RavenkeeperIf the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.
- 9
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 10
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.
- 11
JugglerIf today was the Juggler’s first day: Show the hand signal for the number (0, 1, 2, etc.) of 'Correct' markers. Remove markers.
- 12
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.
- 13
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 14
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 15DDawn
Wait for a few seconds. End the Night Phase.
Alsaahir, Plague Doctor, Harpy, Xaan, Wraith, Sentinel, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Plague Doctor & WraithIf the Storyteller would gain the Wraith ability, a Minion gains it, and learns this.

Mathematician & ChambermaidThe Chambermaid can detect if the Mathematician will wake tonight.

Cannibal & JugglerIf the Juggler guesses on their first day and dies by execution, tonight the living Cannibal learns how many guesses the Juggler got correct.