ZUNqt: if Shakerag was likely scum, why shouldn't the vig shoot him?
I didn't say he shouldn't. Only that that's what scum were expecting. There's such things as Bodyguards and Sentry Guns etc. Possible precautions. For all I know they could have taken such precautions. I didn't say not to kill Shakerag, but I did say I was worried that they'd be prepared. Answer my question: what are you getting at?
ShakeragMeh, whichever. I'll throw this out as a talking point then: I'm a Human Intelligence Scientist.
I planted tracking devices on UXLZ and NQT on D1. Neither of them reported moving from their homes during the night. Of course, if either one has an anti-tech device then that would also give the same result.
I picked UXLZ because I didn't know him and was getting a scummy gut feeling about him.
I picked NQT because of his PM about influencing flabort's target, and entertaining visions of sugar plums, fairies, and the both of them possibly being scum.
Unvote. I can confirm that the part about me is true and I've not told anyone anything about my role. Why did you pick Track Devices over the other four options?
And you didn't know for sure you were pulling a lynch away from a townie either.
There's no certainty in this game but I was as confident as I could be. I take your point.
CheeetShakerag: Why pick intelligence scientist and not one of the cooler ones?
Mad scientists don't get to pick their variant. The only options he had for tech were:
Surveillance System: A highly advanced security system watches over the Mad Scientist's house. He knows the identity of anyone who visits his house during the night a well as thier general purpose (Find, Protect, Kill). Of course, if it's to kill him he finds that out the hard way.
Snooper bot: This little bug-bot can trail another player at night and see where they go (if anywhere).
Advanced Tracking Devices: These devices are planted on players during the day. Once planted they show where the tracked individual is. If the player being tracked is killed, the device is lost. The Scientist starts with 2 devices and can create more devices by spending two nights working to build one.
Mind Shield: The Mind Shield gives the user a Mind Shield. Should the user already possess a Natural Mind Shield, it will be upgraded to an Advanced Mind Shield. An advanced mind shield provides the same protection as a normal mind shield, but has the added benefit of always appearing to work to the one using psychic powers against the user. Telepaths will always receive a 'Survive' result, Psychic Wardens will not know their power is blocked, and so on.
Anti-Tech Field: The Anti-Tech Field gives the user a Anti-Tech Field. Should the user already possess a Natural Anti-Tech Field, it will be upgraded to an Advanced Anti-Tech Field. An Advanced Anti-Tech Field provides the same protection as a normal Anti-Tech Field, but has the added benefit of always appearing to work to the one using tech items against the user (Except for killing techs). Tracking devices will show the player at home, Scanners will show Vanilla Townie, etc. Single-target One Shot items ARE used up when used against an Advanced Anti-Tech field.