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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ProGoddess

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Well, not really as unfair as more like "lonely" and "frustrating", he is like a suicide doctor who's deathrate for mafia games is nearly at 100%. Either he gets killed by mafia/killer or he dies protecting somebody, but ultimatley a bodyguard player knows he is as good as dead with that role. And I kinda fell like with adding a rule we could not only get the bodyguard to be a bit more "durable" but also create a good way for both townies/mafia/third party to take part in the game and have more clues to go on for all sides.

I will write that up soon as now I got time thanks to the nightphase. This "no posting" during the night is really much better than the tons of pms that hit you no matter day or night phase. XD



Yeah, i like the Shrink idea, I gonna change it:



Something like that? :)
However in that case we NEED paranoid Doctor, as we got sane/insane/naive/paranoid detective so there Shrink works, but with sane/insane/naive doctor it does not as if he does hit on a naive doctor there is no role to be a paranoid one. How about we make it that a paranoid doctor always kills his target? Basically like an insane doctor on speed or a killer who believes he is a doctor but he isn't, albeit if he kills long enough he could figure that out.

Paranoid Doctor
Believes everyone wants to kill him, so he kills them first. Whenever he treats somebody, he kills his target. Does not know about his sanity.

Something like that?

Also should we make it that the Shrink is able to tell the ones he found that they are sane/insane/naive/paranoid or should he stay silent and think for himself how to tell them in the thread, risking that the mafia finds out his role or that townies deem his role as too risky for them so they go lynch him?

Hm, good critics regarding the Drug Dealer. As he is third party he usually would want to avoid getting involved with the mafia or a killer as they would just kill him because he takes away their profits/risks his lifehood. Okay, so how about if he targets mafia/serial killer he gets killed on the spot, something like "hey, you want some drugs...oh shiiiiiit-!!!" when he wants to drug one of the mafia guys. XD

I like the Doctor treating Junkie idea! Especially since if you are naive doctor you couldn't do anything while as insane (or paranoid^^) doctor you have a chance to heal or kill the junkie! And it takes away a chance to protect somebody at that night, so it is a doctor dilemma! Then again, once somebody is Junkie everybody would know that they are townies so that would be kind of bad...Hrm.....I will think up something for that later, now to the other critics:

Barkeeper, yeah, i had the thought that it was too much. Should I take out the prostitute stuff and one of the two random effects? Should I change the 5->3 invites overth course of the game? What exactly is "too much"?

So it could look like this:



So that he is a random blocker but one who's action is in the day or:



That he is like a random mortician who works at night, plus he could act like a detective by saying this or that person is innocent/guilty due what role he found out randomyl among the 5. This way it would be easier to claim you are detective or something like detective which gives options to one of the 4 detective roles or this barkeeper random investigative role.

Which of those two changes sound better? First would fit the Drunk gift of Blind Santa Clause better, but the other brings in another investigate role that isn't directly detective thus providing more changes to take it as cover or act as mortician or such.

Shame he can't work together with prostitue/give her infos, though maybe if those two happen to survive long enough it would be too strong. Also it would be hard to control their pm activity and such. :/

Hm, you are right about Postman as well, how about we name him "Anonymous Postman" and make him a third party that only wins if he stays unknown till the end of the game and if Townies win? Then he would have no reason to declare his role while he is active as that would mean him losing the game. And if he gets found out/declare his role he either dies or gets a penalty?
Also if we do the "Anonymous" thing also with the pm/letter, then we could make it that the writer is not allowed to write his name so that when the addressat gets the letter he has no idea who send the letter. Plus the writer cannot be sure if the addressat is mafia or not. Hmhm...how about this:





Your thoughts to those changes?
This would sort of delete the poststamp gift of Santa btw as letters/pms have to be anoymous.

Now to Santa, I am glad you like the concept, I sure know I do as he would basically be a good uncle mason who gives people gifts so we would have plently of people claim to be "Plain townie", some of them being actually mafia though xD, so that Santa gives them a gift so that they have something "useful" to do in the game. I got that idea after seeing so many "plain townies" and people saying their role is too passive and boring so they are not interested in writing much in the thread. With BSC giving gifts that sort of would be more fun as people who complain they are bored could get send a gift by Blind Santa.

I don't think the gifts are that strong as they are all one-time gifts, plus if Santa happens to give a detective a magnifier the detective would be sort of like "should I use the magnifier because I don't know if I sane/insane/paranoid/naive or should I rather continue using my ability?"...hm...but I could have an idea how to make this more "interesting" as well as "risky" to receive a gift:
How about all gifts have a counterpart? Like the magnifier has a counterpart that is called "broken" magnifier but since Santa is blind he does not know about the broken part and gives it away believing it is a magnifier and agood gift while actually the person who receives it will be, if he uses it, for once investigating as if he were an insane detective.
Does that sound good for "bad effects"? :D
This way it is also possible that Santa doesn't always have 5 "crazy good" gifts but sometimes some "bad" ones as well while himself belieiving ALL of them are great!

