The Perfect Alibi

Teensyville
Schnauzer
12
Notes
This is a script where the evil team learn each other and get bluffs through unconventional means. In a Boffin game, the demon starts with a bluff, and the Boffin can keep an eye out for the player that appears to be claiming it. In a Widow game, the minion starts with all the bluffs, and will need to approach the demon themselves. Meanwhile, almost all of the townsfolk abilities help the demon match with their minion or otherwise blend in: either by giving the demon a visible effect (Virgin) or providing information that helps narrow it down. I would rule that an Imp star-passing to a Boffin gets to use the Ravenkeeper ability (even if technically the Boffin immediately leaves play). An added wrinkle... in a Snake Charmer game, a living Boffin should learn when the demon changes. The Snake Charmer should be given a new out of play character, both to signal to the Boffin that a change has taken place and to give them a rock solid alibi - they are about to need it! I've replaced the Barber with a Hatter. Barber was fun, and you could use it for all sorts of weird shenanigans like sobering up Snake Charmers or swapping a dead Boffin back onto a good player, but the jank was off the charts and it only really worked if you were really confident you knew who was on your evil team. Hatter works more as intended, as there are good reasons that any of the four evil characters might want to change mid-game. Chaos Hatter or regular Hatter, either is fine. Likewise, the Sweetheart is now a Plague Doctor. I intended for the Sweetheart to be a fun Boffin ability for a star-passing Imp, but actually... the Boffin immediately leaves play, so the drunkening goes away. Rats! The Plague Doctor does what the Sweetheart couldn't: a star-passing Imp can give the storyteller the Widow ability on death! Bonus effect: the new Widow ping might make it look like the Snake Charmer has hit the demon! And the potential for a second Boffin ability is fun, too.
Characters
Total 13
Townsfolk
6
Chef
You start knowing how many pairs of evil players there are.
Snake Charmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Cannibal
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Ravenkeeper
If you die at night, you are woken to choose a player: you learn their character.
Virgin
The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
Outsider
2
Plague Doctor
When you die, the Storyteller gains a Minion ability.
Hatter
If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.
Minion
2
Widow
On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.
Boffin
The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Demon
2
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Vigormortis
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Fabled
1
Sentinel
There might be 1 extra or 1 fewer Outsider in play.