Like, I understand Radiant's position, but part of the setup kinda revolves around the vig being able to shoot N1; if the vig couldn't shoot N1, either town would need to be weakened or scum strengthened imo.
Links: User Page | GTKAS
Do you have questions, ideas, or feedback for the Scummies? Please pm me!
Hosting: The Grand Neighborhood [Ongoing]
1. Town Watcher
2. Town 3-Shot Doctor (Protects from one kill attempt)
3. Town 2-Shot Vigilante
4. Town Vanilla
5. Town Vanilla
6. Town Vanilla
7. Town Vanilla
8. Town Vanilla
9. Mafia Encryptor
10. Mafia Goon
11. Mafia Traitor Night 3 Roleblocker
2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.
Number of Players: 11
Backup Mod: To be determined, but I definitely am getting one.
Setup: 8 Town, 2 Mafia, 1 Mafia Traitor
Public Info:
1. Setup is guaranteed to have at least 8 town and only 1 scum faction.
Role List:
1.
Town Watcher
2.
Town 3-Shot Doctor
(Protects from one kill attempt)
3.
Town 2-Shot Vigilante
4.
Town Vanilla
5.
Town Vanilla
6.
Town Vanilla
7.
Town Vanilla
8.
Town Vanilla
9.
Mafia Encryptor
10.
Mafia Goon
11.
Mafia Traitor N3 Roleblocker
Setup Notes:
1. I want to keep the mafia traitor, and the player size at 11. I would prefer to keep the town vigilante (and allow it to fire N1) as well, but I can ditch it if it prevents this setup from passing.
2. While town can technically lose with just two mislynches, I think this is mitigated by a full (!) Watcher as well as a 3-shot doctor. (Plus maybe the vig won't shoot N1 in a 11p game.... but I'm not counting on that)
3. The Mafia N2 roleblocker is more so to keep town from having a strong positive feedback loop if scum get lynched D1.
4. The town vigilante (in most people's hands) is more likely to cause harm than good N1 in this setup; I count it as somewhat negative utility as a result.
5. I could change the Watcher to a Jack-of-all-Trades (Watch, Cop, Neopolitan) if you think full watcher is too strong.
6. If I strengthen scum (with the vigilante in the setup), then it will be the traitor. (N2+ Roleblocker would work there if necessary.)
7. I'm half tempted to make the Vigilante 1-Shot Compulsive but that probably isn't good for balance.
- You are aware that X and Y are part of the mafia, but you cannot communicate directly with them, and you cannot perform the mafia night kill. They know a traitor exists bu not your identity; if they shoot you, you will die.
"You are the Joker of mafia players" - Oversoul
"last time I was scum with Firebringer
his first post in the scum PT was "yes I rolled scum!"
I decided to post "haha just don't post that in the main thread", but to get up to date on the main thread first.
His first post in the main thread was "yes I rolled scum!" -popsofctown
The rules currently do not state whether factional actions and other actions can be used simultaneously: you don't have to in this case but it's something to consider.
2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.
Not quite sure why you're banning the standard spoiler tags but okay.
Traitor role PM still says D2 several times.
Minor things that you can not bother with if you want:
You misspelled eliminated in the 2-Shot Vig role pm.
Mafia lose condition technically doesn't specify that they lose if the traitor and other mafia are all dead but shouldn't be an issue.
I'll
Pass
when the Traitor Doctor's role pm is fixed.
2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.
Number of Players: 11
Backup Mod: To be determined, but I definitely am getting one.
Setup: 8 Town, 2 Mafia, 1 Mafia Traitor
Public Info:
1. Setup is guaranteed to have at least 8 town and only 1 scum faction.
Role List:
1.
Town Watcher
2.
Town 3-Shot Doctor
(Protects from one kill attempt)
3.
Town 2-Shot Vigilante
4.
Town Vanilla
5.
Town Vanilla
6.
Town Vanilla
7.
Town Vanilla
8.
Town Vanilla
9.
Mafia Encryptor
10.
Mafia Goon
11.
Mafia Traitor N3 Roleblocker
Setup Notes:
1. I want to keep the mafia traitor, and the player size at 11. I would prefer to keep the town vigilante (and allow it to fire N1) as well, but I can ditch it if it prevents this setup from passing.
2. While town can technically lose with just two mislynches, I think this is mitigated by a full (!) Watcher as well as a 3-shot doctor. (Plus maybe the vig won't shoot N1 in a 11p game.... but I'm not counting on that)
3. The Mafia N2 roleblocker is more so to keep town from having a strong positive feedback loop if scum get lynched D1.
4. The town vigilante (in most people's hands) is more likely to cause harm than good N1 in this setup; I count it as somewhat negative utility as a result.
5. I could change the Watcher to a Jack-of-all-Trades (Watch, Cop, Neopolitan) if you think full watcher is too strong.
6. If I strengthen scum (with the vigilante in the setup), then it will be the traitor. (N2+ Roleblocker would work there if necessary.)
7. I'm half tempted to make the Vigilante 1-Shot Compulsive but that probably isn't good for balance.
- You are aware that X and Y are part of the mafia, but you cannot communicate directly with them, and you cannot perform the mafia night kill. They know a traitor exists bu not your identity; if they shoot you, you will die.
"You are the Joker of mafia players" - Oversoul
"last time I was scum with Firebringer
his first post in the scum PT was "yes I rolled scum!"
I decided to post "haha just don't post that in the main thread", but to get up to date on the main thread first.
His first post in the main thread was "yes I rolled scum!" -popsofctown