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Test_characters_1

v1.0.0

by JsonCustomDifficulty:

8
Angel
Buddhist
Deus ex Fiasco
Djinn
Doomsayer
Duchess
Fibbin
Fiddler

"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

  • Acrobat

    Each night*, if either good living neighbour is drunk or poisoned, you die.

  • Alchemist

    You have a not-in-play Minion ability.

  • Amnesiac

    You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.

  • Artist

    Once per game, during the day, privately ask the Storyteller any yes/no question.

  • Atheist

    The Storyteller can break the game rules & if executed, good wins, even if you are dead. [No evil characters]

  • Balloonist

    Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]

  • Bounty Hunter

    You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]

  • Cannibal
    Jinxed with Butler

    You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.

  • Chambermaid

    Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.

  • Chef

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

  • Choirboy

    If the Demon kills the King, you learn which player is the Demon. [+ the King]

  • Clockmaker

    You start knowing how many steps from the Demon to its nearest Minion.

  • Courtier

    Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.

  • Cult Leader

    Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.

  • Dreamer

    Each night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.

  • Empath

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

  • Engineer

    Once per game, at night, choose which Minions or which Demon is in play.

  • Exorcist

    Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.

  • Farmer

    If you die at night, an alive good player becomes a Farmer.

Outsider

  • Barber

    If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.

  • Butler

    Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.

  • 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.

Minion

  • Assassin

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

  • Baron

    There are extra Outsiders in play. [+2 Outsiders]

  • Boomdandy

    If you are executed, all but 3 players die. 1 minute later, the player with the most players pointing at them dies.

  • Cerenovus

    Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.

  • Devil's Advocate

    Each night, choose a living player (different to last night): if executed tomorrow, they don't die.

  • Evil Twin

    You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.

  • Fearmonger

    Each night, choose a player. If you nominate & execute them, their team loses. All players know if you choose a new player.

Demon

  • Al-Hadikhia

    Each night*, choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.

  • Fang Gu

    Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]

Traveller

  • Apprentice

    On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).

  • Barista

    Each night, until dusk, 1) a player becomes sober, healthy and gets true info, or 2) their ability works twice. They learn which.

  • Beggar

    You must use a vote token to vote. Dead players may choose to give you theirs. If so, you learn their alignment. You are sober & healthy.

  • Bishop

    Only the Storyteller can nominate. At least 1 opposite player must be nominated each day.

  • Bone Collector

    Once per game, at night, choose a dead player: they regain their ability until dusk.

  • Bureaucrat

    Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.

  • Butcher

    Each day, after the 1st execution, you may nominate again.

  • Deviant

    If you were funny today, you cannot die by exile.

Fabled & Loric

  • Angel

    Something bad might happen to whoever is most responsible for the death of a new player.

  • Buddhist

    For the first 2 minutes of each day, veteran players may not talk.

  • Deus ex Fiasco

    At least once per game, the Storyteller will make a mistake, correct it, and publicly admit to it.

  • Djinn

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

  • Doomsayer

    If 4 or more players live, each living player may publicly choose (once per game) that a player of their own alignment dies.

  • Duchess

    Each day, 3 players may choose to visit you. At night*, each visitor learns how many visitors are evil, but 1 gets false info.

  • Fibbin

    Once per game, 1 good player might get incorrect information.

  • Fiddler

    Once per game, the Demon secretly chooses an opposing player: all players choose which of these 2 players win.

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
    Alchemist

    Show the Alchemist a not-in-play Minion token

  5. 5
    Engineer

    The Engineer shows a 'no' head signal, or points to a Demon or points to the relevant number of Minions. If the Engineer chose characters, replace the Demon or Minions with the choices, then wake the relevant players and show them the You are card and the relevant character tokens.

  6. 6
    Courtier

    The Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that player is drunk.

  7. 7
    Devil's Advocate

    The Devil’s Advocate points to a living player. That player survives execution tomorrow.

  8. 8
    Evil Twin

    Wake 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.

  9. 9
    Cerenovus

    The 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.

  10. 10
    Fearmonger

    The 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.

  11. 11
    Damsel

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

  12. 12
    Amnesiac

    Decide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  13. 13
    Chef

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

  14. 14
    Empath

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

  15. 15
    Butler

    The Butler points to a player. Mark that player as 'Master'.

  16. 16
    Clockmaker

    Show the hand signal for the number (1, 2, 3, etc.) of places from Demon to closest Minion.

  17. 17
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  18. 18
    Balloonist

    Choose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.

  19. 19
    Bounty Hunter

    Point to 1 evil player. Wake the townsfolk who is evil and show them the 'You are' card and the thumbs down evil sign.

  20. 20
    Cult Leader

    If the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.

  21. 21
    Chambermaid

    The Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.

  22. 22
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Engineer

    The Engineer shows a 'no' head signal, or points to a Demon or points to the relevant number of Minions. If the Engineer chose characters, replace the Demon or Minions with the choices, then wake the relevant players and show them the 'You are' card and the relevant character tokens.

  3. 3
    Courtier

    Reduce the remaining number of days the marked player is poisoned. If the Courtier has not yet used their ability: The Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that player is drunk.

  4. 4
    Devil's Advocate

    The Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.

  5. 5
    Cerenovus

    The 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.

  6. 6
    Fearmonger

    The 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.

  7. 7
    Exorcist

    The 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.

  8. 8
    Fang Gu

    The 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. 9
    Al-Hadikhia

    The Al-Hadikhia chooses 3 players. Announce the first player, wake them to nod yes to live or shake head no to die, kill or resurrect accordingly, then put to sleep and announce the next player. If all 3 are alive after this, all 3 die.

  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
    Acrobat

    If a good living neighbour is drunk or poisoned, the Acrobat player dies.

  12. 12
    Barber

    If the Barber died today: Wake the Demon. Show the 'This character selected you' card, then Barber token. The Demon either shows a 'no' head signal, or points to 2 players. If they chose players: Swap the character tokens. Wake each player. Show 'You are', then their new character token.

  13. 13
    Choirboy

    If the King was killed by the Demon, wake the Choirboy and point to the Demon player.

  14. 14
    Damsel

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

  15. 15
    Amnesiac

    If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  16. 16
    Farmer

    If a Farmer died tonight, choose another good player and make them the Farmer. Wake this player, show them the 'You are' card and the Farmer character token.

  17. 17
    Empath

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

  18. 18
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  19. 19
    Balloonist

    Choose 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.

  20. 20
    Bounty Hunter

    If the known evil player has died, point to another evil player.

  21. 21
    Cult Leader

    If the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.

  22. 22
    Butler

    The Butler points to a player. Mark that player as 'Master'.

  23. 23
    Chambermaid

    The Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.

  24. 24
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Angel, Buddhist, Deus ex Fiasco, Djinn, Doomsayer, Duchess, Fibbin, Fiddler don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Cannibal
    Jinxed with Butler
    Cannibal & Butler

    If the Cannibal gains the Butler ability, the Cannibal learns this.