Discussion New Roles and New Rules Suggestion Thread

GrySun

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Submissions for new roles need to follow the next format in order to be considered:

I. [Place Holder Name]

II. [Affiliation]

III. [Short Description]

IV. [Long Description/Idea/Premise/Scope]

V. [Priority/RoleType/Interactions/other Specifics]

I. Troublemaker

II.
Town

III. Can once per game make a Day phase lynch be the top 2 voted people instead of regular 1 top voted person. Every player has 2 votes but cannot vote the same player twice.

IV. PMs the host on the night before the day he wishes to use his power on. Host announces at start of day that the 2 top voted players will be lynched.
Everyone gets 2 votes that they can use on 2 individual players. Both can be moved once like usual. Example:
!votekill1 PlayerX
!votekill2 PlayerY
!votelock2
(locks on PlayerY).

Any other format is also fine as long as players specify who they are voting and if it's a new vote or they are changing their first one.

V. Doesn't have a Priority, happens at the end of night after all other actions. Doesn't target another player. Primary role.

Since it happens at the end of a phase, the player can be both blocked and killed to prevent it happening.


I. Psychiatrist

II. Townie

III. The Psychiatrist investigates one person per night phase to see if the player has a Secondary Role. They get a "Your target has a secondary role" if that is the case, and a "Your target does not have a secondary role" if it's not. The Psychiatrist does not find out the allegiance of the target.

IV. It's a counter for scum secondaries without outright revealing them, leaving room for guess work and player reading.

V. Priority 2, Primary Role.

Current roles Approved for testing here

Rules on including those in a game:
  • A host can take any of these roles and test them in their game. Depending on results from testing the role it will either be included into the Role list or need more changes/testing.
  • A host at the very least has to announce in the opening post of the game that new roles are being tested, or alternatively even more specifically reveal the roles that are being tested.
Link to the last update post with the roles that are either close to approval or were not approved: here.
 
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James Rye

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I like your energy James Ill give you that much
But not a yes, huh?

I think I just aren‘t a big fan of this Notary concept James. This one is the best yet though, with a certain goal(trying to cause a one-sides stomp of a team). However it‘d suck for a town/mafia doing well to just lose. Santa is also guilty of that, but he‘s at least detectable via the presents.

People will make a James rule at this point preventing more than X number of role suggestions per month.
You lying! There is no such Mafia rule (yet)! I'm sure of it! That'd be bullying! I'm calling the mods! D:

Give him a special secondary James role
Are you talking about my Notary or about me suggesting roles? <.<
Also gimme the redone review of yours pls, I need some more yes, esp. for Robber, that one was one of the few I wasn't quite sure if you were for it or not.
 

Lambu

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@Lambu As for the RNG first version 0.X that was the one who chose some people at the start as her "neighborhood" and got told either if someone of them used an action, if an action got used on them or what action got used in her neighborhood but not who did it. Back then it had its fans but it never really took off so I thought I reused its name for a reverse Spy version. I am not sure what you voted on the OCL years ago but given your comment I think you were more positive to it then. What's so bad about being told who used actions on somebody you observed? After all it can be ranging from 0-many whereas a Spy watches someone hopefully doing something to somebody else you also got no result. If only one used an action on someone the OCL observed and he died she can say similar to how a spy says he spied on somebody targeting somebody and said target is dead now. However if several people targeted the dead player then the OLC would not know who did the kill actions of the many players whereas the Spy would not bother with that as he can only spy on one person so saying "I didn't do the kill, someone else must have" is a regular defense comment against accusations from the Spy.
I liked that idea better when it included the uncertainty of the rng, precisely because I find the role too strong. A player that can know which players targetted someone can confirm townies and catch fake mafia claims like crazy if used correctly.

Imagine this scenario: You are OCL and you target Gry (Doc). Next day he claims he targetted Farf but she still died. You get that Van and I targetted Gry last night. I claim that I targetted Pom (busted!) Then Van claimed passive role (busted aswell). Then Lawl says he's prostitute and he blocked Gry, since he's not in your results he's lying too... you see what Im getting at?

