Getting hungry reading that role title, yum~
Sounds fun, a throw-bomb going round round round~ xD
Glad you liked/maybe'd some of my roles, digi. Also happy you didn't lose your mind, I gonna need your council vote in the future.^^
--- Double Post Merged, , Original Post Date: ---
Shouldn't the Hot Potato be in the to be tested list? @GrySun
@Lambu@Vandred
I take the "but would need revision on how many chances it really has of fulfilling its purpose." comment on his Werewolf turning/changing his town role into TP role function, right? You two are right, atm the WW is just a big anti-mafia as his "anti-kill PGO" ability only works against night kills which only Mafia and maybe the insane Doc have, that's not much, there is a big chance that WW might never get triggered that way PLUS this way he is a strong anti-Mafia role and a TP shouldn't be that it should be a risk to both Town and Mafia (like santa being able to gift either party, mentor killing mafias on a recruit or SS hiding and killing behind both parties and ofc SK not caring who he kills). So I figured to get you guys support for this role he needs to have an anti-town trigger as well and I think I found a solution for this problem. Please tell me what you think of it, I marked it black:
So first I got rid of the unnecessary "He can continue to write posts, vote and submit any day or night actions he has.", saves some space and is not needed. I then added more chances for the WW to be "activated" like I figured not only death would trigger the "animalistic" side of the WW but also other stuff like sex (prostitute/escort), alcohol (Barkeeper), a spy following you into your house where you turn, a det poking too deep into your personal affair, a doc not respecting social distancing, etc.
This way the WW has a chance to kill not only a Mafia killer but also an active Mafia role like escort or detective as well as ofc active townie roles. With that addition he could be triggered as early as night 1 or even as late as night 4 or 5 it depends on when someone uses an action on him.
I gotta ask though there aren't much left in Priority 3 that doesn't activate the WW (I think only the recruiting of the MR and then the MR would die due trying to recruit a not townie role, even if it is only secondary). Should I just cut the chase and make it that any action uses on the WW triggers him similar to a PGO? Would that make it simpler to understand and if so would you rather support the role that way? If so it could look like this:
Also I got another idea for a new role:
The JoaT has 5 different skills he can each use once per game when he uses it and what result he gets outta it is up to him. The idea to give him sanity is to prevent him from immediately knowing what his result means if he investigates or spies. Obviously being insane has no effect on blocking and hiding but on the important stuff it is quite important if the JoaT would figure out his sanity before using them or finds it out after using them (like using doc and seeing his target die, good chance of being insane). After all skills are used up he would be like a normal townie.
I made his skills all Pri3 so that it is not so OP and can easily be blocked by the Pri1 blocks or that it comes down to a coin-toss when hiding vs a kill ation used on the JoaT.
You mean by demanding stuff that the Pact Holder knows would get him killed while the Devil can sit back and relax since the Pact Holder has no idea who said Devil is?
You mean by demanding stuff that the Pact Holder knows would get him killed while the Devil can sit back and relax since the Pact Holder has no idea who said Devil is?
In my head I briefly conjured a version of the role that involves giving the victim some time and power to figure it out but ultimately dies if they clear some condition unfavourable to the Devil
In my head I briefly conjured a version of the role that involves giving the victim some time and power to figure it out but ultimately dies if they clear some condition unfavourable to the Devil
So like, lets say Devil and Devil Pact Holder(s) need each other to win but for different reasons. Like The Devil needs the Pact Holder to use his powers to clear his win condition whereas the Pact Holder(s) need to have the Devil die to survive. Or more like the Pact Holders get rewards for doing the requests from the devil and are then freed from the pact because they hold up their part of the bargain. But there isn't that much a Pact Holder can do though... maybe stuff like telling the Devil their role (and be truthful as Host could either say that the Pact Holder lied or said the truth), voting for who the Devil wants to vote for or use their action on somebody the Devil wants said action used on. Those 3 conditions could give access to the 3 rewards, like role telling = immortality for a night phase, voting for somebody getting a 3+ increase on your vote in some day phase and using an action on somebody you get a kill action as extra action. Honestly all 3 rewards should make townie, mafia and tp go "why not?" while being aware that the Devil might win the game if he clears enough conditions to win on his own using the Pact Holders to do his bidding with stick (punishment) and carrot (reward).
Something like that?
Err just to humour you, it's sth like Santa; the Devil makes a contract with a player, which basically gives them a role or a power-up or whatever, but it's also conditioned. e.g. 'if you vote, you die', something like that. The Devil's wincon is making three contracted players die. It wasn't a serious suggestion though; we already have Santa role which is easier for player and host alike to understand