Competetive Cult Formation
v1.0.0by Briar WillowCustomDifficulty:
"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.
InvestigatorYou start knowing that 1 of 2 players is a particular Minion.
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.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Cult LeaderEach night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.
InnkeeperEach night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
GossipEach day, you may make a public statement. Tonight, if it was true, a player dies.
NightwatchmanOnce per game, at night, choose a player: they learn who you are.
Alchemist
You have a not-in-play Minion ability.
CannibalYou have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
VirginThe 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
Magician
The Demon thinks you are a Minion. Minions think you are a Demon.
Outsider
HermitYou have all Outsider abilities. [-0 or -1 Outsider]
GoonEach night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
OgreOn your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
PoliticianIf you were the player most responsible for your team losing, you change alignment & win, even if dead.
Minion
MezephelesYou start knowing a secret word. The 1st good player to say this word becomes evil that night.
Cerenovus
Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
FearmongerEach night, choose a player. If you nominate & execute them, their team loses. All players know if you choose a new player.
AssassinOnce per game, at night*, choose a player: they die, even if for some reason they could not.
Summoner
You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
GoblinIf you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
Demon
KazaliEach night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
Legion

Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Al-HadikhiaEach night*, choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.
Traveller
GunslingerEach day, after the 1st vote has been tallied, you may choose a player that voted: they die.
GangsterOnce per day, you may choose to kill an alive neighbour, if your other alive neighbour agrees.
ScapegoatIf a player of your alignment is executed, you might be executed instead.
GnomeAll players start knowing a player of your alignment. You may choose to kill anyone who nominates them.
Fabled & Loric
DuchessEach day, 3 players may choose to visit you. At night*, each visitor learns how many visitors are evil, but 1 gets false info.
Spirit of IvoryThere can't be more than 1 extra evil player.
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
AlchemistShow the Alchemist a not-in-play Minion token
- 5
Magician - 6
SailorThe Sailor points to a living player. Either the Sailor, or the chosen 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
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.
- 9
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.
- 10
MezephelesShow the Mezepheles their secret word.
- 11
PixieShow the Pixie 1 in-play Townsfolk character token.
- 12
LibrarianShow the character token of an Outsider in play. Point to two players, one of which is that character.
- 13
InvestigatorShow the character token of a Minion in play. Point to two players, one of which is that character.
- 14
NoblePoint to 3 players including one evil player, in no particular order.
- 15
NightwatchmanThe Nightwatchman may point to a player. Wake that player, show the 'This character selected you' card and the Nightwatchman token, then point to the Nightwatchman player.
- 16
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 17DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
SailorThe previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 3
InnkeeperThe previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One 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
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.
- 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
MezephelesWake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.
- 8
LegionChoose a player, that player dies.
- 9
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.
- 10
Al-HadikhiaThe Al-Hadikhia chooses 3 players. Announce the first player, wake them to nod yes to live or shake head no to die, kill or resurrect accordingly, then put to sleep and announce the next player. If all 3 are alive after this, all 3 die.
- 11
AssassinIf the Assassin has not yet used their ability: The Assassin either shows the 'no' head signal, or points to a player. That player dies.
- 12
GossipIf the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.
- 13
NightwatchmanThe Nightwatchman may point to a player. Wake that player, show the 'This character selected you' card and the Nightwatchman token, then point to the Nightwatchman player.
- 14
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 15DDawn
Wait for a few seconds. End the Night Phase.
Hermit, Ogre, Summoner, Kazali, Duchess, Spirit of Ivory, Sentinel, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Legion & SummonerIf Legion is summoned, all evil players become Legion.

Alchemist & SummonerThe Alchemist-Summoner does not get bluffs, and chooses which Demon but not which player. If they die before this happens, evil wins. [No Demon]

Summoner & KazaliIf the Summoner creates a second living Demon, deaths tonight are arbitrary.

Legion & PoliticianThe Politician might register as evil to Legion.

Cerenovus & GoblinThe Cerenovus may choose to make a player mad that they are the Goblin.

Magician & LegionIf the Magician is in play, during the Demon info step, Legion wake in separate groups. Each group learns which players are good, but does not learn the Magician.