So, there's this thing called Final 3 Con (née Clocktower Con). And it's got a script competition this year, centering around the theme of "Alliances" — each script must center around one of the Bounty Hunter, Goon, Mezepheles, or Fang Gu. I decided to make a BH script, & I'm proud to say that the judges smiled upon my script, and I'm in the semifinals! The core idea here is how the Evil team can leverage the BH's "night-vision goggles" to connect in a game where they might not start knowing each other.
To that end, the Pit-Hag and Boffin can both bring the ability into play on the side of the evil team (the latter potentially being able to create an extra evil Townsfolk), while the Outsiders each provide different levels of threat: the Lunatic and Drunk will likely not figure themselves out for the first few days, the Damsel wants to do everything in their power to get saved by the Huntsman or die, and the Hatter wants to do everything in their power to survive. (A Hatter dying in a Poppy Grower game gives the Evil team the scoop on their identities, since evils wake together for the tea party!) The remaining evils are flexible and devastating if not accounted for: the Xaan can make a wave of hard-to-find poison, the Harpy can disguise real pushes as fake ones and give devastating consequences, the Boomdandy can bring games to an explosive finish, and all 3 Demons have devastatingly powerful abilities that can, if used correctly, can spell doom for an uncoordinated Good team.
The Good team has some powerful information to compensate for evil's immense power. The Bounty Hunter itself is a key part of it, being able to get true info somewhat reliably (only the Drunk and Xaan can mess it up!) while the Balloonist, Town Crier, Fortune Teller, Savant, and Fisherman can all capture unique parts of the gamestate. With powers combined, a Poppy-blinded evil team can quickly find themselves eradicated!
Taking pre-ins and pre-kibs as always. Drawing a grim, as always!
