Suitably Deranged
v1.0.2by one__catCustomDifficulty:
"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.
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]
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
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.
AlsaahirEach day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
FishermanOnce per game, during the day, visit the Storyteller for some advice to help you win.
Alchemist


You have a not-in-play Minion ability.
VirginThe 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
Outsider
HermitYou have all Outsider abilities. [-0 or -1 Outsider]
RecluseYou might register as evil & as a Minion or Demon, even if dead.
Plague Doctor


When you die, the Storyteller gains a Minion ability.
SnitchMinions start knowing 3 not-in-play characters.
Minion
FearmongerEach night, choose a player. If you nominate & execute them, their team loses. All players know if you choose a new player.
WidowOn your 1st night, look at the Grimoire and choose a player: they are poisoned. 1 good player knows a Widow is in play.
Marionette

You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
Evil TwinYou & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.
BoffinThe Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Demon
Lil' MonstaEach night, Minions choose who babysits Lil' Monsta's token & "is the Demon". A player dies each night*. [+1 Minion]
VigormortisEach night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Traveller
BaristaEach night, until dusk, 1) a player becomes sober, healthy and gets true info, or 2) their ability works twice. They learn which.
Bone CollectorOnce per game, at night, choose a dead player: they regain their ability until dusk.
JudgeOnce per game, if another player nominated, you may choose to force the current execution to pass or fail.
ApprenticeOn your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).
VoudonOnly you and the dead can vote. They don't need a vote token to do so. A 50% majority is not required.
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
AlchemistShow the Alchemist a not-in-play Minion token
- 6
SnitchAfter Minion info wake each Minion and show them three not-in-play character tokens. These may be the same or different to each other and the ones shown to the Demon.
- 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
Lil' MonstaWake all Minions together, allow them to vote by pointing at who they want to babysit Lil' Monsta.
- 9
WidowShow the Grimoire to the Widow for as long as they need. The Widow points to a player. That player is poisoned. Wake a good player. Show the 'These characters are in play' card, then the Widow character token.
- 10
Snake CharmerThe Snake Charmer points to a player. If that player is the Demon: swap the Demon and Snake Charmer character and alignments. Wake each player to inform them of their new role and alignment. The new Snake Charmer is poisoned.
- 11
Evil TwinWake 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.
- 12
FearmongerThe Fearmonger points to a player. Place the Fear token next to that player and announce that a new player has been selected with the Fearmonger ability.
- 13
PixieShow the Pixie 1 in-play Townsfolk character token.
- 14
LibrarianShow the character token of an Outsider in play. Point to two players, one of which is that character.
- 15
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 16
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.
- 17
BalloonistChoose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.
- 18
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 19DDawn
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
Snake CharmerThe Snake Charmer points to a player. If that player is the Demon: swap the Demon and Snake Charmer character and alignments. Wake each player to inform them of their new role and alignment. The new Snake Charmer is poisoned.
- 4
FearmongerThe Fearmonger points to a player. If different from the previous night, place the Fear token next to that player and announce that a new player has been selected with the Fearmonger ability.
- 5
Fang GuThe 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.
- 6
VigormortisThe Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.
- 7
Lil' MonstaWake all Minions together, allow them to vote by pointing at who they want to babysit Lil' Monsta. Choose a player, that player dies.
- 8
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.
- 9
OracleShow the hand signal for the number (0, 1, 2, etc.) of dead evil players.
- 10
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.
- 11
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 12DDawn
Wait for a few seconds. End the Night Phase.
Alsaahir, Hermit, Plague Doctor, Boffin, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Alchemist & BoffinIf the Alchemist has the Boffin ability, the Alchemist does not learn what ability the Demon has.

Plague Doctor & Evil TwinIf the Storyteller would gain the Evil Twin ability, a player becomes the Evil Twin.

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

Alchemist & WidowAn Alchemist-Widow has no Widow ability & a Widow is in play. After each execution, a living Alchemist-Widow may publicly guess a living player as the Widow. If correct, the Demon must choose the Widow tonight.

Plague Doctor & FearmongerIf the Storyteller would gain the Fearmonger ability, a Minion gains it, and learns this.

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

Alchemist & MarionetteAn Alchemist-Marionette has no Marionette ability & the Marionette is in play.

Plague Doctor & MarionetteIf the Storyteller would gain the Marionette ability, one of the Demon's good neighbors becomes the Marionette.

Marionette & Lil' MonstaIf there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.