Board Thread:Role Ideas (Other)/@comment-47.196.114.183-20190108033517

There are three new different occult alignments. Occult (Killing), Occult (Support), and Occult (Chaos)

Plus I've come up with some new townies, new mafia, new neutrals, and coven.

The occult, townies, mafia, neutrals, and coven may not be very balanced but well, fuck it.

Feel free to review anything

-The Occult-

Goal: Kill all who wouldn't support the Occult.

Wins with: Survivor, Guardian Angel, Executioner, Jester, Pirate, The Omnescient.

Must Kill: Town, Mafia, Coven, Neutral (Killing), Pestilence, Plaguebearer, Vampire

Role: Occult Master

Alignment: Occult (Killing)

Attack: Basic/Powerful

Defense: None/Basic

Unique: Yes

Priority: 5

Abilities: Attack someone at night.

Attributes: Control Immunity, Detection Immunity

Mechanics: You can talk to other members of the Occult at night.

- Simple as it sounds, you will deal a Basic attack on your target of choice.

- You cannot attack a fellow member of the occult.

- Only the original Occult Master has Basic defense. Any other Occult Master that comes after will not get Basic defense.

- If the original Occult Master is the last Occult member left, they will gain Powerful attack. Any other Occult Master that comes after will not gain this ability.

- Only the original Occult Master has detection immunity. Any other Occult Master that comes after will not get detection immunity.

Sheriff: You cannot find evidence of wrongdoing. Your target seems innocent. (New Master: Your target is suspicious!)

Investigator: Spy, Blackmailer, Jailor, Guardian Angel, Occult Master, Silencer

Reveal: Your target is the most powerful member of the occult. They must be the Occult Master!

Role: Catastrophe

Alignment: Occult (Chaos)

Attack: None

Defense: None

Unique: No

Priority: 1

Abilities: Create havoc within the town.

Attributes: If there are no kill-capable members of the Occult left you will become an Occult Master

Mechanics: You can talk to other members of the Occult at night.

- During the night, you will have a set of abilities to cause sets of roles trouble.

- The effects will not harm your faction.

- Choosing the Fiery Glare ability will distract all roles with the ability to gain investigative results, causing them to gain incorrect results for their targets.

- Choosing the Illusion ability will cause any roles with a killing ability to attack an illusion of their target. The real target will remain alive, and visible to the town, and still able to talk to the town. The person who was attacked will be notified: "Someone attacked someone who looks like you!"

- Choosing the Time Bend ability will cause all roles with a supportive ability to not go through. For example, an escort will not roleblock their target if the ability is used.

- The town will not be notified of any of these changes.

Sheriff: Your target is suspicious!

Investigator: Lookout, Forger, Coven Leader, Catastrophe, Shinobi

Reveal: Your target uses powers beyond comprehension to cause havoc. They must be Catastrohpe!

Role: Goliath

Alignment: Occult (Support)

Attack: None

Defense: Invincible (Temporary) / None

Unique: Yes

Priority: 6 (Temporary) / 2

Abilities: None (Temporary)  (After) Prevent Visitors at night.

Attributes: If there are no kill-capable members of the Occult left you will become an Occult Master

Mechanics: You can talk to other members of the Occult at night.

- If you are attacked, your invincible restraints are removed, along with your Basic defense.

- After your restraints are removed, you are able to prevent people from visiting members of the Occult at night.

- People who are prevented from visiting will be shown that they were roleblocked. People with higher priority will be roleblocked first.

- Only one person at one time will be roleblocked.

Sheriff: Your target is suspicious!

Investigator: Escort, Transporter, Consort, Hypnotist, Goliath, Banshee

Reveal: Your target has the raw strength to stop any visitors. They must be the Goliath!

Role: Harlequin

Alignment: Occult (Chaos)

Attack: None

Defense: None

Unique: No

Priority: 3

Abilities: Follow someone and trick them.

Attributes: If there are no kill-capable members of the Occult left you will become an Occult Master

Mechanics: You can talk to other members of the Occult at night.

- You can follow someone at night.

- You will trick the person you follow into visiting another player instead.

- You are able to choose who they go to.

- You are only able to choose who they go to specifically 3 times. Otherwise they will visit a random person alive.

- There will be a bar for the person. By selecting it, they will visit a random person, or if you choose a second bar that pops up after selecting your target

- The target will not be notified that they were tricked.

Sheriff: Your target is suspicious!

Investigator: Investigator, Consigliere, Mayor, Tracker, Plaguebearer, Harlequin

Reveal: Your target is proficient in changing people's movement will. They must be the Harlequin!

Role: Spiritual

Alignment: Occult (Support)

Attack: None

Defense: None

Unique: No

Priority: 4

Abilities: Discover the roles in the town.

Attributes: If there are no kill-capable members of the Occult left you will become an '''Occult Master. '''You can hear whispers during the day.

Mechanics: You can talk to other members of the Occult at night.

- You will have a menu to select from a variety of roles and alignments.

