So if the poisonous water carrier does not activate, they are open for NK's?Plum wrote:Variation on something I thought up earlier; was the last post in the old thread before it was locked, so I'm sticking it back up here.
Wishing Well Mafia
(3) Mafia Goons
(1) Poisonous Water Carrier (SK)
(1) Healing Water Carrier
(1) Cop
(6) Vanilla Townies
The Mafia have one NK between them. The Cop has one investigation per night. The Townies each have one night-target per night. All Night Actions are compulsive.
The Healing Water Carrier acts as a Doctor protection to anyone who targets him/her for any reason, has no active Night Action, and is vulnerable to NKs.
The Poisonous Water Carrier can choose whether or not to activate each Night. If he/she decides to activate, anyone who targets him/her will die. This death preempts other Night Actions against him/her - so he/she is not vulnerable to NKs.
Day Start, I think.
I still think this is broken for the SK via choreographed night choices. You need some disincentive for the townies not claiming their night targets in advance.