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Besties!

v1.0.0

by UnifiedKingsCustomDifficulty:

3
Revolutionary

"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

  • Steward

    You start knowing 1 good player.

  • Librarian

    You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)

  • Grandmother

    You start knowing a good player & their character. If the Demon kills them, you die too.

  • Empath

    Each night, you learn how many of your 2 alive neighbours are evil.

  • General

    Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.

  • Village Idiot

    Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]

  • King

    Each night, if the dead outnumber the living, you learn 1 alive character. The Demon knows who you are.

  • Fortune Teller

    Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.

  • Innkeeper

    Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.

  • Nightwatchman

    Once per game, at night, choose a player: they learn who you are.

  • Artist

    Once per game, during the day, privately ask the Storyteller any yes/no question.

  • Huntsman

    Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]

  • Choirboy

    If the Demon kills the King, you learn which player is the Demon. [+ the King]

  • Acrobat

    Each night*, if either good living neighbour is drunk or poisoned, you die.

Outsider

  • Butler

    Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.

  • Damsel

    All Minions know you are in play. If a Minion publicly guesses you (once), your team loses.

  • Drunk

    You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.

Minion

  • Godfather

    You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.

  • Poisoner

    Each night, choose a player: they are poisoned tonight and tomorrow day.

  • Mezepheles

    You start knowing a secret word. The 1st good player to say this word becomes evil that night.

  • Evil Twin

    You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.

Demon

  • Lil' Monsta

    Each night, Minions choose who babysits Lil' Monsta's token & "is the Demon". A player dies each night*. [+1 Minion]

  • Imp

    Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.

  • Fang Gu

    Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]

Fabled & Loric

  • Revolutionary

    2 neighboring players are known to be the same alignment. Once per game, 1 of them registers falsely.

Night order

First night

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    M
    Minion 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.

  3. 3
    D
    Demon 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. 4
    King

    Wake the Demon, show them the 'This character selected you' card, show the King token and point to the King player.

  5. 5
    Lil' Monsta

    Wake all Minions together, allow them to vote by pointing at who they want to babysit Lil' Monsta.

  6. 6
    Poisoner

    The Poisoner points to a player. That player is poisoned.

  7. 7
    Godfather

    Show each of the Outsider tokens in play.

  8. 8
    Evil Twin

    Wake the Evil Twin and their twin. Confirm that they have acknowledged each other. Point to the Evil Twin. Show their Evil Twin token to the twin player. Point to the twin. Show their character token to the Evil Twin player.

  9. 9
    Mezepheles

    Show the Mezepheles their secret word.

  10. 10
    Huntsman

    The Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.

  11. 11
    Damsel

    Wake all the Minions, show them the 'This character selected you' card and the Damsel token.

  12. 12
    Librarian

    Show the character token of an Outsider in play. Point to two players, one of which is that character.

  13. 13
    Empath

    Show the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.

  14. 14
    Fortune Teller

    The Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.

  15. 15
    Butler

    The Butler points to a player. Mark that player as 'Master'.

  16. 16
    Grandmother

    Show the marked character token. Point to the marked player.

  17. 17
    Nightwatchman

    The 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.

  18. 18
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  19. 19
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Poisoner

    The previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.

  3. 3
    Innkeeper

    The previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One is drunk.

  4. 4
    Mezepheles

    Wake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.

  5. 5
    Imp

    The 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.

  6. 6
    Fang Gu

    The 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.

  7. 7
    Lil' Monsta

    Wake all Minions together, allow them to vote by pointing at who they want to babysit Lil' Monsta. Choose a player, that player dies.

  8. 8
    Godfather

    If an Outsider died today: The Godfather points to a player. That player dies.

  9. 9
    Acrobat

    If a good living neighbour is drunk or poisoned, the Acrobat player dies.

  10. 10
    Choirboy

    If the King was killed by the Demon, wake the Choirboy and point to the Demon player.

  11. 11
    Huntsman

    The Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.

  12. 12
    Damsel

    If selected by the Huntsman, wake the Damsel, show 'You are' card and a not-in-play Townsfolk token.

  13. 13
    Grandmother

    If the Grandmother’s grandchild was killed by the Demon tonight: The Grandmother dies.

  14. 14
    Empath

    Show the finger signal (0, 1, 2) for the number of evil neighbours.

  15. 15
    Fortune Teller

    The Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.

  16. 16
    King

    If there are more dead than living, show the King a character token of a living player.

  17. 17
    Nightwatchman

    The 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.

  18. 18
    Butler

    The Butler points to a player. Mark that player as 'Master'.

  19. 19
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  20. 20
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Steward, Village Idiot, Revolutionary don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.