The Witching Hour

Full Script
Tomm
2
Notes
A script designed for local & online group to highlight the Summoner whilst still keeping as many worlds as possible. It's very BMR styled where deaths are information, but has other bits of information sprinkled in so that it's more constrained in terms of the death rate. Sailor & LLeech are the only two ways for someone to not die by execution. This is still being considered for changes, but overall I'm happy with it. The Sailor not getting executed means they will never be executed again, making them a Townsfolk if they get to Final 3 as they will not be a viable Demon Candidate. An issue with this does mean that the Sailor dying at all rules out them being a Lleech and hard confirms this as good. We as a group haven't decided if this is a bad thing yet, but if this ever gets changed we'd likely drop Harpy for DA and remove Yaggababble for some other Demon as it works less well with the Summoner. We might also throw out a less fun TF for a Tea Lady or Pacifist if this happens.
Characters
Total 25
Townsfolk
14
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
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.
Sailor
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Innkeeper
Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
Gambler
Each night*, choose a player & guess their character: if you guess wrong, you die.
Gossip
Each day, you may make a public statement. Tonight, if it was true, a player dies.
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.
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Soldier
You are safe from the Demon.
Farmer
When you die at night, an alive good player becomes a Farmer.
Acrobat
Each night*, choose a player: if they are or become drunk or poisoned tonight, you die.
Outsider
3
Tinker
You might die at any time.
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Moonchild
When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
Minion
4
Widow
On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.
Godfather
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Harpy
Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Summoner
You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
Demon
4
Yaggababble
You start knowing a secret phrase. For each time you said it publicly today, a player might die.
Pukka
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Lleech
Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.
Po
Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.