- At the end of the night if you choose a specific role, you will get a result that says how many of them there are.

- At the end of the night if you choose a specific alignment, you will get a result that says what roles there are in that alignment. You will not get the number roles that there are.

- Example: "You have chosen to see the Town Support alignment." | At the end of the night: "You feel there could be an Escort, Mayor, and Medium in the town." or "You have chosen to see if there is a BodyGuard." | At the end of the night: "You feel there are two BodyGuards!" or "You feel there are no BodyGuards!"

- The roles given will be in alphabetical order.

- There is a button you click on yourself at night to bring up the menu.

Sheriff: Your target is suspicious!

Investigator: Survivor, Vampire Hunter, Amnesiac, Medusa, Psychic, Spiritual

Reveal: Your target has powers of telepathy to find people's secrets. They must be a Spiritual!

Role: Silencer

Alignment: Occult (Chaos)

Attack: None

Defense: None

Unique: Yes

Priority: 3 (when silencing one person) / 1 (Highest) (when silencing the whole)

Abilities: Silence one person during the night, or the entire town once.

Attributes: If there are no kill-capable members of the Occult left you will become an Occult Master

Mechanics: You can talk to other members of the Occult at night.

- You can choose to silence a person at night.

- Silencing a person disables all notifications the target would recieve except the "You have died!" message, and make them unable to speak for the next day. If they try to speak they will see "You can't hear, so speaking is too difficult."

- Selecting yourself will deafen the entire town, excluding members of the Occult.

- Deafening the town will disable the visibility of all chat, except for any voting. People are still able to speak, and whisper, but none of it will be visible to anyone except the Occult. (Whsipers can only be seen by the Spiritual or a Blackmailer)

- You may silence people an infinite times. The deafening of the entire town is a one-time use.

Sheriff: Your target is suspicious!

Investigator: Spy, Blackmailer, Jailor, Guardian Angel, Occult Master, Silencer

Reveal: Your target has the power to hide all from their target. They must be a Silencer!

-Townies-

You all know the goal, wins with, and must kill for town.

Role: Scavenger

Alignment: Town (Investigative)

Attack: None

Defense: None

Unique: No

Priority: 4

Abilities: Find clues as to who commited the murder.

Attributes: None

Mechanics: You can search each night through the graveyard for clues as to who may have killed someone.

- You can visit a dead person at night to get three results.

- The three results will be people who visited close to the target's house at night. (So for example, the three people who were to the left and right of player 1.)

- You will know if your target rose from the grave that night.

Sheriff: You cannot find evidence of wrongdoing. Your target seems innocent.

Investigator: Medium, Janitor, Retributionist, Necromancer, Trapper, Scavenger.

Reveal: Your target is proficient at searching for clues. They must be a Scavenger!

-Townies-

Role: Hunter

Alignment: Town (Killing)

Attack: Basic

Defense: None

Unique: Yes

Priority: 5

Abilities: Search for evil within the town.

Attributes: You can attack someone at night, and kill an evil visiting you.

Mechanics: You have two bullets.

- You can choose to shoot someone every non-full moon night.

- If you are visited by any evil role, you will attack them, but you will die as well.

- If you kill a townie with your bullet, you will no longer be able to attack. But your visiting evil attack will remain.

Sheriff: You cannot find evidence of wrongdoing. Your target seems innocent.

Investigator: Vigilante, Veteran, Mafioso, Pirate, Ambusher, Hunter

Reveal: Your target will stop at nothing to eliminate evil. They must be a Hunter!

-Mafia-

You all know the goal, wins with, and must kill of Mafia.

Role: Shinobi

Alignment: Mafia (Support)

Attack: None

Defense: None

Unique: Yes

Priority: 1

Abilities: Keep an eye out for the Mafia.

Attributes: If there are no kill capable members of the Mafia you will become a Mafioso.

Mechanics: You follow the current killing Mafia to check for danger.

- You will follow the current kill-capable Mafia member to check for dangers to who the Mafia visits I.E. Lookout, Bodyguard, Transporter, Veteran, etc.

- If the Godfather’s target is inaccessible without being caught, the Mafioso’s choice will go through.

- If neither targets are accessible they will not attack the target, same as if they both choose the same person and they’re inaccessible.

Sheriff: Your target is suspicious!

Investigator: Lookout, Forger, Coven Leader, Catastrophe, Shinobi

Reveal: Your target is the eagle eye of the mafia. They must be a Shinobi!

-Coven-

You all know the goal, wins with, and must kills of the Coven.

Role: Banshee

Alignment: Coven (Evil)

Attack: None/Basic

Defense: None

Unique: Yes

Priority: 3

Abilities: Scare away all visitors to a person. (With Necronomicon: Kill your target and scare away all their visitors.)

Attributes: Roleblock immunity (Detection Immunity with Necronomicon)

Mechanics: You can visit a player, preventing anyone from visiting that target.