With the right target it can unveil a whole lot with minimal effort.
 

James Rye

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Holy crap, Hardy just liked my comment with the Oppurtunistic Notary...

@Lambu So a reverse Spy is too strong for your taste?
 

Lambu

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@Lambu So a reverse Spy is too strong for your taste?
Yep, it unveils too much information. Its ok if investigative roles are useful but one that could solve half a game if lucky enough isn't my cup of tea.
 

Copy Panda

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Are you talking about my Notary or about me suggesting roles? <.<
Also gimme the redone review of yours pls, I need some more yes, esp. for Robber, that one was one of the few I wasn't quite sure if you were for it or not.
For now Robber is the only one I approve of for testing (even though my stance on it is 'neutral'), for convenience sake others are no.
 

James Rye

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Yep, it unveils too much information. Its ok if investigative roles are useful but one that could solve half a game if lucky enough isn't my cup of tea.
But wouldn't that be easy to deal with? If you fear that an OCL with a lucky target would get told that 3-4 people used actions on said person, some maybe being dets or docs who try to hide their roles and maybe not appreciating it if the OCL comes out that they got active roles, then we can just add a rule to make that possibility nil and zero.


Old Cat Lady (Townie)
Night Action - Targets a player per night and gets told who used an action on said target this night, but not what kind of action it was. If several players targeted the OCL's pick then the OCL gets randomly told one out of the many pursuer.


That way OCL gets told one action onto someone else similar to Spy but whereas Spy can know for sure that his target can use only one or none action per night the OCL can never be quite sure if her target really was only targeted by the one she was told or if there were several others as well. A different dilemma than the Spy.
If this is too strong we cna introduce the Insane version similar to Insane Spy so that an OCL similar to a Spy could at the start of a game not fully trust her findings till she got proof that what she got told by the Host really happened.

For now Robber is the only one I approve of for testing (even though my stance on it is 'neutral'), for convenience sake others are no.
So neutral on Robber? Rest no? What about the redone OCL version up above? Damn, tough crowd...
--- Double Post Merged, , Original Post Date: ---

Updated list with Panda's many many many Noes and one neutral. :C
 

Copy Panda

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I applaud the enthusiasm but adding a role in itself is a big deal since it's another thing that can be claimed or interact with stuff etc. etc.. You've played my games, you know I'm not conservative lol, but I'm reprehensive when it comes to adding roles that give a player too much agency.

At the end of the day, no single role should be able to solo carry themselves, and those that can (assassin, santa) should only feature in large or strong games.
 

GrySun

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But wouldn't that be easy to deal with? If you fear that an OCL with a lucky target would get told that 3-4 people used actions on said person, some maybe being dets or docs who try to hide their roles and maybe not appreciating it if the OCL comes out that they got active roles, then we can just add a rule to make that possibility nil and zero.


Old Cat Lady (Townie)
Night Action - Targets a player per night and gets told who used an action on said target this night, but not what kind of action it was. If several players targeted the OCL's pick then the OCL gets randomly told one out of the many pursuer.


That way OCL gets told one action onto someone else similar to Spy but whereas Spy can know for sure that his target can use only one or none action per night the OCL can never be quite sure if her target really was only targeted by the one she was told or if there were several others as well. A different dilemma than the Spy.
If this is too strong we cna introduce the Insane version similar to Insane Spy so that an OCL similar to a Spy could at the start of a game not fully trust her findings till she got proof that what she got told by the Host really happened.



So neutral on Robber? Rest no? What about the redone OCL version up above? Damn, tough crowd...
--- Double Post Merged, , Original Post Date: ---

Updated list with Panda's many many many Noes and one neutral. :C
The only thing I can imagine being balanced is something akin to a Motion Tracker, that just says "that person was targeted last night" or "that person wasn't targeted last night". Doesn't say by whom, or by how many, or what kind of action.
 

James Rye

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The only thing I can imagine being balanced is something akin to a Motion Tracker, that just says "that person was targeted last night" or "that person wasn't targeted last night". Doesn't say by whom, or by how many, or what kind of action.
If so it should say "that person was targeted by 0 people last night" or "that person was targeted by 3 people last night". Tell the role the amount but not who or what was done there.
 

