Concoctions of Deceit
v1.0.0by FirebladeCustomDifficulty:
"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
Bounty Hunter
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
PixieYou start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
Village IdiotEach night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
BalloonistEach night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]
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.
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.
AlchemistYou have a not-in-play Minion ability.
Tea LadyIf both your alive neighbours are good, they can't die.
Poppy GrowerMinions & Demons do not know each other. If you die, they learn who each other are that night.
CannibalYou have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Outsider
Puzzlemaster1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
SweetheartWhen you die, 1 player is drunk from now on.
RecluseYou might register as evil & as a Minion or Demon, even if dead.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Minion
HarpyEach night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Cerenovus
Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
GoblinIf you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
Vizier
All players know you are the Vizier. You cannot die during the day. If good voted, you may choose to execute immediately.
Demon
LleechEach night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.
No DashiiEach night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
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
Poppy GrowerDo not inform the Demon/Minions who each other are
- 7
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 8
LleechThe Lleech points to a player. Place the Poisoned reminder token.
- 9
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.
- 10
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.
- 11
PixieShow the Pixie 1 in-play Townsfolk character token.
- 12
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.
- 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
Bounty HunterPoint to 1 evil player. Wake the townsfolk who is evil and show them the 'You are' card and the thumbs down evil sign.
- 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
Poppy GrowerIf the Poppy Grower has died, show the Minions/Demon who each other are.
- 4
SailorThe previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 5
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.
- 6
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.
- 7
ImpThe 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
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.
- 9
No DashiiThe No Dashii points to a player. That player dies.
- 10
LleechThe Lleech points to a player. That player dies.
- 11
SweetheartChoose a player that is drunk.
- 12
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.
- 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
Bounty HunterIf the known evil player has died, point to another evil player.
- 15DDawn
Wait for a few seconds. End the Night Phase.
Village Idiot, Alsaahir, Harpy, Vizier, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Vizier & AlsaahirThe Storyteller doesn't declare the Vizier is in play.

Bounty Hunter & PhilosopherIf the Philosopher gains the Bounty Hunter ability, a Townsfolk might turn evil.

Cerenovus & GoblinThe Cerenovus may choose to make a player mad that they are the Goblin.