Beneath the Surface
Full Script
13
Notes
Hard confirmations cannot be trusted. Paranoia surrounds information.
A Washerwoman can confirm a Marionette or Drunk in a Vortox game (or a Spy in Imp/No Dashi setups). Likewise, a Marionette or Drunk can see true info in a Vortox game, making overall info seem reasonable even when most is false. A Bounty Hunter could turn a Virgin evil, so even confirmed Townsfolk may be another source of confusion.
With Vortox on script, town wants to execute every day, but a Zealot or other volunteer could easily be a Boomdandy. Saint and Klutz provide additional ways for a game to end early. The earlier endgame is triggered, the harder it is to discern which demon is in play and pinpoint evil.
Sentinel is in play to provide Outsider ambiguity.
Characters
Total 30
Townsfolk
13
Steward
You start knowing 1 good player.
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.)
Bounty Hunter
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Fortune Teller
Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Undertaker
Each night*, you learn which character died by execution today.
Monk
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
Slayer
Once per game, during the day, publicly choose a player: if they are the Demon, they die.
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Sage
If the Demon kills you, you learn that it is 1 of 2 players.
Virgin
The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
Outsider
4
Saint
If you die by execution, your team loses.
Zealot
If there are 5 or more players alive, you must vote for every nomination.
Klutz
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Minion
4
Spy
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Scarlet Woman
If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
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.
Marionette
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Demon
3
No Dashii
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Vortox
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Traveller
5
Barista
Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
Bureaucrat
Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.
Gunslinger
Each day, after the 1st vote has been tallied, you may choose a player that voted: they die.
Scapegoat
If a player of your alignment is executed, you might be executed instead.
Thief
Each night, choose a player (not yourself): their vote counts negatively tomorrow.
Fabled
1
Sentinel
There might be 1 extra or 1 fewer Outsider in play.
Savant Proposition Generator