Dreamscapes
Full Script
8
Notes
Near and Far. Closed and Open. Sun and Star. Fixed and Broken. Shut your Eyes. Think of Still. Ignore the Lies. Unbroken Quill. What is Real? What is Fake? Numb to Feel. Easy to Break. Facades ever moving. Answers never fading. Evil to be proving. Good is degrading. Blinded colours. Hazy shapes. Take a Breath. These are Dreamscapes.
Dreamscapes is my Alsaahir script that explores the world-building strength it explores by eliminating evil teams. Sects & Violets became an immediate basis to explore this from and through select changes and inclusions of interesting experimental characters, Dreamscapes blends the puzzle-like nature of S&V with the wacky world of experimental characters.
Characters
Total 29
Townsfolk
13
Shugenja
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Balloonist
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Fortune Teller
Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Mathematician
Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
Town Crier
Each night*, you learn if a Minion nominated today.
Ravenkeeper
If you die at night, you are woken to choose a player: you learn their character.
Alsaahir
Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Artist
Once per game, during the day, privately ask the Storyteller any yes/no question.
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Juggler
On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
Outsider
4
Ogre
On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
Sweetheart
When you die, 1 player is drunk from now on.
Klutz
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Mutant
If you are “mad” about being an Outsider, you might be executed.
Minion
4
Harpy
Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Fearmonger
Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.
Cerenovus
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Wizard
Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
Demon
4
Kazali
Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
Lleech
Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.
No Dashii
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Vortox
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Traveller
4
Barista
Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
Bone Collector
Once per game, at night*, choose a dead player: they regain their ability until dusk.
Matron
Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private.
Deviant
If you were funny today, you cannot die by exile.
Pukka Night Flowchart