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In The Eye Of The Storm

v1.0.0

by Jared PurfieldCustomDifficulty:

2
Djinn

"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

  • Washerwoman

    You start knowing that 1 of 2 players is a particular Townsfolk.

  • Investigator

    You start knowing that 1 of 2 players is a particular Minion.

  • Chef

    You start knowing how many pairs of evil players there are.

  • Empath

    Each night, you learn how many of your 2 alive neighbours are evil.

  • Village Idiot

    Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]

  • Snake Charmer

    Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.

  • Sailor

    Each night, choose an alive player: either you or they are drunk until dusk. You can't die.

  • Monk

    Each night*, choose a player (not yourself): they are safe from the Demon tonight.

  • Huntsman

    Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]

  • Philosopher

    Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.

  • Ravenkeeper

    If you die at night, you are woken to choose a player: you learn their character.

  • Sage

    If the Demon kills you, you learn that it is 1 of 2 players.

  • Alchemist

    You have a not-in-play Minion ability.

Outsider

  • Damsel

    All Minions know you are in play. If a Minion publicly guesses you (once), your team loses.

  • Drunk

    You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.

  • Recluse
    Jinxed with Sage

    You might register as evil & as a Minion or Demon, even if dead.

  • Lunatic

    You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.

Minion

  • Godfather

    You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.

  • Poisoner

    Each night, choose a player: they are poisoned tonight and tomorrow day.

  • Assassin

    Once per game, at night*, choose a player: they die, even if for some reason they could not.

  • Goblin

    If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.

Demon

  • Pukka

    Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.

  • Vortox

    Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.

Fabled & Loric

  • Djinn

    Use the Djinn's special rule. All players know what it is.

Night order

First night

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    M
    Minion 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.

  3. 3
    D
    Demon 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. 4
    Philosopher

    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.

  5. 5
    Alchemist

    Show the Alchemist a not-in-play Minion token

  6. 6
    Lunatic

    If 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. 7
    Sailor

    The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.

  8. 8
    Poisoner

    The Poisoner points to a player. That player is poisoned.

  9. 9
    Snake Charmer

    The 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. 10
    Godfather

    Show each of the Outsider tokens in play.

  11. 11
    Pukka

    The Pukka points to a player. That player is poisoned.

  12. 12
    Huntsman

    The Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.

  13. 13
    Damsel

    Wake all the Minions, show them the 'This character selected you' card and the Damsel token.

  14. 14
    Washerwoman

    Show the character token of a Townsfolk in play. Point to two players, one of which is that character.

  15. 15
    Investigator

    Show the character token of a Minion in play. Point to two players, one of which is that character.

  16. 16
    Chef

    Show the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.

  17. 17
    Empath

    Show the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.

  18. 18
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Philosopher

    If 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. 3
    Sailor

    The previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.

  4. 4
    Poisoner

    The previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.

  5. 5
    Snake Charmer

    The 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. 6
    Monk

    The previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.

  7. 7
    Lunatic

    Allow 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.

  8. 8
    Pukka

    The Pukka points to a player. That player is poisoned. The previously poisoned player dies.

  9. 9
    Vortox

    The Vortox points to a player. That player dies.

  10. 10
    Assassin

    If the Assassin has not yet used their ability: The Assassin either shows the 'no' head signal, or points to a player. That player dies.

  11. 11
    Godfather

    If an Outsider died today: The Godfather points to a player. That player dies.

  12. 12
    Sage

    If the Sage was killed by a Demon: Point to two players, one of which is that Demon.

  13. 13
    Huntsman

    The Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.

  14. 14
    Damsel

    If selected by the Huntsman, wake the Damsel, show 'You are' card and a not-in-play Townsfolk token.

  15. 15
    Ravenkeeper

    If the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.

  16. 16
    Empath

    Show the finger signal (0, 1, 2) for the number of evil neighbours.

  17. 17
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Village Idiot, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Recluse
    Jinxed with Sage
    Recluse & Sage

    The Recluse might register as the Demon to the Sage.