The Devil's Invention
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.