Advanced Chem Lab

Full Script
Nathanael
0
Notes
This script is inspired by a particularly difficult class I took, and the theming (to me) involves a chemistry lab full of dangerous potions, none of which you know. The main gameplay idea is poison vs. knowledge! Disclaimer: This script exists purely in theory. It has not been play tested at all, so if you do decide to play it, you will probably be the first. It may be horrendously unbalanced - I have no idea. Recommended for experienced players (lots of logical reasoning is needed) and for experienced Storytellers (not a whole ton going on during the day, but night phase can be a nightmare.) All the Demons have poisoning capabilities, though each works differently. Two of the Minions (Poisoner, Xaan) additionally allow for poisoning, while the other two (Scarlet Woman, Baron) obfuscate the true game state by messing with player count and registration. Add the Puzzledrunk and the Recluse and there are a ton of opportunities for information to go bad. The Demon-Minion combos in this script can be devastating. Although the raw kill power is capped at one per night, the multiple possible combinations of evil roles makes it difficult to determine which Townsfolk information to trust. You may notice that there are no "you start knowing" roles. This is both a blessing and a curse. I find first-night-only info roles to be quite boring, and the play pattern is predictable. As soon as they claim their role and share their info, the town immediately moves to execute them. My main goal for players is for them to have fun throughout the whole game; I don't want them to get bored and check out after the first or second day. Every good character role gets to do/know something every day/night, gets to choose when to use their ability, or keeps their ability up until they die. Plus, most of the Townsfolk abilities are incredibly powerful and useful to counteract the poisoning - the true info can be immensely useful in identifying or outright confirming evil players. Corroboration between the Dreamer, Fortune Teller, and Flowergirl can pin down the Demon. The Undertaker, Ravenkeeper and Sage exist to confirm players as the roles they say they are. And amidst all the toxicity, the Mathematician's pure calculations can cut through the fog of lies. Of course, all of this can come crumbling down if the evil team coordinates well. However, it also comes with a price - these are not expendable characters, so good has to determine very carefully who must be kept and who can be executed with the least cost. Thus, good players must apply their information extremely precisely and carefully. The game state is high-risk, high-reward. Outsider roles can also influence the game. The chosen roles are mostly helpful - Golem and Moonchild are actually the most Townsfolk-friendly Outsiders there are, and their abilities can hard confirm good characters at the cost of an execution (that is, if they aren't poisoned!) But they are also relatively easy outsiders for evil to bluff as, especially due to the Sentinel/Baron/Vigormortis combination obscuring the possible number of Outsiders. There are certain roles that I considered but ultimately did not include. - Drunk: There is already a Puzzledrunk in play. Additionally, I wanted the main source of misinformation to be solely from the evil team (again, Puzzledrunk excepted.) Plus, I am pretty happy with these Outsider choices. - Vortox: Although it seems like this Demon should be an obvious inclusion, I actually designed this script with the avoidance of the Vortox. It leaves some uncertainty as to what Townsfolk information is true and false. Also, the Demons in play fit better with the "chemistry laboratory is full of dangerous chemicals" theme. - Poppy Grower: Far too disruptive for the evil team, whose effectiveness relies on coordinating Demon and Minion actions to cause maximum confusion. Plus, it doesn't really work well with all the poisoning mechanics. If the Poppy Grower is poisoned even once, they might as well be dead because their ability won't keep working even when they become sober again. - Courtier: Another role that in theory would fit with the theme, but I decided it would make too many layers of misinformation. If the Courtier picks a good role, the Storyteller may just call the game for evil right then and there. - Spy/Widow: I initially gravitated towards the Widow role because of its poisoning mechanic. However, the Grimoire viewing ability doesn't really work with the rest of the script mechanics - it's fairer if the evil team needs to figure out organically who to target rather than sniper-poisoning all of the best roles from the start. - Marionette: I originally had a Marionette on the script instead of the Baron but replaced it to make room for Outsider manipulation. (Plus, the Marionette also functionally acts as an unknowingly evil Drunk, so the same arguments against the Drunk apply here.) I almost published a five-Minion script but took the Marionette out right before because I realized that the evil team already has a ton of misinformation resources. - The earliest version of this script included a Homebrew character that could choose each night to make a player immune to poison that night. (It's a little more complicated, but essentially it is the Monk for droisoning.) I chose to remove it because it would be more fun for the good team to not counteract poisoning so directly. - Ravenkeeper and Sage on the same script seems too OP, but it's to make Demon kills a little harder to decide (along with the Soldier.) Otherwise, with no demonbane roles, every night is a free buffet for the Demon. The Mayor also adds a layer of uncertainty to night kills.
Characters
Total 26
Townsfolk
13
Mathematician1 75 2-75
매일 밤, 다른 캐릭터의 능력으로 인해 능력이 비정상적으로 작동한 참가자의 수를 알게 됩니다.
