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Grimoire BookmarkletHow to use:
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#First Night
interactionsOn Apprentice first night, they gain a Townsfolk ability (if good) or a Minion ability (if evil).
Bounty Hunter starts knowing 1 evil player. If the player they know dies, they learn another evil player tonight. One Townsfolk in play is evil and knows this (it can be Bounty Hunter themself).
Starts knowing how many pairs of evil players there are.
Clockmaker starts knowing how many steps from the Demon to its nearest Minion.
Clockmaker may start knowing how many steps from the Demon to the Recluse, or from the Recluse to their nearest Minion, if they sit closer to each other than the rest of the evil players.
Clockmaker starts knowing how many steps from the player holding Lil' Monsta to the nearest Minion.
Librarian may start knowing that one of two players is the Drunk (if one of them is indeed the Drunk).
If Legion is created, all evil players become Legion. If Legion is in play, the Engineer starts knowing this but has no ability.
Godfather starts knowing which Outsiders are in play. If one died today, the Godfather chooses a player tonight: they die. There might be one more or one fewer Outsider.
Grandmother starts knowing a good player & their character. If the Demon kills them, the Grandmother dies too.
If the Grandmother is poisoned/drunk on the first night, they may get a different player (including evil players) and a different role from the actual grandchild (marked in the Grimoire), but after the Grandmother is no longer poisoned/drunk, they still dies when the real grandchild dies.
Investigator starts knowing that 1 of 2 players is a particular Minion.
Knight starts knowing 2 players that are not the Demon.
The Magician wakes with Legion and might register as evil. Legion knows if a Magician is in play, but not which player it is.
Librarian starts knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
If the Recluse is the only Outsider in-play, the Librarian can be told that there are no Outsiders in-play.
Each night*, Lleech chooses a player: they die. The Lleech starts by choosing a player: they are poisoned. Lleech dies if and only if that player is dead.
Mezepheles starts knowing a secret word. The first good player to say this word becomes evil that night.
Noble starts knowing 3 players, 1 and only 1 of which is evil.
On Ogre's 1st night, they must choose a player (not themself): Ogre becomes their alignment (but does not know which) even if drunk or poisoned.
Pixie starts knowing 1 in-play Townsfolk. If Pixie were mad that they were this character, they gain their ability when the original character dies. If Pixie is drunk or poisoned when getting this info and got false character, they still get the false character ability when the real matched character dies, if madness was not broken.
On Princess' 1st day, if Princess nominated & executed a player, the Demon doesn’t kill tonight.
Resurrected Townsfolk may or may not get to act on the night of their resurrection, depending on whether they would act before or after the Professor. If they had a “first night only” or “you start knowing” ability, they immediately wake to use it again, as soon as the Professor goes to sleep.
Shugenja starts knowing if their closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Steward starts knowing 1 good player.
Steward may start knowing that they are in play but it's not recommended.
Washerwoman starts knowing that 1 of 2 players is a particular Townsfolk.
On Widow's first night, they look at the Grimoire and choose a player: that player is poisoned. One good player knows a Widow is in play, but only if the Widow did not choose to poison themself.
Yaggababble starts knowing a secret phrase. For each time the Yaggababble said it publicly today, a player might die.