Do You Trust Me?
Full Script
2
Notes
I wanted to focus on the idea of the Nightwatchman being confirmed to one player, so I used mostly roles that have singular confirmation chains and need to rely on forming social trust.
Some of the other roles that I think exemplify that are: - Grandmother and Pixie both 'confirm' a single good player in their own way but could be the Widow - Gambler requires someone to trust them with their role - Hunstman/Damsel has both players trying to locate someone, but with no way to confirm anyone for themselves - Saint and Goblin are self explanatory - Legion will cause concern around nominations and voting, as well as the standard Legion paranoia - Vigormortis and Imp means that people who die in the night could very likely be evil
Throw in the Alchemist, Marionette, and Snake Charmer and everyone will be trying to get a social read on each other and those confirmations from abilities like the Nightwatchman's will be essential for good to solve.
Characters
Total 25
Townsfolk
13
Nightwatchman
Once per game, at night, choose a player: they learn you are the Nightwatchman.
Grandmother
You start knowing a good player & their character. If the Demon kills them, you die too.
Pixie
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Gossip
Each day, you may make a public statement. Tonight, if it was true, a player dies.
Snake Charmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
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.
Gambler
Each night*, choose a player & guess their character: if you guess wrong, you die.
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Huntsman
Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
Juggler
On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
Ravenkeeper
If you die at night, you are woken to choose a player: you learn their character.
Alchemist
You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
Cannibal
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Outsider
4
Damsel
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Saint
If you die by execution, your team loses.
Mutant
If you are “mad” about being an Outsider, you might be executed.
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
5
Godfather
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Poisoner
Each night, choose a player: they are poisoned tonight and tomorrow day.
Goblin
If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
Widow
On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.
Marionette
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Demon
3
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]
Legion12
Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]
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