In post 5795, Elscouta wrote: In post 5791, LlamaFluff wrote:Other option to balance my variable would be making it:
Goon x2
Traitor x1
Town x10
To start. Change scum power abilities to:
Bulletproof
Role Cop
Daytalk (passive)
Recruit traitor as goon pre-game
JOAT (1x strongman, 1x ninja)
With note of no abilites can go to traitor. Cap at three abilites taken. If recruited flips as "mafia goon" not telling of recruitment.
Bulletproof is super weak, given the odds of a vig are low, and that on a failed vig shoot, you'll end up dead anyway (vig would eventually claim the failed shoot, if no RB claims to be responsible, you are dead meat). I'd remove it, and give 1x doctor to JOAT. Giving scum the possibility of a roleblocker is also an option.
Bulletproof (as it flips BP) also counteracts goon cop, may be better just to replace Bulletproof with Godfather though to clarify that and not have to worry about flip chains.
Maybe make it
Town x10
Mafia x3
Mafia composed of
2x Goon
1x Traitor (1 Shot BP)
Mafia can elect to add up to three of the additional powers
Change a goon to Role Cop
Change a goon to Godfather (Bulletproof)
Change a goon to JOAT (1x Strongman, 1x Ninja)
Recruit the traitor as Mafia Goon
Enable daytalk for the mafia team
Town has two of the following powers:
Goon Cop
Roleblocker
Innocent Child (Game start reveal)
Tracker
Bodyguard
Vigilantee
For each role the mafia selects, town also receives an additional role.
All modifications to roles are given out when the game begins, including the guarenteed two non-VT town roles
No roles may stack (no Vigilantee Innocent Child or Role Cop Godfather)
If both goons (or modified versions thereof) die and the traitor was not recruited - the traitor will gain a factional nightkill.
Mafia has 48 hours from distribution of alignment to choose roles.