Angel's Heaven
Full Script
6
Notes
Below our feet, the earth began to shatter, exposing a geyser of void from each crevice.
First was the sun, taken by 1 of many pillars of darkness reaching unto the light, smothering it into a quiet dullness.
Then its siblings, the many stars beyond, fell one by one, until none were left.
With no light to warm our hearts, the cold began to settle.
The snow fell, harsher and harsher until the world was a pure white.
Then the pillars, done eating the skies, begun to shift⦠Taking humanoid forms of giants, roam the frozen wastelands, roaring as they search for more light to feast upon, but none is left from their gluttony.
The difference between light and dark, warm and cold, truth and lie, disappears more and more, until everything is the same as it was, and forever will be frozen in that momentâ¦
As was foretold, this will be the Angelâs Heaven⦠Can you stop it?
Angelâs Heaven is a Knaves feature, and is a logic nightmare. Everything can be discovered, every answer can be found given the time, but you do not have forever, and calamity approaches.
This script is to Garden of Sin what Dusk of the House of the Damned is to Midnight in the House of the Damned. It was by accident, but this script approximates a fraction of what I believe Garden of Sin might end up feeling like: a conversational game where good is tangled in a knot of reversals and twisty info that evil wants to keep tied, until one player pulls at the right thread and unravels everything. (I wish the outsiders were cooler thoughâ¦)
The good team will be overwhelmed by the incredible amount of information each Townsfolk receives. At first, itâll feel like everything will fit together, but each day, new revelations challenge old ideas and force good to reckon with the possibility that everything they believed was true was wrong. It might even turn out that no correct evil team can be discovered, and there is no Demon after all! If good cannot solve this puzzle through logic, theyâll need to rely on belief: which can ruin everything. But if 1 good player can find a solution without contradiction, evilâs doom is certain.
The evil team will need to choose their information carefully. They donât know which Storyteller is lying and which isnât, they must try to throw doubt onto which is which as much as they can. The evil team will feel the walls close in on them each and every day, in fear of exposure at every turn: but must stay confident in order to not reveal their hand, and keep the conversation going. Good knows less than Evil thinks, and this confidence will be critical to keeping the good team in the dark. Evil may even need to make sacrifices in order to play the long game, and convince good that there is no need to solve: only to believe.
The Storytellers will need to be very careful about what information they give out. The script allows for alot of creative freedom for both you and the players, but the good team figuring out who is lying between you two can lead to a tough game for evil! But at the same time, you need to work to help the good team eliminate Demon candidates by slowly giving them a puzzle piece each and every day.
Player Difficulty: 3/5, recommended for players who enjoy solving, a conversational and laidback game, and those who know how to throw everyone else off.
Storytellers Difficulty: 3.5/5, recommended for Storytellers who want to try a different type of environment, get creative, and focus on providing a puzzle to the players.
A few notes - In my âAtheist is coolâ essay, I recommend choosing an evil team to frame, then break 1 thing. This works due to the fact that on most scripts, the Demon kills at night, making the demon candidate pool shrink naturally. Here this does not apply. In Theist games, you should be eliminating Demon candidates through info. Ideally a Theist final day has 2/3 candidates (which might include you!), but only 1 can be reasoned out with enough time. In an Atheist game, you should not be trying to frame a specific evil team, as this is a particularly tough environment. But this does not mean Atheist is hard to run here! Thanks to the Knaves Loric, and the Xaan, there are many things any given information can indicate, so Iâd suggest focusing on giving interesting and fun info in an Atheist game that causes conflict and confusion (but would still be something you might give in a real game!) at first on this script until you feel the need to make things harder.
Savant here getting 2 statements is annoying when the Savant already knows its the same truth values. Just give them 1 statement, but make the info more powerful and interesting than the usual 1 savant statement. Itâs less strain on you as the STs, you already have alot going on here, and feels more intuitive to the Savant to play (which theyâll need on a very unintuitive script!).
Knaves reversal doesnât affect Amnesiac guesses, the Mezepheles word, Snitch bluffs, or the Widow seeing the grim.
Unlike other Atheist scripts, this Atheist script means an Atheist is outed evil in Theist worlds (this makes running Atheist much easier as town can solve around that as a pivot point!). Do not punish the good team for executing an Atheist: in an Atheist Leviathan game, good should only lose after D5. Theyâll already be hesitant to execute after an Atheist has been executed, mostly because its now a much higher chance theyâll hit a good player, so you can expect D4 executions.
-If you donât have 2 STs, bring a plushie. Heâs your co-ST. I called mine Flipflop (this is real)
General HTR things:
If the Steward chooses the liar, show the Recluse rarely. Showing them for the truth is fun more often as it obfuscates but is still useful info if solved.