Oh man, I really like that idea, gimme a second to input the changes:

Btw, you were right about the Bulletproof vest, changed that one a bit:



If we were to add that the gifted ALSO do not see the difference between a crazy god and a f@cking bad gift then having a magnifier/first-aid kid suddenly becomes much more risky to use.



About that - why not give the Mafia Boss the "Bribe" ability? With Bribe he can once ask GM if "this role" is in the game (yes with sanity included!, full role!) but only once, also once he does so he would lose his innocent status by as townie to detectives. That way being the boss is more cool besides coordinating mafia actions as you could at one point of the game decide to give up your townie cover to help out the mafia team by knowing that this or that role is in the game thus able to possibly claim it or look for clues who might have it.

---------- Post added at 04:46 PM ---------- Previous post was at 03:02 PM ----------

Okay, so here is my Rule suggestion:

The Injury Rule​

Injury Rule description:
If a player is injured he is unable to perform day/night actions, but he can still vote and write during the day till healed. If healed the player can perform day/night actions again if he had some. GM will announce the next day who got injured as if it were a kill.

And that's it pretty much. Injuring somebody is basically like being a blocker, but one that can be healed/removed or be extended to the next night/days due not getting healed by somebody till the injury finally gets healed. Also which block is unlike usual blockers also bloking day actions. Imagine a Mafia Assasin getting injued, that would be frustrating as all hell for the mafia while they are trying to get that guy healed again by some doctor who is not insane. XD

I will introduce some role changes and some new roles to fit this new rule, before I do a Q&A which I think people might have the most questions for regarding this rule. :)

It would also change the role of the bodyguard to make it more enjoyable to play:



Sane Doctor (Townie): The Doctor can "save" a person per night phase i.e. He will PM the host during the night phase and can request to save a player. That player then cannot die during the night phase. (GAME 1) Can treat a person's injury to make him healthy again, even if said person gets targeted to kill during the treatment.

Insane Doctor (Townie): The Insane Doctor has the Doctor's ability to prevent death, but has a 50% chance of killing his target instead of protecting him. The Insane Doctor does not know about his own Insanity. (GAME 5) Can treat a person's injury, but has a 50% chance of killing his target instead of treating him.

Naive Doctor (Townie): The Naive Doctor is simular to a regular Doctor, with the exception that he has no actually Power of Protection. He is told that he is a regular Doctor and doesn't know that he has no unique ability. (GAME 6) Can treat a person's injury, but has a 50% chance that the injury stays.

(Paranoid Doctor (Townie) (if we take this role which i think we should if we want the Shrink as playable role): The Paranoid Doctor is a regular Doctor who has no Power of Protection and who kills his patients. He is told he is a regular Doctor and doesn't know he has no unique ability. He cannot treat anybody, if he tries he kills the targeted player.

This way the Bodyguard becomes a bit more "durable" and more enjoyable to play as the bodyguard, while injured, can still vote the next day. And he can try to convince somebody to heal him, as everybody knows he got injured but (if we add the other injury roles) not if it was due him being a bodyguard or him getting injured by somebody else. If healed he could take on his Bodyguard duty at night again.
This not only makes him a more enjoyable role to play (and less suicidal) but it also makes him a more tasty target for Mafia so they might kill somebody who is injured believing he is a protector while actually that person was somebody else who got injured by another role.

And this way the doctors become more useful besides "protection" as they can "treat" townies (or possible mafias acting as if they were townies) to be able to use their actions again if injured thus unable to perform actions.
This way Doctors will also have the dilemma to decides between protecting somebody or treating somebody who got injured as well as deciding whenever to trust somebody who is injured to be a townie or not. Plus it gives them a chance to easier determinate what kinda sanity they might have by treating somebody and looking at the result.
Plus this way the naive Doctor becomes somewhat useful, if only for treating injuries. He becomes basically an insane Nurse. XD

Now to the roles suggestion to work with this newly added rule:

Townies​

Sane Nurse
Night action - Can only treat injuries, when targeting somebody who is not injured she will change the kill into an injury if said person was the target of a kill. Will cancel out Injury night actions used on her target as well. Does not know her sanity.

Insane Nurse
Night action - Can only treat injuries, when targeting somebody who is not injured there is a 50/50 chance she will injury her target. If treating an injured player, there is a 50/50 chance the injury stays. Does not know her sanity.

Naive Nurse
Night action - cannot treat injuries nor change a kill into an injury. Does not know her sanity.

Paranoid Nurse

Night action - cannot treat injuries, if treating somebody at night there is 50/50 chance she will kill him. If not, the injury stays as it is. Does not know her sanity.

Hooligan
Day Action - beats somebody up = injuries somebody. If killed at night he will injury his killer.

Knive Thrower
Night Action - can injury a player. Can decide to injury two players but with a 50/50 chane of success by each of them.

