Short-Sighted
v1.2.0by Mevolas RubenidoCustomDifficulty:
"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
ChefYou start knowing how many pairs of evil players there are.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
InnkeeperEach night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
ArtistOnce per game, during the day, privately ask the Storyteller any yes/no question.
RavenkeeperIf you die at night, you are woken to choose a player: you learn their character.
Outsider
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
MutantIf you are "mad" about being an Outsider, you might be executed.
Minion
MastermindIf the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.
BaronThere are extra Outsiders in play. [+2 Outsiders]
Demon
OjoEach night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
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
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.
- 6
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 7
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 8DDawn
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
InnkeeperThe previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One is drunk.
- 4
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.
- 5
RavenkeeperIf the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.
- 6
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 7DDawn
Wait for a few seconds. End the Night Phase.
Ojo doesn't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.