Infighting Abound
Full Script
2
Notes
This is a mono-Shabaloth script built around the Revolutionary, a Fabled typically reserved for the disabled denizens of Ravenswood Bluff.
I'm using it here as a centerpiece information tool. While incredibly powerful for town to know that 2 players share an alignment, it is tempered by its susceptibility to misregistration from the Spy, Recluse, and even the Revolutionary itself. The revolution may not be quite what you expect with a Lunatic and Marionette on the loose.
This is a script that puts heavy emphasis on collective world-building and carefully placed misinformation. Act quickly for the demon is lethal, and one wrong logical deduction could spell our doom(dandy).
Characters
Total 29
Townsfolk
13
Washerwoman
You start knowing that 1 of 2 players is a particular Townsfolk.
Bounty Hunter
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
Shugenja
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Pixie
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
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.
Undertaker
Each night*, you learn which character died by execution today.
Innkeeper
Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
Lycanthrope
Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.
Artist
Once per game, during the day, privately ask the Storyteller any yes/no question.
Professor
Once per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Mayor
If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Outsider
4
Recluse
You might register as evil & as a Minion or Demon, even if dead.
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
5
Spy
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Baron
There are extra Outsiders in play. [+2 Outsiders]
Scarlet Woman
If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
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.
Marionette
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Demon
1
Shabaloth
Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.
Traveller
5
Beggar
You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober & healthy.
Bishop
Only the Storyteller can nominate. At least 1 opposing player must be nominated each day.
Bone Collector
Once per game, at night*, choose a dead player: they regain their ability until dusk.
Gangster
Once per day, you may choose to kill an alive neighbor, if your other alive neighbor agrees.
Scapegoat
If a player of your alignment is executed, you might be executed instead.
Fabled
1
Revolutionary
2 neighboring players are known to be the same alignment. Once per game, 1 of them registers falsely.
Pukka Night Flowchart
Savant Proposition Generator