Star's Edge

Full Script
Delta
22
Notes
"Upon the shining mountain which reaches the astral heavens, a lighthouse guiding voyage to the divine has supposedly bottled a star. Within it lays the child of the above, our saviour... so they claim." In this Hermit-Atheist focused script, all misinformation, sparing Spy misregistration, comes entirely from the Drunk ability. Good players will need to work through their information carefully, sorting out what information must be wrong, and why. They, despite all evidence to contrary, may need to take a leap of faith on if a player is good. Evil players will need to carefully add their own misinformation into the mix, pointing fingers at possible Hermits or Drunks, and convince good that too little or too many exist. For some, using their abilities in strange ways - a Witch cursing themselves and not nominating until later, or a Godfather sinking a kill - in order to frame particular players as receiving incorrect information, or receiving correct information. Storytellers are encouraged to relax, especially within an Atheist game. This script encourages puzzle Atheist very heavily. Clues are given by subtle disruptions in the puzzle's information, rather than outlandish mechanical niches. Important Note: You may rule that the Plague Doctor being executed & turning itself into a Boomdandy may trigger the Boomdandy ability. This is recommended but the script functions without it. If you run it this way, sparingly detonate the Hermit due to the Plague Doctor jinx. This jinx primarily exists as a threat of executing Atheists day 1. If the Atheist is executed day 1, detonate the bomb regularly, especially if they're a Hermit. If you do it too regularly then the game feels like it can just arbitrarily end for following sensible executions: a better and more fun penalty is adding a Godfather, Spy or Witch into play! Feel free to clarify with your players how you run this in case they bring up this paranoia, as its not fun to believe you as. Authors NOTE TOO!!!! This script has historically (with Puzzle Atheist) been extremely tight, with endgames where its between the framed Demon, and me as the Storyteller. Games have been decided 5-4 (5 on me, 4 on the Demon frame), so its gotta be a good script! For running Atheist-Boomdandy online, I rule that you point towards the player who detonated to choose the Storyteller. In person, they can just point at you.
Characters
Total 30
Townsfolk
13
Washerwoman
You start knowing that 1 of 2 players is a particular Townsfolk.
Librarian
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Preacher
Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
Chambermaid
Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Villageidiot3
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Mathematician
Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Town Crier
Each night*, you learn if a Minion nominated today.
Undertaker
Each night*, you learn which character died by execution today.
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Virgin
The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
Atheist
The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]
Outsider
4
Hermit
You have all Outsider abilities. [-0 or -1 Outsider]
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Plague Doctor
When you die, the Storyteller gains a Minion ability.
Snitch
Each Minion gets 3 bluffs.
Minion
4
Godfather
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Spy
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Witch
Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Boomdandy
If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.
Demon
4
Yaggababble
You start knowing a secret phrase. For each time you said it publicly today, a player might die.
Lil' Monsta
Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Vigormortis
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Traveller
5
Thief
Each night, choose a player (not yourself): their vote counts negatively tomorrow.
Bureaucrat
Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.
Butcher
Each day, after the 1st execution, you may nominate again.
Beggar
You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober & healthy.
Scapegoat
If a player of your alignment is executed, you might be executed instead.