TURBO DIVORCE

Full Script
Pigeon & Entropy
1
Notes
The Minions were in a happy polycule, co-parenting Lil' Monsta. Keyword: were. Now, a few complicated affairs, a few poppies, and a messy six-way breakup later, they're all fighting for custody of the kid. To complicate matters, baby's hungry, and drawing town's attention to try and stamp out the evil among them! Can the evil team find a way to resolve these interpersonal issues? Will the Scarlet Woman take the kids? Will the Snake Charmer steal the baby from under everyone's noses? Why the hell has the Ogre been given babysitting duty? Welcome to: TURBO DIVORCE! Knight: Purely the meme of it all. Probably don't show Minions in the ping? Or do. It's still useful to see who didn't take the baby N1! Investigator: An actually useful YSK for the script! Also useful if granted by the Boffin in a Poppy Grower game, so that the evil team have a start on knowing each other. Grandmother: A good ping, and an extra night death that could cover for a Godfather or Gossip. Balloonist: Generally useful info that can be cut off at Storyteller discretion, and it has multiple reasons to learn the same player twice in a row. General: A good way of keeping the pulse of the game, and also useful to evil as a Boffin ability! Just generally (ha) great information to have. Village Idiot: Alignment-hunter(s), to help try and find the minions before they can run away with the baby. Can be synergised with other information on the script to build strong confirmation or de-confirmation chains. Also useful as a Boffin ability to help the evils to find each other. Snake Charmer: The Snake Harmer exists to steal the baby. Excitingly, on this script they can find out their evil team, if the Poppy Grower dies after the charm happens Undertaker: Drives the good team to execute, without needlessly prolonging the Poppy Grower effect if/when the Poppy Grower gets executed. Innkeeper: Gives good some agency over who's dying at night, both to the baby and to random other deaths like the Gossip. Also generally exists to counter the high positive deathmod on the script. Gossip: Interesting Boffin ability, and as a townsfolk is guided into coming up with unusual gossips due to the in-built high level of demon mobility (no use splitting the grim on this one!) Fisherman: Freeform info – we just love fish advice. Could be regarding the state of where the baby is, or help keep the Poppy Grower/other important townsfolk alive, or serve as a clue to a particularly damaging Wizard wish. Minstrel: The script's major minion-finder, on a script where finding the minions is one of the most important goals for good. Knowing if you've executed a minion or not can be critical for the game-solve. Poppy Grower: This should be the Stormcatcher target. The evil team needs to flail around and get this executed before they even know who each other are... and ideally keep the baby alive while doing so. Ogre: If the Ogre befriends an evil, then they become a juicy target to hold the baby in the late-game, once the Poppy Grower is dead. Tinker: This is a great way to just completely ruin the Gossip's information, or to kill during the day to fake a Harpy or give the Godfather a free pop at someone. BMR characters being BMR characters. Recluse: Exists as a counter to the otherwise-strong Village Idiot info on this script – and gives evils a way to weasel out of other pings, too. Hatter: Oh, you thought you had the components of the divorce figured out? That's cute. It's time for everybody who's anything to get all shuffled around! Snitch: This being a mono-Lil' Monsta script and all, it would be nice to let some people have bluffs at least sometimes, wouldn't it? Godfather: Outsider modification and player-controlled killing, all wrapped up in a one-minion bundle. Knowing which outsiders are in play is also helpful for the minions to be able to plan for the endgame, when the Poppy Grower is gone and they need to figure out who to give the baby to. Poisoner: Just a good solid droison source, really. Can potentially use its ability to find its allies (after messing up their abilities first, of course). Harpy: Gives evils more agency over kills, and can drive good to kill the Poppy Grower if the Harpy is clever about how and when they apply their ability. Wizard: A versatile option for either early-game chaos or a late-game save, depending on how it's going. Scarlet Woman: A last resort if the evil team fails to take care of the baby – she gets custody if the others biff it. Boffin: Can grant a variety of fun and interesting abilities, which can move around depending on who is holding the baby! Lil' Monsta: The mono-demon of the mono-demon script. Baby :)
Characters
Total 26
Townsfolk
13
Knight
You start knowing 2 players that are not the Demon.
Investigator
You start knowing that 1 of 2 players is a particular Minion.
Grandmother
You start knowing a good player & their character. If the Demon kills them, you die too.
Balloonist
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
General
Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
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.
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.
Gossip
Each day, you may make a public statement. Tonight, if it was true, a player dies.
Fisherman
Once per game, during the day, visit the Storyteller for some advice to help your team win.
Minstrel
When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.
Poppy Grower
Minions & Demons do not know each other. If you die, they learn who each other are that night.
Outsider
5
Ogre
On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
Tinker
You might die at any time.
Recluse1-75
당신은 하수인이나 악마로 보일 수도 있습니다. 이 능력은 당신이 죽어도 유지됩니다.
Hatter
If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.
Snitch
Each Minion gets 3 bluffs.
Minion
6
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.
Harpy
Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Wizard
Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
Scarletwoman1-75
만약 살아있는 플레이어가 5명 이상이라면, 악마가 죽으면 당신은 악마가 됩니다. 여행자는 세지 않습니다.
Boffin
The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Demon
1
Lil' Monsta
Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]
Loric
1
Storm Catcher
Name a good character. If in play, they can only die by execution, but evil players learn which player it is.