- People visiting your target will be notified that: "You saw something terrifying at your target's house so you ran!"

- With the Necronomicon you will deal a Basic attack to your target, while still scaring away visitors.

- Town Protective roles are not scared away from their target. You will be killed by the protective roles if you have the Necronomicon.

Sheriff: Your target is suspicious! (With Necronomicon: You cannot find evidence of wrongdoing. Your target seems innocent.)

Investigator: Escort, Transporter, Consort, Hypnotist, Goliath, Banshee

Reveal: Your target is a terrifying monster who scares away anyone. They must be a Banshee!

-Neutral-

Role: The Omnescient

Alignment: Neutral (Benign)

Attack: None

Defense: Basic (Temporary)

Unique: Yes

Priority: 1 (Highest)

Abilities: Reveal someone. You may reveal yourself as The Omnescient on trial.

Attributes: You know everything about all. But you cannot speak.

Mechanics: You have the knowledge of all people's roles. There is a button next to each name that gives the role of your target to you.

- You cannot speak outside of Jailor chat or Medium Seance.

- If put on trial, you have a day ablility that reveals yourself as The Omnescient, similar to a Mayor's reveal.

- There will be a second button next to whomever the first button is on. Selecting it will reveal the role of your target to the entire town the next day.

- You may do this 2 times.

- Your reveals are not fooled by hexes, frames, or douses.

- You have Basic defense for one attack.

Sheriff: You cannot find evidence of wrongdoing. Your target seems innocent.

Investigator: Doctor, Disguiser, Serial Killer, Potion Master, The Omnescient

Reveal: Your target has a grand mind and knows what you are. They must be The Omnescient!

Goal: Survive until the end of the game

Wins With: Any

Must Kill: Any

--Ideal Gameplay Changes--

Bear in mind, these are just my IDEAS and not what would actually happen.

- Spy can see all Occult visits.

- Bugs will become more useful.

- Framer and Disguiser are no longer seen by Spy.

- Retributionist is now LINKED to their target after the revive. If the retributionist dies during the revival, if will no longer go through. If the retributionist dies or their revived target dies while both are alive, the other will die with them.

- Disguiser is reworked again to make it useful.

- Mafioso is made more useful and fun to play.

- Mayor can no longer reveal if there are less than 5 players alive.

- Juggernaut is no longer ??? and is more common.

- Juggernaut will no longer kill themself if controlled into themselves.

- Werewolf is made to be on par with other Neutral Killing role win rates.

- Forger is buffed.

- Crusader is reworked and moved to the Neutral Killing faction like it should be

--The Gamemodes--

-Occult Classic-

Jailor

Investigator

Sheriff

Town (Protective)

Occult Master

Harlequin

Random (Occult)

Executioner

Random Town

Scavenger

Medium

Town (Killing)

Town (Support)

Arsonist

Jester

-Occult Ranked Practice-

Jailor

Town (Investigative)

Town (Investigative)

Town (Protective)

Town (Support)

Town (Killing)

Random (Town)

Random (Town)

Random (Town)

Occult Master

Harlequin

Random (Occult)

Random (Occult)

Neutral (Evil)

Neutral (Killing)

-Coven Rebirth-

Jailor

Psychic

Town (Killing)

Town (Investigative)

Town (Support)

Town (Protective)

Random (Town)

Scavenger

Hunter

Coven Leader

Medusa

Banshee

Random (Coven)

The Omnescient

Werewolf

-Rotation Mode: Faction Wars-

Psychic

Town (Killing)

Town (Investigative)

Town (Support)

Town (Protective)

Town (Support)

Random (Town)

Occult Master

Random (Occult)

Godfather

Random (Mafia)

Coven Leader

Random (Coven)

Random (Neutral)

Neutral (Chaos)

-Rotation Mode: Magical Powers-

Special Event: Some roles become somewhat changed.

Jailor

Psychic

Medium

Town (Support)

Town (Protective)

Retributionist

Random (Town)

Random (Town)

Town (Killing)

Coven Leader

Hex Master

Occult Master

Silencer

The Omnescient

Jester

-Changes to roles in this gamemode-

Medium: Can trade Seance for one beyond-the-grave kill of their choice.

Psychic: Evil visions are lowered to two people.

Jester: Gains temporary Basic defense for one attack. Can choose at night what investigative result they will show up as.

Occult Master: The original gains Astral visits when they are the only remaining member of the Occult after Night 4.

Coven Leader: Gains Astral visits with the Necronomicon

Hex Master: Can either attack one person with a Basic attack, or choose a person to hex at night with the Necronomicon.

This took me TOO long to make. Is it worth it? Probably not.

Was it fun? Yes and no. Making new roles is fun. Balancing them or attempting to do such was not.

Truthfully I loved trying to do all of this, even if it took so long.

Feel free to destroy me in the comments for the gameplay changes of base roles. I hope the retri and mayor nerfs however, will please someone.

Also ignore that Crusader change but we all know it should be that way. xd  