Title: The World Evervolving
Created by: CipherCybr
Tragedy Set: First Steps
Difficulty: Very Hard
Description: She was the key. At least, the humble maiden of the shrine was made the key to this Pandora's Box. From anywhere else, it looked like a regular place of worship. Step within the sacred grounds, however, and a world twisting and contorting would greet the eyes of the unwary. Having discovered this phenomenon, the Protagonists must work with and protect a woman interested in the shifting shrine, alongside the key, lest the rotations spread beyond the shrine.
Main Plot: A Place to Protect
Subplot 1: A Hideous Script
Number of Loops: 4
Days per Loop: 4
Hints for Mastermind:
//EFFECTS OF SPECIAL RULE// Day 1: Place 1 Paranoia on all characters in the Shrine. // Day 2: Replace all Paranoia on all characters in the Shrine with Goodwill, and place 1 Goodwill on each character that had Paranoia replaced. // Day 3: Replace all Goodwill on all characters in the Shrine with Intrigue, and place 1 Intrigue on each character that had Goodwill replaced. // Day 4: All characters with at least 2 Intrigue in the Shrine die. // MASTERMIND HINTS: First of all, kudos to those that get the reference. This script is as much chaos for the Mastermind as it is for the Protagonists. You should aim to get the Friend killed on Loop 1 and 2 (Special Rule and Faraway Murder), and try to save the Key Person's death and the A Place to Protect loss condition for the last two loops. Be very aware of how the board will change with the moving Shrine, and be especially careful of movement restrictions on certain characters. One way to quickly kill someone is to place +2 Intrigue on someone and then send them to the Shrine, but the Protagonists will not fall for this twice. It is possible for the Protagonists to exploit the Special Rule on Day 2 to gain more Goodwill on specific characters, so be prepared to counter this. With so much potential Paranoia on the board, it can be fairly easy to cover up the culprits of Incidents in the first couple of loops. On the final loop, aim to trigger Missing Person and move the Shrine Maiden to the School, and take advantage of the age old catch 22: +1 Intrigue on the School, or +2 somewhere worse. The key to victory here is to take advantage of how much you can bamboozle the Protagonists with an ever-shifting board and a terrifying amount of Paranoia and Intrigue generation.
Victory Conditions for Mastermind:
The Shrine Maiden (Friend) is dead: Special Rule, Faraway Murder // The Informer (Key Person) is dead: Special Rule, Faraway Murder // 2 Intrigue on the School (A Place to Protect).
[At Day End]: Move the Shrine anti-clockwise on the board and switch it with the Location in the slot it moves to (Example: Night 1 - Switch the Shrine and Hospital). Then, an effect (only known by Mastermind) is applied to all characters in that location.
|Day 1||Increasing Unease||Doctor|
|Day 3||Missing Person||Shrine Maiden|
|Day 4||Faraway Murder||Office Worker|
|Boy Student||Conspiracy Theorist|
|Rich Man's Daughter||Person|
Published by Alan Tran