Identity Larceny
v4.0.0by The4bestgameCustomDifficulty:
"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
NobleYou start knowing 3 players, 1 and only 1 of which is evil.
ShugenjaYou start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
PixieYou start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Village IdiotEach night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
SavantEach day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
SeamstressOnce per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
FishermanOnce per game, during the day, visit the Storyteller for some advice to help you win.
CannibalYou have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
FarmerIf you die at night, an alive good player becomes a Farmer.
Outsider
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
RecluseYou might register as evil & as a Minion or Demon, even if dead.
Plague DoctorWhen you die, the Storyteller gains a Minion ability.
BarberIf you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
HatterIf you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.
Minion
CerenovusEach night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
Pit-Hag
Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.
WidowOn your 1st night, look at the Grimoire and choose a player: they are poisoned. 1 good player knows a Widow is in play.
Boffin

The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Demon
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
OjoEach night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
KazaliEach night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
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
WidowShow the Grimoire to the Widow for as long as they need. The Widow points to a player. That player is poisoned. Wake a good player. Show the 'These characters are in play' card, then the Widow character token.
- 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
PixieShow the Pixie 1 in-play Townsfolk character token.
- 9
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 10
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 11
SeamstressThe 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.
- 12
NoblePoint to 3 players including one evil player, in no particular order.
- 13DDawn
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
Pit-HagThe Pit-Hag points to a player and a character on the sheet. If this character is not in play, wake that player and show them the 'You are' card and the relevant character token. If the character is in play, nothing happens.
- 6
ImpThe Imp points to a player. That player dies. If the Imp chose themselves: Replace the character of 1 alive minion with a spare Imp token. Show the 'You are' card, then the Imp token.
- 7
BarberIf 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.
- 8
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 9
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.
- 10
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 11
SeamstressIf 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.
- 12DDawn
Wait for a few seconds. End the Night Phase.
Shugenja, Village Idiot, Plague Doctor, Hatter, Boffin, Ojo, Kazali, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Pit-Hag & Village IdiotIf there is a spare token, the Pit-Hag can create an extra Village Idiot. If so, the drunk Village Idiot might change.

Boffin & Village IdiotIf there is a spare token, the Boffin can give the Demon the Village Idiot ability.

Boffin & DrunkThe Demon cannot have the Drunk ability.