The Perfect Alibi
Notes
This is a script where the evil team learn each other and get bluffs through unconventional means. In a Boffin game, the demon starts with a bluff, and the Boffin can keep an eye out for the player that appears to be claiming it. In a Widow game, the minion starts with all the bluffs, and will need to approach the demon themselves. Meanwhile, almost all of the townsfolk abilities help the demon match with their minion or otherwise blend in: either by giving the demon a visible effect (Virgin) or providing information that helps narrow it down. I would rule that an Imp star-passing to a Boffin gets to use the Ravenkeeper ability (even if technically the Boffin immediately leaves play). An added wrinkle... in a Snake Charmer game, a living Boffin should learn when the demon changes. The Snake Charmer should be given a new out of play character, both to signal to the Boffin that a change has taken place and to give them a rock solid alibi - they are about to need it! I've replaced the Barber with a Hatter. Barber was fun, and you could use it for all sorts of weird shenanigans like sobering up Snake Charmers or swapping a dead Boffin back onto a good player, but the jank was off the charts and it only really worked if you were really confident you knew who was on your evil team. Hatter works more as intended, as there are good reasons that any of the four evil characters might want to change mid-game. Chaos Hatter or regular Hatter, either is fine. Likewise, the Sweetheart is now a Plague Doctor. I intended for the Sweetheart to be a fun Boffin ability for a star-passing Imp, but actually... the Boffin immediately leaves play, so the drunkening goes away. Rats! The Plague Doctor does what the Sweetheart couldn't: a star-passing Imp can give the storyteller the Widow ability on death! Bonus effect: the new Widow ping might make it look like the Snake Charmer has hit the demon! And the potential for a second Boffin ability is fun, too.