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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xi0

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There are plenty of lame roles, a lot of them bastard roles. That doesn't mean they can't have a place in the game.
 

Hardy

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Bastard roles can be fun, they are interactive and open different scenarios in a game and they have a role in game. A townie that gets revealed... I dont see the point of it.
 

xi0

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It's a blatant pro-town role. That's the point. It isn't interesting and probably isn't fun, but neither are bastard roles...or being a plain townie
 

Evil3ye

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Bar Keeper (Townie) The Bar Keeper has the ability to invite 3-5 players to his bar every night. One random player of the chosen batch ends up being the drunkest and either reveals his role to the Bar Keeper, fails to perform his night action, or uses it on a random player. The Bar Keeper doesn't get to know the identity of the drunkest visitor.
[highlight]/added[/highlight]

Santa Claus (Third Party) A Third Party role, whose goal it is to successfully target 5 players in order to bring them presents. Santa Claus cannot choose one player twice. He wins the game, when he sent out all five of his presents. The presents are determind by the host at the beginning of the game. Santa doesnot know which presents he is handing out.
/critics pls

Temporary Role (Secondary Role) Temporary Roles are Townie roles that are for one use only. If the Temporary Role has a day or night action, it disappears after the use of it. If it doesnot, it disappears automatically one day after receiving it. Detectives cannot identify Temporary Roles.
/clear enough?
 
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James Rye

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Uhm, I might have a suggestion to the Barkeeper.
The whole "and either reveals his role to the Bar Keeper, fails to perform his night action, or uses it on a random player." seems a bit much. How about we make it a bit easier to understand/play?
For example:
"either uses his action on a random player or fails to perform his night action" <- this way you can make this an easy 50/50 chance for the GM too! :D

As for the finds out randoly role ability, why not make that a separate class to play alltogether given how interesting that feature is?
Like somebody mentioned Otae from Gintama some time ago. Wouldn't a Hostess make the most sense to talk to somebody/lot of people, to fake interest, find some interesting stuff out but afterwards cannot remember from who she got the info to the many customers she had.

So the barkeeper would be there to get people randomly drunk to make their actions unpredictable and the hostess would be there to find roles and/or actions taken that night out among a bunch of customers. That way we get two interesting townie roles to play with. :)

Hostess (Townie):
Has the ability to invite 3-5 people per night in her club. One random player gets charmed and will either tell her his role or his action for this night if he has any. The hostess doesn't get to know the identity of the charmed customer.


Bar Keeper (Townie) The Bar Keeper has the ability to invite 3-5 players to his bar every night. One random player of the chosen batch ends up being the drunkest and either fails to perform his night action, or uses it on a random player. The Bar Keeper doesn't get to know the identity of the drunkest visitor.


How does that sound? This way we get two interesting to play roles and both are easier to manage for the GM due the 50/50 chance. :)
 
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Evil3ye

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ya, thanks for the input. appreciated. however, your concerns towards the difficlties of the execution for the gm/host are not necessary. first of all 1/3 is not any more difficult to perform than 1/2. and if a host is confused by that, then simple as it is he is not suited to be one.

to the split, generally an ok idea. but i dont like it. you see, we had huge problems with a role called "hypnotist" (redirecting night actions - became too influencial and basically ran the game alone). the 50/50 would just basically make it a prostitute/hypnotist. it would bring in a certainty that one of the bunch of people would be blocked or redirected. i dont know what i think about it.

i'd like to see the role in action first, before twerking it.

James, why dont you work on different role idea instead
 

James Rye

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ya, thanks for the input. appreciated. however, your concerns towards the difficlties of the execution for the gm/host are not necessary. first of all 1/3 is not any more difficult to perform than 1/2. and if a host is confused by that, then simple as it is he is not suited to be one.

to the split, generally an ok idea. but i dont like it. you see, we had huge problems with a role called "hypnotist" (redirecting night actions - became too influencial and basically ran the game alone). the 50/50 would just basically make it a prostitute/hypnotist. it would bring in a certainty that one of the bunch of people would be blocked or redirected. i dont know what i think about it.

i'd like to see the role in action first, before twerking it.

