Disregard That
Full Script
1
Notes
I set out to make a script that uses the Vortox's false info to the advantage of the town.
Steward gains amazing info by knowing one evil player, but the Lycan's faux paw can still help direct it toward a good player. Other ongoing info roles learn numbers that can still be useful, and a well-timed Monk can make all the difference. A night of Minstrel drunking on the Vortox can lead to a night of true & false info, with town not quite sure if no deaths were because of a Monk or a Goon.
Outsiders are here more for fun than anything. Lunatic + Poppy Grower is always a recipe for (storyteller) fun. The Moonchild has a unique opportunity to hard-confirm themselves and another player, since no other roles can cause an extra death at night.
Minions, instead of disrupting info, instill fear during nominations. Baron adds simple outsider modification that, paired with a Mutant, Goon, and Lunatic, still helps hide "out loud" outsider claims. The Poisoner is mainly there to be an interesting Alchemist pick (hey, if they're getting false info anyway, what's poisoning gonna do), but an evil Poisoner can help set up a Lycan, Mayor, or Farmer kill without repercussions.
Since the Vortox is guaranteed to be in play, an optional Homebrew rule is: "Each day, if no-one alive is executed, evil wins." This can prevent the town from executing corpses and gives the Goblin, Fearmonger, and Vortox more to do.
Characters
Total 23
Townsfolk
13
Steward
You start knowing 1 good player.
Investigator1 75 3-75
참가자 2명 중 1명이 특정 하수인이라는 걸 알고 시작합니다.
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Preacher
Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
Chambermaid
Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Oracle
Each night*, you learn how many dead players are evil.
Monk
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
Lycanthrope
Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.
Alchemist
You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
Farmer1 75 2-75
당신이 밤에 죽으면, 살아있는 선한 참가자가 농부가 됩니다.
Minstrel
When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.
Mayor
If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Poppy Grower
Minions & Demons do not know each other. If you die, they learn who each other are that night.
Outsider
4
Goon
Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Moonchild
When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
Mutant
If you are “mad” about being an Outsider, you might be executed.
Minion
5
Poisoner
Each night, choose a player: they are poisoned tonight and tomorrow day.
Cerenovus
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Fearmonger
Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.
Goblin1 75 2-75
만약 당신이 지명될 때 공개적으로 고블린이라고 주장한 뒤 처형되면, 당신의 진영이 승리합니다.
Baron
There are extra Outsiders in play. [+2 Outsiders]
Demon
1
Vortox
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Pukka Night Flowchart
Savant Proposition Generator