Cherubim and Seraph looking at the Grimoire

Heavenly Host

January 16, 202614 min read

“The fear of the Lord is the beginning of wisdom” - King Solomon

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Introduction:

Heavenly Host is a script built around the Angel-based Demon pair of the Cherubim and the Seraph. These two Demons dramatically change the nature of the game, putting Minions on alert for whether their Demon is telling them the truth, or if they, much like the rest of the Town, are having the wool pulled over their eyes.

Thematically, the Cherubim and Seraph are two angels sent down from the Heavens to destroy the town of Ravenswood Bluff for their folly in dealing with Demons. As such, the pair have taken up disguise and now turn the wicked Townsfolk and Minions against one another, with neither realizing that there is a greater enemy at the gates.

Heavenly Host forces all players to consider why deaths are happening - are the kills coming down from the Storyteller's choice? Are the Demon's carefully weeding out the strongest abilities? Or are Townsfolk who die by their own hand keeping that secret close to the chest, hoping to fool the Minions into outing their own Demon?

As the good team, you'll need to carefully consider why information seems to be off. Both the Dogfish and Phantom interfere with town's info, pointing them in the wrong direction. Paired with the Crone, and poison runs rampant amongst the town. You'll also need to take into account the number of kills and consider whether deaths are due to the Demons, Minions, Outsiders, or Townsfolk, as each and every type has the ability to cause deaths amongst the town.

As the Minions, you'll need to come together and figure out just how far you are willing to trust your Demon. If you decide that you can trust them, you'll need to assist them in spreading death and poison throughout the town to throw them off the scent, else they end up on the block and cannot be saved. However, if they are deceiving you and you assist them in ruining information and quickly bringing town's numbers low, you'll have trouble spotting the hidden Cherubim who can slip away unnoticed.

Lastly, as the Demons you'll need to convince your Minions, either truthfully trying to convince them that they too are evil, or deceiving them into working towards their own ends. For the Dogfish and Phantom, failing to convince their Minions means being outed in front of the town without any means of escape. For the Seraph & Cherubim, an early outing means not only leaving the Cherubim without an ally in the far stronger Seraph, but also means having Minion abilities positioned to harm rather than help them.

Considerations of who is who friend does not stop there however, the the Heir and Regent much consider whether the other truly is good, Outsiders must try and prove that the Phantom is causing them to show up as evil, and rampant reasons for misinformation means players most of all must choose to believe their own information or not.

Lastly, this script is the first fully Homebrew one, and I do not expect it to stay the same after the first few playthroughs. If half of the concept is preserved, I'll be plenty happy, as it is attempting to do a lot all within a script that is highly experimental.


Interactions:

The Seraph and Cherubim are on an evil team alone, with Minions starting off falsely believing themself to be on the side of evil. However, the Soul Stealer and Heir/Regent can turn players evil, which the Seraph can see. Careful planning on the part of the pair of Demons can result in them building an evil team of their own, but only in so much as they can avoid rousing suspicion from their Minions.

The Stepmother must figure out characters roles and frame their neighbors in order to kill, but its presence on the script means many players will keep their roles close to their chest. With many roles needing to come forward to help explain what deaths are happening, the Stepmother quickly gets to play with their food.

The Watchdog is similar to the Town Crier, but focuses on any evil characters (something that brings trouble in a Phantom game where Outsiders also register as evil). Once the Watchdog has a more curated list of potential evil players, it can work with the Uskok and Spelunker to begin to whittle down which players are evil and need to go.

The script is full of drunk and poison roles, including the Garçon, Crone, Distiller, and Dogfish. These roles force powerful Townsfolk to reconsider their information, as well as making Minions second guess what they might assume is true about their own "team".

Their are many forms of additional death on the script, including the Spelunker, Daredevil (with the right boons), Uskok, Vigilante, Patsy, Stepmother, Headsman, and the dual deaths caused by the double Demon pair. As such, the Seraph and Cherubim are able to hide their presence by utilizing this explanations to placate their Minions, all the while getting further ahead to where their victory cannot be stopped. On the other hand, a Spelunker who dies to the Demon may lie about their role, leading the Minions to believe the death was due to a double Demon pair, even if that indeed was not the cause. This can lead to Minions outing their Demon, all while on the same team.