If the Knight chooses the liar, show the Recluse rarely. Showing them for the truth is fun more often as it obfuscates but is still useful info if solved.
If the Balloonist chooses the liar with a Demon or Minion as their last ping, this is what a Recluse is useful for, so show the Recluse. If there is no Recluse or Hermit and a Balloonist chooses the liar, it can be interesting to show the same Townsfolk/Outsider again. A Balloonist seeing a Townsfolk/Outsider on this script is also more useful than other scripts, so feel free.
Chambermaid lying should err towards 0 on good players: Marionette is the main reason an evil player would wake past N1, so a 0 is a useful tool to frame players as evil.
With the King, you should typically show good characters. If there is no Recluse or Hermit claim, then you can show evil characters more often (showing a dead Minion when the liar is chosen is great fun!)
With the Savant, just give the same statement twice, but make that 1 statement more powerful and interesting as a result. Its easier to run and easier for a Savant to play with. Feel free to discuss Savant info with your partner ST, but feel free to wing it.
With the Amnesiac, give simple info related abilities. Feel free to add inbuilt reversals/droison for particularly strong abilities, as this is a puzzle script and simple but strong abilities with red herring-likes are suitable.
With the Atheist, prioritise running it with as much interesting info as possible. Framing a specific team is less needed, as you can listen to what town is thinking and provide info that challenges those ideas, corroborates them but adds a complication, or just throws a full on wrench into the works. The end goal is to make it so that no evil team is viable with the information town is given, but you want that to be something that good still needs to figure out, so keep the info interesting but not absurd!
With Snitch and thereâs a Marionette in play, show the Atheist to tell the Minions that the Marionette did not see the Atheist token.
With Widow & Xaan poison, give the opposite of what they should normally get as this is most interesting for the players to discuss and provides the most cover to the evil team. If a poisoned Knight chooses the liar, show the truth. If they choose the truth teller, tell a lie.
This is similar with Marionette, but you should also be aware that the strength of a Marionette is that they genuinely believe they are what they say they are, and will push it as a good player: sometimes a truthful answer will be more harmful than a reversed answer poison might provide.
When switching with the Knaves loric, do whatever you think will be most interesting. A Xaan night can obscure the exact switching point, so if you have a Xaan in play and active N2, an N4 swap is extremely interesting.
If someone asks the question âwait, in an Atheist game, do you still have to do the truth/lie thing?â say âNo we donât, instead weâll be mixing things up and giving interesting info first and foremost to hint its an Atheist game by giving info that points towards no true evil teamâ. This plays better than âwe can do whatever we wantâ as youâre telling the player âif its an Atheist game, you can figure that outâ.
On pacing, Iâm still kind of figuring out how to pace Leviathan, but I find 4 minute days each day with quicker nomination phases early has been successful for 10+ player games, but Iâd do something like 3 minutes for 8p games.
Characters
Total 24
Townsfolk
13
Steward
You start knowing 1 good player.
Knight
You start knowing 2 players that are not the Demon.
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
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.
King1-75
매일 밤, 죽은 플레이어 수가 살아있는 플레이어 수 이상이라면, 살아있는 캐릭터 1개를 알게 됩니다. 악마는 당신이 누구인지 알고 있습니다.
Town Crier
Each night*, you learn if a Minion nominated today.
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Artist
Once per game, during the day, privately ask the Storyteller any yes/no question.
Juggler
On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
Amnesiac
You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Atheist1 75 2-75
이야기꾼은 게임 규칙을 깰 수 있고, 만약 이야기꾼을 처형하면 선한 진영이 승리합니다. 이 능력은 당신이 죽어도 유지됩니다. [악한 캐릭터 없음]
Outsider
4
Hermit
You have all Outsider abilities. [-0 or -1 Outsider]
Butler
Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.
Recluse1-75
당신은 하수인이나 악마로 보일 수도 있습니다. 이 능력은 당신이 죽어도 유지됩니다.
Snitch
Each Minion gets 3 bluffs.
Minion
4
Mezepheles
You start knowing a secret word. The 1st good player to say this word becomes evil that night.
Widow
On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.
Xaan
On night X, all Townsfolk are poisoned until dusk. [X Outsiders]
Marionette
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Demon
1
Leviathan
If more than 1 good player is executed, evil wins. All players know you are in play. After day 5, evil wins.
Traveller
1
Beggar
You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober & healthy.
Loric
1
Knaves
There are 2 Storytellers: one lies & one tells the truth. Once per game, at dusk, they might switch.
Pukka Night Flowchart