SFoL 64: Duel of the Juggernauts discussion and balance thread

Maybe they should just be strong, unassigned 1-shot factionwide assigned abilities? Meaning there’s no conditions, but each ability is 1-shot and they are known from the start (or not)?

And you can’t use more than one per cycle. So basically, Syndicate is probably going to use one every cycle, but there’s no snowball effect.

So basically like the Elder’s Tarot card abilities, except probably stronger (?).

I think this could work?

Actually, we could just separate the Tarot Card ability from the Lost Wolf and turn it into a factional assigned ability usable once per cycle by members of the main pack. Then the lost wolf would be redesigned to still have some impact without having the tarot cards, and they would automatically be informed about how exactly the main pack used their tarot cards, if they did.

This way the Tarot Card effects could be made public, because there’s a lot of them anyway.

So in summary:

  • use my redesigned Syndicate classes with a couple of tweaks
  • assigned factional kill for members of the main pack
  • assigned anticlaim dayvig for members of the main pack, usable once per day
  • remove the tarot card ability from the lost wolf, replace it with a different ability/other abilities
  • Lost Wolf tarot card ability becomes factional for members of the main pack and assigned, lost wolf is informed about the targets when it’s used but is unable to use it themselves; it’s usable once per cycle and you can’t repeat a card; the list of effects is open and publicly known at the start of the game
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that’s my idea for Syndicate rebalancing here

i’m thinking the lost wolf should be given kp bc only one syndicate class has actual kp

OR lost wolf could be able to backup any action of dead wolves, but they have to backup a different one each time

example ability below

Second Wind (Conditional Day/Night) - Choose any ability of a dead Syndicate member. If you are using Second Wind during the day, you may choose a day ability; if you are using it during the night, you may choose a night ability. After choosing the ability, use it on targets of your choice. You may only use each ability once per game.

also probably keep the lw uninformed about who the syndicate members are and the same thing the other way around
informed lw in 17/6 seems like a little bit much, uninformed lw seems fine

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lw can probably stay night immune and godfather actually because they are the only uninformed member, they can’t factional, they can’t dayvig anticlaim, so their options are much more limited

i’d also give them the ability to search for Syndicate members too probably

and if they somehow become the only living member, they should be able to anticlaim and factional without sacrificing their actions, and use the tarot abilities
making them super strong if left as the only remaining wolf but much weaker when they aren’t
does this seem fair

i think it’s fair because there’s only one syndicate class with direct kp that isn’t the factional kill and if my ability for the lw gets implemented then they can only use that direct kp once

actually this also introduces a downside to using the day clean on a Syndicate member because it prevents the lw from using the abilities

i like this

now onto buffing town and designing the arbiter for this game and i think this could be fine
i think i’d introduce one more town pr other than arbiter
town should have like 2-3 special prs imo
maybe
leaning toward 2 since the setup is somewhat small

so Duel of the Juggernauts means another HoB or LSotV game?

No
Virtuous combined with Looming Threat

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i might have an idea for 2nd town pr
neighborizer who can protect the players in the neighborhood from anticlaim as long as they’re alive
so basically anyone in the hood can claim but they themselves can’t

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