#Heresy, Hearsay, & Heretics
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Heresy, Hearsay, & Heretics
This is a script for the Whirligrim competition. Up to 5 characters can be from the base script. The optional poppy grower rule may be used.
The idea
The idea was to create a script that encourages to die at night (YSK, bait roles, etc) while giving both teams a puzzle. The script contains a heretic and was therefore built around it. It has since evolved into a storm of heretics. There may be up to 3 heretics in play, at all times.
- The pithag is capable of creating a heretic if not in play, the hermit is a heretic, and the demon may have the heretic ability.
Custom Jinxes
- Boffin + Heretic/hermit = The demon may have the heretic/hermit ability.
- Pithag + Heretic/hermit = The pithag may attempt to create 1 heretic/hermit per game on the second night, the ST chooses which player and the **ability **cannot already be in play.
The townsfolks are built to provide support to the hermit/heretic and to create chains of trusted players. Should they attempt to expedite the game and execute into obvious good players and hint the evil team or play it normally? Some good characters will also help find the goblin hiding amongst them.
- The king should be shown which is in play.
- The balloonist should be shown the outsider(s).
- The librarian should be shown the heretic or hermit.
- The amnesiac ability should help the heretic/hermit in some way.
The outsiders are a mix of wanting to stay hidden, quiet or to freely out.
- The hermit/heretic wants to stay hidden, but might have a hard time with VI ping and recluse misreg.
The minions and their custom jinxes were built to provide misinformation, and help in finding the heretic(s) in play.
- The boffin has incentives to not die.
- The pithag player will have to keep a keep eye for any hints to their 2nd night heretic/hermit change.