A script with roles chosen to sew as much fear as possible.
Demons:
Al-Hadikhia to force the players into a prisoner's dilemma.
The Kazali to let the good side know the demon might have specifically chosen their minions.
Legion... just legion.
And the Vortox to mess up the important information of the good team and make them afraid of not lynching.
Minions:
The Boffin grants the demon an extra ability that they can bluff with.
The Marionette is one of many roles in this script that mean that players cannot be sure of their team.
The Widow is a mixture of the Poisoner and the Spy, both of which are freightening alone.
The Wizard... just the Wizard.
Townsfolk:
The Amnesiac and Magician are our last (what am I? who are you?) roles
The Atheist... just the Athiest
The Cannibal is something I'd be afraid of if there were one in my town, and they have to be worried about if an evil player was executed.
The Cult Leader is our fourth team, and could be on either main team at any point.
The Dreamer; Empath; and General, information roles that could be drunk.
Farmer; Gambler; and Lycanthrope get information at a cost.
The Poppy Grower and Snake Charmer are roles the evil team fear.