Hostage Situation
Written by Bees
* - Not the first night
Investigator
You start knowing that 1 of 2 players is a particular Minion.
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Innkeeper
Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
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Pixie
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
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Gambler
Each night*, choose a player & guess their character: if you guess wrong, you die.
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Empath
Each night, you learn how many of your 2 alive neighbors are evil.
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Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
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High Priestess
Each night, learn which player the Storyteller believes you should talk to most.
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Amnesiac
You do not know what you ability is. Each day, privately guess what it is: you learn how accurate you are.
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Sailor
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
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Alchemist
You have a not-in-play Minion ability.
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Preacher
Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
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Poppy Grower
Minions & Demons do not know each other. If you die, they learn who each other are that night.
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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.
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Plague Doctor
When you die, the Storyteller gains a Minion ability.
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Klutz
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
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Mutant
If you are "mad" about being an Outsider, you might be executed.
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Moonchild
When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
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Poisoner
Each night, choose a player: they are poisoned tonight and tomorrow day.
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Cerenovus
Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
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Devil's Advocate
Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
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Captor
One good player knows who you are. They are "mad" that you are good and that they are not Captive, or their team loses at dusk, even if the Captor is dead.
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Pukka
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
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Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
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No Dashii
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
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Ojo
Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
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Bootlegger
- This script has homebrew characters or rules.
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Djinn
- Use the Djinn's special rule. All players know what it is.
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Captor
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Klutz
: A Captive Klutz not choosing their Captor does not break madness.
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