Chaos Tor Ultimate Edition
Full Script
7
Notes
Combines the best of Chaos Tor and Fear No Tor for a fear- and paranoia-inducing Tor Loric experience. ...
STORYTELLER GUIDANCE:
Think about your distribution of roles (see breakdown below) to create some ambiguity. Are you the Saint or the Mez?
Focus more on the info given than trying to conceal everything. It's okay for someone to know they're the Librarian who saw a Saint. Just make sure both halves of that Saint ping are people who don't wake at night.
The Steward and Bounty Hunter play off each other incredibly well, but they can both be VERY strong. If running a BH, utilize the Lycanthrope Faux Paw and/or Recluse to slow down the Bounty Hunter's progress, as needed. It doesn't take long for someone to figure out if they're the Steward or BH.
Make sure your bag can't turn too many players evil (preferably just one). After MANY plays, this is the combination of characters that's consistently the most Tor fun, but you can't put a Mez, Fang Gu and BH in the same bag. Dead players do learn their alignment and the voting majority could get overwhelming. It's better to balance the bag than just turn on Spirit of Ivory.
Use the Alchemist to create more confusion. Run double Witch or double Fearmonger!
Make sure you're giving Dreamer info that matches waking patterns and midgame claims.
It's sometimes a good idea to Puzzledrunk starting info.
Talk to your players, especially at night! (Tor has a specific step in night order.) Ask newly dead players, "What do you think you were?" before telling them. RUNNING THE MEZEPHELES, PUZZLEMASTER, ALCHEMIST Announce before the start of the game the following:
RUNNING THE MEZEPHELES, PUZZLEMASTER, ALCHEMIST Announce before the start of the game the following:
The Mez has a secret word but doesn't know what it is. It will be a word common enough to be said by anyone during the game. If someone is Mez-turned (or BH-turned), they will NOT learn they've changed alignment until they die.
If the Puzzlemaster makes a Puzzle Guess, they'll get a name. If a different player makes a Puzzle Guess, they'll get a "thank you."
The Alchemist will not learn which minion ability they have. TRAVELLERS Travellers do not know their role or alignment. Use any traveller as a placeholder and make sure Town (and the traveller) know it's just a placeholder. The traveller needs to try to figure out their role by trying stuff out during the game. CHARACTER CHANGES If a player's character changes during the game, send a YOU ARE night card with no more information on it. Do not include the character or alignment. ROLES BREAKDOWN:
TRAVELLERS Travellers do not know their role or alignment. Use any traveller as a placeholder and make sure Town (and the traveller) know it's just a placeholder. The traveller needs to try to figure out their role by trying stuff out during the game.
CHARACTER CHANGES If a player's character changes during the game, send a YOU ARE night card with no more information on it. Do not include the character or alignment.
ROLES BREAKDOWN:
Knows character immediately: 2 roles
Get a number: 3 roles (incl. Librarian 0)
Each night: 8 roles
Each night* (except first): 5 roles
Doesn't wake: 7 roles Now with custom background. (Thank you, Bell!)
Now with custom background. (Thank you, Bell!)
Characters
Total 37
Townsfolk
13
Steward
You start knowing 1 good player.
Investigator
You start knowing that 1 of 2 players is a particular Minion.
Librarian
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Bounty Hunter
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Sailor
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
Preacher
Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
Mathematician
Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
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.
Alchemist
You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
Mayor
If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Outsider
4
Recluse
You might register as evil & as a Minion or Demon, even if dead.
Golem
You may only nominate once per game. When you do, if the nominee is not the Demon, they die.
Saint
If you die by execution, your team loses.
Puzzlemaster
1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
Minion
5
Mezepheles
You start knowing a secret word. The 1st good player to say this word becomes evil that night.
Poisoner
Each night, choose a player: they are poisoned tonight and tomorrow day.
Witch
Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Fearmonger
Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.
Scarlet Woman
If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Demon
3
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Vigormortis
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Fang Gu
Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Traveller
11
Thief
Each night, choose a player (not yourself): their vote counts negatively tomorrow.
Bureaucrat
Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.
Barista
Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
Harlot
Each night*, choose a living player: if they agree, you learn their character, but you both might die.
Butcher
Each day, after the 1st execution, you may nominate again.
Gangster
Once per day, you may choose to kill an alive neighbor, if your other alive neighbor agrees.
Bone Collector
Once per game, at night*, choose a dead player: they regain their ability until dusk.
Judge
Once per game, if another player nominated, you may choose to force the current execution to pass or fail.
Apprentice
On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).
Scapegoat
If a player of your alignment is executed, you might be executed instead.
Bishop
Only the Storyteller can nominate. At least 1 opposing player must be nominated each day.
Loric
1
Tor
Players don't know their character or alignment. They learn them when they die.
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