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  {{role
{{role
|alias=
|alias= Evil Mastermind
|align= Ambiguous
|align=  
|align2= Anti-town
|type= Alignment-Changing
|type= Recruiting
|type2= Killing
|type2= Killing
|type3= Linked
|choice= Night
|choice= Night
|notes=  
|notes=  
}}
}}
A '''Mentor''' is a role whose Night action is one of the following:
*If the Mentor does not have a living Mentee, at Night they can recruit one.
*If the Mentor does have a living Mentee, at Night they or their Mentee can kill someone (unless the Mentor already has a factional kill).


One of [[Vi]]'s insane role ideas, first implemented in [http://www.mafiascum.net/forum/viewtopic.php?t=11680 Mafia ViPod]The concept behind it was to create the most acceptable [[Cult]]; however, Mentors can feasibly take any alignment.
A '''Mentee''' is a player who has been recruited by a MentorThey can talk to the Mentor at any time, but will die if the Mentor dies.  (If the Mentee dies, that just frees up the Mentor to recruit someone else during the next Night.)
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At [[Night]] a Mentor can recruit one (and only one) other player, henceforth called the Mentee.  If the Mentor dies, the Mentee will commit suicide and that's the end of the group.  If the Mentee dies, the Mentor must recruit another one at the next available opportunity. If the Mentor already has a Mentee, the recruit ability may be replaced by another ability (typically a night kill).
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Because of this one-way relationship, the Mentor gains a huge amount of power over whoever is recruited.  In addition, solo Mentors are effectively scumgroups unto themselves with a masked kill in their recruitment.  Thus, anti-Town Mentors are more powerful than your average Mafia - if slightly riskier.


[[Category: Roles]]
While these are not necessary facets of the role, it is particularly common for Mentors to be anti-Town and recruit Mentees to their anti-Town alignments.  These are partly consequences of the role being designed to represent the most acceptable [[Cult]].
 
On IRC this role is called '''Evil Mastermind''' (with its recruit called '''Evil Minion''').
 
==Use and Power==
Town-aligned Mentors exhibit qualities of [[Neighbor|Neighbors]], [[Vig|Vigilantes]], and [[Lover|Lovers]].  A Mentor can recruit a player, determine if they are Town or not, and either shoot them the following Night (if not) or discuss who to shoot otherwise (if so).  This can be a potent role in Town's arsenal, considering once a member of the Mafia is recruited, there is nothing they can do to outlive the Mentor.
 
Mafia-aligned Mentors (with alignment change) are nearly equivalent to Mafia Recruiters.
 
Third-party Mentors with alignment change (functionally, '''Cult Mentors''') are stronger than ordinary [[SK|Serial Killers]] because they have an advocate on their side during the Day and a masked kill in their recruitment.  In particular, it is in a Mentee's best interest to do anything to stop its Mentor's death.
 
All of these have one major point of swing:  If the Mentor dies, the Mentee dies as well.  Thus, the effectiveness of the Mentor role (and the chance of the Mentee(s) winning) is dependent on the skill of the Mentor at not dying by lynch or night-kill.  This is a problem with any [[Cult]], though.
 
[[Category:Third-party roles]]

Revision as of 16:59, 6 August 2011

Mentor
Alias:
  • Evil Mastermind
Alignment: any
Role type:
  • Alignment-Changing
  • Killing
  • Linked
Choice:
  • Night

A Mentor is a role whose Night action is one of the following:

  • If the Mentor does not have a living Mentee, at Night they can recruit one.
  • If the Mentor does have a living Mentee, at Night they or their Mentee can kill someone (unless the Mentor already has a factional kill).

A Mentee is a player who has been recruited by a Mentor. They can talk to the Mentor at any time, but will die if the Mentor dies. (If the Mentee dies, that just frees up the Mentor to recruit someone else during the next Night.)

While these are not necessary facets of the role, it is particularly common for Mentors to be anti-Town and recruit Mentees to their anti-Town alignments. These are partly consequences of the role being designed to represent the most acceptable Cult.

On IRC this role is called Evil Mastermind (with its recruit called Evil Minion).

Use and Power

Town-aligned Mentors exhibit qualities of Neighbors, Vigilantes, and Lovers. A Mentor can recruit a player, determine if they are Town or not, and either shoot them the following Night (if not) or discuss who to shoot otherwise (if so). This can be a potent role in Town's arsenal, considering once a member of the Mafia is recruited, there is nothing they can do to outlive the Mentor.

Mafia-aligned Mentors (with alignment change) are nearly equivalent to Mafia Recruiters.

Third-party Mentors with alignment change (functionally, Cult Mentors) are stronger than ordinary Serial Killers because they have an advocate on their side during the Day and a masked kill in their recruitment. In particular, it is in a Mentee's best interest to do anything to stop its Mentor's death.

All of these have one major point of swing: If the Mentor dies, the Mentee dies as well. Thus, the effectiveness of the Mentor role (and the chance of the Mentee(s) winning) is dependent on the skill of the Mentor at not dying by lynch or night-kill. This is a problem with any Cult, though.