Lambu

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Actually, I dont think we need another investigation role. We already have a bunch to choose from and Spirit Medium was added quite recently.
 

James Rye

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Actually, I dont think we need another investigation role. We already have a bunch to choose from and Spirit Medium was added quite recently.
We do have only one working Spy version though. With the OCL we would get a 2nd working one, similar to how sane and insane det both work in figuring out after a while who is townie and who is not townie due their sanities, Spy and OCL would figure out who got/used actions in the night by following somebody targeting someone else/watching somebody getting targeted by someone.
 

Copy Panda

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But that would be another role that prevents you from lying easily. Someone could confirm a non confirmable role. Stuff like escort and doctor require lack of feedback for them to remain balanced
 

Lambu

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We do have only one working Spy version though. With the OCL we would get a 2nd working one, similar to how sane and insane det both work in figuring out after a while who is townie and who is not townie due their sanities, Spy and OCL would figure out who got/used actions in the night by following somebody targeting someone else/watching somebody getting targeted by someone.
I know, but the point isn't if there can be a possible variant of "Action tracker" role but whether we really need it or not. We already have 5 types of investigation roles that deliver all kinds of information. To know what actions were used on someone Mortician already exists.

OCL concept isn't wrong, its pretty powerful but with some twitching it could be viable. I simply don't think that the list needs another investigation role.


As for the Notary thing... I appreciate the thought man but its too complex, seriously...

The Oppurtunistic Notary (3rd Party)
Passive - Collects the votes of the lynched Townie/Mafia/TPs and adds their value to his own vote, increasing or decreasing it. A lynched Townie adds +1 to the Notary vote value to the Maximum of 5 including the Notary's own vote. A lynched Mafia/TP reduces the Notary vote value by -1 to the Minimum of -5. The Notary wins the game with the side that his vote power binds to - positive Mafia/TP, negative Town.


These math roles are too much for me. :emobirb
 

Copy Panda

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Bro if someone revealed notary I wouldn't even kill them, I'd just watch them suffer till they rq on their own
 

GrySun

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I‘m with James that Notary really is not as complicated as it looks. However I still aren‘t a fan of it.
--- Double Post Merged, , Original Post Date: ---

And I agree with Lambu that we have enough investigative roles, at least it shouldn‘t be anything too OP.
 

James Rye

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I applaud the enthusiasm but adding a role in itself is a big deal since it's another thing that can be claimed or interact with stuff etc. etc.. You've played my games, you know I'm not conservative lol, but I'm reprehensive when it comes to adding roles that give a player too much agency.

At the end of the day, no single role should be able to solo carry themselves, and those that can (assassin, santa) should only feature in large or strong games.
Which is why I expected you to like some roles, like the Troublemaker for being a "democratic daykill" where the majority decides who gets the kill and not a single person like Prosecutor and Vigilante or Assassin, the TM just decides "when" that democratic daykill happens.

But that would be another role that prevents you from lying easily. Someone could confirm a non confirmable role. Stuff like escort and doctor require lack of feedback for them to remain balanced
It wouldn't prevent you much more from lying than a Spy would. That's why it is a reverse Spy. So instead of two spies you put in a Spy and an OCL in a game where one role follows somebody to find out if he did use actions and another watches somebody to see if actions were used on said somebody.

I know, but the point isn't if there can be a possible variant of "Action tracker" role but whether we really need it or not. We already have 5 types of investigation roles that deliver all kinds of information. To know what actions were used on someone Mortician already exists.

OCL concept isn't wrong, its pretty powerful but with some twitching it could be viable. I simply don't think that the list needs another investigation role.


As for the Notary thing... I appreciate the thought man but its too complex, seriously...





