Scum: You win when your population is greater than or equal to the population of townies. Each night you will be able to investigate one player and have their alignment revealed to you. The souls of the Doctor, Exorcist and Psychic are pure, so you will know they are a PR, but not which one.
(1) Murderous Evil: You are possessed by an evil presence. At one point during the game (night or day) you may kill one other player. If you kill the player during the day it's likely there will be witnesses. You may communicate with other evil players. Upon your death you will become an evil spirit, you may continue to communicate with the other evil players.
Anyone have thoughts on this part? Does it weaken the scum too much/at all? I moved it from the prime evil role, so that the scum doesn't lose invests if prime evil is killed.
This is new feedback. I Might not go with it.
Sign Ups are still open.
Red part - Starting out in a game, the mafia have all the advantages they need. They already (1) know who their teammates are. Thus, they (2) already know who all the townies are. (3) They can communicate with each other and (4) they have the power to kill anyone they want, either by influencing the nightly lynches or by using their hit. The only thing they don't know are
who the townie PRs are. The scum's objective, therefore, is to target those PRs and kill them as quickly as possible instead of just killing regular townies off one by one.
In a standard format mafia game: I see no reason why the mafia should get investigations at all. As far as I'm concerned, let them have to figure out the PR identities based
only on what they can discern from game play. That gives them something productive and tactical to do while scheming and plotting away with each other beyond just sitting there pretending to be innocent and yukking it up in their scum den thread.
The only time I feel the mafia should have investigations is either when some of their teammates are non-communicating or when you have rival mafia teams competing against each other.
In this game format: With no non-communicating teammates to locate and protect and with no rivals to worry about... as long as their investigation results identify a player as a PR, that's the person the scum team needs to kill over anyone else at that point in the game. It makes no difference to the scum side which townie PR it is. Any dead townie PR is a good townie PR. And the scum team will target and kill that person whichever power role they have.
So... not telling the scum which PR a person is (doctor vs. exocist vs. psychic) is a mute point. You're withholding no real information of value to them.
Blue Part -- I like this part. It adds a bit of a challenge to the game on both sides by creating a minor element of risk. If the scum hits the wrong person, someone else in the game (the possible witness) might get an important piece of the puzzle. Then whether that townie can make actual use of this knowledge or not depends on how the game is going and their ability to convince people that someone is scummy without making a target of themself.