Zack and Winston let GH, Renata, and I take up the brunt of the work after D1, and admittedly I at times was unnerved by their aloofness.
The scum definitely had some strong powers:
Those could have broken any town protective or investigative ability, if used well. On the other hand, after going down to a single member after the first night, that was no longer possible. But beginning with the assumption that such catastrophe would not befall the scum, limiting their individual mana-pools to 14 (I had 14 mana in fact) was correct for balance.0 - 2 (2) Empower Cast in conjunction with other spells to allow the targets spell to penetrate protective magics. (Strongarm)
0 - 3 (2) Ventriloquism Cast in conjunction with other spells, this allows the targets spell to appear to come from nowhere, making it impossible to track the spells source. (Partial Ninja)
"0 - 4
" (2) Static Field Cast in conjunction with other spells, this prevents the target's spell from being traced to its destination. (Partial Ninja)
"0 - 5
" (2) See Invisible Cast in conjunction with other spells, this allows the targets spell to find those who are invisible. (Unique Role)
0 - 6 (6) Mask of Mirrors This spell makes the caster appears to be the exact same alignment as any mages scanning them. (Godfather)
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