Agent
[Loss condition: Tragedy On character death] [This character dies]
[Mandatory After Goodwill Ability used] Remove 1 Intrigue in this Location or on any character in this Location
[Loss condition: Tragedy On character death] [This character dies]
[Mandatory After Goodwill Ability used] Remove 1 Intrigue in this Location or on any character in this Location
[Optional Mastermind Ability] If there are at least 2 Intrigue in this location: Switch the world.
[Mandatory Always] If there are at least 2 Intrigue in this location: Switch the world.
[Loss condition: Tragedy Loop End] [This character has at least 1 Intrigue] ⇒ If this character has at least 1 Intrigue at Loop End, the tragedy side wins.
[Optional Mastermind Ability] You may place 1 Goodwill on any character in this location.
[Mandatory After Goodwill Ability used] Choose any character in this location and kill it.
[Mandatory Always] The sex of this character is reversed.
[Mandatory Incident step] This character always triggers its incidents (if alive), regardless the amount of Paranoia on it. After resolving the Incident, the Mastermind declared that “Animus abilities were used.”.
[Mandatory Incident step] When determining whether an Incident, for which this character is the culprit, will occur or not, this character is regarded as having Paranoia Limit -1.
[Optional Incident trigger] [This Character resolved an incident] ⇒ Put 1 Goodwill, or 1 Paranoia, or 1 Intrigue on any character in this location.
[Optional After Goodwill Ability used] The Mastermind may declare that “Enchanter‘s abilities were used.” If you do, the next day Leader are prohibited from switching the world and setting action cards.
[Delayed Loss condition: Protagonists Death Day End] [After resolving this character’s Goodwill ability] ⇒ (optional) The protagonists die during the Day end.
[Delayed Loss condition: Protagonists Death Incident trigger] [This Character resolves an incident] ⇒ (optional) The protagonists die during the Day end.
[Loss condition: Tragedy Always] [This character dies.] ⇒ The loop ends immediately.
[Optional Day End] [The Key Person has at least 2 Intrigue and is in this character‘s location] ⇒ Kill the Key Person
[Optional Loss condition: Protagonists Death Day End] [This character has at least 4 Intrigue]
[Optional Mastermind Ability] You may place 1 Intrigue on this location or on any character in this location.
[Optional Card resolve] You may ignore all Forbid Intrigue effects on this location and on all characters in this location.
[Mandatory Card resolve] Ignore Forbid Goodwill on this character.
[Loss condition: Tragedy Day End, Last Day] [There is 2 or less Goodwill on this character.] ⇒ Loop ends
[Loss condition: Tragedy Loop End] [This character is dead.] ⇒ Reveal its role.
[Mandatory Loop Start] [This role has been revealed] ⇒ This character gets 1 Goodwill.
[Optional Mastermind Ability] You may place 1 Paranoia on any character in this location.
[Mandatory Always] [The Loved One dies] ⇒ This character gets 6 Paranoia.
[Mandatory Always] [The Lover dies] ⇒ This character gets 6 Paranoia.
[Optional Loss condition: Protagonists Death Day End] [This character has at least 3 Paranoia and at least 1 Intrigue.]
[Mandatory Day End] [There is exactly 1 other (living) character in this location] ⇒ That character dies.
[Mandatory Always] [There is at least 2 Intrigue on the School] ⇒ This character gains the Conspiracy Theorist‘s ability, but not its role.
[Mandatory Always] [There is at least 2 Intrigue on the City] ⇒ This character gains the Key Person’s ability, but not its role.
[Optional Loss condition: Protagonists Death Day End] [This character has at least 2 Intrigue and at least 2 Paranoia] ⇒ You may kill all characters and the Protagonists.
[Mandatory Incident step] When determining whether an Incident, for which this character is the culprit, will occour or not, also treat Intrigue as Paranoia.
[Script creation] This character must be the culprit of an incident.
[Optional Mastermind Ability] You may place 1 Intruge on this location or on any character in this location.
[Mandatory Always] When this charcter dies, reveal the role and increast the Extra Gauge 1 step.
[Loss condition: Tragedy Loop End] [This character is dead]
[Mandatory Goodwill ablility step] When this character’s Goodwill ability is used, reveal this role after resolution. Then, the leader may increase the Extra Gauge one step.
[Mandatory Day End] [This character has 4 or more Paranoia] ⇒ This charcter dies, and the Extra Gauge increases with 1 step.
[Mandatory Always] [The Extra Gauge is 1 or less] ⇒ This character gains the abilities of a Conspiracy Theorist.
[Mandatory Always] [the Extra Gauge is 2 or more] ⇒ This character gains the abilities of a Deep One.