Whining Child
ANY action targeting at that player will result in an injury, expect the kill and treat Injury actions. Will be revealed by GM to be whining Child at some day. Does not know it is whining Child, believes to be Innocent Child.

Frail Townie
If injured the player dies. Does not know he is frail and believes to be a plain Townie.

Mafia​
Mafia Brawler
Night Action - injuries somebody at night. Cannot kill if he goes out to injury somebody. If killed he will injury his killer.

Mafia Doctor
Night Action - can protect somebody and treat somebody

Mafia Nurse
Night Action - can treat somebody and change a kill into an injury if protecting somebody.


Mafia Bodyguard
Night Action - can protect somebody from getting killed/injured. If his target gets killed/injured, he will get injured instead

Cluster Bomb Mafia

If the Cluster Bomb Mafia is killed by somebody, he injuries his killer and somebody else of his chosing. If lynched he will injury the last two who voted for him.

Third Party
Mad Fireman
Night Action - MUST attack a player every night, 50/50 chance to either injury or kill his target. Wins the game if he kills the amount of people that the mafia has in their team and survives till the end of the game.

Conartist
Can once per game kill a player at night. Will learn player's rule and take it as his own thus be able to perform actions like the killed player's rule got. If killing a Mafia Conartist will be killed instead. If Conartist gets injured at night, his real role will be declared the next day. Wins if he stays in his role till the end of the game without being found out.

Now my thoughts to those rules before the Q&A:

I added the Nurse because if we have roles that can ONLY injury (that is if we do take the rule with injury/try a game where we try out if this rule works) then we need a role that can ONLY treat injuries. Or in case of sane Nurse change a kill into an injury which sort of makes her a mix between bodyguard/doctor that can neither prevent a kill nor gets injured herself.
Important to note is that if somebody like a doctor or Nurse got injured they cannot treat themselves as they cannot perform actions anymore.

Also with Nurse the Shrink as role becomes more interesting/valuable as there are now 12 (14 if we take the Mafia Doctor and Nurse into account and maybe even 15 i we say that an Insane Mafia Detective can learn a wrong role instead of the real one) characters wher the Shrink could work his charm. Also this way the Shrink becomes a risk (by changing somebody who is sane/naive into an insane/paranoid doctor/nurse/detective thus making them more dangerous) and a bless (by changing somebody who is insane/paranoid into a sane/naive doctor/nurse/detectie thus making them more useful/less dangerous).

Since we got two townies who can injury it is only fair that the Mafia gets a protection/treat injury role on their own as well as somebody who can injury as well. Those roles start with the "Sane" attribut meaning they will appear sane to the Shrink before he changes them into insane. The Mafia Doctor/Nurse know they started sane but do not know if their sanity changes if treated by a Shrink to become insane. XD

Imagine this:
A hooligan had injured a Mafia member. The Shrink has used his day action on another Mafia who happens to be the doctor, since the Shrink can only operate during the day he cannot prevent the Doctor from using his action.
The Mafia Doctor uses his action on the Mafia member and since he is insane there is a 50% chance of him killing the Mafia Member and guess what happens? He kills him and is utterly confused as to what the heck had just happened that night! XDDD

So yeah, with mafia doctor and nurse Shrink becomes a huge risk to Mafia while also the Shrink himself cannot be too open about his role to those he found out to be "sane" as there are 3 possible "sane" Townies but also 2 possible "sane" Mafias who got similar roles like the townies but are working for the bad site.

Also if Mafia happens to get a doctor or nurse they can try to have that player act as if she were a legitimate doctor or nurse, perhaps even go so far to "play" as if the mafia nurse for example had prevented a kill while in truth the Mafia Brawler just injured somebody or go as far to have the nurse "treat" the same player another mafia member is targeting to kill so that the townies believe the mafia nurse to be a legitimate nurse that just prevented a kill.

With Hooligan and Knife Thrower the Townies have chances to injury Mafia (bad for Mafia, good for Townies) but also chances to injury fellow townies (bad for Townies, good for Mafia).

The whining child was an idea to mislead that there might be a role who can injury while actually there is no such role in that particular game for example. Also this way the innocent child can not be sure if he got injured due a role that can injury/was targeted to kill but got saved by a nurse or if somebody just investigated him and thus unknowingly injured him.
Also this way the Innocent Child = possible Whining Child could provide a good distraction, if he keeps getting injured every night before it is revealed who he is. The innocent Child is actually pretty strong if it manages to stay under the radar long enough before its role gets revealed thus giving the townies a chance to rally around that player and attack anybody who tries to lynch him.

Frail Townie for the fun of it so that there are more plain townies options, also it is a good but also risky role to claim as somebody might try your word for it and injury you just to see if you really died. XDDD

I admit I am not entirely sure about the Mafia Brawler, I find the rule very exciting as it would mean the Mafia Brawler cannot kill when injurying somebody plus it would give the Mafia a mean to take out actions while not taking out voters thus still being a risk to them. Maybe he is too strong though and he should only be once able to injury somebody.

