Title: Love, or a Nightmare?
Created by: CipherCybr
Tragedy Set: First Steps
Difficulty: Moderate
Description: Whispers of an ancient evil emanate from the Shrine, the stars are aligned, the fateful day approaches. Echoes of fear manifest in those vulnerable minds, manifesting in panic, while a vessel of the Dark Ones arrives in order to ensure their coming is set in stone. Meanwhile, a love triangle has developed in the school, centering around the mysterious new student. However, he is far from what he seems, and the battleground of love forming around him may brew desperate acts with fatal consequences. Can the Protagonists save the students from one another and protect the world from the darkness that claws at its seams?
Main Plot: Light of the Avenger
Subplot 1: A Hideous Script
Subplot 2:
Number of Loops: 4
Days per Loop: 4
Hints for Mastermind:
Recommended for experienced Protagonists and Masterminds that are not yet ready for Basic Tragedy. This script heavily relies on the Mastermind's ability to cover-up and bluff, as there are only two ways for the Mastermind to win, and both can be blocked relatively easily by the Protagonists. You do have some tools at your disposal, however.
-The Informer and Office Worker are good early game bait for the Protagonists to waste time on. Use them either as decoys or false leads as you play it out.
-Be aggressive in using the abilities at your disposal in the beginning. Incidents are very important in this script, particularly on the first day. Use the combined abilities of your cards, the Conspiracy Theorist, and the Curmudgeon Doctor to stack up paranoia and keep the Protagonists guessing as to the culprits of the incidents.
-Between placing 2 Intrigue on the School and placing 2 Intrigue on the Girl Student (Friend), the Cultist's presence will quickly become apparent, which you can use to your advantage when covering up the main plot. However, if the Protagonists discover that the Mystery Boy is the Cultist, it will destroy all cover-ups related to A Place to Protect. Be prepared for this.
-Once the Godly Being arrives in Loop 3, how you want to use it will depend on how close the Protagonists are to figuring your Plots out. If they are near certain as to what they are, go loud with its Brain ability. You should be able to secure the win and prepare for the battle that is the last loop. Alternatively, if they are still unsure, use it only to secure the win, and preferably when there's room to deceive. Be aware that particularly experienced Protagonists may predict the arrival of the Godly Being if you focus on placing Intrigue on the Shrine.
Victory Conditions for Mastermind:
(1) [Loop End]: The Girl Student (Friend) is dead. (Faraway Murder)
(2) [Loop End]: 2 Intrigue on the Shrine. (Light of the Avenger)
Special Rule:
N/A
Day | Incident | Culprit |
---|---|---|
Day 1 | Increasing Unease | Class Rep |
Day 2 | Missing Person | Office Worker |
Day 4 | Faraway Murder | Patient |
Cast | Role |
---|---|
Patient | Person |
Doctor | Curmudgeon |
Office Worker | Person |
Class Rep | Conspiracy Theorist |
Mystery Boy | Cultist* |
Girl Student | Friend |
Informant | Person |
Godly Being | Brain (3) |
Comments
Published by Alan Tran