+1In post 5, Not Known 15 wrote:which reminds me that I forgot to correct something...
Informed Even-Night Bulletproof Odd-Night Vigilante
Abilities:
Kill:You may attempt to kill another player.
Modifiers:Even-Night Bulletproof:You cannot be killed on even numbered nights.
Informed:You know that [NAME] started the game as Town Universal Backup. This information is redacted upon your flip.
Odd-Night:You can only use your abilities on even numbered nights.
Win Conditions:
You win if all enemies of the town are eliminated or nothing can stop this from happening.
Oops. Will make a full post when you have finished looking at balance. (this should not affect it because that is already the Normal rule for Informed)
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This is another very creative setup from NK15!
11 vts
town universal backup
Informed Even-Night Bulletproof Odd-Night Vigilante
Odd-Night Bulletproof Even-Night Vigilante
vs
2 activated commuters
activated commuter & nights 1-2 cop
commuter enabler traitor
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Another good thing is that based on number crunching and IF neither vigs shoot at night, then...
18 people alive so 10 needed for lynch on d1
16 so 9 d2
14 so 8 d3
12 so 7 d4
etcetera. So that doesn't look like an issue.
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Some things I'm wondering about:
If mass claim happens, the commuters will suddenly look mighty suspicious. However I imagine if 1 of them ends up being lynched due to too much suspicion based on setup speculation, I imagine the other mafia commuter should be a townread by town.
The informed bp vig & town universal backup, can function as sort of a masonry...so that's a plus.
I feel like the 3 commute abilities and two nights' worth of copping town members, is a little too powered up for scum due to the inherent wifom madness that could occur from the setup...