In post 543, BBmolla wrote:I mean the setup is kind of swingy to balance completely by nature of it being super semi open but here
Does PGO need to be activated?
Yes.
Are all abilities one shot?
Never seen a game where JOAT powers are not one shot. the answer is yes.
If so, does Kidnapper get used up if used one night and the JOAT doesn't die?
I suppose I should outline what the Kidnapper power here does since there's no wiki page for it. Kidnapping a player here is essentially a combination of Roleblocking the target and forcing the target to Hide behind you. Any role action that the target takes is blocked, any role action that would normally resolve on the target is blocked, and any action that affects the Kidnapper also affects the target. It is used up after one use. I was going to have it carry over to the next day so that his target dies if he gets lynched, but decided against it.
What are you attempting to accomplish with this setup?
I wanted to bring the variety of powers, and the "facing the unknowns" element of C9++ and family, to something that's as close to a "standard" set up as possible. The powers are unknown but concentrated in a small number of players relative to the team size.
If mafia could choose Town JOAT's abilities, which ones would they choose?
This is a hard question to answer because one, it's not the case, and two. I specifically aimed to pick powers that had more-or-less equal footing with each-other. I wouldn't know what to specifically choose until I had a player roster to deal with. However, looking at it now after a while, I would probably avoid choosing Cop and watcher in most circumstances. I guess that's supposed to mean they're unbalanced, but I'd like to hear more.