brat and it's the same but the amne is an outsider
v1.0.0by elzbthCustomDifficulty:
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Characters
Townsfolk
KnightYou start knowing 2 players that are not the Demon.
ChefYou start knowing how many pairs of evil players there are.
Bounty Hunter
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
GeneralEach night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
MathematicianEach night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.
FlowergirlEach night*, you learn if a Demon voted today.
SavantEach day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
JugglerOn your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
AlsaahirEach day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
FishermanOnce per game, during the day, visit the Storyteller for some advice to help you win.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Outsider
OgreOn your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
MutantIf you are "mad" about being an Outsider, you might be executed.
ZealotIf there are 5 or more players alive, you must vote for every nomination.
Minion
WidowOn your 1st night, look at the Grimoire and choose a player: they are poisoned. 1 good player knows a Widow is in play.
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.
BaronThere are extra Outsiders in play. [+2 Outsiders]
Demon
Leviathan
If more than 1 good player is executed, you win. All players know you are in play. After day 5, 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
PoisonerThe Poisoner points to a player. That player is poisoned.
- 6
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.
- 7
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.
- 8
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 9
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 10
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 11
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.
- 12
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 13
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 14
LeviathanPlace the Leviathan 'Day 1' marker. Announce 'The Leviathan is in play; this is Day 1.'
- 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
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 4
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.
- 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
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 7
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 8
FlowergirlNod 'yes' or shake head 'no' for whether the Demon voted today. Place the 'Demon not voted' marker (remove 'Demon voted', if any).
- 9
JugglerIf today was the Juggler’s first day: Show the hand signal for the number (0, 1, 2, etc.) of 'Correct' markers. Remove markers.
- 10
Bounty HunterIf the known evil player has died, point to another evil player.
- 11
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 12
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 13
LeviathanChange the Leviathan Day reminder for the next day.
- 14DDawn
Wait for a few seconds. End the Night Phase.
Knight, Alsaahir, Ogre, Zealot, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

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

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

Leviathan & Pit-HagThe Leviathan cannot enter play after day 5.