#Neighbors delight (first full homebrew script)

86 messages · Page 1 of 1 (latest)

hot girder
#

first time making a homebrew script! the idea of the script, if you couldnt tell, is that knowing your neighbors might be the most important thing. its definatly not finished, im just putting this here if anybody has suggestions.

thick python
#

Some wording could use refining, but that's something you get better at over time

#

Wise Man: You start knowing 1 in-play Outsider. If you're "mad" as them, they might be drunk [+1 Outsider]

#

Bodyguard: You cannot die if both your living neighbors can.
Second clause is implied & unneeded

#

"Living" is optional there, I think it works better with it though

#

Otherwise you are immortal i you have 2 dead neighbors (Dead players cannot die)

mild flame
#

You are useless if both of your neighbours are dead

#

As they cannot die

#

Thus no neighbour can die

#

And your ability doesn't work

thick python
#

Oh right, yeah

#

Duh

#

Veteran: Each night*, learn how many of your {living} neighbors survived death {last night}

#

{Lorum Ipsum} means words that change the ability and are optional @hot girder

#

As in you can choose to include them or not

#

Blacksmith: Your neighbors {learn/know} you are in play. The last alive player of you and your neighbors to be "mad" as the Blacksmith might not die.

#

Madness clauses should always have "might" to cover for madness being very subjective

mild flame
thick python
#

If it is "learn" it's a 1 time check. if it's "know" it's constant

thick python
#

It could catch on though!

mild flame
#

Sad...

thick python
#

Usually you would use [] for that but Clocktower has its own meaning for them

#

So I've used {}

#

Brain Dead: You think you're another Outsider; the Demon knows who you are & what you think you are.

#

I'd recommend changing the name of that one, just feels iffy

#

Bartender: Your {alive} townsfolk neighbors might be drunk.

#

Bartender is too strong without the might clause

#

Like townsfolk territory

#

Definitely a townsfolk if it can make the demon drunk

mild flame
thick python
#

I mean if there are no kills ever

#

Execute the Bartender's neighbors

#

Nosy Neighbor: You might register as anybody's neighbor. You cannot die until night 3. Townsfolk who are "mad" you're the Nosy Neighbor might be drunk until day 3.

#

I'm not sure this character works

#

I like the concept though!

#

Corrupt Juror: If a Townsfolk nominates a Townsfolk, the nominator might die.

#

I have no idea what the second clause means, sorry

#

Polymorph: Once per game, at night, choose a player & a Townsfolk character: they register as, & have the ability of, them until dusk

#

Murphy: Each time a player dies when they might not have, choose a player; they cannot die until dusk.

#

Escher: Everybody's neighbors count as the person 2 steps clockwise & 2 steps anticlockwise.

mild flame
#

The think they are outsider

#

But sure

thick python
#

Alastor: Each night*, choose 2 players: the 1st dies, the 2nd cannot die until dusk.

thick python
#

They just think they do

mild flame
thick python
#

I'm not sure I understand

mild flame
#

So if the drunking one is next to the demon

#

Make them the brain dead

#

Issue solved

thick python
#

Ehhhh I don't like that as a solution

mild flame
#

Fair

#

Judt feels like there is a few to many mights in the ability you proposed...

thick python
#

If you can confidently say someone is drunk to your ability, it's very strong

#

Since you can confirm your existance

#

Adramelech: Each night*, choose a player: they {might} die. If they live, their neighbors die instead

#

I'm not sure if you wanted the might there?

#

I can't quite tell from the original wording

#

Melchom: Each night*, choose a player: they {might} die. If they live, an evil player's neighbors die. [1 Townsfolk is evil]

#

Erinyes: Each night*, choose a player: they die. Any successful nominators might die tonight.

#

There is probably a better way to word the 2nd clause of Erinyes but I can't think of it

#

All in all, fairly balanced script

#

Blacksmith might be a bit strong, Wise Man conversely might be a bit weak

hot girder
#

than you so much for actualy going through this, ive put up a few scripts before, but actualy having this much feedback is so amazing, thanks!

#

with the corropt jurror, it means if any townsfolk nominates any other townsfolk, the person who nominated might die

thick python
#

Nominator, gotcha

#

The bit I didn't understand was "If a player might die twice, they die"

#

Or h/e you worded it

hot girder
#

the idea is that some demons on the script can make players "might die" so if a player has two "migh die" marks, one from the corropt jurror, they die no matter what

thick python
#

I feel Corrupt Juror could: A) Just be renamed to Juror and be implied to be Corrupt, but your choice B) A bit weak for evil?

thick python
#

Since if you nominate someone and you die

#

You know you're both townsfolk

#

It's like Virgin minus an execution

hot girder
#

yeah, i ment to put that they die in the night, i just forgot

thick python
#

Then I think that fixes it

#

I think it all ties up quite neatly as a script

#

Erinyes covers for Corrupt Juror

#

Melchom & Adramelech cover for each other

hot girder
#

gimme a moment, and ill update the script

#

alright, almanack updated