James, why dont you work on different role idea instead
Hmhm, okay I see. No wonder the hypnotist got taken out although I think the random 3-5 people without knwoing the identity will prevent a similar powerplay like the hypnotist who could chose his victim and thus easily find out what happened with the redirected action if said person had one that gives results.

As a different role idea, I have one for the Mafia. I think Janitor is a real power role. Basically every game has a Janitor and every Mafia group will try to use the Janitor as often as possible because of the chance to kill some detectives or docs early for people to claim said role like I did last game (Mafia FTW!!!). So why not make it so that the mafia has to chose between two types of "game playing" aka have another character where the Mafia has to question themselves whenever to use the Janitor or the new role's ability due what happens when they kill somebody.

Mafia Smuggler (Mafia):
Night action - Mafia Smuggler's kill action cannot be seen by spies. If he kills somebody he smuggles the vote home and can use it per pm to th GM like a regular vote together with his own the next day.


The idea with this role is to make the Mafia guess when it is best to which which role. The Janitor to confuse townie what role was killed or the smuggler to confuse townies the next day voting if the person the dead guy's vote was given to is a townie or a mafia. See the smuggler can vote twice, similar to the Noble however unlike the Noble, the smuggler has to kill for his vote and the smuggled vote is not anoynmous, meaning it looks like the killed person keeps voting for one more day outta his/her grave whereas it is the smuggler who does so.
The whole spy effect was added as an anti-spy possibility for Mafia in case of them finding out that there's a spy and they are afraid the spy might target the Janitor in the night when he should be out killing somebody.

Judge (Townie)
Day action - Can once per game stop a lynching vote. That day his action is used nobody gets lynched. In case of there being a tie, the judge can send a pm to the GM who of the tied persons is "guilty" and gets lynched.


I got that idea after last game with the whole ties. A townie with the role to decide between the ties instead of the GM can spice the game up as then people, both townies and mafia, would try to get the Judge's attention to spare them in case of an unavoidable tie. At the same time the Juge would usually try to remain under the radar as the Mafia would surely take him out to prevent him from preventing the townies to lynch a townie. Ofc this role also implies that the judge might stop a lynching that could have killed a mafia, but that's in my eyes the fun aspect of this role. So a pretty situational role but one that got a once day action with which it can prevent a lynch death which should make this role interesting enough for whoever gets it.

I also want to add a new idea I got regarding the refused sniper due being too situational. I thought about how strong the assassin is who can go and kill every day somebody like nobody's business (and who so far hasn't been used in the games I was in) so I wondered why not make a mafia character who can kill at daylight but has to fulfill a specific order first before the kill counts. And the sniper would fit greatly for that kinda role.

Sniper (Mafia/Third role):
Day Action - can kill once per day somebody with his sniper rifle. However, he has to write the GM the role of his target he wants to kill. If the role guess is correct with the target's guess, the target dies. If it is wrong, the shot will miss and the sniper has to go underground for the next day, unable to use his action.


The Third role is the idea to instead of maing this a mafia role to make it a third role role in which the sniper gets 3 targets (can be townies, mafia or a mix of both) from the GM and he has to find and kill them with his day action, lynching and murders of other people do not count.If he does manage to kill all of his three given targets, sniper wins the game.

This way the sniper role would be like a detective with a killing action but without a investigation action. He has to live with the infos given in the thread and decide which hints and theories to trust and which not while at the same time fear that one of his targets could get lynched or killed at night. And ofc he could "killsteal" a lynch if he targets a lynch vicitm to prevent his target getting lynched instead of killed by himself. xD
I think third role with targets given (aka kill the Mafia Janitor, the innocent child and the insane detective) would make for a very interesting game additon especially as people would then stop to shout out their roles at day 2 which ALWAYS puts the mafia into a dilemma as they cannot easily claim and fake roles to appear like a townie. With a possible sniper running around in town, townies might be less willing to tell directly their roles as they could be the target of the sniper though they have to continue giving hints to find other townies and be able to pick out the possible mafia members.

