Board Thread:Role Ideas (Mafia)/@comment-38593192-20190726114022/@comment-40273789-20190730052937

The propblem I have with the 3 and 4 soul abilities is that it is pretty much gamebreaking.

For the 3 soul ability, all TI get incorrect results. This could confirm mafia as innocent, make invests seem as exes or jesters, and LOs will surely be lynched/jailed. The only thing that could possibly save town from this is if a spy claims he saw no visits even though someone was killed (by mafia). At that point though, it is RNG whether a town even has a spy and even if town did, they would most likely be killed by mafia to make sure the hound could use his ability safely.

For the 4 soul ability, again, TOS just doesn't have that playstyle. You could kill whoever you wanted without risk, and TPs would have to explain why they didn't protect the jailor/mayor. Especially if there was only 1 TP, the outside town would have no idea wether he was telling the truth or not.

I think an extra/impowered attack would be completely balanced for a price of 4 souls. The impowered attack would still allow you to kill whoever you wanted without the aftermath of suspicious TPs. The extra attack would also be fair: sometimes mafia struggles with KP and an extra kill every few nights could help them out without being too rediculous.

Also, I see what you mean in your arguement against my 3-soul ability, but I think for 3 souls, the consealment, as well as being control, RB, and transport immune is completely fair. Honestly, the only realistic strength of that is a single GF/mafioso not being RB'ed/witched; which would stop their attack from going through. I do see the protection being an issue though, so how about giving all mafia Basic defence. It could stop an SK attack (which is cool), but WW and Arso could still go through; likewise with the jailor exe. A vigi shot would be blocked but the target would have to explain why they weren't killed, which almost always goes badly for them.