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Type: Posts; User: Muso

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    ►►Re: FM X rules & role cards (not finalized)◄◄

    The Citizen is the best role and is the heart of this game.

    If you're not willing to play Cit then why play FM?
  2. Replies
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    ►►Re: FM X rules & role cards (not finalized)◄◄

    The role-cards look fantastic.

    The only one that I saw any potential issues with was the Wizard and his choosing alignments. It seems to me that although choosing the cult/ evil killers would be great fun, it would be nigh-impossible for the Wizard to inform his team of his choice. Granted, traditionally witches have to stay in the sidelines, but the mafia always know that whoever the witch is, they're on their side. Scum won't know that this time around. Even if they figure out who the wizard is, that wizard could be on anybody's side. For that reason, if I was a Wizard who wanted to win, I would probably choose Town.

    I almost feel as though you need to add something to this role that permits covert contact.

    Maybe, an inventory-item like a Crystal ball.

    Description: Once per night, you can tap into your mystic powers and send a spirit message to a player of your choosing. This message will be limited in word count. Optionally for the GM, can display/not display Wizard's name.
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    ►►Re: FM X rules & role cards (not finalized)◄◄

    Looks great, Yayap.

    I like the look of the changes you're introducing.
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