Like I said in the dead thread: the setup was punishing to scum if they dropped to 1 member. It had to be, too. Even though a lot of game design ideas on its own were bizarre choices to make such as the closest to a clear town gets here is xRosen’s roleblock + tier’s role, but they trade it for derek’s scum role so that doesn’t really do town favors. More defensive scum powers/our fourth being more like a traitor (though we had a good idea they existed before the game began)/dispersed factional kill that was shared with town were all harming scum, town really didn’t get much in return.
The game was well balanced but you have to understand the entirety of the game. Anyone taking one idea and trying to balance 9:4 (or 9:3.5) with it could fuck it up.
Not contained in the role PM template: after three scum died, at the start of the first twilight with just one scum alive they’d get a “boost” in the form of three extra powers. One they’d get no matter what: a delayed kill, they target Player X on Twilight Y, that player dies at the start of Day Y+2 as if they were the TK or NK (so for example: Target UFO T7, UFO dies at the start of D9). The other two they got depended–if there were any unused Angel abilities they’d inherit those (except for the vig shot), If not, they would get modified versions of two randomly chosen non-Gabriel powers (Dan got modified versions of the Asmodeus and Belphegor powers).
Oh, the other thing not contained in the template is that Gabriel’s power auto triggered on them dying.
In retrospect, I wish I’d made it so the other Angels inherited the power after Gabriel’s death instead and it only auto-triggered if all 3 of them died without it being used, but hindsight is 50/50.