Alien Impostors

Full Script
Schnauzer
1
Notes
The Boffin might yield an in-play good character's ability. This satisfies the Pope. I've had an image in my head for ages of a script where the evil team are kind of like aliens, wearing skin suits, copying Townfolk, trying to fit in amongst the locals - 1950s Roswell energy. Finally made something that I think evokes that vibe! Pope was the missing ingredient. Also, just nice to make a Pope script! Here are the key interactions with the Pope / why I picked the characters I did: Steward, Librarian, High Priestess, Balloonist: I wanted to ensure all storyteller-chosen information was relatively "clashproof" in the event another player is claiming the same character. If two Town Criers have opposite information, it's likely one of them is lying. If there are two High Priestesses with different information, maybe that's still plausible! Snake Charmer: I'm mostly over the whole "+? Snake Charmers" thing, but the Pope is fun with blue liars as it gives them a bluff, too. See also, Banshee, Damsel. Dreamer: Mostly on this script because I just think it's really funny that the Dreamer can see another player as the Dreamer. Philosopher, Artist, Huntsman, Slayer: I wanted a lot of once-per-game effects on this script because I think they're interesting with the Pope. If there's two Artists, the demon can't kill both of you! However, if the Ojo picks Artist and there are multiple in play, you should absolutely prioritise the unspent one. Banshee: Votes for days! Poppy Grower: The Pope mitigates the strength of the Poppy Grower by making all bluffs plausible. However, if there are multiple Poppy Growers, the evil team don't learn each other until all have died. Lunatic: You have 4 Imp tokens! Consider using them! You probably shouldn't go too wild, as it's not super easy to keep a lot of Lunatics on the hook in this game, but it might be a bit of fun for your demon at any rate. Damsel / Huntsman: Whether you duplicate Damsels or duplicate Huntsmen, the Huntsman ability is more likely to go off! The Damsel is also more fun without the danger of hard-claiming a demon bluff, and because it has to become a not-in-play good character you learn something about the game when you transform (and there might be quite a lot to choose from). However, extra Damsels also increase the chance of a successful guess, so there's also an interesting push-pull here, esp. at lower player counts. Drunk / Xaan: I'm a big advocate for Xaan on a Drunk script, I think they have a really healthy synergy. The Xaan night gives you a clue about how many Outsiders there are, but the Drunk means you can't just rely on all the Outsiders coming out and going "Guess it's 3 then." Be sparing with extra Drunks, since the more players receive bunk info on the same night the more it'll look like a Xaan night. Xaan: The Pope overlaps with the Xaan, so the crucial thing the Xaan does is remove outsiders and poison everyone. Be brutal, feel free to go ham on once-per-game abilities! Scarlet Woman: The thing that always stresses me out about being the Scarlet Woman is getting caught without a bluff on the first day - if I'm any other minion I'm happy to roll with it, but as a minion with the responsibility of being a demon, I don't enjoy it. Here, you can bluff whatever you want! Boffin (house rule): The Demon ability can also be a duplicate. If you want, it can be the only duplicate! (If you've seen this house rule before, it may be because I used it on my previous stab at a Pope script! Now deleted, RIP.) The Wizard is mostly here for vibes. I like that the Pope empowers the minions to take big swings by supporting out-there bluffs, and the Wizard is the biggest and swingiest minion. I also think it's the most alien minion - doing weird experiments, hard to understand, probably mutilating cattle. Balloonist / Vortox is a bit of a rough combo, but the Pope at least means there might be more Outsiders than normal so it won't be obvious that they're just seeing Townsfolk - maybe the Balloonist learns three different Lunatics? You might be able to do something nasty with the Recluse if you're boxed in during a Vortox game, or just make the Balloonist the Drunk, or keep repeating the same two Townsfolk so it's a slow Knight. ==== Travellers! Cacklejack is fun with Pope as there's more expectation of duplicates / out-of-play characters to swap into, also goes pretty well with Farmer, Wizard, Damsel etc., or could just be a slow Hatter. Bone Collector and Scapegoat go well with all the once-per-game abilities and relatively vibes-based info - maybe you can Scapegoat to save a Xaan who hasn't poisoned yet, or a good player who's lying for a good reason. And, always include the Deviant if there's space!
Characters
Total 31
Townsfolk
13
Steward
You start knowing 1 good player.
Librarian
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Highpriestess1 75 2-75
매일 밤, 이야기꾼이 당신이 가장 대화를 나눠야 한다고 생각하는 참가자가 누구인지 알게 됩니다.
Balloonist
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
Snake Charmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Dreamer1-75
매일 밤, 본인을 제외하고 플레이어를 1명 선택합니다. 그리고 선한 캐릭터와 악한 캐릭터를 각 1개씩 알게 됩니다. 그중 1개가 해당 플레이어의 캐릭터입니다.
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Huntsman1-75
게임당 한 번, 밤에 살아있는 플레이어를 1명 선택합니다. 아가씨를 선택하면 아가씨는 참가하지 않은 주민 캐릭터가 됩니다. [+ 아가씨]
Artist
Once per game, during the day, privately ask the Storyteller any yes/no question.
Slayer
Once per game, during the day, publicly choose a player: if they are the Demon, they die.
Farmer1 75 2-75
당신이 밤에 죽으면, 살아있는 선한 참가자가 농부가 됩니다.
Banshee
If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.
Poppy Grower
Minions & Demons do not know each other. If you die, they learn who each other are that night.
Outsider
4
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Recluse1-75
당신은 하수인이나 악마로 보일 수도 있습니다. 이 능력은 당신이 죽어도 유지됩니다.
Damsel
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Minion
4
Wizard
Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
Xaan
On night X, all Townsfolk are poisoned until dusk. [X Outsiders]
Scarletwoman1-75
만약 살아있는 플레이어가 5명 이상이라면, 악마가 죽으면 당신은 악마가 됩니다. 여행자는 세지 않습니다.
Boffin
The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Demon
4
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Ojo
Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Vigormortis
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Vortox
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Traveller
4
Cacklejack
Each day, choose a player: a different player changes character tonight.
Bone Collector
Once per game, at night*, choose a dead player: they regain their ability until dusk.
Deviant1 75 3-75
오늘 웃음을 선사했다면, 추방으로 사망할 수 없습니다.
Scapegoat1 75 3-75
당신의 팀 소속 플레이어 1명이 처형당하면, 당신이 대신 처형당할 수도 있습니다.
Loric
2
Pope
There are duplicate good characters in play. They might also be bluffs.
Bootlegger
This script has homebrew characters or rules.