Mafia can figure out who is protected at night because they kill every night, so when their kill fails, it's because they have hit a protected player. They can then ready a power that kills regardless of protection against that player.
A civilian vigilante can only guess who is mafia; at all times during the game, he is more likely to hit civilians. Moreover, an ability that breaks protection would certainly be a power, and thus require star charging.
ah yeah, that actually makes sense. i'm trying to think in terms of this mafia game, but it's really easy to think about things in terms of normal mafia game. i didn't even consider a power that could break protection, but it makes a lot of sense, especially given how strong your powers are and how many people have protection (and makes hpd's scop even weaker, lol)
also, i'm just going to throw this out there, i don't really mind the slow pace of the game. honestly if this game ended TOO fast it wouldn't be any fun. most mafia games only last 4-5 days, and that's fine for a normal mafia game. but this game has power charging which means stuff is going to happen in spikes, meaning if we go too fast not as much interesting stuff will happen. i mean, q7 can only investigate people for alignment every 5 turns if he doesn't get help with charging his stars, which is a significant nerf to the speed of the town. (with that in mind, i agree that we need to charge up q7's power too.)
i'm just worried we might lose some people. this game really needs the town to work together in order to achieve optimal charging, and we've got quite a few people who are pretty inactive or barely playing.
overall i do think that lynching death ray is a better idea than lynching linkman tho.