is a script about an ancient army, depleted of resources after a Pyrrhic victory desperately fighting against a Demon drawn by their bloody actions, bleeding and suffering in turn. Complex internal politics and careful management of resources is necessary for the relative good to triumph, while evil uses their variety of skills to subvert and confuse good from the inside out.
Intermediate - The Bleeding Of The Warband is for those looking for a similar experience to Trouble Brewing featuring a variety of strategies, but with more difficult abilities that focus heavily on encouraging complex social plays and careful study of the results of each and every day's voting. It uses a mix of official characters and homebrewed abilities, hopefully making it an ideal step into the realm of homebrew. Dead players are encouraged by multiple sources to spend their dead votes earlier on rather than saving them, leading to complex voting phases throughout the whole game. The Storyteller is encouraged to think about the gamestate carefully, as multiple characters gain subjective information based on how the Storyteller thinks the game is going.
Good's abilities have a great variety, protecting, gathering information, and disrupting evil's abilities, but most information requires paying close attention to the movements of other players and careful thought about evil's tactics and capabilities. Characters such as the Scrounger and Skirmisher gather very strong information about player's allegiances but not without difficulties; hard information is in short supply while social information is abound. Several abilities are designed to work far better if Good co-operates while using them, encouraging Good to cut through the noise, find their allies, and hold fast to them.
Evil's abilities fulfill a wide variety of purposes, the Demons getting abilities that are either complete unknowns or allow them to more efficiently weave Evil's way through the tangle of social deduction, picking off characters instead of players or ensuring the perfect person for the job is the Demon, while the Minions threaten to win the game, either through alternative win conditions or through granting Evil a safety net or by poisoning Good right in front of them without them realizing it. The looming threat of the Obscrul ensures that good can never fully prepare for what Evil might have planned.
The logo is in the font Rosmatika by Niskala Huruf under a non-commercial license. If you're a lawyer reading this and I've accidentally violated some aspect of the license, I sincerely apologize, but I believe this should qualify as sufficiently non-commercial, being as it is a fan project I have no intention of making any profit from for an unrelated game.