The Passage of Time

Full Script
Delta
49
Notes
A terrifying race to the finish between Good and Evil, focusing on the Engineer, Princess, and Psychopath. Within an unknown place at some unknown time, below the clocktower of Ravenswood Bluff, the fair townsfolk finds themselves hunted by a dastardly ghoul and madmen who've lost themselves to the sands of time. It's a race against the clock, and times ticking away. Good players are against the clock, trying to use their wondrous and powerful info to great effect, with abilities that halt even devils of time. But they must do so without revealing themselves to a patient evil team. Evil players set the pace of the game, and have many powerful tools to play with the clock and change the deadline at a whim. They can take good's control way, from voting, to who lives and dies, to the very fabric of time itself being mere putty in their hands. The Passage of Time started from a name invoking a very specific image in my head: an eldritch plane, where time itself has broken down, with vivid colourful sands. The script started off as a way to make Clockmaker work on a custom, but has evolved into an Engineer, Princess & Psychopath script at its core. Every Minion is intended to be a nightmare scenario for different reasons, each with their own pros and cons to what the Engineer chooses to make. On top of that, the Demon suite is extremely hazardous, leaving open hundreds of frustrating worlds that good will struggle to act on without risking it all. The Engineer has many choices, and there is none they will be happy with. They must simply choose harm reduction, figuring out what would hurt good the least. Sentinel with Fang Gu is peculiar, so I recommend not adding an outsider very often. If its your groups first game with an Imp/Engineer in Base 0, I do suggest adding 1 outsider, but the mere threat should suffice in order to scare the Engineer into not just auto-making a Fang Gu. (+ Wizard helps with that) Let me know if you like the script (there's an underused comments feature on the site)
Characters
Total 30
Townsfolk
13
Shugenja
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Pixie
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
General
Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Snake Charmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
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.
Alsaahir
Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
Engineer
Once per game, at night, choose which Minions or which Demon is in play.
Huntsman
Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
Fisherman
Once per game, during the day, visit the Storyteller for some advice to help your team win.
Princess
On your 1st day, if you nominated & executed a player, the Demon doesn't kill tonight.
Cannibal
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Banshee
If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.
Outsider
5
Plague Doctor
When you die, the Storyteller gains a Minion ability.
Barber
If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
Mutant
If you are “mad” about being an Outsider, you might be executed.
Damsel
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), 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
4
Psychopath
Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.
Wizard
Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
Boomdandy
If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.
Organ Grinder
All players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk until dusk.
Demon
3
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Shabaloth
Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.
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
4
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.
Voudon
Only you & the dead can vote. They don't need a vote token to do so. A 50% majority isn't required.
Fabled
1
Sentinel
There might be 1 extra or 1 fewer Outsider in play.