So... let‘s see
Therapist (Townie) A role that could change a sanity of a certain role with after some pre-requisite
Open for suggestions for this role. My initial pitch would be that roles with sanity could seek help to the Therapist, if the said player managed to identify the Therapist, the player would begin a therapy session and will get his/her sanity changed over a period of time. The Therapist would not be informed of the player's affiliation, nor his/her current sanity
Don‘t like this. Sanities are something a host considers when making a setup. If you could change something useful to useless or other way around then it‘d be quite a headache, not to mention it most of the time not being a good pro-town role unless it actually changes a useless sanity into a useful one. Changing sane-insane is pointless for Dets, could be awful for the Apprentice/Town regardless of the switch, and is only useful for making insane Doc sane.
Alcoholic (Townie) Passive Role. The Alcoholic will be a constant presence in the Bar Keeper's bar, meaning instead of being able to invite 3/4/5 players the Bar Keeper could only invite 2/3/4 to the bar since the Alcoholic will be occupying one slot. After a certain amount of presence in the Bar Keeper's bar, The Bar Keeper would be entitled to bar/ban the Alcoholic to his bar. The Bar Keeper will be able to invite 3/4/5 players once the Alcoholic was barred.
Honestly don‘t see what the point of this role is? How does it impact the game, or is fun to play?
Witch Hunter (Townie) Night Role. If the Witch Hunter was able to find Witch, the Witch will automatically be lynched in the next day phase and won't be able to curse a player. The Witch Hunter will have two attempts to find the witch.
Considering the Witch is a townie role, including a townie role to prevent a townie killing role seems very counter intuitive.
Pimp (Townie) Target Diverter. The Prostitute would have no choice but to obey the Pimp and would have to target the certain player that the Pimp assigned. The Prostitute and the Pimp doesn't know each other's identity. If the Prostitute was able to identify the Pimp, the Prostitute would be able to leave the Pimp's agency and will the targets that the Prostitute selected will no longer be diverted.
So basically a player who picks the Prostitute actions instead of the Prostitute player. Maybe if it affected Escorts too I could see some use, but this way it‘s just more ways for town to screw with each other.
Coast Guard (Townie) The Pirate/Mafia Pirate will be arrested/killed if he/she targets the Coast Guard.
Pirate/Mafia Pirate already die when targeting a non-townie, think that‘s enough difficulty for them. And Pirate sucks anyway. Could be a way to neutralize a Mafia Pirate by baiting some good role, but so far Mafia Pirate was never so good to warrant a counter like this.
Sounds like a way too specific PGO.
The Godfather (Mafia) An alternate version of the Mafia Boss. The Godfather will be given an opportunity to swap the roles of his Mafia Members by the Host before the game starts/Day Phase 1.
Example: Initial distribution of Mafia Roles (randomized from the host): gnut (Mafia Godfather), Mazino (Mafia Gambler), Charlie (Assassin) xnut (Mafia Janitor)
gnut's redistribution of roles (Mafia Godfather) Charlie (Mafia Janitor) xnut (Mafia Gambler) Mazino (Assassin)
This one is actually not that bad an idea. For small mafia teams it‘s pretty useless, but in bigger games with 5-6 members it can be a very handy tool. But would need changes like letting it be done 1-time at any Day Phase, not limited to 1, since at the start there‘s little reason to switch anything around, unless a mafia is getting lynched and you‘re saving his role.
Interesting concept, but still needs some work. Neutral from me.
Mafia Mastermind (Mafia) When there's a Mastermind on the side of the mafia, the mafia team will have an opportunity to have a discussion before the first Day Phase starts.
Think it‘s more interesting to force everyone to go through a day without info first, or if the host wants to pull something like this he could start the game on a night phase, but that‘s more balance concerns than just letting the mafia team chat. Don‘t like it much.
Bounty Hunter (Townie)
Night Action - Can hunt a target, has a 50% chance of killing it and a 50% chance of getting killed. If the BH kills a townie, he receives no reward. If he kills a Mafia or 3rd role, he gets an extra anonymous vote in the following day phase.
An okay-ish spin on the Ninja suggestion you had before. A sneaky night killer is interesting and this option I like more than the Ninja, but is less cool than the openness of the Cowboy. Neutral on this, but interested. But concerning that a Doc on him would remove any and all risk, while Martyr on Cowboy still has one person die.
Mastermind (3rd Role)
Before the Game starts the Mastermind gets told what 3rd roles are in the game. His goal is to unite the 3rd roles under his banner and lead them to victory. Each night the Mastermind can recruit somebody, if it is a 3rd role it will join his league as the 3rd role it is, but with the new goal that the league has to win by outnumbering the other factions. If it is a non-3rd role, the Mastermind kills that person. If he targets either the Mentor/Mentee both get recruited at once. Sk keeps his personal killing action as does Santa handing out presents till he has none left. The League has no League kill action like the Mafia does.
Sounds pretty OP to me, and not sure how to balance a game around a mafia group and several third parties that can be recruited into their own big group, or if not have those TPs + the Mastermind all kill individually. Too many kills each night. Only somewhat doable in very large games, and even then the balance is too shaky for me to predict properly what can happen.
