#Infection

21 messages · Page 1 of 1 (latest)

hexed axle
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The main conceit of this script is the Hermit. Upon death, it "infects" up to 2 living players into more Hermits. Read the Bootlegger.

wooden sequoia
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lol this is whimsical

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does sentinel need to be in play with the bootlegger rule?

slim meteor
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This is cool, what is Poisoner doing here and also you need 3 more Townsfolk

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4 more works too it's a matter of preference. I'd stick to 3 tho

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(outsiders are no longer bluffable in the same sense)

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Does baron ever go in the bag?

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Spy seems entirely redundant here

placid adder
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Technically, with this bootlegger in you don't need PD and mutant. This could just be added into the bootlegger.

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Otherwise, I think -baron, - PD, - mutant, - sentinel at least, if the bootlegger contains this already built in.

hexed axle
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Some of these concerns were fixed in custom script chat (no sentinel, no baron)

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Spy is really important for seeing who's infected each night

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And poisoner is just for some misinfo idk

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I can definitely add a few more Townsfolk as well

hexed axle
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Currently have CL, pixie, engineer penciled in as the 3 extra town

hexed axle
placid adder
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Xaan is fine. You don't want too many N1 info roles with Xaan

hexed axle
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It forces engi off of just ripping it n1 too ig

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Actually it mitigates engi pretty nicely in general

wooden sequoia
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poisoner with all this non-frontloaded info (VI, cannibal, savant, oracle, HP, general) is all really tough for good, on top of the already evilsided hermit rule (which is super cool btw)