Title: The Ubiquitous, Yet Unseen Treasure

Created by: Chronicle [RealBernkastel]

Tragedy Set: Basic Tragedy

Difficulty: Low-Moderate

Description: A Reporter has just arrived in the City to try and uncover the truth locked away in the Shrine for centuries. As she makes her way to the Shrine, she meets up with the young Shrine Maiden who appears to know more than she lets on. However, as she starts trying to snoop around; she can't but help the feeling that she's being followed. Meanwhile in the School, a Young Girl has lost her plushie and two of her seniors have stayed till the break of dusk to try and help her. The Class Representative is however becoming uneasy, feeling a set of human eyes peer through the windows, every now and again; she starts becoming paranoid. Curses, curses and curses. The Shrine's curse! The girl cackles, an infatuated grin forms on her face as paranoia takes ahold of her body. Bloodshed was all she could see. Eyes peer from the horizon, the empty sky; a God looks down upon the Shrine and smiles, for the true source of power shall remain hidden. But to Its sudden dismay, it appears that everything has gotten reverted..

Main Plot: The Sealed Item

Subplot 1: Paranoia Virus

Subplot 2: The Hidden Freak

Number of Loops: 4

Days per Loop: 5

Hints for Mastermind:
If you want to effectively win on this Script, on the first day; you'll need to focus on two things. 1. Making certain that the Young Girl is dead. 2. Making certain that you begin making Cover Stories for 'The Sealed Item' from Loop 1. If you cannot do this, then you're forced to play Intrigue on the Shrine, making the Final Guess solvable near instantly. Try not to fall into a trap. If the Protagonists ignore the Young Girl, then you have two choices: Move the Boy Student & Class Rep out, and move the Doctor to the School; revealing your Serial Killer. OR Trigger Butterfly Effect, and transform the Class Rep into a Serial Killer by pushing hard for Paranoia. If the Young Girl is not ignored, you are effectively forced to play Forbid Goodwill on her lest you want an early game over. - From there on out, your goal is to make sure to kill the Friend every single loop, which will become detrimentally harder during Loop 2, onwards. However, you still have the cover up stories of 'Change of Future' and 'Giant Time Bomb' at this stage; so if you cannot kill the Young Girl, push for Intrigue by moving Cultist to the Shrine. You should have won here, but now; the Protagonists should know that it cannot be Giant Time Bomb. Now, Protagonists will start focusing on trying to find the Time Traveler; so expect heavy goodwill pushes during Loop 3, also using the Serial Killer (If found). Thankfully, you have a new card to play with; The 'Godly Being' who triggers Foul Evil. A word of warning, if you do trigger this incident successfully, the Protagonists will almost certainly deduce that it's The Sealed Item, and by this point will have known for certainty that 'A Hidden Freak' is in play, and depending on skill and playstyles; Paranoia Virus too. The 4th Loop is all about trying to win without revealing who the brain is. Manage that, and you should have won. If not, it'll be hard. But you are the only one who can do it. I believe in you. Do not let them crush our wonderfully-crafted timeline, kyihihihi~..

Victory Conditions for Mastermind:
• At least 2 intrigue on the Shrine by Loop End. • Friend (Young Girl) is dead by Loop End.

Special Rule:

Day Incident Culprit
Day 1 Butterfly Effect Young Girl
Day 2 Butterfly Effect Shrine Maiden
Day 4 Foul Evil Godly Being
Cast Role
Young Girl Friend
Office Worker Cultist
Doctor Serial Killer
Shrine Maiden Brain
Godly Being Person (3)
Informer Person
Boy Student Conspiracy Theorist
Class Rep Person


Published by Alan Tran