These math roles are too much for me. :emobirb
Investigations roles are the bread and butter for town to win their games though and we tend to lose them way too early way too quickly, at least the past couple games.
If math no longer goes to 5 but 3 would it be simpler?^^
It really ain't that complicated: Positive = secret Mafia buddy (who could still get killed by them by accident), Negative = secret Townie buddy (who could still get lynched by them even if he said he is a TP and on their side because PURGE THE NOT-TOWNIES!). In both cases the ON would want to win with the side "looks stronger" due the day lynches, so the ON would have to figure out who is Mafia to win with them without getting killed or daylynched himself, or would have to gain the Townies trust, maybe even go as far as come out as ON and prove he got negative vote rate (atm) so that he is on their side.... and 2 town lynches later has the problem that town now knows he basically switched sides, lol.
I thought it would be interesting to have a TP that would not win on his own but be an opportunist who follows the stronger side to the safety of victory would be fun, especially since not his role but the other players at large are in control over where his allegiance lies via their day lynch results.
 

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New roles suggestions:


Troublemaker (Townie)
Night Action - Can once per game tell the Host that the troublemaker wishes to agitate the Townsfolk and increase the lynch amount to two the following day. If successful, the Host announces at the start of the day phase that the top two voted players will be lynched today.


Take this role if Hosts want DL option for their game, finally included some rules regarding DL in the rule thread so we no longer have hosts doing things differently like letting DLs happen right away, after an extension, after an extension but after tieing again, not letting DLs happen at, decide with coin-toss, etc. Because despite what the roles say happen here:

  • If one or more players have the same amount of votes and locked votes, each player is getting the possibility to change his vote one more time. The regular day phase is being extended for the means of further discussions.
  • If the voting result is the same by the end of the extended day phase, both players are being lynched.
I had plenty of different experience regarding DL in various games despite what it says here.
Changes the above to "coin-toss between tied players to decide death" and it would prevent extensions thus making the game faster and it avoids DL obsession, often resulting in lengthening the game instead of shortening it.


Here is what im thinking Troublemaker 1 use per game and if both lynches are townies then the troublemaker gets killed cause he is a shit. Approved.

Energy Drink Promoter (Townie)
Night Action - Can once per game give another one-time-use-role an Energy Drink to refill their action to use it a second time in the game.


Thought it would be a fun idea to see a Vigilante shoot twice or for a PGO to "reload" his gun after already using it or a Strongman tricking a townie role to give him a 2nd unblockable kill, etc. And if we get more one-time-use roles like Troublemaker above, this role's value rises.


Poo NOT APPROVED.


Nurse (Townie)
Night Action - The Nurse can "save" a person per night phase i.e. she will PM the host during the night phase and can request to protect a player, but has a 50% chance of failing to protect his target. If both survive the night and the Nurse had a successful protect action, then her target can‘t die the next day to any daykilling role.


Basically Insane Doc without chance to kill but still chance to fail + day-protection ability like BG but only in case of night action success.

Worse than poo. NOT APPROVED.


Helpful Maid (Townie)
Night Action - The Maid can support a player per night to rise his action's priority up by 1 Level. If a Level 1 Priority action gets support it becomes unblockable. The Maid does not know her support status.



Will over complicate the game no. NOT APPROVED.


Unhelpful Maid (Townie)
Night Action - The Maid can support a player per night but the action's priority sinks by 1 Level. If a Level 3 Priority action gets this kind of support it becomes unskilled with a 50% chance of failure. The Maid does not know her support status.


Thought a "support" role would be pretty cool depending on action and situation (like two dets target PGO; instead of coin-toss due Maid support the other det's action happens first and he dies, etc) especially if said support could also be unhelpful. Maybe helpful/unhelpful could be changed to sane, insane which could also warrant a naive Maid or a paranoid Maid if the insane should have 50/50 on whenever raising a priority level or sinking it.



ENOUGH.

Confused Guide (Townie)
Night Action - Targets a player per night and redirects their target to a player of his choosing. If the Confused Guide dies, the Host reveals the list of targets and changed targets the past nights.


A simple redirect action that could make use of early BP claims trying to redirect kill actions to them (and by accident end up killing a fake BP Mafia claim with their very own team kill action) or who simply hopes to redirect mafia blocks and such to less important targets. Like Prostitute could work in town's favor or against it if det and doc actions end up redirected.


