Until Morale Improves

Full Script
Meeks
8
Notes
[Note: Version 1.4.0 is the Whirligrim competition winning version of the script! Versions 2.0.0 and later are versions of this script that do not adhere to the Whirligrim competition's requirement of no more than five base 3 characters.] Subtitled "The Vortox Release Script." Designed as a thought experiment: "What if the Experimental characters were all current and the monthly reveals were for the base 3 characters?" This is a hypothetical release script for Blood on the Clocktower's spicy new demon, the Vortox! Features a Bootlegger custom jinx between the Puzzlemaster and Vortox: "A Townsfolk player made drunk by the Puzzlemaster can receive true information even if a Vortox is in play." Two demons offer dramatically different worldbuilding for town. The Townsfolk are very powerful, but the good team will have to figure out the demon type with a mix of information and socials because the ability to "hard Vortox check" is deliberately limited. The only source of non-Vortoxed information, the Cult Leader, may be unreliable. The evil team has the full madness suite, a few defensive options with the Goblin and Scarlet Woman, and the possibility to switch the demon-type midgame. A custom jinx with the Puzzlemaster exists to ensure that the Puzzlemaster works well with either demon as well as add a final wrinkle to the solve. Running notes: New to v2.0.0, Hatter is now intended to be run as Chaos Hatter. May want to inform town of the Vortox/King interaction since it's an unusual but intended interaction. If a King is in play, the Vortox would learn of the incorrect player as the King on N1. Ideally don't kill the Banshee to punish an Ojo miss (at least not right away). The Banshee dying is meant to be an indirect clue to town as to the demon type. Rarely multi-kill with the Ojo as this can confirm the demon type (barring fringe Harpy night-deaths). (Fancy json with the Bootlegger custom jinx incorporated into the script is available on the Until Morale Improves script thread in the custom scripts forum on the Grim Scenarios discord server. Link in the comments!)
Characters
Total 31
Townsfolk
13
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Shugenja
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Pixie
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
General
Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
King
Each night, if the dead equal or outnumber the living, you learn 1 alive character. The Demon knows you are the King.
Cult Leader
Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.
Town Crier
Each night*, you learn if a Minion nominated today.
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.
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Choirboy
If the Demon kills the King, you learn which player is the Demon. [+the King]
Banshee
If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.
Outsider
4
Butler
Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.
Hatter
If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.
Mutant
If you are “mad” about being an Outsider, you might be executed.
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
5
Harpy
Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Cerenovus
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Marionette
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Goblin
If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
Scarlet Woman
If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Demon
2
Ojo
Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Vortox
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Traveller
5
Thief
Each night, choose a player (not yourself): their vote counts negatively tomorrow.
Barista
Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
Bone Collector
Once per game, at night*, choose a dead player: they regain their ability until dusk.
Scapegoat
If a player of your alignment is executed, you might be executed instead.
Gnome
All players start knowing a player of your alignment. You may choose to kill anyone who nominates them.
Fabled
1
Sentinel
There might be 1 extra or 1 fewer Outsider in play.
Loric
1
Bootlegger
This script has homebrew characters or rules.