#Hurricane at the Vatican

49 messages · Page 1 of 1 (latest)

final forge
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A storm's hit the Vatican and the Washerwoman is still outside taking the down the laundry!

This is a Pope script with it's main set up designed to be played with multiple Washerwomen. They can be the Drunk, Marionette, or even bluffs but at least two Townsfolk should genuinely be the Washerwoman.

The Storm Catcher favors the Washerwoman but only one of them. Evil learns which player it is but Good doesn't know which Washerwoman is Storm Caught.

A Storm Catcher favoring the Washerwoman would normally be quite pointless so I've altered the Storm Catcher's ability slightly for this script.

The Storm Caught player cannot be Drunk or Poisoned. All this Bootlegger rule really does in practice is force you to choose a different Washerwoman to be Storm Caught should one of them neighbor the No Dashii.

The idea here is that, with the Storm Caught Washerwoman always receiving sober and healthy info, figuring out which player is Storm Caught can give you a solid basis for the solve.

This script has a lot of interesting set ups so don't get too hung up on the Washerwoman being the focal point of that's not your bag.

Multiple Magicians seen by multiple Lunatics? The classic night one Snake Charmer going off three times in a row? Four Grandmothers all with the same grandchild?! All possible and hilariously fun.

Anyway please try it out and let me know what you think! Also please see my most recent comment for the most up to date version of this script!

timber tapir
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this hermit is rough

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"I could be the drunk gets executed"

final forge
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I wanted outsiders that had reason to lie about their character which is why I added the Mutant and Politician

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I agree that sucks though, is it too hopeful to believe that most storytellers would wait until the most dramatic moment so execute a Hermit for breaking madness?

timber tapir
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use like

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damsel and not hermit

final forge
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well the drunk and hermit are there so there can be more people thinking they're washerwomen lol

timber tapir
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tbh I would add spy

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for widow

ashen mango
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2x

timber tapir
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because it's better with WW

final forge
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oh right for the misregistration

timber tapir
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and also because it isn't announced

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which is necessary

final forge
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that's fair, i opted for widow because i wanted the additional poisoning

timber tapir
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you have 2 drunks

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(which is still rough)

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spy does the misinfo better here

final forge
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that's true but at least the acrobat will feel useful

final forge
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I'll change out the Widow for the Spy but I'm still not sure about the Damsel as it doesn't play nice with either of those minions

final forge
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updated this and couldn't be more pleased with how it's turned out. honestly not too many changes but some important ones.

-Pixie
-Philosopher
-Hermit
-Mutant
-Cerenovus
-Widow/Spy

+Snake Charmer
+Magician
+Lunatic
+Damsel
+Boomdandy
+Wizard

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the grim can get messy in a pope game and be quite hard to parse, it also just didn't feel as useful as I thought it would initially so the widow/spy is out

the cerenovus, mutant, and pixie are all out as madness feels kinda pointless when everyone's double claiming anyway

I also never liked the philosopher much here as drunking townsfolk midgame is not what I want for this script on top of it feeling dumb in a pope game. not to mention it's sort of negative interaction with both village idiot and politician. definitely had to go

finally the hermit. I originally added it as a way to add another drunk, but again, this is a pope script. also, while I still think drunk mutant is cute, this wasn't the place for it.

final forge
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as far as what I added. no grim peekers meant I could add the damsel so that went in straight away.

next I added the boomdandy as I love how it plays with the damsel and the lleech.

I then added the magician and lunatic as the pope allows for incredibly fun combinations with them. think two lunatics each seeing the other as their lunatic and the demon who sees both! (make them all yaggababbles for easy nights). and, with the magician, imagine waking up at night as the demon and seeing five minions, now you don't what to believe (though you're pretty sure they're not all the washerwomen they'll claim to be).

I thought 12 townsfolk was enough given the pope but I felt that a snake charmer would actually be great here as a way to actually separate the minions from the demon. it helps that it's also an amazing character to have multiple of lol.

lastly, with all this chaos I thought might as well just add the wizard.

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anyway that's everything, if you're looking for something really dumb but genuinely quite playable give a try. goes without saying that this is definitely best played in person, but no matter how you play it please let me know how it goes!

final forge
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It was going well but unfortunately the second Snake Charmer had let it slip that he was in fact the second Snake Charmer before charming the original No Dashii and killing his Wizard!

Very fun for everyone else though, definitely think I could juice up the evil team a bit, unsure as to how though.

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one thing's for sure, I gotta remove the Lleech

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replaced it with the Pukka as it makes more sense, really

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also had to remove the Fool as it was the only way to survive execution after taking the Lleech off

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oh I should mention originally the Politicians were a Damsel and a Drunk Washerwoman, the Wizard used their wish day one for all Outsiders to become Politicians haha

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I liked the idea even though it didn't pan out

final forge
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replaced the Ojo with the Po as the Po kinda just does what I want to Ojo to do anyway but in a more straightforward manner

also added the Grandmother for extra night deaths and because it's a funny role to have multiple of

final forge
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Hurricane at the Vatican

final forge
final forge
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I'm debating on whether 5 minions would be fine for this script as evil's been feeling weak and I'd really like to try adding an Assassin

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this'll be the version I play next game I run, there's definitely enough deaths to support it and I like how it can take out the storm caught washerwoman to make them believe that perhaps they weren't the storm caught one or possibly even the drunk or marionette

final forge
final forge
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@snow bobcat sorry if it's rude to ping you here but it didn't feel appropriate to share this in the character interaction thread

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this is my take on storm catcher pope

final forge
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I've made a few more changes, originally I took off the widow for being annoying to run but I think the spy is just too synergistic to not run here

I dislike the spy/damsel jinx so I'm just gonna replace it with the mutant anyway which conceals itself but is more fun imo

with no damsel boomdandy doesn't make a whole lot of sense so it's easily removed

final forge
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I think with the assassin and spy evil is more potent which was the one thing I was still unsure about

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definitely more confident with this version even if the grim is gonna be a nightmare to show the spy irl

final forge
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I'm debating whether the wizard needs to be on here at all anymore, I love the character and feel that it can cause enough chaos to prevent town from solving the game but I'm not sure that's what I want anymore

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I realize I'm yelling into the void here but I've got nowhere else to go for advice on this so I'll just keep posting

timber tapir
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#custom-script-discussion

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Is helpful