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Chastity

v1.1.0

by max(well)CustomDifficulty:

1
Bootlegger
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

  • Clockmaker

    You start knowing how many steps from the Demon to its nearest Minion.

  • Bounty Hunter

    You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]

  • Pixie

    You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.

  • Chambermaid

    Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.

  • Gossip

    Each day, you may make a public statement. Tonight, if it was true, a player dies.

  • Nightwatchman

    Once per game, at night, choose a player: they learn who you are.

  • Professor

    Once per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.

  • Alchemist
    Jinxed with Boffin
    Jinxed with Spy

    You have a not-in-play Minion ability.

  • Amnesiac

    You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.

  • Farmer

    If you die at night, an alive good player becomes a Farmer.

  • Mayor

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

  • Virgin

    The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.

  • Pacifist

    Executed good players might not die.

Outsider

  • Drunk

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

  • Klutz

    When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.

  • Mutant

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

Minion

  • Devil's Advocate

    Each night, choose a living player (different to last night): if executed tomorrow, they don't die.

  • Spy

    Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.

  • Boomdandy

    If you are executed, all but 3 players die. 1 minute later, the player with the most players pointing at them dies.

  • Boffin
    Jinxed with Drunk

    The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.

Demon

  • Imp

    Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.

  • Lleech

    Each night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.

Fabled & Loric

  • Bootlegger

    This script has homebrew characters or rules.

  • 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
    Alchemist

    Show the Alchemist a not-in-play Minion token

  5. 5
    Lleech

    The Lleech points to a player. Place the Poisoned reminder token.

  6. 6
    Devil's Advocate

    The Devil’s Advocate points to a living player. That player survives execution tomorrow.

  7. 7
    Pixie

    Show the Pixie 1 in-play Townsfolk character token.

  8. 8
    Amnesiac

    Decide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  9. 9
    Clockmaker

    Show the hand signal for the number (1, 2, 3, etc.) of places from Demon to closest Minion.

  10. 10
    Bounty Hunter

    Point to 1 evil player. Wake the townsfolk who is evil and show them the 'You are' card and the thumbs down evil sign.

  11. 11
    Nightwatchman

    The 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.

  12. 12
    Spy

    Show the Grimoire to the Spy for as long as they need.

  13. 13
    Chambermaid

    The Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.

  14. 14
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Devil's Advocate

    The Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.

  3. 3
    Imp

    The 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.

  4. 4
    Lleech

    The Lleech points to a player. That player dies.

  5. 5
    Gossip

    If the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.

  6. 6
    Professor

    If the Professor has not used their ability: The Professor either shakes their head no, or points to a player. If that player is a Townsfolk, they are now alive.

  7. 7
    Amnesiac

    If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  8. 8
    Farmer

    If 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.

  9. 9
    Bounty Hunter

    If the known evil player has died, point to another evil player.

  10. 10
    Nightwatchman

    The 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.

  11. 11
    Spy

    Show the Grimoire to the Spy for as long as they need.

  12. 12
    Chambermaid

    The Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.

  13. 13
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Boffin, Bootlegger, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Alchemist
    Jinxed with Boffin
    Alchemist & Boffin

    If the Alchemist has the Boffin ability, the Alchemist does not learn what ability the Demon has.

  • Jinxed with Boffin
    Jinxed with Drunk
    Boffin & Drunk

    The Demon cannot have the Drunk ability.

  • Jinxed with Alchemist
    Jinxed with Spy
    Alchemist & Spy

    An Alchemist-Spy has no Spy ability & a Spy is in play. After each execution, a living Alchemist-Spy may publicly guess a living player as the Spy. If correct, the Demon must choose the Spy tonight.