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#Storyteller
interactionsEach day Amnesiac privately guesses what their ability is and learns how accurate they are. The Storyteller can guide the Amnesiac with "cold", "warmer", "hot", "bingo" and so on.
Once per game, during the day, Artist can privately ask the Storyteller any yes/no question. The Storyteller can answer "I don't know" or prompt to ask another question if they cannot provide an answer.
The Storyteller can break the game rules, and if executed - good wins, even if Atheist is dead. There are no evil characters in the game with Atheist. If there is no Atheist in play and the Storyteller is executed, evil wins.
During a riot, if the Storyteller is nominated, players vote. If they are "about to die", the game ends. If not, they nominate again.
If the Demon has the Atheist ability, the Storyteller may break the rules and good team wins if the Storyteller is executed. Setup condition of the Atheist is not followed in that case.
If the Storyteller would gain the Baron ability, up to two players become Outsiders.
Only the Storyteller can nominate and may nominate as few or as many players as they wish. To make things fair, they must nominate at least one player whose alignment is opposite the Bishop’s alignment each day. Travellers exile can be still called normally by anyone.
The Storyteller may wake the Boffin and Demon together, or independently, to tell them which ability the Demon has. (This should be considered carefully if there is e.g. a Poppy Grower or Magician.)
If the Storyteller would gain the Boomdandy ability, a player becomes the Boomdandy.
Psychopath executed by breaking madness plays roshambo with the Storyteller.
If the living Summoner has no ability, the Storyteller has the Summoner ability.
If a Pit-Hag creates a Damsel, the Storyteller chooses which player it is.
If the living Summoner is removed from play, the Storyteller has the Summoner ability.
If the Storyteller would gain the Evil Twin ability, a player becomes the Evil Twin.
If the Storyteller would gain the Fearmonger ability, a Minion gains it, and learns this.
Each night, General learns which alignment the Storyteller believes is winning: good, evil, or neither.
If the Storyteller would gain the Goblin ability, a Minion gains it, and learns this.
Each night, High Priestess learns which player the Storyteller believes they should talk to most.
If there is the Vortox in-play, the High Priestess is sent to anyone except the player whom the Storyteller believes they should talk to most. (They need not be sent to the "least useful" or "least helpful" player.)
The Storyteller doesn't declare the Vizier is in play.
If the Magician is alive, the Storyteller chooses which Minion babysits Lil' Monsta.
If the Storyteller would gain the Marionette ability, one of the Demon's good neighbors becomes the Marionette.
Each night*, Ojo chooses a character: they die. If they are not in play, the Storyteller chooses who dies.
When Plague Doctor dies, the Storyteller gains a Minion ability.
If the Storyteller would gain the Spy ability, a Minion gains it, and learns this.
If the Storyteller would gain the Wraith ability, a Minion gains it, and learns this.
If the Storyteller would gain the Scarlet Woman ability, a Minion gains it, and learns this.
If the living Summoner has no ability, the Storyteller has the Summoner ability.
Each day, Savant may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.