What you think about that? Does sound exciting, doesn't it? :D
 
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James Rye

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Evil3ye

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omg, mentioned it several time in the conversation with u. host

---------- Post added at 11:48 AM ---------- Previous post was at 11:34 AM ----------

anyways, voting

Mafia Treasurer (Mafia)
Day Action: Bribe - PM's the GM which player should get bribed. Bribed player loses right to vote for this day and Treasurer can use bribed player's vote as seen fit.
with some more clear regulations i believe thats an amazing role. would love to play it. in favour


Hooligan (Townie)
Night Action: Beat up- injuries his target. If killed at night he will injury his killer.
not really fond of the whole injury addition, but some more townie killing roles could work. obvs weaker than normal killing roles, maybe restricting to one kill, like vigilant, but at night. not sure if the 'hooligan' title would still work though. could work without injury

Mafia Brawler (Mafia)
Night Action: Intimidate - injuries his target. Cannot kill if he goes out to injury somebody. If lynched he will injury the last person who voted for him.
nah, that's imho rubbish. no

Mad Axeman (Third Party)
Day Action - MUST attack a player every day, 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.

Sniper (Mafia/Third role):
Day Action - can kill once per day somebody with his sniper rifle. However, he has to write the GM the role of his target he wants to kill. If the role guess is correct with the target's guess, the target dies. If it is wrong, the shot will miss and the sniper has to go underground for the next day, unable to use his action.

i thought those are kinda similar. day killer third party is actually possible. day time serial killer, somethin like that. uhu

Mafia Smuggler (Mafia):
Night action - Mafia Smuggler's kill action cannot be seen by spies. If he kills somebody he smuggles the vote home and can use it per pm to th GM like a regular vote together with his own the next day.
weird. killing and stealing votes? how. what. no.

Judge (Townie)
Day action - Can once per game stop a lynching vote. That day his action is used nobody gets lynched. In case of there being a tie, the judge can send a pm to the GM who of the tied persons is "guilty" and gets lynched.
interesting
 

James Rye

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Regarding the Injury rule, we could maybe have once a small/medium game with it to see if it breaks the flow or if it adds to it. I do think it is a good rule as it provides more proactive roles for both sides and makes the bodyguard role a less "One time" thing and more of a "perhaps I see the end of this game" thing with possibilities for Mafia to use injuries as arguments to fake townie roles wherea Townies try to use them as hints for finding Mafias/Townie who can injury.

Glad you find the Judge and the Mafia treasurer interesting. It is pretty hard to think up roles for mafia while trying to keep their powers down but not make them all together useless. As for the Mafia treasurer I think he should be able to use it only once/twice/thrice depending on the size of the game or maybe really only once per game which could make him a deal breaker when it comes to the townie having only one more townie than the mafia. The Judge ofc could work greatly against that deal breaker with his day action as he can prevent once per game a lynch kill which the mafia will aim for if they could get one more vote with the treasurer while the townie side has one less.

About the Mafia smuggler, how about making it a "either have a hidden kill or steal a vote instead of a kill". Basically have the Mafia to decide whenever to kill with the smuggler while hiding who did the deed or decide to not kill but steal a townie's vote, who next day is still alive but got told he got his vote rights stolen today and sees that somebody votes that day under his name while he can't control it.
That way townies would not "lose" one of their own for good, but the mafia would gain a vote the next day they can use to even out the odds for "sparing" somebody that night.
Also this would give great way to try to "fake" that your vote was stolen aka acting as if you do not control your vote anymore while it changes target though in truth you are still in charge of your vote.
And it would be interesting if a whole night went without somebody dying but suddenly the next day one declares that his vote got stolen and he can't vote today. it would give a new angle on the game that could be very interesting for both sides of the game. The townie because they are still the same size if the mafia smuggler goes for a smuggling instead of a kill and for the mafia because they spare a townie's life with the intention to have a townie lynched instead of murdered that night.

