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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James Rye

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Okay, here goes nothing:

I. Idol

II. Town

III.
Each day the Idol can mark another player, giving them the "Fan" secondary role thus boosting their action to a higher priority. Once per game at night the Idol can decide whenever or not to hold a concert, resulting in all players with "Fan" secondary role to be blocked in that night phase. The concert cannot be blocked by any means except the kill action.

IV. The Idea is that the Idol is a buffer role who has a chance to create a mass blockage, I got the idea due how much the coin toss did add value to certain actions/action encounters. With the one at a time mass blockage the Idol can be both a hindrance and a win for town, imagine if she does a mass block yet a kill still happens or the other way around, after town lost their doc/protector roles. It would direct the eyes either away or onto the fans.

V. Priority 3, Active


I. Fan

II. Secondary Role

III.
At the start of the night the Fan gets told he has become a Fan.
A Fan's action rises in Priority by 1, for example Prio3 becomes Prio2, Prio2 becomes Prio1. A Fan Prio1 Action always wins coin toss vs another conflicting Prio1 Action, except if both Prio1 Actions are done by Fans.
Everyone can become a Fan.
Once a Fan, always a Fan: Cannot be recruited by anyone else, all recruitment attempts autofail on the player.
If the Idol dies, all Fans lose their Fan secondary role.

IV. I wasn't sure whenever or not to let the Fan know they have gained a secondary role, but I decided for it because the other Ideas I got are hiding the fact that they add secondary roles to their targets or hide the fact which secondary role they actually are. The idea is also that Fans cannot change secondary roles. Not sure if it should also include the Fan's main role, would certainly be interesting if a Traitor become a fan and cannot be recruited by Mafia thus dying or an Underground Idol tries to recruit someone who already is a Fan of a Town idol.

V. Passive. No Prio on its own, but it adds +1Prio to Main role of the Player.



I. Underground Idol

II.Third Party

III.
During the night the Underground Idol can mark another Player to turn them into an "Underground Fan", reducing their action to a lower priority.
Once per game during the day phase, the Underground Idol can graduate, resulting in all "Underground Fans" dying at the end of the day phase.
The Underground Idol wins the game if it got enough Fans to die at once, amount decided by Host (for example 1/4 of the total playerbase - the Underground Idol). If she fails that task when graduating, the Underground Idol dies as well together with her "Underground Fans".
Once called, the Graduation cannot be stopped and the Underground Idol is immune to day kills.

IV. This role counters the Town Idol to prevent Fan recruitment being used as proving to be town, as you will see with the "Underground Fan" description. It has its own winning condition and since it has a low Prio it cannot be certain its recruitment at night, unlike the day recruitments from the Town Idol, were successful or not, so it gotta sniff around if people talk about having become Fans or take a chance.
The Underground Idol works as a debuffer and as a "mass bomb" "exploding" at a time of its own choosing and either living in infamy or die in failure. Not sure whenever or not to make the "Graduation" a public message in day thread. Certainly would cause a lot of panics among Fans, so it probably should be a public message like "I hereby graduate!" for example. Yeah, that sounds awesome.

V. Prio3, Active


I. Underground Fan

II. Secondary Role

III.
At the start of the following night of the recruitment the "Underground Fan" gets told he has become a "Fan". An Underground Fan does not know he is an Underground Fan, he gets send the same role Quote as a regular Fan would.
Underground Fan's action decreases in Priority by 1, for example Prio1 becomes Prio2, Prio2 becomes Prio3. An Underground Fan Prio3 Action has a 50% chance of failing on its own.
Everyone can become an Underground Fan.
Once an Underground Fan, always an Underground Fan: Cannot be recruited by anyone else, all recruitment attempts autofail on the player.
If the Underground Idol dies, all Underground Fans lose their Fan secondary role.

IV. I really liked the idea of a hidden secondary role that uses another as a cover story. Basically Fans have no idea whenever or not they have become "Fans" or "Underground Fans". Only the night 1 Fan can know with certainty since he was recruited during day 1 if the town idol so chose to do so. From Night 2 onwards, it will be uncertainty.

V. Passive. No Prio on its own, but it adds -1Prio to Main role of the Player.


I. Cultist

II.Third Party

III.
Every Cult can have 1 to X Cultists. Only one Cultists in the Cult can perform a night action. During the night the Cultist can mark another Player as a "Sacrifice".
Once the Cult believes to have reached more than half the surviving playerbase either as "Sacrifices" or as "Cultists", he can call for a Summon, resulting not just in all Sacrifices but all Players deaths at the end of the night phase, including the Cultists themselves. Thus winning the game.
A Cult always needs at least 1 Cultists and 1 Sacrifice for a Summon. If the Summon is below the half surviving playerbase, only the Cultists die devoured by their Summon as punishment for their failure, their sacrifices deemed not worthy.

