Meet Me at Midnight
Notes
Village Idiots cannot choose themselves for their ability. Revert the Summoner/Legion jinx to the previous version: "If the Summoner creates Legion, most players (including all evil players) become evil Legion." Meet Me at Midnight... This is my second attempt at an Alchemist/Summoner script. I'm very interested in how the Summoner, Poppy Grower and Alchemist interact when on a script together. Specifically, the Summoner + Poppy Grower jinx and the Alchemist + Summoner jinx result in basically the same scenario, where the character with the Summoner ability being executed before the 3rd night is game ending and the choice of summoned player is given to the Storyteller. This felt like it would be fascinating to see play out in a Dusk-like environment, where claims are nebulous, alignments are fluid, information is mostly social and win conditions are opaque. This is what I ended up with. Clearly very much inspired by Dusk in the House of the Damned by Shade, with hints of Manually Summoned Monsters by Schnauzer and SHRIEEEEEEK! by the Con Couch in the mix. It has a lot of the same heuristics as Dusk - swingy abilities, bold plays, complex social gameplay - with the added spice of a possible Summoner ability (whether good or evil) radically impacting the game and the tried and tested Vortox/Legion question. It's a very spooky script with a number of challenging characters and is recommended for advanced players.