Alchemy 101

Full Script
amy
10
Notes
An Alchemist script built for various player and storyteller experience levels! v1.2: Added 2 additional Boffinable townsfolk, dropping Seamstress and Farmer for Philosopher and Undertaker. v1.2.1 updates the PDF for the updated Boffin/Drunk jinx. Welcome to Alchemy 101, where no Alchemist option breaks anything too badly. The Witch and Harpy both offer confirmation, while the Boffin can help the Recluse or hinder the Demon. With some relatively gentle face-up Outsiders around, even an Alch-Baron helps the team by confirming good players! Once your group is comfortable with the basic interactions on this script, you can get some interesting games by using the Boffin to grant the Alchemist ability, doubling up on a Minion ability. A Boffined ability also can change when the demonhood moves, creating fun puzzles with the Imp and Lil' Monsta. If your group would prefer, the Cerenovus can be used in place of the Harpy.
Characters
Total 25
Townsfolk
13
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Pixie
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
General
Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
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.
Town Crier
Each night*, you learn if a Minion nominated today.
Undertaker
Each night*, you learn which character died by execution today.
Monk
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Fisherman
Once per game, during the day, visit the Storyteller for some advice to help your team win.
Soldier
You are safe from the Demon.
Alchemist
You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
Ravenkeeper
If you die at night, you are woken to choose a player: you learn their character.
Mayor
If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Outsider
5
Butler
Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.
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.
Golem
You may only nominate once per game. When you do, if the nominee is not the Demon, they die.
Klutz
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Minion
4
Harpy
Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Witch
Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
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
Lil' Monsta
Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]
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]