Face Your Fears (BOTC) - [8/15]/[3/3]

Face Your Fears

“Statement of [DISTORTED AUDIO], regarding their experiences with a series of anomalous audiovisual hallucations, regarding more then one of statements previously archived. Audio recording by Head Archivist of the Magnus Institute, Jonathan Sims. Statement begins.”

You are required to follow both the Global Rules and Forum Game Rules. Players who fail to post 15 constructive, on-topic posts during the day phase will be substituted out.

This script, and any flavour I give, is based off of the Magnus Archives, a horror podcast avaliable on Youtube, Apple Podcasts, etc. Episode one of which can be found here. The podcast will be, if not significantly, at least slightly spoiled by even looking at this script. The Magnus Archives is a series best listened to without any spoilers, to keep up the mystery.

Script designed by The Tower of Babel collective.

Story-told by @Atlas and @Hazardwaste


Town Composition

There will be a maximum of fifteen non-traveller players, and a minimum of seven. Those players will be assigned to one of four character types. Players that start as Townsfolk or Outsiders are on the Good team, while players that start as Minions or Demons are on the Evil team. Players cannot change alignments or characters unless stated.

The number of players to the amount of character types in play is

Total Players Townsfolk Outsiders Minions Demons
5 3 0 1 1
6 3 1 1 1
7 5 0 1 1
8 5 1 1 1
9 5 2 1 1
10 7 0 2 1
11 7 1 2 1
12 7 2 2 1
13 9 0 3 1
14 9 1 3 1
15 9 2 3 1

No two players will have the same character token at the start of the game, unless explicitly specified. If an ability gains a role of another ability, the Original Role acts first, then the role with the copied ability.

Starting Evils know each other’s identities and character types (minion/demon), unless specified otherwise.
The abilities of certain characters that (usually) modify the game setup, by adding or subtracting certain characters or character types, or doing something odd enough to need further explination, which will be denoted in [square brackets], and only have an effect if the character is present at the beginning of the game.


All players start with exactly one of the following abilities, depending on their character type. Townsfolk and Outsiders are good characters, while Minions and Demons are evil characters.

Night* (with an asterisk) in all contexts means “Night, except the first.”
**-Ability must be claimed to have an effect on the game state.

Possible Townsfolk Characters
The Hunt You start knowing an Evil player. After 2 days, if they live, an alive player dies each night. When they die, you learn a new one.
The Corruption Each night, you learn an alive Good player, then if you have learnt all alive players on your team, Evil wins.
The Stranger Each night, choose another alive player: until dusk, you gain their ability (if Evil, you are poisoned), and if your team would interact with them, you are both poisoned.
The Web Each night, choose 2 alive players. Until dusk, whenever the 1st player would interact with another player, they interact with the 2nd, if possible.
The Desolation Each night, you may choose a Minion character, the demon learns them. In X nights (X is the number of in-play minions), they die, even if you are dead.
The Spiral Each night, choose another alive player: while you live, any Storyteller agency for their ability is twisted to help the opposite team it normally would. [+1 Outsider]
The Vast Each night*, either the player who helped Good most today or Evil most today is poisoned until dusk. You learn who you poisoned.
The End Each night*, if both your alive neighbours are good, one dies unless you nominated a dead player today.
The Dark Each night*, choose 2 alive players. If they woke the same number of times due to their ability last night, the next kill tonight is redirected to one of them.
The Lonely Once per game, at night*, choose to register as dead from now on. If you do, you can’t die tonight, and you can nominate and vote as if you were alive.
The Buried Players who nominate you are poisoned until dusk and cannot die tonight.
The Slaughter If you nominate a Good player, they die tonight. If this kills a player, only your team can kill tonight.
The Flesh If the player you nominate dies by execution, you may publicly choose a player. The next time they would die at night, they don’t, and you learn this.**
Possible Outsider Characters
Jurgen Leitner Each night, you have a Townsfolk ability until dusk, even when dead. If Evil kills you, you are poisoned.
Peter Lukas Each night, choose another alive player: you or they are drunk until dusk. The 1st time you die, you live but register as dead, and the Demon acts twice next night.
Gerard Keay Once per game, a player who would die in the night might not. You may ask (once) if this has happened. When you die, the demon gains your ability.
Daisy Tonner You think you are The Hunt. You have their ability, but it yields false information.
Possible Minion Characters
Martin Blackwood You start knowing 1 of 2 players is a particular Outsider. Each night*, until dusk, choose one: 1) an outsider is sober, untwisted, gets true info, and acts even if dead, or 2) they act twice. [-1 or +1 Outsider]
Tim Stoker You do not know the Evil Team, but they know you. If a sober Townsfolk would interact with your alive neighbour, they are drunk and you are good until the dawn after next. You are evil if dead.
Sasha James Each night*, learn and gain the abilities of the last 2 Townsfolk who interacted with your alive neighbours. You all might register as each other’s alignments.
Melanie King If you nominate and make a true statement about your nominee, a player dies tonight.** If no Good player did this today, a player dies tonight.
Possible Demon Characters
Jonah Magnus Each night*, you learn the alive player that helped Good the most today and guess their character. If you guess wrong, they die, if right, you die (once). If this kills you, they become the Evil Jonah Magnus.
Gertrude Robinson Each night*, choose a player: they die. When a Minion dies, all Townsfolk are drunk until tomorrow dusk.
The Eye Each night, choose a Townsfolk ability to gain character, and ask a question about that character. You lose your previously gained ability and that character dies.
Archivist Each night, mark the last 2 players who nominated or interacted with you, mark your clockwise unmarked neighbour, then gain all Townsfolk abilities marked or not-in-play. If you have all 13, Evil wins at dusk. If you would kill an unmarked player, mark them instead. [Other players register as Townsfolk to you]
Phase Lengths

