Do You Believe?

Teensyville
Zyrain
7
Notes
This script focuses on the Atheist question. Evil has several ways to fake game breaking effects, while good has powerful knowledge and abilities. The existence of the Lunatic makes the job of a player seeing a demon token difficult. Should they claim Atheist, risking execution to find their minion? If someone claims Atheist, is that because they're the minion, trying to be found? Or are they mad as the Atheist from the true minion? Or are they telling the truth and the player is really the Lunatic? Minions can bluff nearly any role on the script due to the possibility of madness. Do you claim atheist to set up an evil win that way? Do you give out conflicting VI information? Do you give out consistent VI information to sell a Vortox world, when you know it's Kazali? An Atheist should always come out right away, but there are reasons to pretend to be an Atheist for a day to confuse evil. On a Teensy, a Sailor can be an effective Demon Hunter. Consider all Village Idiot information carefully. The combination of Vortox and faux paw means the VI puzzle is not straightforward. As a Lycanthrope, unlike a standard game, by default there are only 1 or 2 players that you could kill. Consider what a hit or miss will really mean. As a Tea Lady, your ability is unlikely to function before the minion is executed, so consider bluffing another role on Day 1 The Cerenovus can make a player mad as the Atheist The Devil's Advocate protection can simulate the Tea Lady's protection The Noble's information can be affected by both the Vortox and the Lycanthrope's faux paw The Puzzlemaster's information is immune to the Vortox The Puzzlemaster can drunk the demon The Atheist can be puzzle drunk, but it will still be an Atheist game.
Characters
Total 12
Townsfolk
6
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Sailor
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
Villageidiot3
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Lycanthrope
Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.
Tea Lady
If both your alive neighbors are good, they can't die.
Atheist
The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]
Outsider
2
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Puzzlemaster
1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
Minion
2
Devil's Advocate
Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
Cerenovus
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Demon
2
Kazali
Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
Vortox
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.