3XK

Full Script
~Cam~
2
Notes
How Close To Death Do You Want To Get? This script is aimed at exactly that question, do you chose to die to satisfy the Al-Hadikhia? or live and potentially suffer death all the same. Good players may turn to the Lycanthrope who has the power to halt the Al-Hadikhia's progress and give town more time, though if they are too obvious this could draw the ire of the Assassin or Harpy, additionally the Good team needs to be wary of possible demons hiding behind a Boffin'd ability. The Acrobat has 6 ways it can trigger and isn't expected to die to their own ability often, if they do it can uncover strong information about the game state - do you play it safe and stay alive or risk death for information? Both teams will need to keep an ear to the ground for any claims of Heretic abilities in play and also track if they have been Cannibalised or Philosopher'd. Other outsiders can be quite punishing upon death thus are likely to try an hold off as long as possible before dying. Guide for Storytelling; Chaos Hatter is reccomended, this allows for the demon to move if in play (and more reason for the Hatter to want to live) or the threat of moving if a minion chooses to bluff Hatter. Sentinel is there for outsider modification in non balloonist games and to help evil with bluffing outsider roles, exceeding 2 outsiders in any player count is not reccomended (maybe only in 14 or 15player games)
Characters
Total 24
Townsfolk
13
Grandmother
You start knowing a good player & their character. If the Demon kills them, you die too.
Balloonist
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
Chambermaid
Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Villageidiot3
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Snake Charmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Cult Leader
Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.
Acrobat
Each night*, choose a player: if they are or become drunk or poisoned tonight, you die.
Lycanthrope
Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.
Alsaahir
Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Cannibal
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Fool1-75
처음으로 죽게 될 때, 죽지 않습니다.
Poppy Grower
Minions & Demons do not know each other. If you die, they learn who each other are that night.
Outsider
4
Sweetheart
When you die, 1 player is drunk from now on.
Plague Doctor
When you die, the Storyteller gains a Minion ability.
Hatter
If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.
Heretic
Whoever wins, loses & whoever loses, wins, even if you are dead.
Minion
5
Harpy
Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Assassin
Once per game, at night*, choose a player: they die, even if for some reason they could not.
Goblin1 75 2-75
만약 당신이 지명될 때 공개적으로 고블린이라고 주장한 뒤 처형되면, 당신의 진영이 승리합니다.
Organ Grinder
All players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk until dusk.
Boffin
The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Demon
1
Al-Hadikhia
Each night*, you may choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.
Fabled
1
Sentinel
There might be 1 extra or 1 fewer Outsider in play.