Shouldn't we have a system where the majority of the (townie) kills/deaths happen by consequence instead of choice?
How would that work, and why should we have that?
Ghoul (Mafia)
Night Action - Either eats a deceased Mafia active role or use the previously eaten Mafia role's action once before he can eat again. The Ghoul cannot eat and use the eaten action at the same Night Phase. If he kills somebody as Janitor, the kill remains hidden till the Ghoul dies.
I like this version more than all the previous ones, including the one before that let him eat TP roles. I‘d Approve this for testing, I see lots of fun possibilities with this one, though he can‘t do anything until more mafia roles die, but in games where a mafia team is balanced around having one specific role, Ghoul is a good backup. Very good in longer and bigger games too.
Mafia Doc approval when?
Bounty Hunter (3rd Role)
Night Action - The BH hunts down the Mafia and other 3rd roles. He can chose a target at night and kill it. If the target was a townie, he cannot perform his kill action the next night. If the BH manages to kill 3 Mafia/3rd Roles by himself, he wins the game.
I like this one, though unsure if 3 is a good number for too small or too big games, so may need some scaling, or simply hosts not using him in small games. And even if he fails and all other non-townies die by town lynches or other deaths, he still can win by survivig days and killing every 2nd night, albeit low chances but doable.
Still unsure about 3 or 4 being a better number, since in very big games many players are non-town so his odds aren‘t bad, but depends a lot on the setup. Would give this my approval for testing.
Shapeshifter (3rd Role)
Night Action - The Shapeshifter can either hide behind a target or kill a target and replace it with an Illusion. The Shapeshifter can at day tell his Illusions via Host who they should vote for if he wants to. The chosen players getting the PM from the Host with the name he must vote for, cannot associate themselves with the pm given by Host. If they slip up they gets three Penalty Votes on themselves. If the Shapeshifter and his Illusions manages to outnumber the rest of the living players, the Shapeshifter wins.
Illusion (2nd role)
Replaces the target's role without the target knowing it. The player can still write and vote but his actions will also fail to get any results. If an active action is used on the Illusion, the Illusion dies and shatters, revealed as Illusion. If the Illusion receives a pm by the Shapeshifter via Host for his vote's target he has to follow it, otherwise he can vote as he pleases. If the Shapeshifter dies all Illusions die and shatter at the same time.
I actually like this less than the Shapeshifter we had before. Illusions‘ votes suddenly do count again in this version, and the vote can be controlled by SS. This gives SS not only night survivability but at day too. Too strong survivability of his, while his win condition is already better than of all other TPs if he gets at least 2 Illusions. If you want to change SS around more then we‘ll have to remove it from approved role list until everything‘s decided on it.
Well, the Illusions are part of the Shapeshifter so I would say yes. I mean, they would win without knowing it and it could be a mix of townies, Mafias and possible other 3rd roles but yes they would win.
Good idea about making the Shapeshifter hide behind Illusions! Fits its name and would make it actually necessary to kill somebody to even have a place to hide and since one place to hide might be too risky the Shapeshifter could be prone to get some more hiding places even if it means risking blowing his cover. Also I did wrote that Illusions are basically blocked as they get no results from their actions. Given what you said though you mean that the Illusion is more like "enchanted"`? In that case wouldn't it actually be good to make the turned aware that they are under an Illusion but that they like it as in they changed team and became a 3rd role in this case an "illusion" or better said are under an illusion?
Well, if you want less killing roles (which is real hard for 3rd role I tell ya, though the Shapeshifter could be changed into more of a recruiting and less of a killing one I suppose) I would have the idea of a Townie Deputy who can gets recruited aka revealed instead of killed if killed by Badass Cowboy, Vigilante Townie or Mafia Assassin. Basically a recruit role that runs counter to some but not all killing roles.
Liking the role even less with these extra descriptions
Hey, Hosts! You guys think we can try out the Old Cat Lady Townie role,please? That one had a lot of support!
It was denied in the last big update that showed what got approved/disapproves, if you missed that. Maybe should sticky.
Regarding your latest OCL suggestions, it still feels too strong and sorta trivializes the Mortician, but better than the suggestions before. The 2nd suggestion is basically identical to a role that‘s already been suggested(and approved for testing too I think?), a reverse Spy. James stealing role ideas?
Drunkard (Mafia)
The Drunkard will at night replace one of the invites from the Barkeeper without the Barkeeper's knowledge.
Fighting randomness with more randomness, I see no strategic value here.
Just you know, for a certain troll host to consider as an option.
Don‘t think it‘s a good idea to make roles aimed at just one host

Should be relevant roles anyone would want to use if they want to.
Secret Service (Townie)
Night Action - The Secret Service chooses a target to protect. He will then block all actions used on that target in the same night phase. If one of those actions is a kill action, the Secret Service dies instead of the target.
Not a bad counter-blocker at all actually. Interesting, though could be too strong if used well. And a direct Bodyguard upgrade

Neutral because of that.