The Devil's Invention
Full Script
5
Notes
The Devil's Invention is built around several non specific interactions that have proven to be quite fun. There is no singular theme. Both teams have a variety of tools at their disposal, and most games are usually an interesting puzzle. Origin: This script was originally featured on a Patters stream with the name Red Skies: https://botc-scripts.azurewebsites.net/script/4284/1.0.0 I was using Leer of the Cursed Kinship as a working title for a while, but folks hated the name. I plan to stick with this name.
Description of Changes: v1.6
Replaced Gambler with Gossip. Both cover for Ojo, but Gossip is a bit more general purpose. I didn't like explaining why Gambler makes sense because it ruins the bluff if people are thinking about it.
Replaced Harpy with Widow. I needed a little more poison to re balance the game away from good. Harpy is not doing a lot on this script. I felt like Widow created a lot of fun moments in the original design, so I wanted it back.
v1.5
Removed Mathematician in favor of Empath because poison / drunk has been minimized, and good needs more info.
Note: There was discussion about adding Balloonist back, but I don't like it with Recluse & Lil Monsta. The outsider modification would be nice, but it's also nice that Lord of Typhon gives itself away. I also considered Lycanthrope, but it would be devastating in a Lord of Typhon game. I also considered Chambermaid and Dreamer as other alternatives. Good really needed help in previous versions, but Empath has worked well to fix that.
v1.4
Removed Widow in favor of Boffin because there is too much poison, and kills are too perfect. Boffin allows the ST to give some info about the grim but not everything.
Removed Barber in favor of Snitch because evil needs to be more vulnerable in mobility. Snitch helps cover some info they lost with the removal of Widow, and gives a buff to Lil Monsta.
v1.3
Replaced Noble with Investigator to strengthen good with more specific information. I originally found that evil was too powerful.
Removed Balloonist in favor of Gambler because there is too much poison for Balloonist to be useful.
Replaced Amnesiac with Fortune Teller for a more consistent play experience, and to strengthen good's information.
Removed Zealot because it does not play well with Lord of Typhoon. Added Plague Doctor to take advantage of the extra Minion options in non LOT games.
Replaced Puzzlemaster with Drunk to better balance the setup after observing what outsiders the Lord of Typhoon consumes.
Replaced Hatter with Recluse to give the ST more balance choices via flexible miss registration.
Replaced Scarlet Woman with Witch because evil was too strong, and didn't need more backup options. Witch felt like a good fit with the townsfolk options.
Replaced Boomdandy with Goblin because I didn't find myself wanting to put Boomdandy in the bag often enough. It played fine with Boomdandy, but Goblin feels more dynamic.
Replaced Kazali with Ojo, reluctantly. Ojo is mostly here to allow for multiple night deaths, and for evil to bluff Gambler. I think Ojo plays nicely with the set of good roles. I don't think Kazali adds enough to the gameplay to use it instead of something that gives evil more tools.
Characters
Total 25
Townsfolk
13
Investigator1 75 3-75
참가자 2명 중 1명이 특정 하수인이라는 걸 알고 시작합니다.
Grandmother
You start knowing a good player & their character. If the Demon kills them, you die too.
Shugenja
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Highpriestess1 75 2-75
매일 밤, 이야기꾼이 당신이 가장 대화를 나눠야 한다고 생각하는 참가자가 누구인지 알게 됩니다.
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.
Town Crier
Each night*, you learn if a Minion nominated today.
Oracle
Each night*, you learn how many dead players are evil.
Gossip
Each day, you may make a public statement. Tonight, if it was true, a player dies.
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Fisherman1 75 4-75
게임당 한 번, 낮에 이야기꾼을 방문해 당신의 진영의 승리에 도움이 되는 조언을 들을 수 있습니다.
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
4
Plague Doctor
When you die, the Storyteller gains a Minion ability.
Snitch
Each Minion gets 3 bluffs.
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Recluse1-75
당신은 하수인이나 악마로 보일 수도 있습니다. 이 능력은 당신이 죽어도 유지됩니다.
Minion
5
Boffin
The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Widow
On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.
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.
Goblin1 75 2-75
만약 당신이 지명될 때 공개적으로 고블린이라고 주장한 뒤 처형되면, 당신의 진영이 승리합니다.
Demon
3
Lil' Monsta
Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]
Ojo
Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Lord of Typhon
Each night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]
Pukka Night Flowchart