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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GrySun

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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?
Approving that lmao.
 

Hardy

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NOT APPROVED. We have sickly townie, mafia roles need to be strong ones, this is the weakest guy on the mafia.
According to gry it's as good as a prostitute :lambirb
--- Double Post Merged, , Original Post Date: ---

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?
It's stupid, I'm in
 

GrySun

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According to gry it's as good as a prostitute :lambirb
Best role in the game ngl
--- Double Post Merged, , Original Post Date: ---

Updated @Farfalla post sticky with roles that have at least some favorable votes.
--- Double Post Merged, ---

Updating it is a pain though. Think some Police Officer I've never seen before is still missing too.
 

Copy Panda

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Seems like Lambon was responsible for exploding Takuans hole
 

James Rye

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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?
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:


Werewolf (Third Party)
The Werewolf is a secondary role that the Townie player is not made aware of having. Every 2nd Night his action, if he has one, is auto-changed into a kill action. If the Werewolf Player gets targeted by a kill action/Townie Pri1&2 action, his Werewolf genes get triggered and the Werewolf role replaces his primary role, killing the attacker/Townie. If turned the goal of the Werewolf player is then to win on his own, if never triggered he wins with Town. The Werewolf counts as a non-Townie for Detective investigations, as well as for Mason/Mentee recruitment.


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:


Werewolf (Third Party)
The Werewolf is a secondary role that the Townie player is not made aware of having. Every 2nd Night his action, if he has one, is auto-changed into a kill action. If the Werewolf Player gets targeted by any action, his Werewolf genes get triggered and the Werewolf role replaces his primary role, killing the attacker/Townie. If turned the goal of the Werewolf player is then to win on his own, if never triggered he wins with Town. The Werewolf counts as a non-Townie for Detective investigations, as well as for Mason/Mentee recruitment.


Also I got another idea for a new role:


Sane Jack-of-all-Trades (Townie)
Night Action - Can chose one of his skills each night, once used the skill can no longer be used again. All his actions are Priority 3. He doesn't know about his sanity: Investigation, Blocking, Protection, Spying, Hiding



Insane Jack-of-all-Trades (Townie)
Night Action - Can chose one of his skills each night, once used the skill can no longer be used again. All his actions are Priority 3. He doesn't know about his sanity: Investigation, Blocking, Protection, Spying, Hiding


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.
 

James Rye

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@gnut asked me to make a "Devil" TP role that is like a hybrid of SS and Lovers. He liked what I proposed so here it is.

Devil (Third Party)
The Devil offers one player at night a Devil's Pact via pm to Host who informs the target. If the target accepts the offer he gains the secondary Role Devil Pact Holder. If he refuses the Devil can chose one of his three punishments (dies in 3 phases, cannot vote for 3 days, no action for 3 nights), the target won't know which punishment he received. Once a punishment has been used it cannot be used again. Each night the Devil bestows his Pact Holder with one of his 3 gifts he may use additionally to his role action. If the Devil dies his role stays alive within his Pact Holder, continuing to gift him powers. If his Pact Holder dies while the Devil still lives he can chose a new player to offer a Pact.


Devil Pact Holder (Secondary Party)
A Pact Holder gains powerful gifts from the Devil (Immortality - cannot die at night, King Midas - vote count like 3 votes, Devil's Touch - may poison another player at night). Those actions count as extra actions if used and do not need to be used immediately. A DPH can only use one gift per night. He has to listen to his Devil's request/rules like who to vote for or who to kill. If he ignores such a request/breaks a rules, the Devil may kill him for free but doesn't need to.

Devil Rules:
- Not tell anyone he is in a Pact
- Tell no one of his powers or who he used them on
- Fulfill the Orders given by the Devil
 

Evil3ye

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James needs some hosting experience before suggesting more roles. MOTION TO LET JAMES HOST SIGN HERE
 

Copy Panda

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It would be more fun if the Devil won by having three pacts broken instead
 

James Rye

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It would be more fun if the Devil won by having three pacts broken instead
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?
 

Copy Panda

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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
 

James Rye

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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?
 

Copy Panda

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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
 
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