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Even More Homebrew Characters for your Perusal
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Ok_Shame_5382 is in Peru
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- I'm including all of the characters I've thought up, but the new ones are at the top.

- Not every character is going to play nicely with every other. That's not the point. I think we all know that there's combinations of characters that just flat out don't work on scripts. \

Herbalist (Townsfolk) - Once per game, choose a player. They become healthy and sober, and cannot become poisoned or drunk until dusk.

  • Vortox - Because the Vortox simply makes all information forcibly wrong, Vortox information is unaffected by the Herbalist.
  • Drunk - The Drunk, paradoxically, is not drunk and thus is unaffected by the Herbalist. Their information remains arbitrary and they cannot affect the game state. I would recommend not having Herbalist and Drunk on the same script.
  • Pukka - The Pukka wakes before the Herbalist. If the Herbalist chooses the player who was poisoned the previous night, the previously poisoned player has already become sober and died before the Herbalist woke. There is no effect. If the Herbalist and Pukka target the same player in the night, then that player remains healthy and sober and does not die during the next night.

Prosecutor (Townsfolk) - If you nominate a player for execution, your vote counts for two during that nomination.

Cavalier (Townsfolk) - Each night, choose a player. If you choose an outsider, any nominations for execution made cannot succeed.

  • This is identical to if only Legion vote on an execution.

Master of Disguise (Minion) - You register as a demon the first time a good player targets you. The first time the demon registers to another player, they do not register as a demon.

  • An empath neighboring a Demon and a Master of Disguise will still get a 2. A fortune teller selecting the Demon and a non-red herring with a Master of Disguise in play in the same game will receive a No the first time; but a Yes every time after that.

Jinx - Master of Disguise and Golem - If the Golem nominates the Demon, and they have not previously registered as something other than the Demon, the Demon does not die and the Golem may not nominate for the rest of the game. (Golem power works normally)

Note: This is one someone else made and I think I only tweaked marginally. I take no credit for this one.

Chernobog (Demon) - Each night*, choose a player. They die. When an outsider or minion is executed, you may choose a player that night. They receive false information for the rest of the game.

Loki (Demon) - Each night*, choose a player. They die. Each night, choose a player, their vote does not count the next day.

  • Errata: While the selection is not made public at the time, the ST skips or repeats a vote count when passing by a player who is affected by Loki’s vote removal.

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Carouser (Townsfolk) - Once a day, you may choose to go to the storyteller to learn a piece of true information. If you do, another player is drunk until the next day.

Lightbringer (Townsfolk) - When you die at night, your nearest Good neighbors are shown the other's Token. (Note: They may be dead)

  • Players are only shown tokens, not who they belong to.

Diviner (Townsfolk) - Each night, choose two players. You learn if they both share a character type. [ 1 Outsider]

Insomniac (Townsfolk) - each night, you are told up to 3 players that woke up during the night, but at least one player did not wake.

Clockworks (Outsider) - On Odd Numbered Days, you cannot nominate. On Even Numbered Days, you cannot vote.

- It may be helpful for the ST to publicly announce what day it is on Clockworks Scripts, similar to a Leviathan game.

Unnamed Outsider (Outsider) - On the first night, the nearest townsfolk to your left is drunk. On each night, the townsfolk to the previous one’s left is drunk.

- Seriously, I just don't have a name for this, but its intent is to pass around drunkenness in a semi predictable fashion.

Mercenary (Outsider) - Once per game at night*, choose a player (not yourself). If good, they die. If evil, you also become evil.

Necromancer (Minion) - Once per game, choose a dead good player. They are resurrected, but are now Evil.

Entropy (Minion) - Each night*, if town does not execute and kill a player, choose a player. They die.

Arsonist (Minion) - Each Night, you may choose a player. If you do, they cannot act during the night and receive no information but the entire town is informed that you are in play and who you chose.

- This minion is somewhat underpowered compared to others, but I'm still tickled enough by its top down design that I like it as-is. Of course if a house is on fire the entire village is going to know. How do you possibly keep that quiet?

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