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  {{role
{{role
|alias=
|alias= Evil Mastermind
|align= Third-party
|align=  
|align2= Anti-town
|type= Alignment-Changing
|type= Manipulative
|type2= Killing
|type2= Killing
|type3= Linked
|choice= Night
|choice= Night
|notes=  
|notes=  
}}
}}
At [[Night]] a Mentor can recruit one (and only one) other player, henceforth called the Mentee (on IRC it is called Evil Minion)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).
A '''Mentor''' is a role whose Night action is one of the following:
<br>
*If the Mentor does not have a living Mentee, at Night they can recruit one.
<br>
*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).
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.
 
<br>
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.)
<br>
 
One criticism of the Mentor role is that its power is highly dependent on the player who gets the role. Skilled players are at a significantly lower risk of being lynched or night-killed, whereas [[Village Idiot|VI]] Mentors can easily become detrimental by dragging a skilled recruit down with them when they get lynched (and if they claim to avoid being lynched, they are summarily night-killed).
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]].
<br>
 
<br>
On IRC this role is called '''Evil Mastermind''' (with its recruit called '''Evil Minion''').
An interesting dynamic may result from a Town Mentor recruiting a scum player.  As only Cult-aligned Mentors actually change the allegiance of the Mentee, the scum would be forced to avoid killing the Mentor in order to keep their Menteed ally from committing suicide.
 
<br>
==Use and Power==
<br>
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.
The Mentor mechanic was intended as a less powerful variant of the [[Cult]] mechanic; however, Mentors can feasibly take any alignment.
 
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.