[Optional Day End] [The Key Person has at least 2 Intrigue and is in this character’s location] ⇒ You may kill the Key Person.
[Optional Loss condition: Protagonists Death Day End] [If there are at least 2 corpses in this character’s starting location.]
[Optional Loss condition: Protagonists Death Day End] [Night of Madness occurred this day]
[Mandatory Mastermind Action step] The Mastermind cannot place cards on this character.
[Optional Day End] You may kill one character who is in this location.
[Optional Loss condition: Protagonists Death Day End] [There are 3 ore more Intrigue on all corpses in total]
[Mandatory Mastermind Ability] [This card is a corpse] ⇒ Palce 1 Paranoia on any character in this location, or any character in the Ghost’s starting location.
[Mandatory Always] [This charcter has more then 2 Paranoia] ⇒ This Character loses the Immortal aspect.
[Mandatory Goodwill ablility step] [This charcter has more then 2 Paranoia] ⇒ This Character gains Mandatory Goodwill Refusel.
[Mandatory Mastermind Ability] [this charcter has 2 or more Paranoia] ⇒ Pick a neigboring location, and move the charcter there.
[Mandatory Day End] If there is a location where there are more :zombies: than non-:zombies:, kill one character in that location (reminder: a corpse is no longer considered as a character). Once per Day | Over all Roles
[Optional Day End] You may move one Zombie corpse to a neighboring location. Once per Day | Over all Roles
[Mandatory Day End] Kill any other character in this location. If there is no other character, kill this character.
[Optional Loss condition: Protagonists Death Day End] [Character is dead & At least 2 Intrigue on this corpse]
[Optional Loss condition: Protagonists Death Mastermind Ability] [If there are at least 2 Intrigue in this location, and at least 1 Paranoia on this card]
[Optional Loss condition: Protagonists Death On character death] [When this character dies: Put 1 Intrigue in this location.]
[Optional Loss condition: Protagonists Death Day End] [Day end on the fifth day]
[Mandatory Mastermind Action step] The Mastermind cannot set an action card on this card.
[Optional Day End] Kill one character of the opposite sex in this location who has at least 1 Paranoia and 1 Intrigue.
[Optional Loss condition: Protagonists Death Day End] [If there are 3 or more corpses of the opposite sex in this location]
[Mandatory When this role is to be reveald] Increase the Extra Gauge by 2.
[Optional Mastermind Ability] Place 1 Intrigue or Paranoia on one corpse in this location.
[Mandatory Day End] If there is a location where there are more Zombies than non-Zombies, kill one character in that location, then increase the Extra Gauge by 1 (reminder: a corpse is no longer considered as a character). Once per Day | Over all Roles
[Optional Mastermind Ability] Move any card in this location to any location. Once per Day
[Optional Mastermind Ability] You may place 1 Paranoia on any character in this location.
[Optional Mastermind Ability] [This character is dead] ⇒ Choose any other card in this location. If it is a corpse, it will be revived, If it is a character, it will be killed.
[Mandatory Day End] [the Extra Gauge is on 2 or more] ⇒ One charcters in the same location dies. Once per ∞
[Mandatory Loss condition: Protagonists Death Day End] [The Extra Gauge is on 4 or more.]
[Script creation] This character must be the culprit of an Incident
[Mandatory Incident step] After this character has triggered an Incident, remove all Paranoia counters from this card.
[Mandatory Always] This character can never be a culprit.
[Mandatory Incident step] [the Extra Gauge is 0, and the culprit is in this location] ⇒ The Incident triggers regardless of the number of Paranoia counters on the culprit.
[Optional Mastermind Ability] You may place 1 Intrigue counter on this location or an any character in this location.
[Script creation] This character must be the culprit of an Incident.
[Mandatory Incident trigger] When this character triggers an Incident, it is considered as being on the diagonally opposit location.
[Script creation] This character must be the culprit of an Incident.
[Mandatory Incident step] This character always triggers its Incidents (if alive), regardless of the amount of Paranoia counters on it.
[Mandatory Mastermind Ability] [The Extra Gauge is 1 or above] ⇒ Remove 1 Paranoia counter from any other character in this location.
[Optional Mastermind Ability] You may move one character with at least one Paranoia counter from this location to an adjacent location (not diagonal). Once per ∞ | Over all Roles
[Mandatory On character death] Remove all Paranoia counters from its corpse.
[Optional When this role is to be reveald] You may, insead of saying the truth, state any other non-Person role that is in this script
[Optional Loss condition: Protagonists Death Day End] [There is any charcter with at least 2 Intrigue Counters in this location]
[Mandatory Mastermind Action step] The Mastermind cannot place cards on this character.
