Wail-and Flowers and Madame

Full Script
Etreides
3
Notes
An entry for the Banshee script competition. The Banshee offers some pretty incredible power to the Good team. While the Virgin does confirm the alignments of a dead player and a living player, the Banshee, if killed, has all the power of a confimed Virgin with none of the drawback, save that they don't learn anything from dying, unlike most of the other Demon-banes; they're reliant on reading the room correctly. Enter Heretic. And Philosopher. And Cannibal. And Pixie. And suddenly... while you have phenomenal cosmic power... exactly what do you want to do with it? Do you go all in, hoping that it's not a Heretic game? Do you trust the "Heretic" who claims to you, given that your power was announced? And if so... which one, if multiple do? How do you use your awesome powers of confirmation to cultivate a victory for your team? All in all, not an easy script to run, but one that questions exactly what you want to do with the information you have. The "Flower Girl" and the "Village Idiot" seem to be pointing to exactly one player being the Demon... but will executing them bring you victory? Or bitter defeat? Also, yes. I'd like a Marionette... but puns are more important than themes.
Characters
Total 27
Townsfolk
13
Steward
You start knowing 1 good player.
Librarian
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Pixie
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Villageidiot3
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Snake Charmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Flowergirl
Each night*, you learn if a Demon voted today.
Oracle
Each night*, you learn how many dead players are evil.
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Huntsman
Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
Cannibal
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Mayor
If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Banshee
If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.
Outsider
5
Plague Doctor
When you die, the Storyteller gains a Minion ability.
Heretic
Whoever wins, loses & whoever loses, wins, even if you are dead.
Mutant
If you are “mad” about being an Outsider, you might be executed.
Damsel
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Minion
4
Poisoner
Each night, choose a player: they are poisoned tonight and tomorrow day.
Cerenovus
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
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.)
Demon
3
No Dashii
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Fang Gu
Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Fabled
1
Djinn
Use the Djinn's special rule. All players know what it is.
Loric
1
Gardener
The Storyteller assigns all players' characters.