#It's A Killtastrophe

8 messages · Page 1 of 1 (latest)

tribal saddle
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So I've always had a hit or miss relationship with BMR with most of my issues stemming from the Zombuul and its tendency to make games take far too long when I feel like BMR should be a fast and furious death bonanza. There are also a couple other characters I find either not fun to play or never working exactly how I want them to, so I decided to remake the script with a few new characters. This script only has demons with the ability to multi kill, which should make the games faster and removes most of the characters that have the ability to extend the game in ways I think are boring.

Characters added:

Devijah - Twin demons that can double kill if they coordinate well, however if one dies, they can't kill for a night. You can't kill if you don't talk but constant talking will make you suspicious.

Revengeance - Demon with fluctuating kills and creates a Minstrel like ability (learning someone who was executed was evil) but from the evil team.

Soulstitcher - Adds extra death during the day and makes town think twice about testing Sailors, Tea Ladies, Fools, etc. Also has strong synergy with the DA.

Golem - Adds a little more daytime death and plays well with all of the protection on the script. And with how many kills can happen per night and the threat of the Soulstitcher the Golem can find itself in final 3 quite easily.

Revenant - A drunk that hides Shab regurgitation. Professor was the only other thing that could cause resurrection which made it almost a required Shab bluff. This will hopefully give the Shab more flexibility as there are more reasons for someone to come back to life. Also makes Professor more bluffable as a godfather may be able to figure out where a Revenant is.

Boxer - Can redirect a kill at night to someone else and possibly learn the demon. However with all the protection on this script, you can never be sure that someone who didn't die is the demon. Also a great bluff for the evil team to throw suspicion elsewhere.

Courtesan - Essentially the love child of the minstrel and courtier but its much harder to prove as there will likely still be deaths in the night. This can also be bluffed by evil to explain Po charges, Exorcisms, and any other situation where there are fewer deaths than expected.

Demonologist - As all of the demons can multi kill, along with all of the deaths at night, it can be hard to figure out which demon you are dealing with. This helps by giving town insight into the the demon's kill pattern which can be used to narrow down which one they are dealing with and can possibly confirm good nighttime killing abilities. The Demonologist can be bluffed by evil to hide true gossips, gambler deaths, and other inconvenient night time deaths or non deaths. Thanks to ALonelyTaco for the character.

Here is the JSON if you want to play it online
https://www.bloodstar.xyz/p/jsosan21/KilltastropheClocktowerCon/script.json?572414cc

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Also if you want to play this in person, here is the token sheet for the homebrew characters.

flint tide
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is devija intended to kill the fool instantly?

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demonologist and courtesan feels like they make eachother really hard to bluff

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as you can easily get into a conflicting claim

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also the script order is a bit weird, with courtesan being a opg ability but isn't placed with the professor

tribal saddle
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Soulstitcher should probably have a tomorrow in there to indicate it isn't permanent.

Devijah kills like normal, it just requires both Demons to choose the same people in order for the kill to go through.

I'm not really worried about the conflict between the Demonologist and Courtesan but maybe some more playtesting will make me switch one of those characters out (this is v3 which swapped those characters in for the noble and oracle).

And the positioning is weird because I just added the Courtesan and didn't feel like reshuffling the script order.