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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SonOfDaws

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Vampire (Third Party)
The Vampire can use their night action to bite and suck the blood of a player. If the victim has a role with a non-recruitment night action or a passive, then the player's blood is stored. On a following night, the Vampire can use their night action to expend all the stored blood from a select player to copy the victim's ability for the night. The Vampire can have multiple bloods stored at once and is notified whose blood is currently stored and whose abilities require the user to target, but the Vampire only gets results, if any, and nothing more about the roles. A player that's bitten has a nightmare that night and is notified of it via PM at the start of the following day phase. To win, the Vampire must have bitten at least half of all the players in the game or at least half of all living players.
--- Double Post Merged, , Original Post Date: ---

To share a little more about my intent with the Vampire role, it's victory is based upon playing the long game, observation, careful planning, conserving resources, and cunning, all things I think we should encourage in mafia games. The Vampire is also meant to be the brains-based counterpart to more brawn-based teams or roles like SK or, of course, Werewolf. This enables hosts to craft future games with a nice, notable dichotomy brains and brawn, short-term benefits and long-term benefits, or the like.
 

SonOfDaws

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Sort of similar to SS no?
There's similarities between Vampire and other third parties, like SS. Both of them use their numbers of victims as points to win, similar to Santa in that regard as well, but SS victims are effectively turned into fragile vanilla townies and Santa's 'victims' and the Santa himself are generally unchanged and Santa's winning number of targets is generally lower than the number of successful targetings Vampire would need. So, Santa is focused on quickly going from target to target, SS is focused on the covert removal of threats, and Vampire is focused almost entirely on working with threats.

So, like a lot of other roles, it's a mix of previously established mechanics that makes for a different flavor of gameplay.
 

GrySun

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I know there is already a role suggestion with that name but here is my version:

Necromancer (Townie)


At night they can target a dead player and use their abilities as their own. If they target another dead player they will change roles again. They can't target the same dead player twice. If they target a janitorized player they won't know which role they got until they use it.
Problem is that it undoes a great mafia play/huge town mistake. Say they lynch their Det D1, or mafia snipes him N1, Necromancer could just become a new Det no?
Maybe if it's usable only 1 time per corpse, and can't take non-town roles, + some other roles excluded(1-shot roles like daykillers?), then it could have it's use.
 

SonOfDaws

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I know there is already a role suggestion with that name but here is my version:

Necromancer (Townie)


At night they can target a dead player and use their abilities as their own. If they target another dead player they will change roles again. They can't target the same dead player twice. If they target a janitorized player they won't know which role they got until they use it.
Not mine, but I like this one. May need a bit of balancing adjustment though.

Approval inb4 next Halloween MG? :cookiehand
--- Double Post Merged, , Original Post Date: ---

Problem is that it undoes a great mafia play/huge town mistake. Say they lynch their Det D1, or mafia snipes him N1, Necromancer could just become a new Det no?
Maybe if it's usable only 1 time per corpse, and can't take non-town roles, + some other roles excluded(1-shot roles like daykillers?), then it could have it's use.
Something like that I'd be more for, yeah
 

Juviii

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Problem is that it undoes a great mafia play/huge town mistake. Say they lynch their Det D1, or mafia snipes him N1, Necromancer could just become a new Det no?
Maybe if it's usable only 1 time per corpse, and can't take non-town roles, + some other roles excluded(1-shot roles like daykillers?), then it could have it's use.
That's the idea, they can't target the same corpse twice, meaning they can only use it for one night. So even if they target det night 1 they wouldn't know their sanity even cause it's only one night per corpse.
 

GrySun

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That's the idea, they can't target the same corpse twice, meaning they can only use it for one night. So even if they target det night 1 they wouldn't know their sanity even cause it's only one night per corpse.
Must define it some more:
  1. which priority is his action of targeting a corpse
  2. does he get to use the role the same night, with the original priority?
  3. What if he targets people whose role was hidden by Janitor?
  4. If he takes a passive role, does it stay on him until start of next night?
  5. Possibly other interactions with other roles that could be strange and need predefining?
 

