Identity theft is not a joke
v2.0.0by ChingonesCustomDifficulty:
"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
ChefYou start knowing how many pairs of evil players there are.
ShugenjaYou start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Fortune TellerEach night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
High PriestessEach night, learn which player the Storyteller believes you should talk to most.
BalloonistEach night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
ExorcistEach night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
InnkeeperEach night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
LycanthropeEach night*, choose a living player: if good, they die, but they are the only player that can die tonight.
NightwatchmanOnce per game, at night, choose a player: they learn who you are.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Poppy GrowerMinions & Demons do not know each other. If you die, they learn who each other are that night.
Outsider
MutantIf you are "mad" about being an Outsider, you might be executed.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
PoliticianIf you were the player most responsible for your team losing, you change alignment & win, even if dead.
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
GodfatherYou start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.
Pit-Hag
Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.
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.
Marionette

You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
Demon
Yaggababble
You start knowing a secret phrase. For each time you said it publicly today, a player might die.
PoEach night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
No DashiiEach night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.
Fabled & Loric
DuchessEach day, 3 players may choose to visit you. At night*, each visitor learns how many visitors are evil, but 1 gets false info.
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
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.
- 7
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.
- 8
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.
- 9
GodfatherShow each of the Outsider tokens in play.
- 10
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 11
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 12
Fortune TellerThe Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.
- 13
BalloonistChoose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.
- 14
NightwatchmanThe Nightwatchman may point to a player. Wake that player, show the 'This character selected you' card and the Nightwatchman token, then point to the Nightwatchman player.
- 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
InnkeeperThe previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One is drunk.
- 5
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.
- 6
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.
- 7
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.
- 8
ExorcistThe 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.
- 9
LycanthropeThe Lycanthrope points to a living player: if good, they die and no one else can die tonight.
- 10
PoIf the Po chose no-one the previous night: The Po points to three players. Otherwise: The Po either shows the 'no' head signal , or points to a player. Chosen players die
- 11
No DashiiThe No Dashii points to a player. That player dies.
- 12
GodfatherIf an Outsider died today: The Godfather points to a player. That player dies.
- 13
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 14
Fortune TellerThe Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.
- 15
BalloonistChoose 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.
- 16
NightwatchmanThe Nightwatchman may point to a player. Wake that player, show the 'This character selected you' card and the Nightwatchman token, then point to the Nightwatchman player.
- 17DDawn
Wait for a few seconds. End the Night Phase.
Shugenja, High Priestess, Summoner, Boffin, Yaggababble, Duchess, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

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

Boffin & DrunkThe Demon cannot have the Drunk ability.

Yaggababble & ExorcistIf the Exorcist chooses the Yaggababble, the Yaggababble does not kill tonight.

Summoner & Pit-HagIf the Summoner creates a second living Demon, deaths tonight are arbitrary.

Marionette & BalloonistIf the Marionette thinks that they are the Balloonist, an Outsider might have been added.

Summoner & Poppy GrowerIf the Poppy Grower is alive on the 3rd night, the Summoner chooses which Demon but not which player.

Pit-Hag & PoliticianIf the Pit-Hag turns an evil player into the Politician, they can't turn good due to their own ability.

Boffin & PoliticianThe Demon cannot have the Politician ability.