This way the Mafia had to decide which night they want to both kill a player while at the same time injury another one. If they do it too early the injury might lead townies together and form a party, if done too late the brawler got get killed or lynched.

Cluster Bomb Mafia is bascially a bomb which does not kill but by injuring two players have a wider range of effect than the mafia bomb guy. Though even if those two cannot do any actions they can still vote so they still possess some danger to the Mafia.

Mad Fireman is basically like a killer with a not safe kill chance and who HAS to attack somebody and has to hope that he get enough kills before he gets injured, blocked, killed, lynched, distracted, etc. He will be a fun guy to play and probably frustrating as well if you keep getting injuries or happen to target guys that are protected by a nurse thus changing your kill into an injury/possible injury into nothing.

The Conartist is who I really like.
He is basically a One Time Mafia Janitor with his own agenda to act like the person's he has killed to take over said role. If he is lucky he got a cool role like doctor, nurse or detective albeit he won't know his sanity either. If he is unlucky he got plain townie not knowing whenever or not he is a sleeper or traitor or naive traitor (we need a paranoid traitor come to think of it) and if he is really unlucky he chose a mafia member and got killed on the spot. XD
And even if he got a nice role, he still needs to stay alive and pray he never gets injured else the gig is up. XD
Also with him in the game the Mafia can hide their Janitor for a little while as Townies cannot be sure whenever the role was "hidden" by the Mafia Janitor or "stolen" by the Conartist. Ofc once there are two deaths with no roles revealed then the Townies know for sure that a Mafia Janitor must be in the game as the Conartist can steal a role only once per game.

Now to the Q&A

Injury Rule Q&A

Why do you believe the Injury Rule will enrich our Mafia games?

Because then there will be more active roles to chose from. People complain a lot about passive roles or misunderstood the chances their passive role might have. With Injuries people can take part in night and day actions without being a "real threat", it is more of an annoyance to be injured that can become a threat if you do not get healed by a doctor/nurse/player with first aid kit present.

Injury Rule sounds like a pain in the ass.

That was it is intended to be: A Pain in the ass. For both sides. While injuries at beginning might end up injurying townies it also force the townies to speak up more.
Once GM declares somebody is injured you KNOW who got injured and that person can, unlike the killed one, still talk and vote.

With the Injury Rule and roles it is likely for the injured to be a townie but there is also the chance that it might be a Mafia who got unlucky and hit by a injury third party or townie role. An injuried person WILL have to speak up as he will become the attention of the other players in hope to find a townie partner, a strong townie role to kill or even a mafia guy who is forced to think up a believeable townie/third party role so that he gets healed if his Mafia gang happens to have no doctor or nurse.

So the Injuries are meant to be a communication catalysator and will provide more clues as who is in the game and how this person might got injured?

Basically yes. 2 Kills are one thing, but imagine situations where there is one kill or one injury, people will have to guess that perhaps the Mafia Brawler decided to go injury somebody while another Mafia killed someone else or they have to guess that there were two kills attempts but only one succeed and the injured person is either a bodyguard or got treated by a nurse when attacked that night. Or, depending on the role who got killed, like the hooligan, this person could likely be the killer himself that got injured either before he could kill or after he killed.

Or imagine a situation with 2 injuries but no deaths, townies will be happy while mafia can also be okay with it as it means those two cannot perform an action till healed the next day overnight. And then imagine a situation with 2 deaths and 2 injuries; holy crap, just think how this will explode in talks.

Also Injuries are a good way to force inactive players back into the game though ofc if thy got a passive role they might not care to be injured as a bomb would still explode once they are dead. But yeah, their reaction to their injuries will hint heavily if they got an active or passive role or if they believe themselves to be important or not to be treated "immediately".^^

I hope this post was not too long for you, made enough sense and that you got plently questions/feedback for me on my Injury rule and roles. 8)

Thanks for reading this long@ss comment! :derp[/QUOTE]

Thank you for your suggestions. They are very interesting. I like the idea of having Nurses to treat injuries (like dressing up the wounds). It is also a good idea that both sides - protagonists and antagonists - should have their own respective doctors and nurses for treating their own comrades. In real life scenarios, not all "killings" result in death. In fact, more than often, more people get injured than dying. Thus, your suggestion is indeed a good one. Moreover with more roles, it helps to create "additional fun" for those who desire it. Or at least having something more and/or different roles to play with.

The rest of the roles suggested are also very interesting and they are active ones as well. I guess many people like having an active role instead of a passive one.

Hmm... I do have a question regarding the injuries inflicted. "If a player (from either sides) gets injured (let's say a deep wound), would he/she dies after some time if he/she could not get his/her treatment in time?"

