How strong could a SK be?

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Alduskkel
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Post Post #9 (isolation #0) » Wed Jan 21, 2009 6:21 pm

Post by Alduskkel »

SensFan wrote:
The Vision wrote:I have written a game where there is a two person mason group.

One is a body guard.

The other is (secretly) the Serial Killer.

That should offer the SK a little protection.
SK won't win that game, guaranteed. As soon as the DocMason claims, the SK id dead.
Why?
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Post Post #71 (isolation #1) » Sat Feb 07, 2009 8:25 am

Post by Alduskkel »

Mr. Flay wrote:
charter wrote:Well, if I tried to kill, I lost my NK immune and investigation immune. Perhaps something similar for SKs?
I actually love this modification on the traditional NK-immune power. It's a little like holing up in your Safe Room, vs. walking around in a Bulletproof Vest that magically covers your head, neck, feet, and elbows as well.
I would never kill if those were the benefits to not killing.
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Post Post #75 (isolation #2) » Sun Feb 08, 2009 8:07 am

Post by Alduskkel »

Yosarian2 wrote:
Alduskkel wrote:
Mr. Flay wrote:
charter wrote:Well, if I tried to kill, I lost my NK immune and investigation immune. Perhaps something similar for SKs?
I actually love this modification on the traditional NK-immune power. It's a little like holing up in your Safe Room, vs. walking around in a Bulletproof Vest that magically covers your head, neck, feet, and elbows as well.
I would never kill if those were the benefits to not killing.
Really? I would almost never hide just to make myself nightkill immune, unless I had reason to think the scum or the vig was about to kill me that night; the kill is just way too important to the SK's chances of winning.
Notice that charter also mentioned investigation immunity.
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