Question Everything
v1.0.0by ChrisCustomDifficulty:
Bootlegger rules
- The Storm Catcher favors the Amnesiac
"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
ChefYou start knowing how many pairs of evil players there are.
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]
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.
OracleEach night*, you learn how many dead players are evil.
MonkEach night*, choose a player (not yourself): they are safe from the Demon tonight.
SeamstressOnce per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
MayorIf only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
VirginThe 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
Poppy GrowerMinions & Demons do not know each other. If you die, they learn who each other are that night.
Outsider
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
MutantIf you are "mad" about being an Outsider, you might be executed.
DamselAll Minions know you are in play. If a Minion publicly guesses you (once), your team loses.
Minion
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
Spy

Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Marionette
You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
Scarlet WomanIf there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count)
BaronThere are extra Outsiders in play. [+2 Outsiders]
Demon
No DashiiEach night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.
VigormortisEach night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]
VortoxEach night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Fabled & Loric
BootleggerThis script has homebrew characters or rules.
Storm CatcherName a good character. If in play, they can only die by execution, but evil players learn which player it is.
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
LunaticIf 7 or more players: Show the Lunatic a number of arbitrary 'Minions', players equal to the number of Minions in play. Show 3 character tokens of arbitrary good characters. If the token received by the Lunatic is a Demon that would wake tonight: Allow the Lunatic to do the Demon actions. Place their 'attack' markers. Wake the Demon. Show the Demon’s real character token. Show them the Lunatic player. If the Lunatic attacked players: Show the real demon each marked player. Remove any Lunatic 'attack' markers.
- 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
PoisonerThe Poisoner points to a player. That player is poisoned.
- 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
PixieShow the Pixie 1 in-play Townsfolk character token.
- 10
DamselWake all the Minions, show them the 'This character selected you' card and the Damsel token.
- 11
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 12
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 13
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 14
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.
- 15
SeamstressThe Seamstress either shows a 'no' head signal, or points to two other players. If the Seamstress chose players , nod 'yes' or shake 'no' for whether they are of same alignment.
- 16
BalloonistChoose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.
- 17
SpyShow the Grimoire to the Spy for as long as they need.
- 18DDawn
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
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 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
Scarlet WomanIf the Scarlet Woman became the Demon today: Show the 'You are' card, then the demon token.
- 7
LunaticAllow the Lunatic to do the actions of the Demon. Place their 'attack' markers. If the Lunatic selected players: Wake the Demon. Show the 'attack' marker, then point to each marked player. Remove any Lunatic 'attack' markers.
- 8
No DashiiThe No Dashii points to a player. That player dies.
- 9
VortoxThe Vortox points to a player. That player dies.
- 10
VigormortisThe Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.
- 11
DamselIf selected by the Huntsman, wake the Damsel, show 'You are' card and a not-in-play Townsfolk token.
- 12
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 13
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 14
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.
- 15
OracleShow the hand signal for the number (0, 1, 2, etc.) of dead evil players.
- 16
SeamstressIf the Seamstress has not yet used their ability: the Seamstress either shows a 'no' head signal, or points to two other players. If the Seamstress chose players , nod 'yes' or shake 'no' for whether they are of same alignment.
- 17
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.
- 18
SpyShow the Grimoire to the Spy for as long as they need.
- 19DDawn
Wait for a few seconds. End the Night Phase.
Bootlegger, Storm Catcher, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Marionette & BalloonistIf the Marionette thinks that they are the Balloonist, an Outsider might have been added.

Spy & Poppy GrowerIf the Poppy Grower has their ability, the Spy does not see the Grimoire.

Spy & DamselIf the Spy is (or has been) in play, the Damsel is poisoned.