Copy Panda

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Instead makes Juvs role single usage and permanent, allow it to target anything non-janitor non-killing and it could be decent in certain games
 

GrySun

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Instead makes Juvs role single usage and permanent, allow it to target anything non-janitor non-killing and it could be decent in certain games
Permanent is too strong. Just removes the loss of the Doc early. Instead the flexibility of using most roles that die once is more balanced.

It then also wouldn‘t heavily depend on whether a good role dies early. In your case maybe the Necromancer never uses the role because so far only r. Spirit and stuff died.
 

Juviii

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Must define it some more:
  1. which priority is his action of targeting a corpse
  2. does he get to use the role the same night, with the original priority?
  3. What if he targets people whose role was hidden by Janitor?
  4. If he takes a passive role, does it stay on him until start of next night?
  5. Possibly other interactions with other roles that could be strange and need predefining?
1. Same as their targets when using it. (tho that's only useful if in different nights I guess), 2 for the targeting corpses. Or just the same as targets if it's simpler.
2. Yes, I guess.
3. Either he can't or he can but won't know the ability and will have to deduce from his result which would help if no investigator.
4. No. The role ends when the day starts. If he targets a passive too bad too sad.
5. Yeah would have to think about that as well.
 
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Copy Panda

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How would it use the jutsu on the same night, with the same priority though?

Does pirate steal the stolen role or the original role
 

Juviii

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How would it use the jutsu on the same night, with the same priority though?

Does pirate steal the stolen role or the original role
Targeting the corpses and using the ability are different things.
Only steals the original if he hasn't stolen any yet otherwise the stolen one.
 
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Hardy

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What if the necromancer gets the role BUT they have to give it to another player, who loses their role (but not their alignment).

One time use.
--- Double Post Merged, , Original Post Date: ---

Alchemist (Townie)

At a night of their choice the Alchemist may choose a dead Townie he wants to steal the ability from, and give it to another player. From that point in the game the recipient changes their role (not their alignment) and is notified accordingly, but the alchemist isn't.

Then when they die they can be something like, Homunculus Mafia Doctor '-'
--- Double Post Merged, ---

And well if they try to get a non townie role they die like idiots
 

GrySun

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What if the necromancer gets the role BUT they have to give it to another player, who loses their role (but not their alignment).

One time use.
--- Double Post Merged, , Original Post Date: ---

Alchemist (Townie)

At a night of their choice the Alchemist may choose a dead Townie he wants to steal the ability from, and give it to another player. From that point in the game the recipient changes their role (not their alignment) and is notified accordingly, but the alchemist isn't.

Then when they die they can be something like, Homunculus Mafia Doctor '-'
--- Double Post Merged, ---

And well if they try to get a non townie role they die like idiots
Sounds fun, + you kinda sacrifice 1 role(plus your own) to get a role back, so kinda a 2 for 1 deal, best used for good roles, or for when you wanna mess with whoever gets something lol.
 

Hardy

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Sounds fun, + you kinda sacrifice 1 role(plus your own) to get a role back, so kinda a 2 for 1 deal, best used for good roles, or for when you wanna mess with whoever gets something lol.
It's very strong or very weak depending on the usage, and well despite being used only once it has a nice impact so the player should find it interesting.
--- Double Post Merged, , Original Post Date: ---

Or you can take a useless role and nerf someone.
Git gud
 

SonOfDaws

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Sounds like we're going to be seeing Alchemist/Necromancer show up in testing pretty soon
 

Juviii

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Sounds like we're going to be seeing Alchemist/Necromancer show up in testing pretty soon
It's 2 different roles suggested by 2 different people. So don't lump them together like that. :tem
 

SonOfDaws

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It's 2 different roles suggested by 2 different people. So don't lump them together like that. :tem
I suppose they are actually different enough to exist side-by-side;
- Necromancer having a focus on having the game-sense and cunning to select and personally use a role in a highly effective manner
- And the other role, Alchemist, having a heavier focus on the Alchemist's trust and distrust of a particular player and testing the selected player's cunning and game-sense.

With a one-time limitation on both and killing roles (ike vigilante, any mafia members, and TPs) being excluded, I think both Necromancer and Alchemist are worth testing.
 
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