Vortextual Knowledge
v1.0.0by CypherwyreCustomDifficulty:
"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
Bounty Hunter
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
ChambermaidEach night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Mathematician

Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.
KingEach night, if the dead outnumber the living, you learn 1 alive character. The Demon knows who you are.
FlowergirlEach night*, you learn if a Demon voted today.
InnkeeperEach night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
MonkEach night*, choose a player (not yourself): they are safe from the Demon tonight.
GossipEach day, you may make a public statement. Tonight, if it was true, a player dies.
SavantEach day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
PrincessOn your 1st day, if you nominated & executed a player, the Demon doesn't kill tonight.
MinstrelWhen a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.
Outsider
GoonEach night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
SweetheartWhen you die, 1 player is drunk from now on.
Plague Doctor
When you die, the Storyteller gains a Minion ability.
HatterIf you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.
Minion
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
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.
Marionette
You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
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.
Demon
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
KingWake the Demon, show them the 'This character selected you' card, show the King token and point to the King player.
- 6
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.
- 7
PoisonerThe Poisoner points to a player. That player is poisoned.
- 8
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.
- 9
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 10
Bounty HunterPoint to 1 evil player. Wake the townsfolk who is evil and show them the 'You are' card and the thumbs down evil sign.
- 11
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 12
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 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
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 4
InnkeeperThe previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One is drunk.
- 5
MonkThe previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.
- 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
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
SweetheartChoose a player that is drunk.
- 10
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 11
FlowergirlNod 'yes' or shake head 'no' for whether the Demon voted today. Place the 'Demon not voted' marker (remove 'Demon voted', if any).
- 12
KingIf there are more dead than living, show the King a character token of a living player.
- 13
Bounty HunterIf the known evil player has died, point to another evil player.
- 14
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 15
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 16DDawn
Wait for a few seconds. End the Night Phase.
Princess, Plague Doctor, Hatter, Summoner, Boffin, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Summoner & HatterIf the Summoner creates a second living Demon, deaths tonight are arbitrary.

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

Mathematician & ChambermaidThe Chambermaid can detect if the Mathematician will wake tonight.

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

Boffin & GoonIf the Demon has the Goon ability, they can't turn good due to this ability.

Bounty Hunter & PhilosopherIf the Philosopher gains the Bounty Hunter ability, a Townsfolk might turn evil.

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

Mathematician & MarionetteThe Mathematician learns if the Marionette's ability yielded false info or failed to work properly.

Plague Doctor & MarionetteIf the Storyteller would gain the Marionette ability, one of the Demon's good neighbors becomes the Marionette.