Knowing Me, Knowing You (Redux)
Full Script
3
Notes
This script plays with a special rule where all players are in a revolutionary pair.
How to Run:
Declare that the Revolutionary is in play (as normal), but group all players (physically) into revolutionary pairs.
Group tokens into revolutionary pairs in your grim (based on alignment). Place one token from each pair into the bag.
One player from each pair draws a token from the bag. Collect the token, & show the paired token to the other player.
ONLY use the miss registration feature of Revolutionary ONCE PER GAME! The feature is extremely difficult to track, and isn't really necessary with so much other miss registration on the script.
Notes on the History: I made some updates to the original script that Nadine wrote. It was written before many of the experimental roles were released, and I thought some newer roles might spice it up more.
Characters
Total 26
Townsfolk
13
Librarian
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Shugenja
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
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.
Bounty Hunter
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
Undertaker
Each night*, you learn which character died by execution today.
Fisherman
Once per game, during the day, visit the Storyteller for some advice to help your team win.
Amnesiac
You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Artist
Once per game, during the day, privately ask the Storyteller any yes/no question.
Ravenkeeper
If you die at night, you are woken to choose a player: you learn their character.
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.
Sweetheart
When you die, 1 player is drunk from now on.
Barber
If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
Minion
4
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.
Spy
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Scarlet Woman
If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Demon
4
Fang Gu
Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Vigormortis
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
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.
Fabled
1
Revolutionary
2 neighboring players are known to be the same alignment. Once per game, 1 of them registers falsely.
Savant Proposition Generator