Oh, it seems like the injuries can even be further developed into minor or major injuries. :teehee
 
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James Rye

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Nah, sorry man, I dont really follow this thread. I only post when I have an idea ... besides I hate walls of texts :XD But Im sure uncle Evil will :toc
Would you read the short role/rule description if I made some?
I mean, some job descriptions are short, they are just buried under a text of arguments why I think the role/rule is good and stuff.^^

I find it funny how everyone reacts to a guy caring and contributing (regardless of how long those posts are) lol.
james is a fking epic member.Hardy,plz learn ü.ü
Yeah, everyone's real nice here, thanks.^^

I wasn't being literal about one-liners.

Anyway you need to make them like waaaayyyyy shorter. Some people can't read that much and so wouldn't even get to comment about the post/roles and you know, you get no reward for your efforts.

You also have to note that the role's description has to be pretty short and its up to you to summarize them. Also, so many new roles probably can't be implemented so soon. So take it a few at a time before moving on to others. Some people aren't even completely used to the existing roles.

Imagine if you had to read through that wall as well as form hypotheses/theories about the players. Its just way too much info ya know?
Gotta say though, you're pretty enthusiastic. Can't fault your spirit but just step it down a notch, so us mortals can relate appropriately. :derp
Okay, just wanted to give the arguments for each role and the Injury rule but I can see that people rather be interested to read the rule's abilities/description than why I think it is a good role/rule.

I agree with this. concise role description is key for a good role, so neither host or the player is confused.
Okay, I will make that, but now I need to read through 20+ pages to see what's going on (probably lots of spam XD) in the main thread. Hope you will read through each of my roles/the injury rule when I make the whole thing shorter.^^

Thank you for your suggestions. They are very interesting. I like the idea of having Nurses to treat injuries (like dressing up the wounds). It is also a good idea that both sides - protagonists and antagonists - should have their own respective doctors and nurses for treating their own comrades. In real life scenarios, not all "killings" result in death. In fact, more than often, more people get injured than dying. Thus, your suggestion is indeed a good one. Moreover with more roles, it helps to create "additional fun" for those who desire it. Or at least having something more and/or different roles to play with.

The rest of the roles suggested are also very interesting and they are active ones as well. I guess many people like having an active role instead of a passive one.

Hmm... I do have a question regarding the injuries inflicted. "If a player (from either sides) gets injured (let's say a deep wound), would he/she dies after some time if he/she could not get his/her treatment in time?"

Oh, it seems like the injuries can even be further developed into minor or major injuries. :teehee
Thank you for reading the whole comment! :D
Am glad you like the Nurses and the idea of Mafia having a doctor/nurse as well. The thought is that if you claim to be a doctor or nurse the other players can never be too sure if you are a townie doctor/nurse or maybe a mafia doctor/nurse who tries to use the similarity of the role to act as townie while detectives as they do not know their own sanity cannot be too sure if their result is correct or not when they investigate her. This way Mafia doctors/nurses could even help to "protect" or "treat" some townies to get on their good side which first would seem counterproductive but if they play their role well and manage to fool enough townies they can createa vote train that way which they could direct to get townies lynched.

I agree with active being more fun than passive, passives are needed but as we have heard once you got a passive role you are less likely to join communication in the main thread as you feel you cannot contribute much to the game till you are "activated". It is why I liked Blind Santa Clause as there could be a chance for you to get an interesting item to do something "useful" in the game besides waiting, but for Santa to give you a gift among 25 other players you need to get his attention. In other words, you need to speak up. And some Mafia members surely will try to speak up as well to get some cool gifts to use.^^

I did thought about minor and mafor injuries with a 50/50 chance.
As in that minor injuries heal themselves in a day and a night, meaning, since you mostly receive injuries at night, you cannot vote/do an action the next day and do not an action the next night but be able to vote and do actions the day after that night.
Major injuries on the other hand would kill you after a day and a night, meaning the same as above just that instead of being able to do actions and vote again you bleed out.
The trick behind this is that neither the injured nor the people around you know what kinda injury you got, all you and they know is that you got injured but not what kind of injury you have. So while other players would discuss which possible role could be in game and behind this injury the injured player will panic as he could bleed out the next day (would suck especially if you were mafia and you got no nurse/doctor in your gang^^) and has to ask people to treat him with the risk ofc that an insane nurse or doctor goes and kill him. XD

So yeah, I for one think Injuries would be a fun addition to the game. Though for now we should try out only "injuries" and later see how the 50/50 chance with minor and major injury works out to increase the risk of having an injury/or hope you got lots of luck as well as increase the need to speak up if you are injured as doctors and nurses or people who got a first aid kit from BSC would probably rather not risk an action of theirs to treat an inactive player who gives no hints about their role.^^
 

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minor and major injuries, is this rpg now? We should keep it simple.
 

