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v2.1.1by KingoftheAbyssCustomDifficulty:
"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
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
Magician

The Demon thinks you are a Minion. Minions think you are a Demon.
HuntsmanOnce per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
CannibalYou have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
PixieYou start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
UndertakerEach night*, you learn which character died by execution today.
Cult LeaderEach night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.
InvestigatorYou start knowing that 1 of 2 players is a particular Minion.
SlayerOnce per game, during the day, publicly choose a player: if they are the Demon, they die.
SoldierYou are safe from the Demon.
GossipEach day, you may make a public statement. Tonight, if it was true, a player dies.
Outsider
DamselAll Minions know you are in play. If a Minion publicly guesses you (once), your team loses.
HatterIf you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.
Plague Doctor

When you die, the Storyteller gains a Minion ability.
GoonEach night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
Minion
Summoner


You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
Boffin

The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Spy
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
CerenovusEach night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
WraithYou may choose to open your eyes at night. You wake when other evil players do.
Demon
Lord of TyphonEach night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]
PukkaEach night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
VortoxEach night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
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
Magician - 6
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.
- 7
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.
- 8
PukkaThe Pukka points to a player. That player is poisoned.
- 9
PixieShow the Pixie 1 in-play Townsfolk character token.
- 10
HuntsmanThe 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.
- 11
DamselWake all the Minions, show them the 'This character selected you' card and the Damsel token.
- 12
InvestigatorShow the character token of a Minion in play. Point to two players, one of which is that character.
- 13
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 14
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 15
SpyShow the Grimoire to the Spy for as long as they need.
- 16DDawn
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
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.
- 5
PukkaThe Pukka points to a player. That player is poisoned. The previously poisoned player dies.
- 6
VortoxThe Vortox points to a player. That player dies.
- 7
GossipIf the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.
- 8
HuntsmanThe 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.
- 9
DamselIf selected by the Huntsman, wake the Damsel, show 'You are' card and a not-in-play Townsfolk token.
- 10
UndertakerIf a player was executed today: Show that player’s character token.
- 11
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 12
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 13
SpyShow the Grimoire to the Spy for as long as they need.
- 14DDawn
Wait for a few seconds. End the Night Phase.
Hatter, Plague Doctor, Summoner, Boffin, Wraith, Lord of Typhon, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Summoner & HatterIf the Summoner creates a second living Demon, deaths tonight are arbitrary.

Magician & WraithAfter each execution, the living Magician may publicly guess a living player as the Wraith. If correct, the Demon must choose the Wraith tonight.

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

Summoner & Lord of TyphonIf a Lord of Typhon is summoned, they must neighbor a Minion & their other neighbor becomes an evil Minion.

Magician & SpyWhen the Spy sees the Grimoire, the Demon and Magician's character tokens are removed.

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

Boffin & GoonIf the Demon has the Goon ability, they can't turn good due to this ability.

Summoner & PukkaThe Summoner may summon a Pukka on the 2nd night instead of the 3rd.

Boffin & Cult LeaderIf the Demon has the Cult Leader ability, they can't turn good due to this ability.

Spy & DamselIf the Spy is (or has been) in play, the Damsel is poisoned.