Stormheart Sonata
v1.0.0by OrangeCustomDifficulty:
"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
NobleYou start knowing 3 players, 1 and only 1 of which is evil.
LibrarianYou start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
PixieYou start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
BalloonistEach night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]
Mathematician


Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.
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.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
CannibalYou have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
SageIf the Demon kills you, you learn that it is 1 of 2 players.
MayorIf only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Magician
The Demon thinks you are a Minion. Minions think you are a Demon.
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.
Recluse
You might register as evil & as a Minion or Demon, even if dead.
MutantIf you are "mad" about being an Outsider, you might be executed.
PoliticianIf you were the player most responsible for your team losing, you change alignment & win, even if dead.
Minion
CerenovusEach night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
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
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
Magician - 6
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.
- 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
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
PixieShow the Pixie 1 in-play Townsfolk character token.
- 10
LibrarianShow the character token of an Outsider in play. Point to two players, one of which is that character.
- 11
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.
- 12
NoblePoint to 3 players including one evil player, in no particular order.
- 13
BalloonistChoose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.
- 14
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 15DDawn
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
MonkThe previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.
- 4
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.
- 5
Scarlet WomanIf the Scarlet Woman became the Demon today: Show the 'You are' card, then the demon token.
- 6
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.
- 7
No DashiiThe No Dashii points to a player. That player dies.
- 8
VortoxThe Vortox points to a player. That player dies.
- 9
VigormortisThe Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.
- 10
SageIf the Sage was killed by a Demon: Point to two players, one of which is that Demon.
- 11
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.
- 12
OracleShow the hand signal for the number (0, 1, 2, etc.) of dead evil players.
- 13
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.
- 14
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 15DDawn
Wait for a few seconds. End the Night Phase.
Djinn doesn't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

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

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

Recluse & SageThe Recluse might register as the Demon to the Sage.

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

Mathematician & MarionetteThe Mathematician learns if the Marionette's ability yielded false info or failed to work properly.

Magician & MarionetteIf the Magician is alive, the Demon doesn't know which neighbor is the Marionette.