Mastermind_Aid_V2.0_-_Master
Mastermind_Aid_V2.0_-_Master
Mastermind_Aid_V2.0_-_Master
ALWAYS OPTIONAL Ninja Role Revealed If this Character’s Role is revealed, you may lie to and state mother non-Peson Role in this script. Ninja
MANDATORY 3 Paranoia All characters with 3 Paranoia turn into Serial Killers. Paranoia Virus
MANDATORY Death of Factor, 2 Intrigue on City Loss Condition: End Loop immediately if the factor dies and there is 2 Intrigue on the City (Key Person). Unknown Factor X
MANDATORY Death of Key Person Loss Condition: End Loop immediately if the Key Person Dies. Key Person
MANDATORY Death of Time Traveller The Time Traveller can not die. Time Traveller
MANDATORY Death of Loved One If the Loved One dies, this character gets 6 Paranoia. Lover
MANDATORY Death of Lover If the Lover dies, this character gets 6 Paranoia. Loved One
MANDATORY Death of Magician When his Character dies, remove all Paranoia Counters from it’s corpse. Magician
MANDATORY Private Investigator Role The Private Investigator can never be a Culprit. Private Invest
1. Morning MANDATORY Good Will Last Loop Place 2 Paranoia on all characters that had Good Will counters last Loop. Threads of Fate
MANDATORY Friend Role Revealed If this characters Role has been revealed, It starts with 1 Good Will. Friend
MANDATORY Start of Loop, Henchman Choose the Henchman’s starting location. Henchman
MANDATORY Start of Loop, Godly Being If prescribed Loop number, Put the Godly Being into play. Godly Being
MANDATORY Start of Loop, Death Prev Loop Place an Extra Card on a character that died last loop, their role changes to Key Person Fated Connections
MANDATORY Start of Loop, Death Prev Loop Place an Extra Card on a character that died last loop. Dice fo the Gods
2. Cards OPTIONAL Forbid Intrigue Ignore Forbid Intrigue on Cultist’s Location. Cultist
MANDATORY Forbid Good Will Ignore Forbid Good Will on the Time Traveller. Time Traveller
MANDATORY Forbid Good Will “Forbid Good Will” effect becomes “Forbid Movement” Unanswered Hert
MANDATORY Mastermind’s Card Play Mastemind may not play cards on the Prophet Prophet
3. Abilities
- Mastermind OPTIONAL 2 Intrigue on School Place 1 Paranoia on a character at the Factors location if there is 2 Intrigue on the School (Consp Theo). Factor Unknown Factor X
OPTIONAL 1 per Loop You may place 1 Intrigue in any location. An Unsettling Rumour
OPTIONAL Nil You may place 1 Intrigue on the (living) Factor’s Location (Once per Loop). Unsafe Trigger
OPTIONAL Nil Place 1 Paranoia on a character at the Conspiracy Theorist’s location. Consp Theorist
OPTIONAL Nil You may place 1 Intrigue on the Brain’s location, or any Character that shares their location with the Brain. Brain
OPTIONAL ≤ 1 Paranoia You may move a Character wth atlas one Paranoia to and adjacent Location. Magician
MANDATORY If Extra Gauge = ≤1 Remove 1 Paranoia Counter for any Character at the Therapist’s location Therapist
- Protagonist OPTIONAL Nil Good Will Ability Refusal (Unless Character is the Mystery Boy or Nurse). Killer
OPTIONAL Nil Good Will Ability Refusal (Unless Character is the Mystery Boy or Nurse). Brain
OPTIONAL Nil Good Will Ability Refusal (Unless Character is the Mystery Boy or Nurse). Ninja
OPTIONAL Nil Good Will Ability Refusal (Unless Character is the Mystery Boy or Nurse). Factor
OPTIONAL Nil Good Will Ability Refusal (Unless Character is the Mystery Boy or Nurse). Poisoner
MANDATORY Nil Good Will Ability Refusal (Unless Character is the Mystery Boy or Nurse). Witch
MANDATORY Nil Good Will Ability Refusal (Unless Character is the Mystery Boy or Nurse). Paranoiac
MANDATORY Nil Good Will Ability Refusal (Unless Character is the Mystery Boy or Nurse). Cultist
MANDATORY Nil Good Will Ability Refusal (Unless Character is the Mystery Boy or Nurse). Witch
MANDATORY Nil Good Will Ability Refusal (Unless Character is the Mystery Boy or Nurse). Obstinate