If I had to decide between Axeman and Sniper ad third role I would vote for Sniper. Getting told three roles at the beginning of the game is a nice advantage yet at the same time very risky as you want to avoid people finding out that you are looking for those roles as the game would be over if the sniper succesfully kills his three targets, similar to the Santa claus role. Also it comes with a downside as it means taking a risk and risking that you cannot operate the next day due a failed assination the previous day, yet you cannot wait too long else your targets might get lynched or killed at night.
Perhaps the Sniper could be in need of a weak and specific night action like "observe" to help him determinate if somebody is a target or not, though it does not tell him which of his three targets it is. Like this.

Sniper (Third Role):
Day Action - At beginning gets told three roles he has to kill to win the game. Can once per day kill somebody with his sniper rifle. For that he has to write the Host the role of his target he wants to kill. If the role guess is correct with the target's role, the target dies. If it is wrong, the shot will miss and the sniper has to go underground for the next day, unable to use his action.
Night Action - Can observe one person at night. Gets told if person is a target or not. Does not get told who of his three targets that person is.


Ofc we can keep the night action out but this way a sniper killing somebody succesfully at daylight or failing to do so will rile up both townies and mafia as they have to fear to be the target of the sniper while also have the fear that the sniper might succed in his task to kill all three targets and ends the game as solo winner which would make both sites trying to find the sniper while the sniper tries to find his targets at the same time. :-)

---------- Post added April 11, 2015 at 11:25 PM ---------- Previous post was April 04, 2015 at 02:37 PM ----------

Cop (Townie)
Night Action - Can once per game arrest another player for this night and the following day and night. Does not hinder arrested player to vote, however said player cannot do any actions once arrested. Cop will get told his target's target if the arrested player had any but not his action.



Corrupted Cop (Mafia)
Night Action - Can once per game arrest another player for this night and the following day and night. Does not hinder arrested player to vote, however said player cannot do any actions once arrested.



Prosecutor (Townie)
Day action - Can once per game openly declare another player guilty of being Mafia. At the end of the day the accusated player's role will get revealed. If the target is a mafia member, he will get lynched immediately. If he's a townie, the Prosecutor will get lynched instead.



Lawyer (Townie)
Day action - Can once per game either end an arrestion to release the arrested player sooner or use his day action to openly declare another player "untouchable" to be voted for to be lynched that day.




I thought together with the Judge, Prosecutor, lawyer and Cop/Corrupt cop would make a fun additon to the mafia game with their once per game action which can be pretty powerful but also pretty devasting if used against fellow townies. Just imagine a cop arresting a doctor who wanted to protect the lawyer who could free him sooner or a prosecutor accusating a townie instead of a mafia due having a false lead but then the judge prevents the lynching for that day due his day action to close the court for that day!

I first wanted to give the Mafia the kidnapper, but he was too powerful as it would make no sense if he could not hinder his kidnapped townie to vote besides not doing actions. So I got the idea of the corrupted cop who works exactly like the good cop but also only once per game plus his action can get halfed by a lawyer doing his job to get the arrested person out sooner. A corrupt Cop would make a good addtion to the Mafia due having only a once per game action yet it is helpful enough for the mafia to have for at least two nights to deal with one annoying townie's action less although said townie can still vote.
Plus with a corrupt cop in town people won't easily believe the cop to be a good cop if somebody comes out and said "I arrested you ebcause I thought you were mafia, my bad" as he could be corrupt and working for the mafia to begin with!
This prevents the cop to be a too strong townie focus to gather around.

I like how the Prosecutor could be the nightmare of the Mafia yet has also the risk to be a suicide killer while also revealing another townie's role which might end up helping the mafia who to kill though it could also help the townies to see that the accusated player for 100% is not a mafia.

