The Chambermaid Learned a Two
Full Script
0
Notes
This script is built around the idea of that Night 1, the Chambermaid learns a two, and even if they don't, they will want to claim they did. The only ways of the Chambermaid learning a one on Night 1 is if they have found the Soldier, or the Damsel, or they are droisoned. On subsequent nights, as first night and once-per roles are used, the Chambermaid becomes much more powerful.
There's also the additional bonus of the Chambermaid being twice as good as the Balloonist if killed Day 1/Night 2 as you've learned two players in the game rather than just one!
Thanks to those on the Strings server and the Seattle meetup for play testing and providing feedback. Meredith and Natalie helped with script design and tweaks. Special thanks to StuporJeff for drawing the short straw of discovering why I really had to swap out Goon for Ogre as the Lleech/Goon interaction just sucks for the evil team.
Apologies to every storyteller of this script for the long Night 1, so long that I had to edit the output of the script tool in order to fit the night order on one sheet of paper.
(The change in v1.4 is adding the Spirit of Ivory to the JSON, which avoids the problem of Ogre and Philo-Ogre)
Characters
Total 25
Townsfolk
13
Chef
You start knowing how many pairs of evil players there are.
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Investigator1 75 3-75
참가자 2명 중 1명이 특정 하수인이라는 걸 알고 시작합니다.
Pixie
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Sailor
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
Balloonist
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
General
Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Chambermaid
Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Snake Charmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Huntsman1-75
게임당 한 번, 밤에 살아있는 플레이어를 1명 선택합니다. 아가씨를 선택하면 아가씨는 참가하지 않은 주민 캐릭터가 됩니다. [+ 아가씨]
Soldier
You are safe from the Demon.
Outsider
4
Ogre
On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Damsel
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Minion
4
Godfather
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Devilsadvocate1 75 3-75
매일 밤, 어제와 다른 살아있는 플레이어를 1명 선택합니다. 해당 플레이어는 내일 처형되더라도 죽지 않습니다.
Witch
Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Cerenovus
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Demon
3
Pukka
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Kazali
Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
Lleech
Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.
Fabled
1
Spirit of Ivory
There can't be more than 1 extra evil player.
Pukka Night Flowchart
Savant Proposition Generator