Stuck on You
Full Script
12
Notes
The Faux Paw does not register to the Klutz.
Play Notes: custom Lycanthrope/Klutz - Faux Paw does not register to Klutz.
Common ruling guidance: the Boffin ability comes from the boffin. The Faux Paw player can turn the Goon. Boffin Minstrel means that the Pukka is the only sober character that night due to droison looping. A Boffin Goon Pukka who picks themselves would be Goon Drunked, not Pukka Poisoned.
V1.7: Artist testing showed what I expected unfortunately. Demon questions are far too optimal. Swapping back to plan A: Artist out and Savant in. Covers most of the same use cases with more storyteller balancing. It's also really interesting with boffin abilities.
V1.6: Buffing town and removing some jank with the Cannibal. Cannibal swapped for the Artist, which should be able to help combat the oppressive powers of the evil team. The Artist is balanced via Xaan 1, Pukka (Lycanthrope hides it), Scarlet Woman (demon questions), Plague Dr. SW and killing the Artist N2 to make them doubt their info.
V1.5: After lots of discussion, I swapped out engineer for minstrel and removed the poisoner. The script does everything I want it to do at this point. There's still some weaknesses but it basically nails the goals. Storyteller should be careful when balancing the bag.
V1.4: Updates after playtesting the original. Works much better now.
Removed the exorcist and Minstrel as the Exorcist didn't do anything with Lycan in play. Minstrel tended to hurt town more than evil which I was okay with but people didn't like it. Also doesn't synergize with Cannibal. Swapped the Recluse with the Moonchild as it's a fun evil bluff and can mess with the death count each night.
Added librarian to work with Xaan and give another fun Boffin confirmation ability. Also added Engineer in what I consider a very unique situation. The engineer can only change the minions which can encourage different solves on this game. Several townsfolk become really confirmed with no Boffin. Others are still bluffable. Xaan helps hide even a fault bluff. It's also a fun Boffin ability.
The Boffin Lycanthrope Pukka was insanely strong. Adding the Faux Pas next to the Empath was wonderful. The acrobat hit a Sober VI the night the pukka picked them. Just wonderful chaos.
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Solo Pukka Script.
The Pukka has to maneuver carefully around the Lycanthrope as well as multiple strong roles. The droison on this script is balanced with the liter The minions all attempt to support the weaknesses of the Pukka:
The Poisoner helps keep the misinformation up and is one of the main reasons for good to have bad information.
The Assassin allows for bluffing Gossip or Acrobat and is a way to turn the Goon or fake a Lycanthrope attack (as the Pukka has to plan ahead). Also helps when the Pukka target gets executed so town is none the wiser.
The Xaan provides evil with outsider bluffing and the good team with lots of questions. The combination is quite deadly and capable of creating lots of confusion.
The Scarlet woman helps keep the demon alive but the night of no demon deaths might be a huge tell.
And the Boffin has been carefully balanced to be beneficial with a LOT of townsfolk powers: Dreamer, Innkeeper, Gossip, Nightwatchman, Cannibal, Goon, and even Village Idiot for drunking a VI and finding that pesky Goon/Faux Pas for use of framing.
Townsfolk are armed to the teeth with potential confirmation and lots of reasons to remain hidden or lie about their information. The evil team will be trying to solve outsider count and capitalize on the Xaan night. The Good team will be trying to solve when they die if it was Pukka'd information or exactly the what they need to solve the game.
Careful about that person who's extra caught on your worlds because they might be Stuck on You!
Characters
Total 28
Townsfolk
13
Librarian
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Preacher
Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
Villageidiot3
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
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.
Innkeeper
Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
Acrobat
Each night*, choose a player: if they are or become drunk or poisoned tonight, you die.
Lycanthrope
Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.
Gossip
Each day, you may make a public statement. Tonight, if it was true, a player dies.
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Nightwatchman
Once per game, at night, choose a player: they learn you are the Nightwatchman.
Minstrel
When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.
Outsider
4
Goon
Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
Plague Doctor
When you die, the Storyteller gains a Minion ability.
Klutz
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Moonchild
When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
Minion
4
Assassin
Once per game, at night*, choose a player: they die, even if for some reason they could not.
Xaan
On night X, all Townsfolk are poisoned until dusk. [X Outsiders]
Scarlet Woman
If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Boffin
The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Demon
1
Pukka
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
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.
Gunslinger
Each day, after the 1st vote has been tallied, you may choose a player that voted: they die.
Bone Collector
Once per game, at night*, choose a dead player: they regain their ability until dusk.
Apprentice
On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).
Bishop
Only the Storyteller can nominate. At least 1 opposing player must be nominated each day.
Loric
1
Bootlegger
This script has homebrew characters or rules.
Pukka Night Flowchart