James Rye

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Kat

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Would you read the short role/rule description if I made some?
I mean, some job descriptions are short, they are just buried under a text of arguments why I think the role/rule is good and stuff.^^
If it was like this: Role: explanation then probably yess
 

digitaldude

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I got another idea for a role modifier like the unlimited voter disease, cant say your role, it effects one townie in the game and he cant reveal his role or he gets hostkilled. What you guys think of that one?
 

xnut

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how about a role where someone can skip a phase in game and it can be done like every 4 days?
 

digitaldude

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Someone skips the dayphase? I dunno sounds unfair to the person playing.
 

xnut

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it could be a 3rd party, isnt a 3rd parties objective to be the last man standing? im sure they wouldnt just skip day phase everytime. Or mayb ethey can only skip one day phase and one night phase all game??
 

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So they don't blunder during the day.
 

xnut

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why not?
 

Lawl Po Bia

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the whole idea of skipping a day phase is ridiculous.
 

Holt

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Yeah. I agree. But it wouldn't be bad if they can skip once only but still vote. Like they don't get hostkilled for inactivity and can choose the day to be skipped.
Don't really get the point of that though. Its only slightly beneficial if you are antagonist.
 

James Rye

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Okay, new try:


Shrink (Townie)
Day action - picks a target at night, gets told target's sanity and changes it into its opposite expect it is "normal". If sane -> insane, if insane -> sane, if naive -> paranoid, if paranoid -> naive. Can repick same target next day again. If a player got targeted twice by a Shrink, he will get informed that somebody screwed with his mind.



Paranoid Doctor (Townie)
Night Action - appears guilty to investigations. Can chose somebody to protect, but will kill his target(/has a 50/50 chance to injury or kill his target. Whenever he treats somebody, he kills his target.). Does not know about his own sanity.


Barkeeper (Townie)
Day action - can invite 3 player into his bar. Gets one of the 3 randomly drunk; the drunk player has a 50/50 chance to be unable to perform a night action.



Mafia Doctor (Mafia)
Night Action - acts just like a sane Townie Doctor expect being guilty when investigated. Cannot be the killer for Mafia kills. Commit suicide if he is the last Mafia Member left.



Mafia Lawyer (Mafia)
Day Action - Can change somebody's guilty/innocent status into its opposite for the next night phase. Can take away a vote from the lynch voting. Cannot be the killer for the Mafia kills. Commit suicide if he is the last Mafia Member left.


Anonymous Postman (Third Party)
Day Action - can send pm to GM from whom he will deliever a letter(pm). GM informs person that he can send an anonym letter to somebody of his chosing by GM sending quote of the letter to person the next day. If addressat dies at night before next day, he does not receive a letter, same if Postman dies in the night before next day. Postman knows writer and addressat but not the letter's content.
Postman wins game if he manages to have send one letter from every player alive at the end of the game.

Letter Rules: (unassaigned second role)
-You can write 10 words
-You cannot write down your name else the letter becomes invalid
-You can tell your real role, lie about your role, hint at your role, who you believe is in the Mafia or just troll the adressat, etc

*To XXX
"10 words"



Blind Santa Clause
(Third Party)
Night Action - Sends pm to GM which player will get a present this night, everyone can receive gifts as Santa is blind. All "crazy good" or "f@cking bad" presents will appear as "crazy good" presents to the gifted person. If the to be gifted player dies at the night, Santa keeps the gift. If Santa gets killed at night while delivering a present, the killer takes the present.
Santa has 5 presents at the start of the game and wins the game if he delievers all 5 of them succesfully and survives till the end of the game.

"Crazy good gifts"

First aid kit - gives user one time ability to act as a sane doctor at night
Bulletproof vest - gives user bulletproof ability at the night he tells GM he puts it on, then the vest is destroyed
Pistol - gives user one time ability to shoot once somebody at night
Sunglasses - gives user one time ability to act as bodyguard at night
Magnifier - gives user one time ability to investigate one person at night as sane detective
Bottle Whiskey - gives user one time ability to give Whisky to one player at night to get said person drunk -> 50/50 chance to be unable to perform a night action
Sexy underwear - gives user one time ability to act as prostitute at night
Poison pill - gives user one time ability to poison somebody during the night who will die the next night
1000$ - gives user one time ability to change and lock somebody's vote per pm to GM.

"F@cking bad gifts"

Expired First Aid Kit - gives user one time ability to act as an insane doctor at night
Cheap Bulletproof Vest - does not give the bulletproof ability when put on
Rusty Pistol - gives user one time ability to shoot somebody at night, 50/50 change it explodes thus killing the user
Mafia Sunglasses - gives user Guilty status for the night he puts them on, no bodyguard ability
Broken Magnifier - gives user one time ability to investigate as insane detective at night
Bottle bad Milk - gives user a stomachache thus unable to vote the next day if he decides to use it as the Whisky Bottle he see it to be
Dirty Underwear - cannot vote the next day due health issues
Poison Gas - gives user a 50/50 chance to poison somebody at night to die the next night, while giving himself a 50/50 chance that he gets himself poisoned
Fake 1000$ - if user tries to use it as 1000$ to change somebody's vote, his own vote will be added to the person the target has voted for.


