The Wholesome Whodunit
v3.0.0by Phoenix💜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
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
GossipEach day, you may make a public statement. Tonight, if it was true, a player dies.
FoolThe first time you die, you don't.
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.
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.)
MonkEach night*, choose a player (not yourself): they are safe from the Demon tonight.
OracleEach night*, you learn how many dead players are evil.
PacifistExecuted good players might not die.
ProfessorOnce per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.
SageIf the Demon kills you, you learn that it is 1 of 2 players.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
WasherwomanYou start knowing that 1 of 2 players is a particular Townsfolk.
Outsider
BarberIf you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
GolemYou may only nominate once per game. When you do, if the nominee is not the Demon, they die.
MoonchildWhen you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
Puzzlemaster1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
Minion
BoffinThe Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
CerenovusEach night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
MezephelesYou start knowing a secret word. The 1st good player to say this word becomes evil that night.
WidowOn your 1st night, look at the Grimoire and choose a player: they are poisoned. 1 good player knows a Widow is in play.
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
Demon
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
No DashiiEach night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.
ShabalothEach night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.
Fabled & Loric
SentinelThere might be 1 extra or 1 fewer Outsider in play.
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
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.
- 5
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.
- 6
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 7
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.
- 8
MezephelesShow the Mezepheles their secret word.
- 9
WasherwomanShow the character token of a Townsfolk in play. Point to two players, one of which is that character.
- 10
LibrarianShow the character token of an Outsider in play. Point to two players, one of which is that character.
- 11
InvestigatorShow the character token of a Minion in play. Point to two players, one of which is that character.
- 12
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 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.
- 14DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
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.
- 3
MonkThe previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.
- 4
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 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
MezephelesWake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.
- 7
ImpThe Imp points to a player. That player dies. If the Imp chose themselves: Replace the character of 1 alive minion with a spare Imp token. Show the 'You are' card, then the Imp token.
- 8
ShabalothOne player that the Shabaloth chose the previous night might be resurrected. The Shabaloth points to two players. Those players die.
- 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
No DashiiThe No Dashii points to a player. That player dies.
- 11
GossipIf the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.
- 12
BarberIf the Barber died today: Wake the Demon. Show the 'This character selected you' card, then Barber token. The Demon either shows a 'no' head signal, or points to 2 players. If they chose players: Swap the character tokens. Wake each player. Show 'You are', then their new character token.
- 13
SageIf the Sage was killed by a Demon: Point to two players, one of which is that Demon.
- 14
ProfessorIf the Professor has not used their ability: The Professor either shakes their head no, or points to a player. If that player is a Townsfolk, they are now alive.
- 15
MoonchildIf the Moonchild used their ability to target a player today: If that player is good, they die.
- 16
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 17
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.
- 18
OracleShow the hand signal for the number (0, 1, 2, etc.) of dead evil players.
- 19DDawn
Wait for a few seconds. End the Night Phase.
Boffin, Sentinel don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.