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Early Tremors

v3.0.0

by EinoCustomDifficulty:

1
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

  • Chef

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

  • Noble

    You start knowing 3 players, 1 and only 1 of which is evil.

  • Investigator

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

  • Empath

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

  • High Priestess

    Each night, learn which player the Storyteller believes you should talk to most.

  • General

    Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.

  • Village Idiot

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

  • Dreamer

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

  • Fortune Teller

    Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.

  • Seamstress

    Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.

  • Ravenkeeper

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

  • Banshee

    If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.

  • Mayor

    If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.

Outsider

  • Ogre

    On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.

  • Lunatic

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

  • Drunk

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

  • Mutant

    If you are "mad" about being an Outsider, you might be executed.

  • Politician

    If you were the player most responsible for your team losing, you change alignment & win, even if dead.

Minion

  • Cerenovus

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

  • Marionette

    You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]

  • Organ Grinder

    All players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk until dusk.

  • Baron

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

Demon

  • Riot
    Jinxed with Banshee
    Jinxed with Ravenkeeper
    Jinxed with Mayor

    Nominees die, but may nominate again immediately (on day 3, they must). After day 3, evil wins. [All Minions are Riot]

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
    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.

  5. 5
    Marionette

    Select 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.

  6. 6
    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.

  7. 7
    Investigator

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

  8. 8
    Chef

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

  9. 9
    Empath

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

  10. 10
    Fortune Teller

    The Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.

  11. 11
    Dreamer

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

  12. 12
    Seamstress

    The Seamstress either shows a 'no' head signal, or points to two other players. If the Seamstress chose players , nod 'yes' or shake 'no' for whether they are of same alignment.

  13. 13
    Noble

    Point to 3 players including one evil player, in no particular order.

  14. 14
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  15. 15
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    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.

  3. 3
    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.

  4. 4
    Ravenkeeper

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

  5. 5
    Empath

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

  6. 6
    Fortune Teller

    The Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.

  7. 7
    Dreamer

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

  8. 8
    Seamstress

    If the Seamstress has not yet used their ability: the Seamstress either shows a 'no' head signal, or points to two other players. If the Seamstress chose players , nod 'yes' or shake 'no' for whether they are of same alignment.

  9. 9
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  10. 10
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

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

Jinxes
  • Jinxed with Riot
    Jinxed with Banshee
    Riot & Banshee

    Each night*, Riot chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.

  • Jinxed with Riot
    Jinxed with Ravenkeeper
    Riot & Ravenkeeper

    Each night*, Riot chooses an alive good player (different to previous nights): a chosen Ravenkeeper uses their ability but does not die.

  • Jinxed with Riot
    Jinxed with Mayor
    Riot & Mayor

    The Mayor may choose to stop the riot. If they do so when only 1 Riot is alive, good wins. Otherwise, evil wins.