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I see dead people  by Ascarywizard

  • Bootlegger

    Characters die as normal but the storyteller doesn’t announce deaths. Dead players can nominate. Poisoned players don’t wake up.

Characters

Townsfolk

  • Soldier

    Soldier

    Almanac

    You are safe from the Demon.

  • Banshee

    Banshee

    Almanac

    If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.

  • Oracle

    Oracle

    Almanac

    Each night*, you learn how many dead players are evil.

  • Snake Charmer

    Snake Charmer

    Almanac

    Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.

  • Fortune Teller

    Fortune Teller

    Almanac

    Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.

  • Chambermaid

    Chambermaid

    Almanac

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

  • Dreamer

    Dreamer

    Almanac

    Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.

  • Empath

    Empath

    Almanac

    Each night, you learn how many of your 2 alive neighbors are evil.

  • Professor

    Professor

    Almanac

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

  • Sage

    If the Demon kills you, you learn that it is 1 of 2 players.

  • Courtier

    Courtier

    Almanac

    Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.

  • Philosopher

    Philosopher

    Almanac

    Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.

  • Pacifist

    Pacifist

    Almanac

    Executed good players might not die.

Outsiders

  • Sweetheart

    Sweetheart

    Almanac

    When you die, 1 player is drunk from now on.

  • Damsel

    Damsel

    Almanac

    All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.

  • Recluse

    Recluse

    Almanac

    You might register as evil & as a Minion or Demon, even if dead.

  • Mutant

    Mutant

    Almanac

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

Minions

  • Poisoner

    Poisoner

    Almanac

    Each night, choose a player: they are poisoned tonight and tomorrow day.

  • Mastermind

    Mastermind

    Almanac

    If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.

  • Devil's Advocate

    Devil's Advocate

    Almanac

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

  • Baron

    Baron

    Almanac

    There are extra Outsiders in play. [+2 Outsiders]

Demons

  • Fang Gu

    Fang Gu

    Almanac

    Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]

  • Imp

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

Travellers

  • Harlot

    Harlot

    Almanac

    Each night*, choose a living player: if they agree, you learn their character, but you both might die.

  • Scapegoat

    Scapegoat

    Almanac

    If a player of your alignment is executed, you might be executed instead.

Fabled

  • I See Dead People

    I See Dead People

    Characters die as normal but the storyteller doesn’t announce deaths. Dead players can nominate. Poisoned players don’t wake up.

  • Djinn

    Djinn

    Almanac

    Use the Djinn's special rule. All players know what it is.

Loric

  • Bootlegger

    Bootlegger

    Almanac

    This script has homebrew characters or rules.

Jinxes

  • Recluse Sage

    The Recluse might register as the Demon to the Sage.


Night Order

First Night

  • Philosopher

    The Philosopher might choose a character. If necessary, swap their character token. Philosopher

  • Poisoner

    The Poisoner chooses a player. Poisoner

  • Courtier

    The Courtier might choose a character. Courtier Courtier

  • Snake Charmer

    The Snake Charmer chooses a player. If they chose the Demon: Show the YOU ARE & Demon tokens. Give a thumbs down. Swap the Snake Charmer & Demon tokens. Put the old Snake Charmer to sleep. Wake the old Demon. Show the YOU ARE and Snake Charmer tokens & give a thumbs up. Snake Charmer

  • Devil's Advocate

    The Devil's Advocate chooses a living player. Devil's Advocate

  • Damsel

    If the Damsel was chosen by the Huntsman, show them the YOU ARE info token and their new character token.

  • Empath

    Give a finger signal.

  • Fortune Teller

    The Fortune Teller chooses 2 players. Nod if either is the Demon (or the RED HERRING).

  • Dreamer

    The Dreamer points to a player. Show 1 good & 1 evil character token, 1 of which is their character.

  • Chambermaid

    The Chambermaid chooses 2 living players. Give a finger signal.

Other Nights

  • Harlot

    The Harlot points at any living player. Then, put the Harlot to sleep. Wake the chosen player, show them the THIS CHARACTER SELECTED YOU token, then the Harlot token. That player either nods their head yes or shakes their head no. If they nodded their head yes, wake the Harlot and show them the chosen player's character token. Then, you may decide that both players die.

  • Philosopher

    The Philosopher might choose a character. If necessary, swap their character token. Philosopher

  • Poisoner

    The Poisoner chooses a player. Poisoner

  • Courtier

    The Courtier might choose a character. Courtier Courtier

  • Snake Charmer

    The Snake Charmer chooses a player. If they chose the Demon: Show the YOU ARE & Demon tokens. Give a thumbs down. Swap the Snake Charmer & Demon tokens. Put the old Snake Charmer to sleep. Wake the old Demon. Show the YOU ARE and Snake Charmer tokens & give a thumbs up. Snake Charmer

  • Devil's Advocate

    The Devil's Advocate chooses a living player. Devil's Advocate

  • Imp

    The Imp chooses a player. Imp If the Imp chose themselves: Replace 1 alive Minion token with a spare Imp token. Put the old Imp to sleep. Wake the new Imp. Show the YOU ARE token, then show the Imp token.

  • Fang Gu

    The Fang Gu chooses a player. Fang Gu If they chose an Outsider (once only): Replace the Outsider token with the spare Fang Gu token. Put the Fang Gu to sleep. Wake the target. Show the YOU ARE and Fang Gu tokens & give a thumbs-down. Fang Gu

  • Sweetheart

    If the Sweetheart died, a player became drunk immediately. If you haven't done this yet, do so now. Sweetheart

  • Sage

    If the Demon killed the Sage, wake the Sage and point to 2 players, 1 of which is the Demon.

  • Banshee

    If the Banshee was killed by the Demon tonight, announce to all players that the Banshee has died. Banshee

  • Professor

    The Professor might choose a dead player. Professor Professor

  • Damsel

    If the Damsel was chosen by the Huntsman, show them the YOU ARE info token and their new character token.

  • Empath

    Give a finger signal.

  • Fortune Teller

    The Fortune Teller chooses 2 players. Nod if either is the Demon (or the RED HERRING).

  • Dreamer

    The Dreamer points to a player. Show 1 good & 1 evil character token, 1 of which is their character.

  • Oracle

    Give a finger signal.

  • Chambermaid

    The Chambermaid chooses 2 living players. Give a finger signal.

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