Vigor of the Breaking Dawn
Notes
A script focusing on the core concept of "what if we paired the Vigormortis with three tempo Minions?" This script has seen a lot of change and I think it's in a place where it's incredibly unique while still being fun. The Demons can all sell each others' worlds, and evil players have a bunch of opportunity to bluff to push one more heavily than the others. Town has some incredibly powerful info, but it's all somewhat convoluted, and executing the right people will be key to winning before evil can cinch it. Changelog 6.0 NWM felt kinda fillery and not particularly interesting; definitely a holdover from when Xaan was onscript. Evil feels very strong here and Mathematician is incredible at narrowing worlds between the droisoning Demons, Widow, and the good-aligned characters that can ping the Math. 5.2 Flowergirl felt super weak with both LM and OG. Cult Leader is awesome and has cool interactions with this Demon suite and feels very fun. 5.1 quick change after a playtest where Minions in a LM game felt really outed by not having safe claims. Even with a Widow, sometimes you need the Minions to not be outed on a Vigor script. 5.0 Xaan -> Widow and Summoner -> Witch. I didn't love the Minion volume here and having them all be mostly-loud makes more sense to me from a coherence standpoint and making sure evil teams of multiple loud Minions didn't instalose. Sentinel comes on for positive O-mod. 4.1 re-added Bootlegger for LM/Summoner 4.0 Mastermind --> Summoner, MM just didn't work the way I wanted it to. Summoner felt cool with a tradeoff for making every Demon here. 3.0 MM seemed cool enough with the negative deathmod to be a threat, even when surrounded by Minions louder than it. Marionette felt awkward. Pacifist is awesome here. 2.0 first version actually called "vigor of the breaking dawn"