4. Incidents MANDATORY Active Plot When determining whether “Serial Murder” or “Suicide” triggers count Intrigue as Paranoia A Drop of Strychine
MANDATORY Culprit is a Person, Prophet Role If the culprit is a person and the Prophet is alive, Reduce the Culprit’s Paranoia Limit by 1 Worshippers of the Apo
MANDATORY Fool is the Culprit After the Fool triggers an incident, remove all Paranoia counters from the Fool Fool
MANDATORY If EG = 0, PI & Culprit = location If Extra Gauge is 0, If the PI and the Culprit share a location, the incident triggers regardless of Paranoia Private Invest
MANDATORY Twin is the Culprit If the Twin triggers an Incident, its effect takes place on the diagonal opposite location. Twin
MANDATORY Obstinate is the Culprit This character always triggers its Incident, regardless of Paranoia Obstinate
MANDATORY Prophet Role An Incident can not occur unless the Culprit shares a location with the Prophet Prophet
5. Night
- Day End OPTIONAL 3 Paranoia, 1 Intrigue on Lover Loss Condition: If at least 3 Paranoia and 1 Intrigue is on the Lover, The Protagonists die. Loved One
OPTIONAL ≥ 2 Intrigue on Character If a Character has a least 2 Intrigue and share a location with the Ninja, you may kill that Character. Ninja
MANDATORY 3 Paranoia If Character has gained “Serial Killer”, and are alone with 1 other person, kill the other person. Paranoia Virus
MANDATORY If Extra Gauge = ≤2 If Extra Gauge is 2 or more, all characters at the Prisioner’s location (inc the Prisioner) die. Poisoner
MANDATORY If Extra Gauge = ≤4 If Extra Gauge is 4 or more, The Protagonists die. Poisoner
MANDATORY 2 Intrigue on Key Person If the Killer and Key person share a location and if the Key person has 2 Intrigue, the Key Person dies. Killer
MANDATORY 4 Intrigue on Killer If the Killer has 4 Intrigue, the Protagonists die. Killer
MANDATORY Last Day, <2 Good Will on TT Loss Condition: If fewer than 2 Good Will on the Time Traveller on the last day, the loop ends. Time Traveller
MANDATORY If =1 other person in location If only one other person shares a location with the Serial Killer, they die. Serial Killer
- Loop End MANDATORY 2 Intrigue on Shrine Loss Condition: If at least 2 Intrigue is on the Shrine. The Sealed Item
MANDATORY 2 Intrigue on Key Person Loss Condition: If at least 2 Intrigue is on the Key Person. Key Person Sign with Me!
MANDATORY Butterfly Effect Incident Loss Condition: If the Butterfly Effect Incident occurred. Change of Future
MANDATORY 2 Intrigue on Witch’s SL Loss Condition: If At least 2 Intrigue on the Witch’s start location. Witch Giant Time bomb
MANDATORY Extra Gauge = ≤ 1 Loss Condition: If Extra Gauge is 1 or less, Protagonist’s Lose Tightrope Plan
MANDATORY Extra Gauge = ≥ 3 Loss Condition: If Extra Gauge is 3 or more, Protagonist’s Lose A Quilt of Incidents
MANDATORY Intrigue on School > (№ ∞ -1) Loss Condition: If Intrigue on the School is greater than the elapsed loops -1, the Protagonists lose. The Black School
MANDATORY Σ Paranoia = ≥12 Loss Condition: If 12 or more total Paranoia on all surviving characters, the Protagonists lose. Smell of Gunpowder
MANDATORY Roles Revealed Loss Condition: If the Brain, Factor or Magician were revealed during this Loop, the Protagonist lose. Secret Record
MANDATORY Ninja has ≥ 2 Intrigue Loss Condition: If the ninja (or it’s corpse) has 2 Intrigue, the Protagonist lose. Male Confrontation
MANDATORY ≤ 6 Characters are Alive Loss Condition: If 6 or less Characters are alive, the Protagonist lose. Showtime of Death
MANDATORY Death of Friend Loss Condition: Reveal the Role of the dead friend. Friend
Character Lists
Character Para Role Revealed Culprit Revealed Removes Adds Reveals Unique
Boy Student 2
Girl Student 3
Class Rep 2
Mystery Boy 3
Shrine Maiden 2
Alien 2
Godly Being 3
Police Officer 3
Office Worker 2
Informer 3
Pop Idol 2
Journalist 2
Boss 4
Doctor 2
Patient 2
Nurse 3
Henchman 1
A.I. 4
Forensic Specialist 3
Illusion 3
Scientist 2