Each day phase will last for 48 hours.

Discussion 24h Day starts. Whispering and talking publicly is enabled. Players may submit their day actions.
Nomination and Voting 24h Players may nominate and vote. At the end of this phase, the execution occurs.
Night 24h Whispering and talking publicly is disabled. Players submit their night actions.

The game begins during night one.
Night actions are locked 2 hours before the start of each day. You Must submit your night actions each night.

Night Action Resolution

All actions are processed in a specific order each night. Dead players have no abilities (unless stated otherwise), so if a player is dead during their turn in action resolution, they do not act (unless stated otherwise). Roles that have the same ability, or think they have the same ability as another role, wake up immediately after that role.

First Night Other Nights
Dusk Dusk
Minion Info Archivist
Demon Info Sasha James
Archivist Martin Blackwood
Martin Blackwood The Stranger
The Stranger The Web
The Web Peter Lukas
Peter Lukas The Vast
The Spiral The Spiral
The Eye The Dark
The Desolation The Lonely
The Hunt The Slaughter
Daisy Tonner The End
The Corruption The Eye
Tim Stoker Gertrude Robinson
Dawn Jonah Magnus
Melanie King
The Desolation
The Hunt
Daisy Tonner
The Corruption
Tim Stoker

The Storyteller is the key moderator for the game; All ability uses at night must be sent to the Storyteller via private message, and Storyteller will have the final say on any open-ended ability behaviors. The Storyteller’s goal is to keep the game both fun and balanced, and they’ll often be trying to make it last as long as possible; however, the Storyteller may not alter any existing rules to accomplish this.

The Fabled

The Fabled are special modifiers that the Storyteller can put in play to tweak the game. Fabled will always be announced when they are in play, along with their effect upon the game state. The base game fabled that I may put in play are the Hell’s Librarian to prevent talking during the night, and the Fiddler if both the Demon and the town refuse to kill.

Hell’s Librarian Something bad might happen to whomever speaks when the Storyteller calls for silence.
Fiddler Once per game, at night, the Demon secretly chooses a player of an opposing alignment; All players then vote which of these two wins the game.
F*%& Jurgen Leitner Gained abilities with delayed effects are kept until they finish. Anyone “mad” about being Jurgen Leitner may be executed, unless it would help them.
Moonlight Travelers can’t be chosen, affected, or learnt by anyone, and do not count as neighbours. When the night starts, the Demon may give up their ability until dusk to kill a Traveler.
Malfunctions and False Info

Malfunctioning is the main source of interference with abilities. A malfunctioning character is not directly told that they are malfunctioning and cannot affect the game state in any way using their ability, primarily killing. If a malfunctioning character would receive information, then the information they receive is arbitrary, which means the host can decide whether or not to give true information. The malfunctioning status lasts indefinitely unless stated otherwise.

