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The Alchemist seems like such a hard townsfolk to fit into a script. Minion abilities typically help the evil team, and it seems like there are a lot that will still help the evil team regardless of the fact that a good player is the one wielding that power. So I'm here to ask opinions. I've come up with three main categories that I think would be helpful to sort the minion powers into.
Almost always helpful for this ability to be on the good team. I would put something like the pit-hag in this category.
Could be harmful or beneficial to the good team, depending on script composition or how well the player uses their power. This is probably the category that will have the most interesting choices to put on an alchemist script.
Almost always helpful to the evil team. I would place mastermind in this category.
Does not work with alchemist. I believe right now the only ones that do not function at all with alchemist are spy, and widow. Feel free to tell me if I missed any here.
I'd love to hear thoughts and opinions from storytellers and players that have more experience with this townsfolk than I do!
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