Worst Moon Possible Rising
v0.10.0by RhimensCustomDifficulty:
"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
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
GeneralEach night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Mathematician
Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.
KingEach night, if the dead outnumber the living, you learn 1 alive character. The Demon knows who you are.
InnkeeperEach night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
MonkEach night*, choose a player (not yourself): they are safe from the Demon tonight.
ExorcistEach night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
SoldierYou are safe from the Demon.
Alchemist

You have a not-in-play Minion ability.
CannibalYou have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
MinstrelWhen a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.
Tea LadyIf both your alive neighbours are good, they can't die.
FoolThe first time you die, you don't.
MagicianThe Demon thinks you are a Minion. Minions think you are a Demon.
Poppy GrowerMinions & Demons do not know each other. If you die, they learn who each other are that night.
PacifistExecuted good players might not die.
Outsider
HermitYou have all Outsider abilities. [-0 or -1 Outsider]
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
Summoner

You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
MastermindIf the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.
Scarlet WomanIf there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count)
Demon
ZombuulEach night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.
Lleech
Each night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.
Traveller
ApprenticeOn your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).
Fabled & Loric
PopeThere are duplicate good characters in play. They might also be bluffs.
HinduThe first 4 players to die are immediately reincarnated as Travellers of the same alignment.
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
AlchemistShow the Alchemist a not-in-play Minion token
- 5
Poppy GrowerDo not inform the Demon/Minions who each other are
- 6
Magician - 7
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.
- 8
KingWake the Demon, show them the 'This character selected you' card, show the King token and point to the King player.
- 9
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 10
LleechThe Lleech points to a player. Place the Poisoned reminder token.
- 11
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 12
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 13
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 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
Poppy GrowerIf the Poppy Grower has died, show the Minions/Demon who each other are.
- 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
InnkeeperThe previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One is drunk.
- 5
MonkThe previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.
- 6
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 7
Scarlet WomanIf the Scarlet Woman became the Demon today: Show the 'You are' card, then the demon token.
- 8
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.
- 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
ZombuulIf no-one died during the day: The Zombuul points to a player. That player dies.
- 11
LleechThe Lleech points to a player. That player dies.
- 12
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 13
KingIf there are more dead than living, show the King a character token of a living player.
- 14
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 15
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 16DDawn
Wait for a few seconds. End the Night Phase.
Hermit, Summoner, Pope, Hindu, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Alchemist & SummonerThe Alchemist-Summoner does not get bluffs, and chooses which Demon but not which player. If they die before this happens, evil wins. [No Demon]

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

Lleech & MastermindIf the Mastermind is alive and the Lleech host dies by execution, the Lleech lives but loses their ability.

Alchemist & MastermindAn Alchemist-Mastermind has no Mastermind ability & the Mastermind is not-in-play.

Summoner & ZombuulIf the Summoner summons a dead player into the Zombuul, the Zombuul has already 'died once'.

Summoner & Poppy GrowerIf the Poppy Grower is alive on the 3rd night, the Summoner chooses which Demon but not which player.