Etreidean Nights
Full Script
1
Notes
-The Idea of this Script is providing as many setups that cause extra long Nights
-Inspired by the Nights run by this scripts name sake aEtreides that often run extra long
Fabeled:
Bootlegger (optional: Snake Charmer moves on Night 1 before Demon Information) Gardener (because I basically put it always in play) Djinn (because of multiple Jinxes)
Characters
Total 31
Townsfolk
13
Pixie
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
High Priestess
Each night, learn which player the Storyteller believes you should talk to most.
Balloonist
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
Villageidiot3
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Snake Charmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Mathematician
Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
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.
Flowergirl
Each night*, you learn if a Demon voted today.
Oracle
Each night*, you learn how many dead players are evil.
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Cannibal
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Amnesiac
You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Outsider
4
Butler
Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Plague Doctor
When you die, the Storyteller gains a Minion ability.
Hatter
If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.
Minion
4
Poisoner
Each night, choose a player: they are poisoned tonight and tomorrow day.
Spy
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Cerenovus
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Boffin
The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Demon
4
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Kazali
Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
Vigormortis
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Vortox
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Traveller
3
Thief
Each night, choose a player (not yourself): their vote counts negatively tomorrow.
Barista
Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
Apprentice
On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).
Fabled
1
Djinn
Use the Djinn's special rule. All players know what it is.
Loric
2
Bootlegger
This script has homebrew characters or rules.
Gardener
The Storyteller assigns all players' characters.