Same with the Laywer although I was not too sure about his abilities. I wanted him first to be able to release arrested players sooner, but that was too weak. Then I wanted him also to be able to stop accusated players to be lynched by the prosecutor but those two options made him too relaying on other roles to be a fun role ro play plus it would make the prosecutor role less fun. So I gave him a much weaker Judge once per game action in which he can protect a single player from being lynched that day. However similar to the prosecutor it comes at the risk of openly declaring your action thus revealing your role.

Maybe those roles still need some tweaking but I think some of them hold good value for future mafia games.^^

---------- Post added April 18, 2015 at 07:38 PM ---------- Previous post was April 11, 2015 at 11:25 PM ----------

How about a "Hacker" on the Mafia site that either has the same once per game power like the Townie Judge or has a day action to interfer with votings?


Hacker (Mafia)
Day Action - Can once per game stop a lynching via pm to the Host.



Hacker (Mafia)
Day Action - Can move one locked vote to another target via pm to the Host.


Something like that. Hacker sounds like a good word for a Mafia role.^^
 
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Kat

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Hacker (Mafia)
Day Action - Can move one locked vote to another target via pm to the Host.
I like this the rest tl;dr for now :toc
 

Kat

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Sniper (Third Role):
Day Action - At beginning gets told three roles he has to kill to win the game. Can once per day kill somebody with his sniper rifle. For that he has to write the Host the role of his target he wants to kill. If the role guess is correct with the target's role, the target dies. If it is wrong, the shot will miss and the sniper has to go underground for the next day, unable to use his action.
Night Action - Can observe one person at night. Gets told if person is a target or not. Does not get told who of his three targets that person is.
I like this without the night action ^^ (Not that somebody cares but still :blush )
 

James Rye

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I like this without the night action ^^ (Not that somebody cares but still :blush )
Yeah, it's sad how most new roles don't even get a "meh" nowadays but the "ignore" treatment. I liked the cop/corrupted cop idea a lot for example. :c
 

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can we re-adjust a freeman. even rping as that was a pain.
 

Kat

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Nah I think freeman should stay as it is ... It may be difficult to play as Freeman since you cant reveal it but thats the thing no ? Even Politician or sth cant reveal their role so it shouldnt be changed IMO
 

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Alright, nobody expect maybe two or three like to try out the Injury rule and related classes and that's fine with me.

However, we could still make use of the Nurse and the Brawler. For example in regards to the sickly Townie who infects people with the Not Voter disease. In other words we could make the Brawler a Mafia character who can also hurt people at night to not vote the following day, however unlike the sickly townie he can do so only a couple times, maybe 3 times per game?
The Nurse has the day action Treatment where she treats the Not Voter disease bedridden person to make her/him healthy enough to go vote again.

Or the Nurse can be made into an aid role who acts like a naive doc when hitting non doctor role player but when she aids an insane or naive doc their actions gets treated as if they were sane. Thus a Nurse would want to find the doctors, preferably the insane and naive ones and aid them to prevent them killing/actually doing the healing. This way Townies have the chance of actually two "sane" docs healing with three people being involved. This way even the death of a sane doc early on isn't all that hard as long as the Nurse finds the other two docs.

Too lazy to write role correctly quotes. I'll do so once I hear what people think about said roles if they could make it in or not.

Oh, and I would really like a third role Cult role, kinda like a demon worshipper cult which has to get 6 cultists before the end of the game and stay hidden or something like that.^^
 

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I still think the drunk role would be awesome XD.
 

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Okay, new try, new luck. Maybe this time, I will manage to get more than just one role accepted.^^

First two simple ones which are about blocking and sort of protecting:


Good Cop (Townie):
Day Action (Arrest) - Can once per game arrest another player for the day phase and the next night phase. Has to relase player next day. Arrested player cannot be lynched or killed when in jail.



Corrupt Cop (Mafia):
Day Action (Arrest) - Can once per game arrest another player for the day phase and the next night phase. Has to relase player next day. Arrested player cannot be lynched or killed when in jail.


