Summonin' Succotash
Notes
Summonin' Succotash, this is a new Ace script! My group were talking recently about the fact that we've not played with the Mezepheles or the Summoner in a long time (we used to be a smaller group and found that the Mezepheles gave evil a huge boost, and Summoner gave evil a huge defecit, when we were playing 7-9 player games. We've now got a bunch of new players so I'm bringing them back, baybeeeeee). With that being said, allow me to introduce our Dramatis Personae. For our terrified Townsfolk, we have the Chef, Investigator, and Librarian for our starting information roles. There is little to be said about these three, you know them and you love them. Next, we have continual night-time information roles - the Empath, Balloonist, and Village Idiot. All grant useful information, but beware the drunkenness caused by several of our devilish Demons, one of our oafish Outsiders, and our next Townsfolk, the Sailor. The Sailor and the Exorcist are the two Townfolk on this script that can cause there to be no deaths during the night - with the Sailor also potentially protecting themself during the day as well. Then, we have our friendly Storyteller-visitors, the Savant, Artist, and Fisherman. These three are liable to stop in for a chat with Ravenswood Bluff's most beloved Storyteller - and may gain some useful information to boot. And finally, we have the Cannibal and the Sage, who both crave different kinds of death, and can be major thorns in the side of the Demon. Next up, the oafish Outsiders. The Lunatic believes themself to be the Demon - and if their kill doesn't go through, they must have been Exorcised or hit a Sailor! There's no other explanation, unless of course, they're not really the Demon! The Sweetheart is so beloved by the Town that, should they die, one player will drink themself into a stupor. The Barber changes players' styles as they draw their last breath. And, of course, the Mutant must hide their true, hideous face behind a mask! We come next to our malodorous Minions, and first off the mark is the Mezepheles, tempting the pure of heart to join the side of evil. The Poisoner can spread misinformation about town, sowing the seeds of chaos. The newly-announced Wizard can do all manner of things - and, if they so desire, could ask for their wish while visiting the Stoyteller for a portrait, a plate of fish, or a discussion of their brand-new wheelchair! Last but certainly not least is the Summoner, who performs their ritual to conjure up one of the... Devilish Demons! The Pukka spreads poison as they kill, but could wind up with no deaths if the player they pick gets executed. The No Dashii wraps its tendrils around its neighbours, poisoning two Townsfolk. The Imp (el classico) can jump about, rendering all of the good team's work in narrowing down the options moot. And last on our list is the Lleech, whose host must die for the town to thrive. This script has had 0 playtesting at time of posting, and is, in fact, less than an hour old. That being said, it looks fun, and I hope you - and my group - enjoy it. Storyteller Notes: Be aware that having the Barber and the Mezepheles in play at the same time can cause two extra evil players, if the Mezepheles turns a good player, the Barber dies, and the Demon swaps the Mezepheles with a living evil player. This is somewhat mitigated by the multiple sources of droison that could potentially hit a Barber (Sailor, Sweetheart, Poisoner, Pukka). That being said, be careful with this combination. There's also the issue of a Summoner selecting a Sweetheart-drunk player to become a (permanently-drunk) Demon, but... well, that's rare enough and funny enough for me to have kept the interaction in. A Lunatic can be told that they have been exorcised if you want to explain a night with no deaths. Also, a Lunatic who believes themself to be the Pukka or the Lleech makes a choice on night 1, and the Demon learns this. Finally, don't forget the Summoner/Pukka Jinx - the Summoner wakes on Night 2 to choose if they want to make a Pukka. If they say yes, they make a Pukka and don't wake on Night 3, otherwise they wake on Night 3 as usual.