Sounds to similar to barkeeper. NOT APPROVED.

Old Cat Lady (Townie)
Night Action - Targets a player per night and gets told of all the actions used on said target this night.


Basically a "present-day Mortician" who knows what actions were used on the target but not from who. Basically the whole playerbase is her neighborhood now but she can only observe one person per night. Unlike Mortician she finds out nothing about past nights, only the current one.

Not Approved.

Notary (Townie)
Passive - Collects the votes of the lynched Townie/Mafia/TPs and adds their value to his own vote, increasing or decreasing it. A lynched Townie adds +1 to the Notary vote value to the Maximum of 3 including the Notary's own vote. A lynched Mafia/TP reduces the Notary vote value by -1 to the Minimum of -3.


The idea is to have a vote related Role who gains stronger the more Townies are lynched (by collecting "Wills" dues the Notary name) but weaker the more Mafia are lynched. Thus this role impacts voting by its vote having more value than others. Its downsize is that it cannot really control the flow of growth or decrease due being passive. It can hide its high value by voting either for the already highest voted for (because it doesn't matter if players see 6 votes while it actually has 8 due the Notary vote being worth 3) or voting for the lowest (so that 2 votes become 4 but still lower than 5 or 6 of somebody else). Same goes for low value as it effects the vote count overall (meaning a Notary of a successful Townie group lynching many Mafias in quick succession can hide his low vote value by voting for the lowest voted for lynch victim or he uses it on the 2nd or 3rd highest voted for as readers will only see total vote amount but not their value aka they see 5 but those 5 are worth 3 only due notary being at -2 with his own vote.).
The idea is that the Notary could either become a strong Townie voting Pillar late-game if thing went south for Townie or even supports Townie despite some Mafia kills as his low vote count could prevent a townie from getting lynched over somebody else due Mafias misleading and voting for the framed Townie. Ofc Notary both strong and weak could also work in favor of the Mafia but that is a good weakness vote-relating roles should have.
This role also works the opposite way for Mafia.


Mafia Notary (Mafia)
Passive - Collects the votes of the lynched Townie/Mafia/TPs and adds their value to his own vote, increasing or decreasing it. A lynched Mafia/TP adds +1 to the Notary vote value to the Maximum of 3 including the Notary's own vote. A lynched Townie reduces the Notary vote value by -1 to the Minimum of -3.


Works similar like Townie Notary with the exception that due having a known team from the start it is stronger as it knows who to use a high value vote on or who to keep safe by reducing the vote amount due his low value vote.

NOTARY NOT APPROVED.

Brought Judge (Mafia)
Day Action - Can once per game stop a lynching from happening. His role gets publicly confirmed by the Host at the start of a certain Day phase and he is told when.


Basically a Freeman/Innocent Child with control over the most important part of the day besides sharing of informations and role hints/claims, but on the Mafia side meaning they want to keep such a role for either a crucial time or to frame a townie by "saving" him/her. However their Brought Judge gets found out by town after a couple of days so they cannot keep the one-time-action for the end of the game because he gets found out before. Also I found the idea of an "Innocent Child" version for Mafia interesting because it puts time pressure on Mafia when to use the role's action, plus town might not even want to "waste" their time on killing a Brought Judge if he had already used his role, similar to the used up Strongman last game.

I'd like to propose a change to Mason role though I do not know if this needs to be done here or else where:


Maybe. in a two mafia game maybe, also he can't kill at night and shouldn't be revealed.

Mason (Townie): Masons are a Group of Townies that know each other to be innocent. They can communicate with each other at Night if they choose, but otherwise have no special abilities, until a Mason lynches a Mafia/TP with his vote, thus gaining a promotion to the next tier Mason role:

Mason Guardian: A Mason who acts as a Bodyguard.

Mason Inspector: A Mason who acts as a Det who doesn't know his sanity.

Mason Snitch: A Mason who acts as a Spy who doesn't know his sanity.