False info, despite sounding the same, is slightly different. If your ability only gives false info, you will never learn correct information. This matters specifically in the case of Daisy Tonner.

Nominations and Voting

After twenty-four hours, the nomination phase will be opened. Players must be nominated before they may be voted on that day. Each player may only be nominated once per day, and each player may only nominate once per day.
When a nomination is opened, the storyteller begins to track votes for that nomination. Votes do not lock. Votes are cast using the standard voting system, and the first “vote” on someone is seen as a nomination on them.
Any votes that are not cast by the end of day, after forty-eight hours of the day starting, will be considered votes to pardon. If the count of votes to execute is half or more of the number of living players (not half+1), and is the highest count of votes against any player that day, the accused will be considered “about to die”. At the end of the day or when all votes on all nominations have been cast, the player who is “about to die” will be executed. If there is a tie between two or more players for the highest count of votes, the day will end with no execution. The Storyteller may only declare an early end to voting if it is no longer possible to tie or exceed the highest nomination.


Players may whisper each other in-game through private messages (including both the host account and the hosts @Atlas and @Hazardwaste). Whispers must be publicly announced, by requesting permission to whisper using the format /whisper [Player]. Once a whisper has been declared and accepted, the two players may whisper via private message until one of them speaks publicly in the game chat, at which point the whisper is considered broken and the players must declare whispers again if they wish to whisper. You may whisper several players at the same time, announcing all the players in the whisper and having all of them confirm, with that taking +1 whisper for each present person from everyone.
During Day 1, you have three whispers (+1 if above 12 players), but you can whisper in groups for only one whisper from everyone. During Day 2, you have four (+1 if above 12 players). Afterwards, you only have two (+1 if above 12 players.)

Each player may, in addition, make a whisper per day to each neighbour of up to 15 words without announcing this in thread. Please note that per Moonlight, Travelers do not count as neighbours for this.

If your ability requires you to ask something or speak to the storyteller during the day, you must declare it publicly by saying /whisper Storyteller. @(hostaccount) You may choose to declare this even if you do not have one of these abilities.


When a player dies, their role and alignment aren’t revealed, but they continue to be allowed to speak in thread. They can’t nominate or call for the exile of travellers and have only one “vote token”, which they may expend on a nomination to cast a vote, losing it afterwards. When player dies, unless otherwise specified, their ability stops working, which means that a player killed before they would perform their ability will not perform their ability (check Night Action Resolution) and any ability with a constant effect will cease.

If “The Lonely” or a player with their ability feigns death via their ability, they’ll be announced as having died, but they may still vote and nominate freely, and count for win conditions. A player voting or nominating while dead to prove that they do not have The Lonely’s ability may have their vote and/or their nomination outright rejected.

If Peter Lukas feigns death via their ability, they will be announced as having died. They cannot nominate freely or vote freely (can only use 1 vote token), but count as alive for win conditions.


Good wins if all Demons are dead.
Evil wins if only 2 players (not counting Travelers) live.

In the rolecards, it will be phrased as:
You win if all Demons are dead.
You win if only 2 players (not counting Travelers) live.

In the event of a tie, the Good team win.
Alternate routes to victory or defeat may exist as detailed by characters’ abilities. On this script, the two ways for Evil to win beside their stated wincon is for The Corruption to learn all alive players on their team, or for the Archivist to mark all 13 Townsfolk abilities and surviving until dusk of that day. The Good team has no alternative route of victory.


A Traveler is a player with a specific-host or player chosen character that can enter or leave the game at any point. Their character and it’s ability is publicly known, and they can either be good or evil, decided on their entry to the game.

Travelers have specific mechanics to them, that standard players do not.

  • They may be exiled by majority vote at any time, instead of executed. Everyone can support an exile, and any dead players doing so does not use up their vote token.
  • They do not count as players for any win conditions, and cannot be targeted by abilities. The demon may forgo their ability for a night to kill them. (Via Moonlight)
  • If they are evil, they learn who the Demon upon their entry to the game (Except in the case of the Distortion).

Night* (with an asterisk) in all contexts means “Night, except the first.”
**-Ability must be claimed to have an effect on the game state.