Dreamer1-84
매일 밤, 본인을 제외하고 플레이어를 1명 선택합니다. 그리고 선한 캐릭터와 악한 캐릭터를 각 1개씩 알게 됩니다. 그중 1개가 해당 플레이어의 캐릭터입니다.
Fortuneteller1 75 3-75
매일 밤, 참가자 2명을 선택합니다. 그중 악마가 있는지 알게 됩니다. 당신에게 악마로 보이는 선한 참가자가 1명 있습니다.
Flowergirl1 75 2-75
매일 밤*, 오늘 낮에 악마가 투표했는지 알게 됩니다.
Undertaker1 75 4-75
매일 밤*, 그날 낮에 처형으로 사망한 참가자의 직업을 알게 됩니다.
Monk1 75 2-75
매일 밤*, 본인을 제외하고 참가자를 1명 선택합니다. 해당 참가자는 오늘 밤 악마로부터 안전합니다.
Acrobat1 75 2-75
매일 밤*, 참가자를 1명 선택합니다. 해당 참가자가 오늘 밤 취하거나 중독되면 당신은 죽습니다.
Professor1 75 2-75
게임 중 한번, 밤*에 죽은 참가자를 선택할 수 있습니다. 해당 참가자가 마을주민이라면 부활합니다.
Soldier-104
당신이 처형 후보로 지목한 플레이어가 처형 당했다면, 그날 밤 1명을 선택합니다: 선택 대상이 악팀이라면 사망합니다.
Ravenkeeper1 75 3-75
밤에 사망하면, 깨어나서 플레이어 1명을 선택합니다: 그의 캐릭터를 알게 됩니다.
Sage1 75 2-75
악마가 당신을 죽이면, 깨어나 2명의 참가자를 알게 됩니다. 그 중 1명이 당신을 죽인 악마입니다.
Mayor1 75 2-75
만약 참가자가 3명만 살아있고, 그날 낮에 처형이 발생하지 않으면, 당신의 진영이 승리합니다. 만약 당신이 밤에 죽으면, 다른 참가자가 대신 죽을 수도 있습니다.
Virgin1 75 2-75
처음으로 지명될 때, 지명자가 마을주민인 경우, 지명자는 즉시 처형됩니다.
Outsider
4
Recluse1-84
당신은 하수인이나 악마로 보일 수도 있습니다. 이 능력은 당신이 죽어도 유지됩니다.
Golem1 75 2-75
당신은 1번만 지명할 수 있습니다. 당신이 지명한 참가자가 악마가 아니라면, 해당 참가자는 죽습니다. (투표는 정상적으로 진행합니다.)
Moonchild1 75 2-75
당신이 죽었다는 것을 알게 되면, 공개적으로 살아있는 참가자 1명을 선택합니다. 해당 참가자가 선한 진영이라면 오늘 밤 죽습니다.
Puzzlemaster1 75 2-75
1명의 참가자가 당신으로 인해 취했으며 당신이 죽어도 지속됩니다. 그가 누구인지 맞추면(1번) 악마가 누군지 알게 되지만, 틀리면 거짓 정보를 얻습니다.
Minion
4
Poisoner1 75 3-75
매일 밤, 참가자를 1명 선택합니다. 해당 참가자는 다음 날 황혼까지 중독됩니다.
Xaan1 75 2-75
X일 밤, 모든 마을주민들은 다음 날 황혼까지 중독됩니다. [X 외부인]
Scarletwoman175-93
만약 살아있는 플레이어가 5명 이상이라면, 악마가 죽으면 당신은 악마가 됩니다. 여행자는 세지 않습니다.
Baron1 75 4-75
외부인 2명이 추가됩니다. [외부인 +2]
Demon
4
Pukka1 75 2-75
매일 밤, 참가자를 1명 선택합니다. 해당 참가자는 중독됩니다. 이전에 중독당한 참가자는 죽고 건강해집니다.
Nodashii1 75 2-75
매일 밤*, 참가자를 1명 선택합니다. 해당 참가자는 죽습니다. 당신의 가장 가까운 마을주민 참가자들은 중독됩니다.
Vigormortis1 75 2-75
매일 밤*, 참가자를 1명 선택합니다. 해당 참가자는 죽습니다. 당신이 죽인 하수인은 능력을 유지하고 이웃 참가자가 마을주민이라면 그중 1명을 중독시킵니다. [-1 외부인]
Lleech1 75 3-75
매일 밤*, 플레이어를 1명 선택합니다. 해당 플레이어는 죽습니다. 플레이어 1명을 선택하고 시작합니다. 선택된 플레이어는 중독되며, 당신은 해당 플레이어가 죽을 때만 죽습니다.
Fabled
1
Sentinel1-75
외지인이 1명 더 참가하거나 1명 더 적을 수 있습니다.