Seeing double is a script I made to have chaotic and fun games. Making worlds that are infinitely dense and storytelling that requires a brain the size of an Olympic swimming pool to keep track of everything is the end result. The premise is however, simple. Every role is actually two put together. These are usually beloved roles twisted to become abhorrent amalgamations by adding spice from another. Sometimes this improves the role with in built synergies but other times I’ve put two roles of opposing playstyles to make them consider which way they’d like to play. And of course, every name is a twisted weird mix of the two because making people say stupid made up nonsense is the kind of torture I enjoy. So with that said I advise every player if of legal age to enjoy the game with a sizeable cup of alcohol, and the story teller to stay far away from any substance lest they make a fatal error.

ROles

Townsfolk

Librarifool: Librarian + Fool
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.) The first time you die, you don’t.

Dreamwoman: Dreamer + Washerwoman
You start knowing that 1 of 2 players is a particular Townsfolk. Each night*, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.

Investiteller: Investigator + Fortune Teller
You start knowing that 1 of 2 players is a particular Minion. Each night*, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.

Cheftaker: Chef + Undertaker
You start knowing how many pairs of evil players there are. Each night*, you learn which character died by execution today.


Maybler: Mayor + Gambler (And very fun to scream MAYBLER WIN)
Each night*, choose a player & guess their character: if you guess wrong, you die. If you die at night, another player might die instead. If only 3 players live & no execution occurs, your team wins.

Slayight: Slayer + Knight
You start knowing 2 players that are not the Demon. Once per game, during the day, publicly choose a player: if they are the Demon, they die.


Innpath: Empath + Innkeeper
Each night*, choose 2 players: they can’t die tonight, but 1 is drunk until dusk. You then learn how many of your 2 alive neighbors are evil.


Virginstrel: Virgin + Minstrel
The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately. When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.

Grannibal: Grandma + Cannibal
You start knowing a good player & their character. If the Demon kills them, you die too. You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.

Jugglor: Juggler + Sailor
Each night, choose an alive player: either you or they are drunk until dusk. On your 1st day, publicly guess up to 5 players’ characters. That night, you learn how many you got correct. You can’t die.


Philositist: Philosopher + Artist (Very inquisitive)
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk. Once per game, during the day, privately ask the Storyteller any yes/no question.

Monkvant: Monk + Savant (Trust me bro)
Each night*, choose a player (not yourself): they are safe from the Demon tonight. Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.

Farmerkeeper: Famer + Ravenkeeper (Evil’s Hot potato)
If you die at night, an alive good player becomes a Farmerkeeper. You are then woken to choose a player: you learn their character.


Outsiders

Drunkoon: Drunk + Goon
You do not know you are the Drunkoon. You think you are a Good Townsfolk character, but you are not. Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
The drunkoon doesn’t know they’re the Drunkoon, and consequently no one ever knows what alignment they are, which is both frustrating for them and funny to everyone else


Mutantheart: Mutant + Sweetheart
If you are “mad” about being an Outsider, you might be executed. When you die, 1 player is drunk from now on.
Mutant but actual consequences for revealing yourself by doing silly things

Golemchild: Golem + Moonchild
You may only nominate once per game. When you do, if the nominee is not the Demon, they die. When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
For when games have too much protection

Saintcluse: Saint + Recluse
If you die by execution, your team loses. You might register as evil & as a Minion or Demon, even if dead.
This one was kind of mean

Plaguemaster: Plague Doctor + Puzzle Master
One player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info. If you die, the Storyteller gains a not-in-play Minion ability.
This gives hope but also decimates it


Politic: Politician + Heretic
If you were the player most responsible for your team losing, you change alignment & win, even if dead. Whoever wins, loses & whoever loses, wins, even if you are dead.
In our mind, Politic always wins because they are the most at fault for their team losing. But also who “wins” literally doesn’t matter



Minions

Spy Twin: Spy + Evil Twin
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead. You & an opposing player know each other. If the good player is executed, evil wins. Good can’t win if you both live.
This is a evil combination, making the game about scum reading or killing via other means (Golemchild) though the ST should probably give hints as to which one is the fake good twin. Please do not register Spy Twin good to its own ability when executed.

Godron: Godfather + Baron
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1,2,3 or +1,2,3 Outsider]
Essentially, any number of outsiders in a game, and any number of additional kills as well. This is a mercy upon the ST.


Pitmind: Pithag + Mastermind
Each night*, choose a player & a character they become (if not in play). If a Demon is made, deaths tonight are arbitrary. If the Demon dies by execution, play for 1 more day. If a player is then executed, their team loses.
If you wish for nothing but misery. (as an ST)


Mezephenovus: Mezepheles + Cerenovus
You start knowing a secret word. The 1st good player to say this word becomes evil that night. Each night, choose a player & a good character: they are \”mad\” they are this character tomorrow, or might be executed.
You should bring Spirit of Ivory if you play Pitmind, but this is kinda fun to play so people might not let go of it.

Devilswoman: Scarlet Woman + Devils Advocate
Each night, choose a living player (different to last night): they don’t die to execution. If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don’t count)
In essence, this is a backup maneuver.


Demons!

Imp Dashii: Imp + No Dashii
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Impdashii. Your 2 Townsfolk neighbors are poisoned.
A kind of reward for your sacrifice.


Pu: Po + Fang Gu
Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight. The 1st Outsider this kills becomes an evil Pu & you die instead. [+1 Outsider]
Blame Fig for the name. Also genuinely fun. Kills go in order of choice so if you hit an outsider second you only kill the first and yourself.

Yaggatox: Vortox + Yaggababble
You start knowing a secret phrase. For each time you said it publicly today, a player might die. Each night*, choose a player; they die. Townsfolk abilities yield false info. If no-one is executed, evil wins.
Well when your info makes no sense you may as well start listening for a key phrase.

Pukkojo: Pukka + Ojo
Each night, choose a character: they are poisoned. If the character is not in play, the storyteller chooses who’s poisoned. The previously poisoned player dies then becomes healthy.
You poison characters then kill. Pretty simple as far as things go

Shabbeech: Shabbaloth + Lleech
Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated. You start by choosing an alive player: they are poisoned – you die if (& only if) they die.
Well if you puke at least it’ll only hurt.

TRAVELERS

Scapelot (Scapegoat + Harlot):
Each night*, choose a living player: if they agree, you learn their character, but you both might die. If a player of your alignment is executed, you might be executed instead.

Gnomester (Gnome + Gangster):
All players start knowing a player of your alignment. You may choose to kill anyone who nominates them. Once per day, you may choose to kill an alive neighbor, if your other alive neighbor agrees.

Tearista (Tea Lady + Barista):
If both your alive neighbors are your alignment, they can’t die. Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.

Butchiant (Butcher + Deviant):
Each day, after the 1st execution, you may nominate again. If you were funny today, you cannot die by exile.


Old version: R3