The Ballad of Seat 7

Full Script
TrashWarlock
72
Notes
Seat 7 remains empty. It's choices are arbitrary. Once per game the storyteller may speak on it's behalf. Seat 7 runs for the most part like any other Clocktower game. One seat remains open and tokens are passed out as usual. Each night the storyteller determines what actions the seat takes following its role in night order. Once per game the storyteller may choose to speak for the seat. This can be public or private and does not need to be the truth, as an evil seat may want to bluff to help their team win. A storyteller may also choose to not use this ability if they think it will benefit the seat's team to stay silent. This ability can also be used to nominate and accuse another player. A storyteller only has one opportunity to influence the game using the seat's voice so it is advised to be very careful when you speak and what you say. A seat who speaks on day 1 may have game solving info later. It is also encouraged to get creative with how you choose to use the seat's voice. The goal is not to save the seat but to win the game for the seat's team. Seat 7 has had many changes and iterations throughout the competition but I finally feel happy with where the script is at. So rather than make additional changes I wanted to use this opportunity to highlight a few travelers that work well with the Seat 7 Djinn. This is less for the competition itself (as we all know which script utilizes travelers best) and more to support play after the competition concludes. Consider it my gift for not executing Seat 7 thus far. Gnome Delight a player by having them murder anyone who tries to nominate Seat 7 Bureaucrat This role is great for offsetting voting imbalance should an ST decide to not use the seat's vote. Harlot Can be a great opportunity to either learn the seat's role or bluff a role on its behalf. Scapegoat Make or ruin someone's day by forcing them to take a bullet for Seat 7 And finally, I want to say thank you to everyone who has supported Seat 7 through this journey! It has been an absolutely wild ride and I never intended our little chair to make it this far.
Characters
Total 29
Townsfolk
13
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Librarian
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Shugenja
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Balloonist
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
Villageidiot3
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
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.
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Fisherman
Once per game, during the day, visit the Storyteller for some advice to help your team win.
Farmer
When you die at night, an alive good player becomes a Farmer.
Virgin
The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
Magician
The Demon thinks you are a Minion. Minions think you are a Demon.
Outsider
4
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Recluse
You might register as evil & as a Minion or Demon, even if dead.
Saint
If you die by execution, your team loses.
Damsel
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
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.
Boomdandy
If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.
Scarlet Woman
If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Boffin
The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Baron
There are extra Outsiders in play. [+2 Outsiders]
Demon
3
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.
Vigormortis
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Traveller
4
Gnome
All players start knowing a player of your alignment. You may choose to kill anyone who nominates them.
Bureaucrat
Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.
Scapegoat
If a player of your alignment is executed, you might be executed instead.
Harlot
Each night*, choose a living player: if they agree, you learn their character, but you both might die.