tb-adjacent script with everything tb has but the poppy grower and amnesiac are added
calling it trouble remembering
seen from China

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seen from China
seen from China
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seen from United States
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seen from Belgium
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seen from Türkiye
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seen from Canada

seen from Italy
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tb-adjacent script with everything tb has but the poppy grower and amnesiac are added
calling it trouble remembering
how to make the goofiest botc script that’s still actually playable
‘puter do u hear me ?
@clovarts and I got bored, looked at BotC, looked at VSMP, looked at BotC, and, uh... then this happened. This is a demon-hunting script with a focus on mobile demons and a minor focus on drunkenness/poisoning. All jinxes are standard; online games running off botc.app can swap the Wraith for Spy, though Wraith is preferable.
Plaintext version (without abilities) under the cut.
custom script rules but they get more and more unhinged
Commander: At the start of each day, the town learns which team is winning. The storyteller may choose to lie.
Palm Reader: Once per game, during the night, the demon may consult the storyteller. The storyteller will tell them the player/character whose death the evil team would most benefit from.
Circus: All players may make a juggle on Day 1. Only the player(s) with the least amount of correct juggles are woken and shown a number.
Roulette: Each night, all players must privately choose either RED or BLACK. The storyteller then flips a coin. If heads, all players who chose RED are drunk until dusk. If tails, all players who chose BLACK are drunk until dusk.
Notes:
Roulette-drunkenness affects minions and the demon
As with all non-Vortox droisoning, the storyteller may choose to tell Roulette-drunk players true information or allow their abilities to function as normal
I really want to build a script for this one
Star-Crossed Lovers: On Night 1, one evil player and one good player learn each other. Each night*, the players choose to live or die. The game can only end when both are dead. The storyteller may choose to poison one or both players at any time.
Notes:
*Except Night 1
The players do not learn each others’ characters
The players may come back to life after executions, night deaths, or after choosing to die
It is recommended that the storyteller choose a powerful character as the good player (or at least one that would have a reason to stay alive)
This is an excellent concept and nothing could possibly go wrong with it
Wheel of Fortune: Once per game, at night, all players temporarily lose their character’s ability and gain the ability of the player to their right. They are not told which character their ability belongs to. At dusk, they regain their original ability.
Notes:
Players who receive a minion/demon ability are poisoned
Demon deaths are arbitrary
Dead players may still use/receive abilities, living players may still use/receive abilities from dead players
‘You start knowing’ abilities are treated as a new instance of the ability
If a once-per-game ability has been used, the new recipient may use it again
If a once-per-game ability has not been used and is used during the Night/Day of Fortune, the original player may still use it afterwards
Storytellers should confirm what characters the minions/demon are bluffing before spinning the wheel
This is the best/worst idea I’ve ever had and I love it
I made that script I was thinking about last night
Custom Djinn Rule: you cannot add a Spirit of Ivory to the game.
The whole point of it is it being potentially possible to keep growing the evil team. You have to try to kill off the sources of this happening