Featured Homebrew/Characters:

Cartographer - The Cartographer receives information that either can suggest which Demon or Minions are in-play. The Cartographer on this script has an important decision to make about sharing their information, as it may allow the Minions to recognize what Demon is in-play. As such, the Cartographer is somewhat incentivized to lie, and other characters may attempt to lie about being the Cartographer as well.

Smith - The Smith can be powerful in confirming players that can trust one another, but needs to be careful about sharing their info else it helps the evil team figure out that it is not a dual Demon game. As a YSK the

Heir & Regent - A dual pair of Townsfolk, similar to the Masons, they can exclude each other from Demon consideration, but either may be evil. The Sphinx however encourages them to keep quiet if good. The end result is a pair of players able to confirm each other and remove one another from Demon contention in the late game.

Watchdog - The Watchdog is able to focus on players that are likely to go onto the block, and if it is able to pick evil players, can extrapolate information when a player that receives many votes has very few evil characters that voted for them. As such, the Watchdog forces evil to have to consider voting for one another to avoid this detection and in that way also gives cover to the Seraph and Cherubim.

Spelunker - I'm a big fan of horror media, and nothing skeeves me out more than the stories of those cavers who go crawling down narrow entries only to find themselves unable to return the way they came. From that horrible image came the Spelunker, who on this script is resigned to their fate of a horrible death through their ability. As the Spelunker, much like the Gambler, you can always choose yourself, meaning the Spelunker can either choose to start hunting evil only after some info has started coming out or stop hunting once there are only a few players remaining and their death might be more harmful. With the Phantom making Outsiders potential deadly hits to the Spelunker, they need to carefully consider their picks in order to make the most use of their power. Lastly, much like the Gargoyle, the Spelunker can consider keeping quiet their role and nature of their death to try and bait the Minions into outing their Demon.

Titan - On a script with so much death, the Titan provides good info to the town, not only knowing when it dies whether or not it was caused by the Demon, but if it was, having a chance to out a player as evil. The Titan however if chosen by the Demon again must choose a different character, preventing it from staying alive forever. The Titan is a strong Demon-bane character that provides a lot of info on a script full of so much death.

Daredevil - With the amount of misinformation between Outsider's potentially being seen as evil Demons, a host of droison options, and a grim-peeking Demon, I wanted to put something more malleable on the script that Storytellers could use to attempt to balance things. The Daredevil is forced to make considerations about deals they are offered and if they are truly worth it. When Town is set up to win, the Storyteller can offer worse deals to not swing things even further. When Evil is sweeping, the Daredevil can be offered a sweeter deal that can begin to right the rails. Lastly, the Daredevil themself can attempt to read into these deal offerings as well, making them a quasi-general.

Distiller - The Distiller is a powerful character that not only learns good characters, but can even learn Minions. The downside is that the Distiller makes their chosen pick drunk. This interaction forces Minions to have to bluff more powerful Townsfolk or risk being discovered by good, leaving their Demon with weaker bluffs.

Lamb - The Lamb allows the good team to redirect a death, keeping a powerful roles alive. The Lambs strength comes not only in absorbing this death, but doing so even while dead, potentially causing a night of no deaths.

Broadcaster - The Broadcaster is a Demonbane character, meant to allow the good team to eventually figure out that the Seraph and Cherubim are in-play or not, as either the Broadcaster dies and the Demon is (or if drunk isn't) announced, or the Broadcaster lives much later into the game than it has any right doing, and good (including good Minions) begin to suspect a Demon that can see the Grimoire.

Uskok - Inspired by the Pirate Soldiers of Croatia, the Uskok seeks out evil characters and must deduce if they caused a death or not to determine if they found an evil. The Uskok further complicates Minions ability to know if the Demon is who they say they are by disguising the number of deaths.

Garçon - The Garçon puts the most pressure on the Gargoyle, Ale Wife, and Broadcaster, each of which are the earliest roles in the night order. As such, it is an Outsider that wants to quickly go given its potential to hurt two of the stronger roles for good. What's more is while the Garçon may want to go on the first day, it may be better served leaving it for a bit in order to hopefully connect with the Watchdog and letting its death be of some service to the good team.

Vigilante - The Vigilante's job on the script is to help hide what Demon is in-play, assisting the evil team disguise themselves. The Vigilante again is a Demon that may wish to see itself die early on, but in so doing eats up executions, a precious resource especially with the capacity for deaths to ramp up later in the game, limiting the amount of chances good has to kill the Demon.