I got this idea due the duels which took out somebody we suspected and left us with the hard choice to find somebody else to lynch.
Basically, the Good Cop would try to arrest a mafia to prevent his night action, like a mafia escort while a Corrupt Cop would try to get a doctor or detective in jail to prevent its night action. However, both roles could also be used to "safe" another player who they see is about to get lynched and put them in jail "for their own safety", at least for this day. The thought behind this is that if a Good Cop thinks or knows that the townies are about to lynch a doctor or detective or a hider just because of false information or bandwagon, he can save said person for this day and give the townies another night to think about it. Same for Corrupt Cop who for example sees that his Mafia boss is about to get lynched and puts him in jail so that the townies have to wait another day or even change their opinion due the night happenings.

I think, I made both roles simple enough to understand yet also interesting enough to play them as the role holder could see themselves as a mafia/townie chaser or as a protector of his people. :)

Another three roles I think are easy to understand, those are about voting:

Mafia Lawyer (Mafia):
Day Action - Can move per pm to Host one penalty vote to another player. If there are no penalty votes, he cannot use his action.



Eager Prosecutor (Townie):
Day Action - Can move per pm to Host one penalty vote to another player. If there are no penalty votes, he cannot use his action.



Judge (Townie):
Day Action - Gives per day via pm to host another player of his choice a penalty vote. Can once per game stop the lynching.


The thoughts behind those roles were the inactive players we usually always have per game. Inactive players who haven't voted or posted three times gets a penalty vote, right? Then what about roles who could "move" such penalty votes around via their day action? Ofc only one per day that is. However, i think those roles would be very interesting to play as they are similar to noble or politican but unlike them dependen on penalty votes. No penalty votes no moving votes around.
Ofc the Mafia Lawyer would try to move a penatly vote to a townie but everyone would notice that suddenly a penalty vote from person x moved to person y and be like "woha, what happened? Who changed that and why? Was it Mafia Lawyer or our Prosecutor?" and this way could be used to make fun conversations if a penatly vote got moved from a townie to a possible mafia or from a certain mafia to a possible townie or another possible mafia to make him/her look innocent. xD

The Judge would have a calmer role as he directly like the noble gives out an extra vote, however unlike the noble his is a penalty vote of his own, meaning it can hit ANYBODY, even those who didn't broke any rules, but also that the prosecutor and mafia lawyer could move his penalty vote around freely and he cannot prevent that. Thus I also gave him the "hammer of justice" with which he can once per game stop the lynching and nobody dies that day. Ofc that can backfire if he saves a mafia with it, however I think that does make the fun of this role.

I wanted to have a "who moves first" situation of when the judge hands out a penalty vote late game and both prosecutor and mafia lawyer are trying to guess who to move this one penalty vote to to guess from the movement if a mafia was saved or a townie was supposed to get lynched with. Also if there are more penalty votes besides the judge ones then ofc the two pen-vote movers can take one of them to move around. And obviously if the judge dies and nobody breaks the rules then there are no penalty votes to move around for those two roles.
HOWEVER!
Both the Mafia AND the townies have the tactical possibility to have one of their own NOT VOTING for one day to give their lawyer or prosecutor an extra vote next day! And ofc whoever does something like that, aka being always active, always voting and suddenly not voting, should either have a confirmed townie role or big balls because this would look a lot like Mafia trying to gain an extra vote for the next day. If their lawyer don't get killed/lynched or the prosecutor suddenly moves it after the lawyer moving it.^^

I will write about the other 4-5 roles once people have discussed those roles. I really hope some of them find your agreement and/or interest to play. I tried to keep them as simple yet also fun making for their holders as possible. Hope some of those roles make you say "I WANN PLAY THAT!". :)
 

Demonspeed

The Bull
神のごとし / Kami no Gotoshi / Godlike
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I like the Cop roles, the others are too but they become useless if there's no penalty votes. Though it's true that there has always been at least one so far recently.
 
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