Those Who Profess to Want to Summon Cthulhu Don't R'lyeh Know What They're Fhtagn About
Full Script
3
Notes
Lots of Powerful information... but which is poisoned? And by what? Was there no kill on n2 because a Summoner is in play? Or is there just a Lleech that targeted itself to simulate a Summoner game? Or was there a kill, and was it wrought of a Demon, or merely an Assassin? Does the Mathematician 1 point to a No Dashii? Or rather to a Marionette adjacent to the Recluse instead of the Demon?
Lots of tricksy business with this one, leading Evil to sometimes want to kill off its own just to confuse the Town.
I mainly wanted to build a script that I felt was balanced around larger player counts... and fortunately, Summoner helps with that to a certain extent; and Village Idiot, of course. Evil usually will have some staying power with a Scarlet Woman or the possibility of gaining one by tracking down the Plague Doctor, and a Snitch can provide Evil with some more thorough information as to which characters are out of play, even if they lack a Spy.
A Sentinel and a Fibbin' are present to help out, especially in larger games... but I usually find myself utilizing the Sentinel to remove an Outsider in case there's a Balloonist in play, just to throw things off a bit. In a smaller Summoner game, a well-placed Fibbin' can also prevent an early re-rack, which... I'm always a fan of.
High Priestess and Mathematician are powerhouses on this script; while they could of course be Poisoned, when sober, they're able to make more clear sense of what's going on in town... so long as they're believed.
And while there could very well be a Virgin or a Cannibal... no one in particular is usually eager to sacrifice themselves to either (Maybe the Ravenkeeper). Yes. This does mean that a Lleech could lose to its host proccing the Virgin, but just like a Slayer can end the game day 1 in Trouble Brewing, that's likely to be a much more rare occurrence, if at all, given the building of the grim.
(1.0.0 - 1.1.0) Balloonist becomes the Soldier to give another reason why a lack of night deaths might occur.
Drunk upgrades to Puzzlemaster to remove the Sentinel + Drunk combination that can sometimes be seen as problematic, while adding an interesting bluff for evil if they don't believe there's a Sentinel adding one.
(1.1.0 - 1.2.0) Removed the Fibbin'. While the idea of using it to allow a Puzzledrunk Recluse to ping as "Evil" to a sober Village Idiot (can't imagine where I'm drawing this inspiration from, eh, Habby?); in almost every game run of this script so far (to my knowledge), this Fabled has not actually been utilized. And while there are risks given the frailty of Summoner for the first couple days, there're plenty of worlds to build given the amount of possible misregistration, based on roles in play.
Characters
Total 32
Townsfolk
13
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
High Priestess
Each night, learn which player the Storyteller believes you should talk to most.
Villageidiot3
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Mathematician
Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
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.
Monk
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Amnesiac
You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Soldier
You are safe from the Demon.
Magician
The Demon thinks you are a Minion. Minions think you are a Demon.
Ravenkeeper
If you die at night, you are woken to choose a player: you learn their character.
Virgin
The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
Cannibal
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Outsider
5
Snitch
Each Minion gets 3 bluffs.
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.
Plague Doctor
When you die, the Storyteller gains a Minion ability.
Recluse
You might register as evil & as a Minion or Demon, even if dead.
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
5
Spy
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Summoner
You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
Assassin
Once per game, at night*, choose a player: they die, even if for some reason they could not.
Scarlet Woman
If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Marionette
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Demon
2
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.
Traveller
5
Beggar
You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober & healthy.
Bone Collector
Once per game, at night*, choose a dead player: they regain their ability until dusk.
Deviant
If you were funny today, you cannot die by exile.
Judge
Once per game, if another player nominated, you may choose to force the current execution to pass or fail.
Thief
Each night, choose a player (not yourself): their vote counts negatively tomorrow.
Fabled
2
Djinn
Use the Djinn's special rule. All players know what it is.
Sentinel
There might be 1 extra or 1 fewer Outsider in play.
Pukka Night Flowchart