Choose your Own Alignment

Full Script
Narninian
21
Notes
This Script is intended to be accompanied with some extra additional Rules. The Core Concept is ass the title suggests: Each player will choose their alignment at the start of the game. What this means is, players will choose what alignment they believe themselves to be at the start. Each Player Tells the Storyteller which alignment they wish to be. The storyteller then assigns each player a role of their desired alignment. Due to how Marionette and Lunatic works, this may mean the player may end up being a different alignment than what they chose: A player choosing good can receive a townsfolk/Outsider token, but end up being the marionette and therefore evil. A player choosing Evil can receive a demon token, but end up being the lunatic (and therefore good). One extra 'Jinx' for this script is that the Cult Leader can be assigned to a player who chooses evil, as long as they start the game sitting next to an evil player. Normally a Cult Leader would turn evil later in the night (and possible prevented from doing so by a Pukka), but the Cult Leader will start the game as evil if this is how the storyteller is balancing the good/evil choices, thus acting earlier in the night order than normal. They can still turn good later in the game. Some Example Setups: 12 Player game: 0 Evil 12 good = Atheist game 1 Evil 11 Good = Atheist + Lunatic 2 Evil 10 Good = Regular game with Marionette 3 Evil 9 Good = Regular Game 4 Evil 8 Good = Regular Game with Lunatic 5 Evil 7 Good = Regular Game with Lunatic + BH Evil townsfolk(or Cult Leader) 8 Evil 4 Good = Legion Game 9 Evil 3 Good = Legion + Lunatic
Characters
Total 29
Townsfolk
14
Chef
You start knowing how many pairs of evil players there are.
Steward
You start knowing 1 good player.
Bounty Hunter
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Balloonist
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
Cult Leader
Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.
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.
Oracle
Each night*, you learn how many dead players are evil.
Innkeeper
Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
Amnesiac
You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Alchemist
You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
Poppy Grower
Minions & Demons do not know each other. If you die, they learn who each other are that night.
Atheist
The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]
Outsider
4
Mutant
If you are “mad” about being an Outsider, you might be executed.
Klutz
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
4
Godfather
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
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.
Marionette
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Demon
4
Pukka
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Vortox
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Legion12
Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]
Fabled
1
Djinn
Use the Djinn's special rule. All players know what it is.
Loric
2
Bootlegger
This script has homebrew characters or rules.
Gardener
The Storyteller assigns all players' characters.