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custom-list 27

v1.0.0

by GelaCustomDifficulty:

2
Djinn

"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.)

  • Pixie

    You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.

  • General

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

  • Dreamer

    Each night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.

  • Balloonist

    Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]

  • Mathematician
    Jinxed with Drunk
    Jinxed with Lunatic

    Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.

  • 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.

  • Monk

    Each night*, choose a player (not yourself): they are safe from the Demon tonight.

  • Savant

    Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.

  • Philosopher

    Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.

  • Ravenkeeper

    If you die at night, you are woken to choose a player: you learn their character.

  • Mayor

    If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.

Outsider

  • Mutant

    If you are "mad" about being an Outsider, you might be executed.

  • Drunk

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

  • Politician

    If you were the player most responsible for your team losing, you change alignment & win, even if dead.

  • Lunatic

    You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.

Minion

  • Poisoner

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

  • Harpy

    Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.

  • Spy

    Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.

  • Summoner
    Jinxed with Pukka

    You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]

  • Mezepheles

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

Demon

  • Pukka

    Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.

  • No Dashii

    Each night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.

  • Imp

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

Fabled & Loric

  • Djinn

    Use the Djinn's special rule. All players know what it is.

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
    Philosopher

    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.

  5. 5
    Lunatic

    If 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. 6
    Poisoner

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

  7. 7
    Mezepheles

    Show the Mezepheles their secret word.

  8. 8
    Pukka

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

  9. 9
    Pixie

    Show the Pixie 1 in-play Townsfolk character token.

  10. 10
    Librarian

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

  11. 11
    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.

  12. 12
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  13. 13
    Balloonist

    Choose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.

  14. 14
    Spy

    Show the Grimoire to the Spy for as long as they need.

  15. 15
    General

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

  16. 16
    Mathematician

    Show the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.

  17. 17
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Philosopher

    If 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. 3
    Poisoner

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

  4. 4
    Monk

    The previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.

  5. 5
    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.

  6. 6
    Lunatic

    Allow 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.

  7. 7
    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.

  8. 8
    Pukka

    The Pukka points to a player. That player is poisoned. The previously poisoned player dies.

  9. 9
    No Dashii

    The No Dashii points to a player. That player dies.

  10. 10
    Ravenkeeper

    If the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.

  11. 11
    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.

  12. 12
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  13. 13
    Balloonist

    Choose 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.

  14. 14
    Spy

    Show the Grimoire to the Spy for as long as they need.

  15. 15
    General

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

  16. 16
    Mathematician

    Show the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.

  17. 17
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

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

Jinxes
  • Jinxed with Mathematician
    Jinxed with Drunk
    Mathematician & Drunk

    The Mathematician learns if the Drunk's ability yielded false info or failed to work properly.

  • Jinxed with Mathematician
    Jinxed with Lunatic
    Mathematician & Lunatic

    The Mathematician learns if the Lunatic attacks a different player than the real Demon attacked.

  • Jinxed with Summoner
    Jinxed with Pukka
    Summoner & Pukka

    The Summoner may summon a Pukka on the 2nd night instead of the 3rd.