Will The Real Slim Shady Please Stand Up
v1.0.0by ScryptmanCustomDifficulty:
"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
FarmerIf you die at night, an alive good player becomes a Farmer.
GossipEach day, you may make a public statement. Tonight, if it was true, a player dies.
JugglerOn your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
Magician

The Demon thinks you are a Minion. Minions think you are a Demon.
NobleYou start knowing 3 players, 1 and only 1 of which is evil.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
PixieYou start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Poppy GrowerMinions & Demons do not know each other. If you die, they learn who each other are that night.
SlayerOnce per game, during the day, publicly choose a player: if they are the Demon, they die.
Village IdiotEach night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
ArtistOnce per game, during the day, privately ask the Storyteller any yes/no question.
FishermanOnce per game, during the day, visit the Storyteller for some advice to help you win.
HuntsmanOnce per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
Outsider
DamselAll Minions know you are in play. If a Minion publicly guesses you (once), your team loses.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
MutantIf you are "mad" about being an Outsider, you might be executed.
Minion
Cerenovus
Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
Evil TwinYou & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.
Marionette

You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
GoblinIf you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
Demon
KazaliEach night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
LegionEach night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]
OjoEach night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
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
Poppy GrowerDo not inform the Demon/Minions who each other are
- 6
Magician - 7
LunaticIf 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.
- 8
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.
- 9
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.
- 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
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.
- 13
DamselWake all the Minions, show them the 'This character selected you' card and the Damsel token.
- 14
NoblePoint to 3 players including one evil player, in no particular order.
- 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
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
LunaticAllow 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.
- 6
LegionChoose a player, that player dies.
- 7
VortoxThe Vortox points to a player. That player dies.
- 8
GossipIf the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.
- 9
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.
- 10
DamselIf selected by the Huntsman, wake the Damsel, show 'You are' card and a not-in-play Townsfolk token.
- 11
FarmerIf 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.
- 12
JugglerIf today was the Juggler’s first day: Show the hand signal for the number (0, 1, 2, etc.) of 'Correct' markers. Remove markers.
- 13DDawn
Wait for a few seconds. End the Night Phase.
Village Idiot, Kazali, Ojo, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

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

Marionette & HuntsmanIf the Marionette thinks that they are the Huntsman, the Damsel was added during setup.

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

Magician & MarionetteIf the Magician is alive, the Demon doesn't know which neighbor is the Marionette.

Magician & LegionIf the Magician is in play, during the Demon info step, Legion wake in separate groups. Each group learns which players are good, but does not learn the Magician.