Basically a "level up" Mason system based on lynching Not-Townie roles. Could either be that they chose a role or that it follows a level up system like snitch-inspector-guardian or other way around, so the more successful lynches the better, more useful roles promotions.
NOT APPROVED. We have super masons already, masons are already strong as hell.
Proposal for Mafia Burden:


Burden (Mafia): The Burden is like the Freeman on the Mafia Side. When the Burden is lynched or killed, the next night phase will skipped. All role effects which would have happened that Night(for example Mafia Poisoner kill, the missing Night kill for the Assassin Daykill) are moved to the next Night phase.
NOT APPROVED. No, no.
Proposal for Mafia Assassin:


Assassin (Mafia): The Assassin is a Mafia Member that may choose to kill at Daytime instead of the Night. Unlike Daytime Vigilantes he is not doing the Daykill publicly but via PM to the Host. Host activates the Daykill send to him after at minimum half the day phase has passed.


It is still a permanent Strongman kill action, but at least it gives Town the chance to talk about their action results or to votelock. That way Daykills become more tactical due the Absolute Majority Voting rule, because if availability and speed is no longer a deciding factor in daykilling, the knowledge and skill when to daykill and when to return to nightkills to avoid a daykill being stopped by Absolute Majority Voting rule becomes more important, meaning Assassin might become less of a "spam daykills" role and actually more of an "Assassin". The "at minimum" part means that the Host can activate daykills immediately if send by Assassin later after the half a day phase mark.
NOT APPROVED.
Proposal for Mafia Pirate:


Mafia Pirate (Mafia): At a night of his choice the Mafia Pirate may choose another Player he wants to steal the ability from. From that point in the game, the robbed Players's role changes to 'Townie/Unskilled Mafia' without him knowing it and the Mafia Pirate is free to use it as his own. The Mafia Pirate knows the ability stolen and uses it at the proper Day or Night phase that the stolen role demands. All original clauses of the stolen ability apply. If the Mafia Pirate tries to steal the ability from a Third Party Member as primary role, the Mafia Pirate dies. The Mafia Pirate does have the ability to kill at night like a normal Mafia member, but he cannot steal and kill at the same Night Phase.
NOT APPROVED.
Proposal for Lovers:


Lovers (Third Party): The Lovers are secondary roles that are assigned to two players of different groups which uses "Vows" as actions. "Vows" include Lovers Pain (killing a target), Lovers Endurance (protecting one of the Lovers) and Lovers Hate (redirecting a target's action to another target). If only one of them remains, he commits suicide on the following night. They win if their number is equal or greater than the number of townies remaining and all other non-townies are dead. They can talk in private at each Night phase.


Idea is for Lovers to become more versatile than just talking. Vows can also be a "one thing only", either each Vow can be used only once per game, giving Energy Drink Promoter even 3rd Party options to refuel, or the Lovers have to chose a Vow at the start of the game. Obviously a Vow action cannot be done at the same time as their regular actions. Vows could be further weaken by having both Lovers using the same Vow on the same target which doubles the chances of being found out, blocked or redirected as the Vow would fail without both Lovers doing it at the same time.
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOO lovers have already won two games why do they need to get stronger.
New TP proposal as secondary role:


Werewolf (Third Party):
The Werewolf is a secondary role that the Townie player is not made aware of having. He can continue to write posts, vote and submit any day or night actions he has. However every 2nd Night his Action, if he has one, is autoturned into a Kill Action. If the Werewolf Player gets targeted by a kill action, his Werewolf genes get triggered and the Werewolf role replaces his primary role, killing the attacker. The goal of the Werewolf player is then to win as a SK, if never triggered he wins with Town. The Werewolf counts as a non-Townie for Detective investigations, as well as for Mason/Mentee recruitment.


I got the WW idea for "troll roles" of towns that seem to have actions but are overall useless. Basically they still do something they are just unaware that their every 2nd action is a kill action. I also liked the idea of a 3rd Party role that if never triggered and lynched would win with Town, happily unaware of his monster genes in his body.