[Mandatory Incident step] [The culprit of an incident that would trigger is in another location] ⇒ That incident does not trigger, regardless of the number of Paranoia conters on the culprit.
[Mandatory After Goodwill Ability used] [If there are two or more kinds of counters on this character] ⇒ This character dies and you trigger a warp.
[Mandatory After Goodwill Ability used] The target of that ability dies.
[Optional Mastermind Ability] Place 1 Paranoia or Goodwill counter on a character at this character’s location. Once per ∞
[Optional Loss condition: Protagonists Death Day End] [4 or more kinds of counters on this character]
[Optional Mastermind Ability] [If the Extra Gauge is 1 or higher] ⇒ Move 1 counter between two other characters at this character’s location.
[Mandatory Loop Start] [If the Extra Gauge was 3 or more at the end of the previous loop] ⇒ The Protagonists add “Hope +1” to hand.
[Mandatory Always] Ignore Forbid Goodwill cards played on this character.
[Optional Loss condition: Protagonists Death Day End] [If there are 2 or fewer kinds of counters on this character]
[Mandatory Loss condition: Protagonists Death Loop End] [If this character is dead]
[Mandatory After Goodwill Ability used] [If the Extra Gauge is 1 or higher] ⇒ Place 1 Hope counter on each other character at this character’s location. Once per ∞
[Mandatory Loop Start] [If this character was dead at the end of the previous loop] ⇒ The Mastermind adds “:despair: +1” to hand.
[Mandatory Loop Start] [If this character was alive and had 2 or more Goodwill at the end of the previous loop] ⇒ The Protagonists add “Hope +1” to hand.
[Mandatory Day End] [If the Extra Gauge is 2 or higher] ⇒ One character at this character’s location dies. Once per ∞
[Optional Day End] You may place 1 Intrigue counter on a corpse at this character’s location.
[Optional Loss condition: Protagonists Death Day End] [If there are 3 or more Intrigue counters on all corpses combined after using this roles other ability.]
[Optional Mastermind Ability] You may place 1 Goodwill counter on a character at this character’s location.
[Mandatory On character death] Place 1 :despair: counter on a character at this character’s location, and you may trigger a Warp.
[Optional Mastermind Ability] Add one Paranoia to a character in this location.
[Optional Mastermind Ability] Kill another Character in this location that has 2 or more Intrigue.
[Mandatory Always] Ignore Forbid Goodwill for this character.
[Optional Day End] [In the same location as a dead character.] ⇒ Mad Genius acquirs Body Parts.
[Optional Mastermind Ability] Transfer 1 Intrigue from a character to the characers location or another character in the same location.
[Loss condition: Tragedy On character death] [Seeder is killed.]
[Optional Mastermind Ability] Add one Paranoia to another non-Supernatural chracter in the same Location and change the Characters role to Key Person. Teh Seeder looses all abilities and Effects after using this ability. Once per ∞
[Mandatory Day End] [The Supplicant has 1 Intrigue and is in the same location as the Lover] ⇒ The Supplicant gainst Supernatural tag.
[Mandatory Day End] [If half or more of the characters in this location are Facsimiles] ⇒ All characters in the location become Facsimiles.
[Mandatory Day End] [The Facsimile is in the same location as the Key Person] ⇒ The Facsimile is Killed.
[Mandatory Card resolve] Ignore Goodwill +1 and Goodwill +2 Actions set on this character.
[Optional Day End] You may kill one Character in the same location who has 1+ Intrigue Counter(s) on them, unless a Slayer is in the same Location.
[Optional Day End] [The Creature has at least 5 Intrigue] ⇒ Kill the Protagonist.
[Mandatory Card resolve] Ignore all Intrigue Counters placed on the Location where this Character is, as well as on any other Characters in the same Location.
[Mandatory Card resolve] Ignore “Forbid Movement” Actions on this Character.
[Mandatory Day End] If the Slayer is alone with the Creature, the Creature dies.
[Mandatory Mastermind Action step] Remove one Intrigue Counter from a Character in the same Location.
[Optional Day End] [3+ Paranoia, or 1+ Intrigue] ⇒ Kill the Protagonist.
[Mandatory Day End] [There is a Character of the same sex with 3+ Goodwill in the same area.] ⇒ Kill that Character. You may also place up to 1 Intrigue and 1 Paranoia counter each on yourself.
[Mandatory Mastermind Ability] Place 1 Goodwill counter on one other character in the same Location.
[Optional Mastermind Ability] Remove 1 Goodwill counter on one other character in the same Location.
[Mandatory Mastermind Ability] Place 1 Intrigue or 1 Paranoia on this Character.
[Mandatory Day End] [This role has been revealed] ⇒ Kill one Character in the same Location (Once per Loop).