The Storm Catcher Favors the Goon
v1.0.0by JordanCustomDifficulty:
"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.)
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
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.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
OracleEach night*, you learn how many dead players are evil.
InnkeeperEach night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
GamblerEach night*, choose a player & guess their character: if you guess wrong, you die.
ExorcistEach night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
SeamstressOnce per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Alchemist
You have a not-in-play Minion ability.
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.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
MoonchildWhen you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
Minion
GodfatherYou start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
CerenovusEach night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
MarionetteYou think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
Demon
PukkaEach night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
No DashiiEach night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
PoEach night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
Fabled & Loric
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
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
AlchemistShow the Alchemist a not-in-play Minion token
- 6
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 7
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.
- 8
PoisonerThe Poisoner points to a player. That player is poisoned.
- 9
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.
- 10
GodfatherShow each of the Outsider tokens in play.
- 11
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.
- 12
PukkaThe Pukka points to a player. That player is poisoned.
- 13
LibrarianShow the character token of an Outsider in play. Point to two players, one of which is that character.
- 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
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 16
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.
- 17DDawn
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
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
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 5
InnkeeperThe previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One is drunk.
- 6
GamblerThe Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.
- 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
ExorcistThe Exorcist points to a player, different from the previous night. If that player is the Demon: Wake the Demon. Show the Exorcist token. Point to the Exorcist. The Demon does not act tonight.
- 10
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.
- 11
PukkaThe Pukka points to a player. That player is poisoned. The previously poisoned player dies.
- 12
PoIf the Po chose no-one the previous night: The Po points to three players. Otherwise: The Po either shows the 'no' head signal , or points to a player. Chosen players die
- 13
No DashiiThe No Dashii points to a player. That player dies.
- 14
GodfatherIf an Outsider died today: The Godfather points to a player. That player dies.
- 15
SweetheartChoose a player that is drunk.
- 16
MoonchildIf the Moonchild used their ability to target a player today: If that player is good, they die.
- 17
RavenkeeperIf the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.
- 18
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.
- 19
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 20
OracleShow the hand signal for the number (0, 1, 2, etc.) of dead evil players.
- 21
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.
- 22DDawn
Wait for a few seconds. End the Night Phase.
Storm Catcher, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Alchemist & MarionetteAn Alchemist-Marionette has no Marionette ability & the Marionette is in play.