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Hunter Ghost (*New Role*) - The deceased hunters will automatically turn to ghosts (as they have unfinished business) and have a 25% chance to generate enough spiritual energy to make a nightkill of their own by majority vote. I will establish a separate PM group with the hunter ghosts and this will be where they will also be privately voting. Tie votes will result in no nightkill.

Wait, @Dothracki PE I'm realizing I don't fully understand this new mechanic. Questions:
  • The Hunter Ghosts are still aligned with the town, right?
  • We don't learn the identity of someone the hunter ghosts kill?
  • Do the Hunter Ghost have any more intel then the rest of us?
(^Me hoping @djl PE was mafia, but realizing that I don't know.)
 
That was my question to. Is the person the hunter ghosts kill mafia or townsie, and do we get to know that?
 
Wait, @Dothracki PE I'm realizing I don't fully understand this new mechanic. Questions:
  • The Hunter Ghosts are still aligned with the town, right?
  • We don't learn the identity of someone the hunter ghosts kill?
  • Do the Hunter Ghost have any more intel then the rest of us?
(^Me hoping @djl PE was mafia, but realizing that I don't know.)
  • Hunter ghosts are still townie aligned unless they want to go rouge and help the mafia, that's totally up to them.
  • The identity is unknown just as if it were another mafia night kill.
  • They do not have any special intelligence more than the rest of the group unless there happens to be a sheriff in the group who might have investigated someone before being murdered.
I'm hoping it doesn't shift the game in the town's favor too much. That's why I put the 25% chance of it happening. We will see how it turns out but I suspect if anyone wanted to use this for future games, 20% or less would probably be a better number.
 
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