Basket Case

Full Script
Cheddar and Cami
4
Notes
The vision behind this script was to have ALL of the madness roles and fun interactions. The first thought was: A cerenovus mad player claiming Goblin throwing “their demon” under the bus to not break harpy madness – that would be fun! And so, the script idea was born. You’ve got Fang Gu, Vigormortis, Baron and possibly Amnesiac for outsider modification, which probably won’t be solved because the outsiders might not know that they are outsiders, might not say, or might not be believed (adding to the madness!) – and even if they are believed they might become the Fang Gu later. You’ve got two moving demons, and one that might want to weigh up its options before causing multiple kills, as this can only be explained by three things: Harpy madness breaks, an Amnesiac ability or the Yaggababble itself. The Cerenovus can cause double claims, but so can Pixie madness, a Mutant hiding, or maybe a Baron double claiming just for the fun of it. And if you do catch that maybe Baron, dare you execute them, now that they have claimed Goblin? Evil has a lot of plays up their sleeves, being able to double claim left, right, and center, or claim they were made mad or that they are the Goblin if nominated – but sometimes they won’t even know who each other are. How does a demon win with no support from their minions? Or are you just the lunatic? Who knows. Townsfolk information is quite strong, and though it can be discredited, it can barely be poisoned or drunk, and the Virgin if proc’ed confirms two good players, who can never be turned evil. Although the Pixie’s addition to the double claim chaos can be quite detrimental to town, the Pixie can also help make one of the powerful, good Towns Folk abilities last longer in the game. For any Storyteller, this is an advanced script (but not a veteran one), and you’ve got some decisions to make. You need to keep track of all the madness and decide if anyone dies to madness – and depending on the madness that might either be an execution or just a death. You need to concoct some good Amnesiac abilities, consider what phrase you’ll give a Yaggababble, listen for it, and decide those kill(s). You choose the Demon type for a Lunatic and decide who they see as their minions, if any. If you’ve got a Vigormortis, you might get some decisions to make on poisoning. You can also keep track of the possible worlds from the perspective of the Lunatic, if you want to support their belief in their demon-hood for as long as possible. This is a good deal to consider, and to not warp your brain any further, the townsfolk roles are pretty straight-forward – most of them being from Trouble Brewing. Details on script decisions: The Noble was chosen in place of the Investigator as pinning down a minion type would hamper evil significantly but also weaken the power of a Poppy Grower. Oracle is chosen because it can help detect evil killed minions or Fang Gu jumps or star passes. Marionette was a real contender to be and the script, especially because of the Lunatic and the lack of poisoning and drunkenness, but in the end did not make the cut, as the outsider modification of the Baron is a necessary tool.
Characters
Total 29
Townsfolk
13
Chef
You start knowing how many pairs of evil players there are.
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
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.
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.
Oracle
Each night*, you learn how many dead players are evil.
Undertaker
Each night*, you learn which character died by execution today.
Slayer
Once per game, during the day, publicly choose a player: if they are the Demon, they die.
Amnesiac
You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Ravenkeeper
If you die at night, you are woken to choose a player: you learn their character.
Virgin
The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
Poppy Grower
Minions & Demons do not know each other. If you die, they learn who each other are that night.
Outsider
4
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
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.
Mutant
If you are “mad” about being an Outsider, you might be executed.
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.
Cerenovus
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Goblin
If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
Baron
There are extra Outsiders in play. [+2 Outsiders]
Demon
4
Yaggababble
You start knowing a secret phrase. For each time you said it publicly today, a player might die.
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]
Fang Gu
Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Traveller
4
Thief
Each night, choose a player (not yourself): their vote counts negatively tomorrow.
Bone Collector
Once per game, at night*, choose a dead player: they regain their ability until dusk.
Scapegoat
If a player of your alignment is executed, you might be executed instead.
Voudon
Only you & the dead can vote. They don't need a vote token to do so. A 50% majority isn't required.