Schrödinger - This outsider hurts the good team by preventing them from being certain about the number of dead players without risking spending a good dead vote token. With deaths being the focus, Schrödinger makes good a bit less certain about what exactly is going on.

Patsy - The Patsy wastes the time of Town by dying when an evil player could have died instead. This forces Town to potentially waste more days on executions and miss out on a valuable night-time death. Its not all bad however, as a Patsy also can absorb the death of a good minion in a double demon game.

Crone - The Crone has less freedom than the traditional poisoning role, not being able to freely pick among all players, but its strength comes in being able to move its poison around like the Poisoner, while also learning information as it figures out what characters are in-play. This allows it to better place its poison on targets that gain too much info. However, the Crone must be careful in poisoning town too much, as without the proper info, the Minions may not be able to figure out if they are sided with Town or with the Demon.

Stepmother - The Stepmother makes town a little more reluctant to out their info, and if Town gets a bit to brazen with their info, allows evil to step up the pressure by focusing on framing certain players and getting extra deaths out of it. The Stepmother is not as strong in a double demon game however, as they cannot attack evil characters.

Headsman - The Headsman is able to take advantage of tied votes and skipped days, putting pressure on town to keep executing. While the death that the Headsman creates are more easily tracked by town, they also give the evil team the ability to force town to have to make a decision on final 4.

Soul Stealer - While executing Outsiders on this script prevents their abilities from hurting town, it means potentially putting even more dangerous abilities in play. The Soul Stealer also prevents Town from being certain about how many Outsiders are in-play, and allows Outsiders to consider playing it sneakily to slip onto the evil team.

Dogfish - In a Dogfish game, the Dogfish's misinfo means that it can hide for a long time, going unnoticed. However, it can not hide forever, and misfires by non-info roles like the Flock, Spelunker, and Broadcaster will quickly point towards the Dogfish (although even then the Garçon continues to help it by hurting two of those quite often). In a non-Dogfish game, the Seraph / Cherubim can hide from Minions by not choosing players the Minions demand, as the Dogfish has no ability to control their kills. However, if players begin to share information that is accurate, the Minions will soon catch on.

Phantom - In a Phantom game, the Phantom's extra Outsiders and misregistration means that the Town will be preoccupied. Ideally, as a Phantom you want to float under the radar, allowing town to turn on each other and utilizing your Minions to constantly shift focus onto evil pings that are ongoing elsewhere, coasting towards the end. In a non-Phantom game, the Seraph / Cherubim can hide from Minions by taking out players that are asked of them by the Minions, but will need to come up with explanations for double deaths which can out them. Additionally, the Outsider count can also give away the Phantom, though it could be argued away with the Anomaly and Oblation, both of which prefer to stay hidden.

Seraph - The Seraph is the half of the pair that Minions learn during their info phase and is the stronger of the two, being able to see the Grimoire and coordinate actions. The Seraph takes it turn after the Cherubim, and as such, can go along with the choices the Storyteller makes on behalf of the Cherubim in order to simulate a different Demon, or can choose its time to reveal itself, killing strong roles, and throwing itself under the bus to allow the Cherubim to make the last maneuvers towards victory. With an Oblation in-play, the Seraph can also choose to switch into it, but can only simulate a Phantom game if it chooses to do so.

Cherubim - The weaker half of the pair, the Cherubim's job when in-play is to stay hidden, as the other half is much more public being known to the Minions from the start. As a Cherubim, you lack the support of Minions that the Seraph has, the Grimoire access that they have, and the ability to choose your kills from the start that the Seraph has. Your job then is fully to protect yourself, as any threat that faces you will see you without much support. As a Storyteller, the Cherubim is useful in a Seraph / Cherubim game as you approach the end, as if you feel the pair will walk with the game in hand far too easily, you can utilize the Cherubim's ability to kill the Seraph, preventing scenarios where the Cherubim and Seraph go into the final day together leaving good without anyway to win.


Jinxes:

At the moment none - but almost certainly that will be changing.


Additional Thoughts:

A Townsfolk role I considered adding is the Minister to encourage town to skip executions and allow the Headsman to more reliably get their power. However, I have chosen to keep it off with the idea that it provides a challenge to evil, making them have to choose to try and force ties, or take the risk for a kill of their choosing.


Version History:

V1.0:

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