Comrade Demon

Teensyville
Zets
16
Notes
Comrade Demon is a neat Teensyville script that features the Revolutionary Fabled. In this script, the Revolutionary works like so: On the first night, before any characters act or receive information, publicly pair 2 players up with the Revolutionary. This can be 2 evil players, 2 good players, or a good player & the Spy. The Revolutionary provides a novel, trackable source of misinformation, and an interesting foundation for the good team to begin building their chains of logic. Comrade Demon features a powerful good team. The four evil characters are the Marionette, Spy, Pukka and Lil Monsta. Marionette and Spy make for interesting Revolutionary fodder. Pukka, the core of the script, provides a traceable source of misinformation. Lil Monsta introduces an interesting dynamic: a Lil Monsta pair consists of a Spy and a Marionette that are sitting next to each other. It also provides important support for the evil team - a player seen as Marionette or Spy by a Dreamer or Investigator is not automatically cleared of being the Demon, and confirmation that one Revolutionary’d player is good also does not clear the other of being the Demon. . This script also currently features 3 Outsiders: Lunatic, Moonchild & Barber. 3 Outsiders is outside the norm, but I don’t mind giving a Pukka slightly more bluffing space, given the double-claiming risk for the Pukka. Golem has been replaced by Barber, as Golem was probably too OP for the good team, and could create no-win situations for evil. Three rules clarifications. First, my inclination is to say that Lil Monsta can ‘kill’ a dead player with its ability (meaning a night of no death can happen in a Lil Monsta game). This interpretation avoids 100% confirming the presence of a Pukka. Second, techically, it may be possible for a good aligned Revolutionary pair-player to register as a Demon for the purposes of the Marionette, resulting in the Marionette neighbouring them (rather than the Demon). I suspect this may not be super fun to play around, so would advise avoiding it for now. Third, if the Barber dies at night after being poisoned by the Pukka, my inclination is to say that a Barber swap cannot occur.
Characters
Total 15
Townsfolk
6
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Investigator
You start knowing that 1 of 2 players is a particular Minion.
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Nightwatchman
Once per game, at night, choose a player: they learn you are the Nightwatchman.
Fisherman
Once per game, during the day, visit the Storyteller for some advice to help your team win.
Outsider
3
Moonchild
When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
Barber
If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
2
Spy
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Marionette
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Demon
2
Pukka
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Lil' Monsta
Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]
Fabled
2
Revolutionary
2 neighboring players are known to be the same alignment. Once per game, 1 of them registers falsely.
Sentinel
There might be 1 extra or 1 fewer Outsider in play.