#1
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Mafia 6.0 role discussion
village roles
9 townies 1 medic 1 detective 1 cop 1 vigilante 1 veteran 1 hunter (if lynched, chooses one person to kill) 1 oracle 1 town drunk (chooses one person at night, any night action done by that person during that night phase will be blocked) 2 martyr 1 tracker 2 miller (appears as mafia to detective and cop, sided with village) mafia roles 1 silencer 3 regular mafia 1 stalker (chooses 1 person at night, will know their role in the morning - can only be used 2 times) 1 lawyer (chooses 1 person at night, that person will appear as innocent to the cop/detective) 1 janitor (chooses 1 person at night, if that person is killed during that night phase his/her role will not be revealed - can only be used once) neutral roles 1 amnesiac Last edited by sunshineduck; 11-27-2010 at 10:52 PM. |
#2
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I don't like gunsmith.
I think stalker should have his ability reduced to 2 and janitor down to 1. |
#3
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If you are going to reduce those abilities as Smushface suggest, which seems reasonable to me, then i'd say replace the gunsmith with the silencer.
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#4
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gunsmith is great in em, but i think it would be op here. tbh replace it with a blue and keep mafia abilities.
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#5
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actually add another goon but keep killing power the same...
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#6
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doing this and replacing gunsmith with silencer
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#7
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Let's see if we're ready to handle silencer...
Also, is the process for recruiting the silencer staying the same as past games? |
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