
Odyssey
“There will be killing till the score is paid.” - Odysseus
Introduction:
The first script to be build using a few of the original set of some ~200 homebrew character, the Odyssey is named for the more fantastical characters on the script. The Odyssey is a script built around the nomination process, with both good and evil gaining benefit from making nominations.
The good team must make a rapid dash towards hunting down the evil team, as they are armed with Demons and Minions that can rapidly whittle down the number of living players, while at the same time not giving away too much info that would allow the evil team to figure out the Damsel or Whistleblower, which could greatly swing things in evils favor.
The good team is armed however with a strong assortment of protection roles, including the preacher that can deny Minion abilities, the Bulwark which can soak up kills on multi-kill nights, and the Tea Lady to offer protection if their neighbors are good.
Players are encouraged to keep a close eye on not just who is nominated, but who nominates and why - uncovering that will lead players closer toward unraveling the thread of which Demon is in-play & who it could be.
Interactions:
For evil the Devil's Advocate & Headsman make a powerful duo, allowing evil to put the more suspicious of town on the block, prevent them from dying, and then taking out trusted members of town in the night.
The Recluse empowers the Automaton by being able to register both as a good & evil player, meaning that they are encouraged to avoid nominating. However, straying from nominating allows the evil team to control the narrative and decide kills at night and during the day.
The Archivist is eager to find where the Outsiders live so it can promote them into Townsfolk, but also serves as a great bluff for Minions hoping to hunt down the Damsel and Whistleblower.
The Huntsman and Archivist can work together to flip the power dynamics, turning two Outsiders into Townsfolk and taking valuable resources away from the evil team.
The Archivist can prevent the Cannibal from ending up with an Outsider power that might do more harm than good for their team.
The Preacher & Town Crier can partner together to hunt down Minions and prevent their powers from garnishing more kills.
Featured Homebrew:
Miner: A modified Undertaker, the Miner doesn't know who they are learning about, but gets information on a more consistent basis.
Candle Maker: Designed to prevent the Demon from pushing off themself at the last moment, the Candle Maker forces Minions to be more proactive, allowing it to pair well with Minion detection and prevention roles like the Town Crier and Preacher.
Flag Bearer: Originally, the Flag Bearer was going to be the Artist on this script, however it was switched in the hopes that it would be more focused on the Demon, giving more space to the other roles to focus on Minions.
Bulwark: While the Tea Lady can offer the possibility of protection throughout the game, the Bulwark can guarantee it, but only for one night. The Bulwark forces the Demon to target it, and if the Demon can target multiple targets, it must target the Bulwark each time. On a multi-kill Demon script, this allows the Bulwark to attempt to strategically time their shot to reduce harm to the town.
Archivist: A more passive Huntsman, the Archivist encourages town to go after Outsiders and helps not only remove Outsiders from the board, but turn them into productive townsfolk.
Prisoner: A "hidden" Outsider, the Prisoner, can still claim to be any other Outsider, but in doing so is likely to bring a target onto itself.
Whistleblower: The Whistleblower was created to allow Grim-peeking on scripts where you just don't have the room on the Minion slots to include it. The Whistleblower is one of those Minions that never wants to die, so it often needs to be paired with a role like the Archivist.
Headsman: On a script where not nominating can stop extra kills, the Headsman forces town not only to nominate, but to execute a player, making the script move much quicker than it might otherwise.
Gorgon: The Gorgon prevents town from being too forthright, as it can strike in the day and mess up plans just before they come to fruition, such as nominating the Archivist before they can get an Outsider executed, stopping the Town Crier from getting game solving information, or preventing the Cannibal from getting really great info.
Behemoth: Just as the Candlemaker makes the Demon think twice before nominating, the Behemoth does the same to town. The Behemoth forces the more valuable members of town to hold back, allowing the Demon to start to read into who their best picks at night will be.
Automaton: The Automaton went through many rounds of edits before it landed where it is with a limit of two kills. Originally more inspired by the Yagga-Babba, it now, although its inspiration can still be seen through Storyteller-decided kills.
Jinxes:
Damsel & Whistleblower: If the Whistleblower is killed and the Damsel is in-play, the Damsel is drunk.