Possible Traveler Characters
Mikaele Salesa Each day, you may visit the Storytellers and name a Townsfolk. The Storyteller’s name a price, and you gain an item you cannot use but may publicly give, that grants the user the Townsfolk you named’s ability until dawn for that price.** [Note: It is made public that Mikaele Salesa granted an ability to somebody, but nothing else about it is made public, unless specified otherwise.]
Distortion You do not know your alignment, but the Demon does. You have a Townsfolk ability if Good and a Minion ability if Evil, but you think you have both abilities.
Mr. Spider Each day, your living neighbours may bid to offer you something. You may accept one offer. If you do, your other neighbour dies. If a player violates their offer, they lose their ability until dawn. [Note: These bids can take place in a free whisper setup solely for communicating these offers, or in any space that both Mr. Spider and the other neighbour can see. Mr. Spider must wait for the other player to have the option of giving a counteroffer before killing one of their neighbours. When Mr. Spider accepts one of their neighbours offers, the other neighbour’s death is immediately announced.]
Breekon & Hope Breekon and Hope share a seat, vote, and team. If Breekon were to die, Hope dies instead. [2 players]
- Breekon You start knowing a word. Each day, if another player says it, you may steal their seat and their name (until you steal another). They get your old seat and name.**
- Hope The Storytellers ask a question at dusk. You and your partner alternate words to answer, and “Breekon” gains an in-play ability until tommorow dusk: if you answer wrong, this malfunctions.**



Sign up using /in, seat [X] or /travel in, seat [X] and pinging this account.
If you wish to travel in, please include your traveller character as well. Please do note that travellers are only allowed to stay for 3 ingame days.

As is every game, WOTM is in effect. In addition, if you failed to meet the post minimum per day phase for both the last forum mafia game on fol you played in (excluding the mash) and the last BOTC game you played here, which would probably be Magnus’ and Silviu’s Undertale Yellow, there is an incredibly high likelihood you will be wotm’d out, unless you can give a fairly valid excuse (which dying in BOTC is not, nor is failing to properly plan around that game). Please note that “Posting 15 times in a day cycle” is different than “meeting the post minimum”. You may ask me privately if you’re concerned before joining.
This does not apply if you’ve never played here before, nor if your last game was years ago or if you substituted into a lockwolf slot.

There is a maximum of 15 standard players and 3 Travellers


  1. Mistyx - Breekon/Hope(pending)
  2. Jarek
  3. Prisma101
  4. thepigeonnyc
  5. Bionic - Distortion
  6. Kiiruma
  7. crazynuto
  8. Magnus
  9. Pandora
  10. May



  1. Silviu200530 (Informed)
  2. benguinedparbecue (Semi-Informed)
  3. Zugzwang (Semi-Informed)
1 Like

i’ll be accepting mr. spider ins if we get more then 9 players (you can prequeue it if you want)
please note that this script is largely not entirely mech solvable, and may be harder for beginners to both mafia and/or botc


and please reread parts of the op, even if youve played a game here before. ive included non-standard rules


nya nya nya nya nya nya :flushed:

hydra traveler :flushed:

/in slot 14


does “team it normally would” refer to the team their ability would help, assuming they were not droisoned? Or does it refer to the team it would help, if The Spiral did not target them (so, accounting for droisoning)

can the archivist multitask all of these abilities

1 Like

Evil abilities typically help the evil team.
Any storyteller agency for their ability instead would then be used to help the good team instead.


i don’t believe droisoning has a particular agenda in mind besides fuckery, so the spiral doesn’t take droisoning into account

1 Like

also if i’m correct the archivist not only can, but in fact has to multitask all of its abilities. that being said i am not atlas so ignore me if i am wrong

I believe this is correct from my games of Face Your Fears prior to this one.

1 Like

kiiruma is correct

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i have not played with the new travs yet. but mabel told me they all worked pretty well


if theyre droisoned it messes up the ability regardless

Outsiders minion and demon abilities help evil, townsfolk abilities help good. that will be swapped if picked by the spiral

1 Like

and also breeken and hope are like the best characters in the lore. come and fight me

yes. i believe they can use alll their abilities they have gathered.
@Atlas can confirm or deny this but thats how it was ran when i was in an archivist game

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  1. they can
  2. they must

They must. thats right

1 Like