The Passage of Time
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)