Also I think @uberfayt Samurai should be given a voting by the Council because a "PGO Boyguard" would increase the need for a Mafia Doctor protecting the killer/Mafia Det/Mafia Escort/etc from "return fire" roles and other killing roles like insane doc or 2nd Mafia/TP targeting the killer. Here is the role's description again, adapted BG description with Samurai changes and added Daykill protection to make it more Marytr aka BG, I apologize in advance to @uberfayt if this is not the wording he wants for his role, if so please ignore it:
Approved.

Samurai (Townie)
The Samurai may pick a person he wants to protect each night. When this person is attacked at night the Samurai becomes the target instead and dies together with the attacker. If both survive the night then his target can‘t die the next day to any daykilling role. If his target died despite his protection, the Samurai commits Seppuku at the start of the day phase and dies.


@Copy Panda If you dislike the Name but not exactly the action of the Fallen Noble I can change the role name to something else or more fitting:
NOT APPROVED we have bodyguard.

Robber (Mafia):
Day Action - If the Robber has killed somebody successfully in the previous night he can use the stolen vote of his victim in the day besides his own. The vote of the victim can only be given as a locked vote. Both votes have to given to the same target but not at the same time. He cannot collect more than one robbed vote.


Added a restriction that the Robber has to commit to the same lynch target with both votes as well that he cannot have more than one robbed vote. He can however after a kill simply use the vote at a later day and let other Mafias do kills instead. If he does kills while having a robbed vote in his pocket he cannot get anymore than that, the old one stays. I think Robber is a simple name, it has a direct bound to what its does and it is a criminal occupation befitting the Mafia. And with the restrictions it is not overpowered.
Maybe.
Tagging all Council members:
Hope to get plenty of feedback from you guys. :)
--- Double Post Merged, , Original Post Date: ---

The forgemaster(3rd party): Each night the forgemaster can raise a dead player to become part of his army. (It can be any dead player, mafia, town, or another 3rd, lynched or killed), once the number of his army is bigger than the number of players from other factions, he wins.(Ex. 5 players - 3 town, 2 mafias +him and his 5 person army, then he wins). The dead players that joined his army can no longer be targeted by mortician, because they are not dead anymore. His undead army dies with him.

-he can be blocked by any role
-If he becomes an illusion, he cannot revive any player, he just thinks he did
-Maybe he can receive a count of players in his army, but not sure if confirming his success on the action would be good. This is just a comment.
- when he dies, all the undead can be targeted by mortician again, including him

alternative version:

The forgemaster(3rd party): Each night the forgemaster can raise a dead player to become part of his army. Each 2 nights (on even numbered nights) if the forgemaster is targeted by a spy/det, or any investigative roles, the player that investigated him gets a resukt of affiliation/action performed by one of the dead players In his army ( ex.: the det gets the affiliation of a random townie/mafia the forgemaster revived, a spy would get a target one of his dead players had or no result). When the number of his army is bigger than the number of players from other factions, he wins.The dead players that joined his army can no longer be targeted by mortician.


I had this idea, would like to know if its a playable role or not good at all. It is similar to Santa and shapeshifter, but he doesn’t really kill like some other 3rd parties.
I dont see the forgemaster winning any games. Sounds intriguing though.
--- Double Post Merged, ---

ROLES UNDER CURRENT EVALUATION (04-04-2020)

Suggestion by GrySunMafia Infector (Mafia)
The Mafia Infector might choose a player each Night to infect who then can't vote in the following Day Phase, because he gets a cold.

Votes: 2 - 0 - 2
• Favorable Votes: 2
• F+ Adjustments: 0
None yet.
• Reproachful Votes: 2
NOT APPROVED. We have sickly townie, mafia roles need to be strong ones, this is the weakest guy on the mafia.
 

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Secondary RoleHOT POTATO

At the beginning of the game a random player is chosen to hold the hot potato. The hot potato will explode on a random day decided by the host(Not day 1! troll hosts). The player holding the hot potato can pass it to another player at night provided he doesnt get blocked and the reciever survives the night, otherwise he retains the potato for another night. If the potato holder gets killed the potato dies with him. The potato can be defused by bomb defuser and if the potato is passed to him he also defuses it.
Thoughts?
 
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