my scripts

Alien Impostors

Both teams want to blend in by impersonating Townsfolk, and the Pope makes Townsfolk extra easy to impersonate.

Player difficulty: 3/5

Storyteller difficulty: 3/5

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Notes

This is the first Loric-focused script I've written that I feel works beyond a one-off gimmick - the Pope is a tool that lets Damsels, Snake Charmers and minions in Poppy Grower games bluff any old shit they like, and a lot of the characters here are really fun to bluff.


Fun interactions

Steward, Librarian, High Priestess, Balloonist

An important part of making all characters bluffable: all storyteller-chosen information is relatively "clashproof" in the event another player is claiming the same character. If Town Crier was on this script, and two players claiming to be the Town Crier had opposite information, it would be likely one of them is lying. If there are two High Priestesses with different information, maybe that's still plausible!

Snake Charmer

While I'm mostly over the whole "+? Snake Charmers" thing, the Pope is fun with blue liars as it gives them a bluff, too. See also, Banshee, Damsel.

Dreamer

The Dreamer is primarily on this script because I think it's really funny that the Dreamer might see another player as the Dreamer. However, it's also a good source of information in a town that's largely starved of it, it can help detect Drunks, and it's a great Boffin ability too. Probably don't give it out in a Damsel game.

Artist, Huntsman, Philosopher, Slayer

I wanted a lot of once-per-game effects on this script because I think they're interesting with the Pope. If there's two Artists, the demon can't kill both of you! It also quietly gives the Ojo another favourable interaction: if the Ojo picks a once-per-game character and there's a mix of spent and unspent ones, you should probably choose the unspent one most of the time.

Poppy Grower

The Pope mitigates the strength of the Poppy Grower by making all bluffs plausible. However, if there are multiple Poppy Growers, the evil team don't learn each other until all have died. The Poppy Grower itself also benefits from the Pope making any bluff viable, so it's a bit of a swings-and-roundabouts interaction.

Lunatic

You have 4 Imp tokens! Consider using them! You probably shouldn't go too wild, as it's not super easy to keep a lot of Lunatics on the hook in this game, but it might be a bit of fun for your demon at any rate.

Drunk

I'm a big advocate for Xaan on a Drunk script, I think they have a really healthy synergy. The Xaan night gives you a clue about how many Outsiders there are, but the Drunk means you can't just rely on all the Outsiders coming out and going "Guess it's 3 then."

Xaan

The Pope overlaps with the Xaan, so the crucial thing the Xaan does is remove Outsiders and poison everyone. Be brutal, feel free to go ham on once-per-game abilities!

Scarlet Woman

The thing that always stresses me out about being the Scarlet Woman is getting caught without a bluff on the first day - if I'm any other Minion I'm happy to roll with it, but as a Minion with the responsibility of maybe becoming a Demon, I don't enjoy it. Here, you can bluff whatever you want!

Boffin

House rule! The Demon ability can also be a duplicate. If you want, it can be the only duplicate! (If you've seen this house rule before, it may be because I used it on my previous stab at a Pope script! Now deleted, RIP.)

Watch it played

Character list

Version 1.1.0.

Recommended Travellers

House rules or clarifications

  • The Boffin might yield an in-play good character's ability. This satisfies the Pope.