Drug Dealer (Third Party)
Night Action - ability to drug people with 50/50 chance to turn them into Junkies. Can tell them who to vote for at day per pm to GM else they won't get their fix and have withdrawl symptons. Can have maximal two junkies. Dies if he targets Mafia or Third Party Killer.
The Drug Dealer wins the game if he stays alive with two Junkies at the end of the game.

Junkies (Secondary role)
You do not know who the Drug Dealer or the other Junkie is. You can refuse to follow the Dealer's order or reveal your status as Junkie. But if you do not receive your "fix" every night you get withdrawal symptons. With withdrawal symptons you cannot perform any actions nor vote and will die in 2 days if left untreated. A doctor can treat your condition with a 50/50 chance of curing or killing you.


Okay, how is that? Evil? digitaldude? ProG? Rest of you guys? Better? Short enough? Understandable? Possible to test out in the games? I feel we should keep Shrink and Insane Doc waiting till we figured out if we can try a game with Injury rule as I would like the Insane Doctor to be a very dangerous townie but not one that always kills.
Added two Mafia roles who I think might be interesting to have for future games as they give more varity to the Mafia's gameplay while having their own limits.

I really hope this time, the roles find the liking of all of you.
 
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Holt

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Okay, how is that? Evil? digitaldude? ProG? Rest of you guys? Better? Short enough? Understandable? Possible to test out in the games? I feel we should keep Shrink and Insane Doc waiting till we figured out if we can try a game with Injury rule as I would like the Insane Doctor to be a very dangerous townie but not one that always kills.
Added two Mafia roles who I think might be interesting to have for future games as they give more varity to the Mafia's gameplay while having their own limits.

I really hope this time, the roles find the liking of all of you.
Yup that's a lot better.
However, I'm think shrink is quite OP. Changing sanity directly affects the game. He's townie therefore it would be in his interest to change any insane to sane. Insane doctor becomes sane. If there's already sane, that's two fully functional doctors. Same for detective.

On the other hand, for paranoid and naïve (detective), he's basically useless. They get the same results regardless of who they investigate, so there's no point if he reverses them.

There's already a naïve doc, so perhaps a paranoid doc whose treatment is halfway could work. If he saved a target from death, the target can't use his ability that night but if the person he picked wasn't in danger of death nothing happens (so if the target was spied, investigated, recruited etc, nothing happens).

I think that's a sensible catch since having 50/50 chance of killing is already attributed to insane doc. Or maybe paranoid has 50/50 chance of saving targets in danger of death, in which case if he saves them, their night action is skipped. So the paranoid never kills unlike insane. Also he doesn't completely save like sane and when he does, there's a price for it because its not a completely solid job.


Personally I think that's one that could work. There's already sane, insane, paranoid and naïve detectives. There's naïve doctor so I think paranoid doc doesn't exist because a suitable description/ability couldn't be found for him.

So I would say:
Paranoid Doctor- Has 50/50 chance to save a target from death. If saved, the night action of his patient is skipped. If the patient wasn't in danger of death, nothing happens. Does not know his sanity

I'll comment on the others later.
 
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ProGoddess

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Thanks James, for the interesting role description. :)

I like the idea that a Doctor should not just kill when he fails to cure (or "save") his patients, but there is also a possibility of him injuring them. Thus the point on the doctor is good.

Paranoid Doctor (Townie)
Night Action - appears guilty to investigations. Can chose somebody to protect, but will kill his target (/has a 50/50 chance to injure or kill his target. Whenever he treats somebody, he kills his target.). Does not know about his own sanity.
On the part of Mafia Doctor and Lawyer, (just wonder) why do they commit suicide if they are the last member left?

(If it is ok) may I suggest an additional response. That is, since they are mafias, (generally) their job is to kill (or offensive type), however if they realise that they can't, say, reason being outnumbered (eg. the last member), then they could possibly choose a way to "stay alive" or "give up". It can go like this:

Mafia Doctor (Mafia)
Night Action - acts just like a sane Townie Doctor expected to be guilty when investigated. Cannot be the killer for Mafia kills. If he is the last Mafia Member left, he has a 50/50 chance of "escaping" (stays alive) or "commit suicide" (gives up).
Hmmm.. not sure if it makes sense to you. :) If so, then the same can apply to Lawyers too. Oh ... don't forget to add the Townie Lawyer as well. :)

Next is the Santa Clause - this is probably the most interesting role of your suggestion. Of course I'm a little bias as I love to receive gifts, be it good or bad (:^_^). I believe this new addition would add a lot more fun to the game. If this role goes well, then new gifts can be added in the future to increase the excitement of it. :)

As for the Paranoid Doctor, Holt has mentioned. So shall I skip. His suggestion is very interesting and it should be taken into the account, particularly the ones he has bolded. :)

The Shrink looks good, however, like what Holt has said, he can potentially become like a "god" who could alter people's consciousness easily. What about having the 50/50 chance of that power? In other words, he may not necessarily succeed in his action when he executes it.