IV. This role is basically a walking nuke which profits from the large playerbase getting smaller but also risks their own annihilation if they believe to have enough Players in their pockets while it might not be true so. I liked the idea of a role that ends the game with literally everyone dying in it, as usually we always have some survivors of either town, mafia or third party. In this case, nobody lives at the end of the day. Except the Summon ofc. Marking and Summon can both be blocked regularly.

V. Prio3, Active


I. Sacrifice

II. Secondary Role

III.
A Sacrifice does not get told they have become a Sacrifice on the night they received the mark. If a Sacrifice dies prior the Summoning to other killing actions, it will be revealed they have become a Sacrifice.
Dies if a Summon is called and Cultists/Sacrifices make up more than half the surviving playerbase.
Is spared of death if a Summon is called, while not fulfilling the Summon condition.
If the last Cultist dies before calling a Summon, all Sacrifices lose their Sacrifice secondary role.

IV. Pretty straightforward yeah. Btw, I think neither Fans/Underground Fans should be able to be marked as Sacrifices since its a secondary role aka basically "recruitment", so in other words Idols are the Archenemy of Cultists, lol.

V. Passive.

--- Double Post Merged, , Original Post Date: ---

Some new ideas I got given how many manga we read are about exorcists and demons/yokai/oni/etc.


I. Exorcist

II. Townie

III.
An Exorcist targets a player at night to destroy their secondary role. If that player had a secondary role, the Exorcist receives a PM at the end of the night phase that he has successfully destroyed a secondary role. If not, he receives none. The targeted player is informed that he lost his secondary role at the end of the night phase.

IV. I liked the idea of a role which can destroy roles, in this case secondary roles. The exorcist is basically a main role puritan player, all secondary roles are demonic possessions in their eyes thus getting destroyed. Quite simple and it fits the other roles that come with it. In a way it works like a very aggressive Psy, which is why I am thinking that the exorcist should maybe not get told if his action was successful or not and only his target gets informed. That way Psy stays more relevant as a synergy role with Exorcist to find secondary role which the Exorcist then knows, they can be destroyed for certain.

V. Active, Prio2



I. Red Oni

II. Mafia

III.
A Red Oni picks a target to possess them. By doing so they hide from all actions targeting them, safe for Prio 1/2/3, resulting in their failure. At the end of the nightphase, the target receives the secondary role "Possessed" but doesn't get told about it. If the Red Oni hides behind a possessed player for the second time, that possessed player will die at the end of the second time night phase.

IV. Basically a hider for Mafia who can kill with his action if used twice on the same target. Another idea is to make him a debuffer instead of a killer, similar to the Underground Idol, basically any possessed has a 50% chance of failing their action as long as they are possessed, not sure what's better. 2 kills seems strong, but this is a 2 nights in the work kill which can still be blocked and protected from as the 2nd time should count like a kill action. Wasn't sure what Prio to put this role, maybe lowest due despite being a hider ability it acts as a kill action (if debuff option is not chosen).

V. Active, Prio 1 or 2 or 3, depending on how strong you want the hider ability to be.



I. Blue Oni

II. Third Party

III.
A Blue Oni picks a target to possess them. By doing so they hide from all actions targeting them, safe for Prio 1/2/3, resulting in their failure. At the end of the nightphase, the target receives the secondary role "Cursed" but doesn't get told about it. All "Cursed" Players have from now on a 50% chance of dying at the end of all following night phases after their possession. If a Blue Oni hides behind a "Cursed" target for a second time, that player dies at the end of the 2nd possession night phase.

IV. Basically a hider for Third Party whos kills are luck based, basically a coin flip, which gives way to many different tactics: Spread the Curses and hope they die on their own, and that when they die they dont get saved by a doc, or kill them for certain by targeting them a second time (if you didn't got blocked and your target protected that is).

V. Active, Prio 1 or 2 or 3, depending on how strong you want the hider ability to be.



I. Friendly Oni

II. Town

III.
A Friendly Oni picks a target to protect them. By doing so they hide from all actions targeting them, safe for Prio 1/2/3, resulting in their failure. They also block all action targeting their chosen player for that night phase. At the end of the nightphase, the target receives the secondary role "Blessed" but doesn't get told about it. A "Blessed" Player cannot be possessed by Red/Blue Onis actions.
A Friendly Oni will always be perceived by detectives as guilty.

IV. Basically a hider/protector role which seems sus to town. While Prostitute acts as a target-blocker, this Version acts as a all-surround blocker, basically shielding their target from any action targeting them. The Blessed part is there to make the work for Red and Blue Oni more difficult, as well as have Exorcist be more of a two-edged sword as it might destroy not only bad roles but also roles that benefit town.

V. Active, Prio 1 or 2 or 3, depending on how strong you want the hider ability to be.


I can write the Secondary role descriptions for "Possessed", "Cursed" and "Blessed" if needed.
 

Copy Panda

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Real nostalgia would be if I started spamming the role suggestion thread with new roles to force feedback on the old new roles suggestion I first send in. XD
aigoooo we actually do have a backlog that some have already weighed in on, have to do it too one of these days
 
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