#A Collection of Mystical Manuscripts by Moll - (were do you think you're going)
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“You asked me to break a leg. Who says I can't break the day as well.”
Daybreak (Minion)
Once per game, you may make all players able to register as any character and alignment until dusk.
The Daybreak removes the light, for only a few moments anyone can appear as anything.
- The Daybreak makes everyone misregister for a night.
- Good may but do not have to register as evil and vice versa.
How to Run
Each night, wake the Daybreak. They either shake their head no or nod their head yes.
If they shake their head no, nothing happens. Put the Daybreak to sleep.
If they nod their head yes, mark them with the Daybroken reminder. Put the Daybreak to sleep. The Daybreak loses their ability - mark them with the No ability reminder and remove their night token from the night sheet.
At the end of the day if the Daybreak has the Daybroken reminder. Remove it.
While the Daybreak has the Daybroken reminder: Each time any player is targeted by an ability that detects or affects characters, choose which character and alignment the player registers as. (Do whatever is appropriate, such as showing an evil character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect specific alignments or characters.)
Examples
On the first night the Daybreak uses their ability. Lucifer the Washerwoman sees either Harry or Voidstarr as the Pixie. Both of which are Village Idiots.
On the second night the Daybreak uses their ability. The Vigormortis kills Voidstarr the Choirboy, one of Voidstarrs Townsfolk neighbours are poisoned.
Script Json
"id":
"daybreak_simple", "image":
["https:\/\/www.bloodstar.xyz\/p\/Moll_of_Power\/simple\/daybreak_simple.png", "https:\/\/www.bloodstar.xyz\/p\/Moll_of_Power\/simple\/daybreak_reversed_simple.png"], "firstNightReminder":
"The Daybreak either shows a 'no' head signal or a 'yes' head signal. :reminder: :reminder:", "otherNightReminder":
"If the Daybreak has not yet used their ability: The Daybreak either shows a 'no' head signal or a 'yes' head signal. :reminder: :reminder:", "reminders":
["No ability", "Daybroken"], "name":
"Daybreak", "team":
"minion", "ability":
"Once per game, you may make all players able to register as any character and alignment until dusk.", "firstNight":
36, "otherNight":
26
}```
A Collection of Mystical Manuscripts by Moll - [were do you think you're going]
A Collection of Mystical Manuscripts by Moll - (were do you think you're going)
hint for the next one :p
love me some missregistration
this is a really cool idea but you may want to change the ability text to:
Once per game, at night, you may make all players able to register as any character and alignment until dusk
so that players and storytellers know when the ability activates
"Were" I'm assuming is intentional
So werewolf or werebear or wereboar or something you get the gist
It is not 😅
Yee i should
going to be releasing the next one later today or tmmr
A map is all you need to succed in life, and I'm here to help you out with it!
Cartographer
Each night, choose clockwise or counterclockwise. [1 or 2 Hikers, the extra gets false information.]
The Cartographer makes maps to help the Hiker navigate.
- The Cartographer only chooses a direction and can repeat this direction
- The second hiker always gets false information
- The Cartographer has to have 1 Hiker in the game but can have 2.
How to Run
While setting up the game, before putting character tokens in the bag, if the Hiker is not already in play, remove a Townsfolk character token and add the Hiker character token.
While setting up the game, before putting the character tokens in the bag, replace zero or one Townsfolk tokens with Hiker tokens. While preparing the first night, if you removed a townsfolk and added a Hiker mark one Hiker with the Misled reminder.
Each night, wake the Cartographer. The Cartographer points to their left (clockwise) or to their right (anti-clockwise) - mark the Cartographer with that reminder token.
At dawn, remove any Clockwise or Anti-clockwise reminders.
About halfway to somewhere!
Hiker
Each night, choose a player, learn how many alive evil players sit from the Cartographer in their chosen direction through to the chosen player. [+the Cartographer]
The Hiker navigates with the help of the Cartographer.
- The Cartographer only chooses a direction and can repeat this direction
- The second hiker always gets false information
- The Cartographer has to have 1 Hiker in the game but can have 2.
How to Run
While setting up the game, before putting character tokens in the bag, if the Cartographer is not already in play, remove a Townsfolk character token and add the Cartographer character token.
Each night, wake the Hiker. If:
- the Cartographer did not make a choice this night: Shake your head 'no' and put the Hiker to sleep.
- the Cartographer made a choice this night: the Hiker points to a player. Show the Hiker fingers (0, 1, 2, etc.) equaling the number of evil players from the Catographer in the direction the Cartographer chose through to the player the Hiker chose.
Examples
The grim is: Cartographer, Hiker, Alchemist, Yaggababble, Daybreak, Huntsman, Damsel and Seamstress in that order. On the first night the Cartographer choses clockwise, that night the Hiker chooses the Yaggababble and learns a 1.
Interesting interactions (i could think of at 1 am):
Recluse, Spy, Daybreak: all work with misregistration and can give the Hiker meant to get false information true information
Drunk: This can allow a player to see either Hiker or Cartographer without the other being in play to give the evil team a good bluff.
Vortox: This gives both Hikers false info.
the extra meaning that the only way a Hiker gets false info is if theres 2 of hem?
Yup
I'd also like to note that traditionally, +1 Outsider is seen as a mild upside because it forces really difficult confirmation chains to bluff. And thats when it makes an Outsider who actively might hide or make the good teams work harder
Unlink Villiage Idiot, this role has the secondary effect of "you guarentee a confirmation chain". evil can only bluff it by commiting hard
Like the character is intended for the cartographer to be really confirmed but not get any info and the Hikers get info but be less confirmed
It's there to give evils more space to jump in on it. Not to counterbalance the character as much
Also this is a very very frail info chain
As killing the cartographer makes the Hikers unable to get info
I dont think it would be that hard to solve the confirmation chain dealing with +1 or +2 TF
I'm gonna add a Philo jinx as well, making them register as the actual cartographer if they choose it
Like even without the info, the confirmation chain is very open and the info is further bolstered by it
Mmh
The closest comparioson would be choirboy, I would thinj
With Choirboy as a blank token outside of King support
But it at least confirms the king
<- king+choirboy hater: think they are to weak in general
Alsoits worth noting that Cartogropher and Hiker cant be in play without each oter. King doesnt need to have a Choirboy
Yee
From play testing it has played out fine. Though I belive it does work a lot better with marionettes and drunks to add more reason of doubt.
In other words, it has the old Balloonist issue. It may or may not be functional, but it can singlehandly break scripts by introducing hard confirmation chains
It will always just be 2 players confirmed to eachother tho?
Its argubaly not so much inbalacned as inflexible but it is a likely risk of the design
I dont understand your point. How is what you're saying any different from old ballonist with [+1 Outsider]?
Yee, inflexible I can agree on
In general found the old balloonist very weak and found that to be a good thing for it's design. I'm personally not a fan of the uncertainty.
I don't think it is different. I just think we disagree on it being a problem.
It's a more inflexible character that won't work as well on everything. While not perfect I think that's fine. But it's a concept I've felt has played out well in play testing and I am pretty happy with.
I mean, you agreed with the point I was trying to explain. That being the need for both Balloonist and the Carto pair to be very strictly managed on scripts due to creating confirmation chains. I dont actually know how Carto's info compares to Balloon, but the pairing is at worst a blank token as choicboy is. Its the confirmation chains of a Balloonist with the blank token effect as minimum
Yeah