The Postman role - I'm not sure if the limitation of "10 words" is too long or too short, or perhaps with no limitation, as long as your "said rule" is adhered to. (Of course I wouldn't expect a super-long love letter ........... though I don't mind :teehee), but a reasonable number of words should be alright.

The other roles - Barkeeper, Drug Dealer and Junkie look workable and fun, and the rules are easy to follow as well.

Overall, I think these roles are well-thought and you are very creative. Nice ideas! So are the ones you have mentioned before in your previous suggestion-posts (Nurse and Injuries). :super

Cheers! :^_^
 
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Kat

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Uf so here I replied to you James but I don't really LOVE any of those. Some are ok and some are not :XD But thats just one woman's opinion :derp


Shrink (Townie)
Day action - picks a target at night, gets told target's sanity and changes it into its opposite expect it is "normal". If sane -> insane, if insane -> sane, if naive -> paranoid, if paranoid -> naive. Can repick same target next day again. If a player got targeted twice by a Shrink, he will get informed that somebody screwed with his mind.
Day action and picks a target at night, wth? How is that a day action then? I don't see a point there besides fcking up with other players. For example, a sane doctor protecting an imporant role (mafia target lets say) and this Shrink guy changes it then boom important role gone. I don't like it

Paranoid Doctor (Townie)
Night Action - appears guilty to investigations. Can chose somebody to protect, but will kill his target(/has a 50/50 chance to injury or kill his target. Whenever he treats somebody, he kills his target.). Does not know about his own sanity.
Wait so he never protects but always kills? Or well what do you mean by "injury"? What happens to the injured player? Meh I don't like it

Barkeeper (Townie)
Day action - can invite 3 player into his bar. Gets one of the 3 randomly drunk; the drunk player has a 50/50 chance to be unable to perform a night action.
So Barkeeper invites 3 players via pm to the host or how? And the drunk knows about him being one? When he becomes a drunk then he is one for the rest of the game? Hmm I guess xD

Mafia Doctor (Mafia)
Night Action - acts just like a sane Townie Doctor expect being guilty when investigated. Cannot be the killer for Mafia kills. Commit suicide if he is the last Mafia Member left.
I think that suicide thing is a BS. I mean if he has no killing power then he is as good as dead so why not let him live :XD I think it's okay

Mafia Lawyer (Mafia)
Day Action - Can change somebody's guilty/innocent status into its opposite for the next night phase. Can take away a vote from the lynch voting. Cannot be the killer for the Mafia kills. Commit suicide if he is the last Mafia Member left.
Bleh some more confusion. I don't like it

Anonymous Postman (Third Party)
Day Action - can send pm to GM from whom he will deliever a letter(pm). GM informs person that he can send an anonym letter to somebody of his chosing by GM sending quote of the letter to person the next day. If addressat dies at night before next day, he does not receive a letter, same if Postman dies in the night before next day. Postman knows writer and addressat but not the letter's content.
Postman wins game if he manages to have send one letter from every player alive at the end of the game.
I'd quite like this one if it was a normal townie talking between townies. He can send a letter every day and the person gets it the next day right? Well if it was a townie role I like it but I don't see why it should be a 3rd party. Anyway I like it

Blind Santa Clause (Third Party)
Night Action - Sends pm to GM which player will get a present this night, everyone can receive gifts as Santa is blind. All "crazy good" or "f@cking bad" presents will appear as "crazy good" presents to the gifted person. If the to be gifted player dies at the night, Santa keeps the gift. If Santa gets killed at night while delivering a present, the killer takes the present.
Santa has 5 presents at the start of the game and wins the game if he delievers all 5 of them succesfully and survives till the end of the game.
He gives presents randomly? I mean he says the player name and then what present he gives or the present is random? I think I like it

Drug Dealer (Third Party)
Night Action - ability to drug people with 50/50 chance to turn them into Junkies. Can tell them who to vote for at day per pm to GM else they won't get their fix and have withdrawl symptons. Can have maximal two junkies. Dies if he targets Mafia or Third Party Killer.
The Drug Dealer wins the game if he stays alive with two Junkies at the end of the game.

Junkies (Secondary role)
You do not know who the Drug Dealer or the other Junkie is. You can refuse to follow the Dealer's order or reveal your status as Junkie. But if you do not receive your "fix" every night you get withdrawal symptons. With withdrawal symptons you cannot perform any actions nor vote and will die in 2 days if left untreated. A doctor can treat your condition with a 50/50 chance of curing or killing you.
I dont get that B part :XD But let's say it doesn't exist and I might like it

[bene]tl;dr :3[/bene]

Go away you cheater!
 
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Riku

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I really like the Santa Claus idea.
 
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