
Updated version of my BH script, based off feedback
I changed Philosopher/Pacifist to Empath/Oracle
Both of which give town more information, both help with the added evil, empath learns more information and the oracle can scope out if the BH turned townsfolk is dead. This can help town prevent an evil banshee running votes, or just help town fight off evil votes.
Changed Tinker to Moonchild. Tinker had no application and reason to be on the script. Town might take a hit, but moonchild also helps find the townsfolk turned evil. At the costof potentially killing an actual town person. Good player for both town and evil, as an outsider is
Changed Wraith/DA to Boomdandy/Fearmonger. It was pointed out to me that Wraith could easily find the evil townsfolk, I don't like that. So I took it out. I think evil not always being 100% is better for the flow and fun of the game. There is still potential ways they can confirm however, but alot more niche then wraith. DA and pacifist were in place to try and balance the game. However they were really just momentum killers, for a script like this execution survival isn't all that important, these games will be quick and to the point. Tense and keeping people on their toes trying to keep off the BH, or evils chipping down at town, with the added confusion of the outsiders. Boomdandy works well with fasts scripts, it won't always be added, but when it does could make for quick games and add another element of speed into the script. Should be fun.
Fearmonger gives evil another way to try and win, it probably won't be added if BH turns a banshee (which is ST choice). It keeps the game fast and tense, but isn't too overpowered for the evils.
Personally I really like these changes, it helps the script stay fast and create snap decisions. Gives town more information roles to help against the stronger additions the evils have been given