Talk:Roles/@comment-5.14.43.153-20150425192133

This is a really long post. There are about 5 class ideas with stories and everything. I chose to combine all of them so I can look for feedback quicker (they are some previous ideas and feedback would be hugely appreciated)







Gardener (town support)

Abilities:

-you have 3(less if to OP) water buckets and 1 water barrel

-using the water bucket you will strike someone with water. They will stay wet for 2 days, making them immune for the given time to the arsonists attack. They will stay doused after drying, and become vulnerable again to the arsonists ignition

-using the barrel: you throw someone in the barrel, cleaning them of gas. Then you clean their house. They won't be immune to ignition but won't be doused anymore. They can be doused again

If investigated:

-Investigator: your target works with knives (garden scissors in this case). They can be a Serial Killer, A Doctor or a Gardener

-Sherriff: not suspicious

-Consigliere: your target spends their nights in their garden. They must be a Gardener!

Notes: - not unique; can use abilities on self

Story: Once a famous botanist, the Gardener moved to Salem to leave a calm life. Until now, he spent his days taking care of his beautiful flowers, selling bouquets for a living. But now, as the smell of gas is everywhere, he realized how useful his water buckets can be with a crazy pyromaniac around.



<p class="MsoNormal">Name: dog trainer (town protective/kill)

<p class="MsoNormal">Abilities:

<p class="MsoNormal">- use right button to send your dog kill your target. If the target is a kill role, the dog will also die.

<p class="MsoNormal">- use left button to send your other dog to protect your target. The dog will role block kill roles attacking your target, but he will die. He will kill any other evil role and die. If the target isn't visited for 3 days, the dog gets rabies and attacks the target.

<p class="MsoNormal">If investigated:

<p class="MsoNormal">-Investigator: your target take scare of the people he owes. He can be either a Dog Trainer or a Mafioso

<p class="MsoNormal">-Sherriff: NS

<p class="MsoNormal">-Consigliere; you hear barking from your target's house. He must be a dog trainer!

<p class="MsoNormal">Notes: you only have one attack dog and one protect dog; if you set a dog to protect yourself, you can still be killed if the dog gets rabies

<p class="MsoNormal">-if someone visits a person who is guarded by a dog with rabies, the rabid dog will kill both the target and the visitors.

<p class="MsoNormal">Story: The Dog Trainer never thought such things would happen in his town. Salem used to be a nice city, a safe and nurturing place for his beloved dogs. He won tons of contests, being one of the best trainers in the region. But dark times have come, and his Rottweiler has very sharp teeth...

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<p class="MsoNormal">Name: Hunter (Town killing)

<p class="MsoNormal">Abilities: sets a bear trap at his target's door. If the target walks out of his home, he will be killed. If someone tries to go the target's house and enter, he will be killed.

<p class="MsoNormal">- Can damage only roles who move at night. If someone visits the target, it must involve entering the house (the Lookout will be save, the doctor/bodyguard will be harmed). Night invincibility roles will be just rb'd, including the sk/gf.

<p class="MsoNormal">-You have 2 bear traps

<p class="MsoNormal">-The bear traps stay in their placed until activated

<p class="MsoNormal">If investigated:

<p class="MsoNormal">-Investigator: your target leaves objects at people's houses. He is a hunter or a blackmailer.

<p class="MsoNormal">-Sheriff: Not suspicious

<p class="MsoNormal">-Consigliere: Your target uses traps to his advantage! He must be a Hunter!

<p class="MsoNormal">Story: The town is in trouble. The Hunter used to be a strong man, fighting wolves with his bare hands. But now he aged. He ha given his gun to an old friend, the Veteran, who now uses it wisely. Until he died. When he saw the Vet's corpse, the hunter cried, feeling weaker than ever.

<p class="MsoNormal">Without his strength, the Hunter thought that he left down the town in its time of need...until he saw the 2 bear traps in his tool sheds.” I can't fight, but I can still sneak"

<p class="MsoNormal">That night, he sneaks in the front of the Mafioso's house. The next morning, the Mafioso lies dead in front of his home, his feet almost severed. "Killing my friend cost you a leg", he says, passing next to the Mafioso’s corpse.

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<p class="MsoNormal">Name: the telepath (town support)

<p class="MsoNormal">Abilities: has both a day and night ability.

<p class="MsoNormal">-During night: every full moon you will find out a random town member. Works 3 times (first 6 nights, can't be controlled)

<p class="MsoNormal">-During day: you can telepathically talk with one town member with the command /t (player name). This telepathic talking can't be detected by anyone except for the witch, and the receiver will receive, instead of the normal chat message, the text: "You hear a new voice in your head. It says:"

<p class="MsoNormal">-You can use telepathy only twice a day

<p class="MsoNormal">Story: The Telepath sees the new, big full moon. He rolls a fluffy carpet on the ground and relaxes. Suddenly, thousands of memories enter his head. He swims through them. Finally, he sees a memory he needs: the memory owner looks in a mirror. It is... Ezekiel. Searching deeper, he discovers many memories about interrogations and questions. Ezekiel is the sheriff, it seems. Waking from the trance, he send us a faint telepathic message. “Ezekiel, you have a new friend"

<p class="MsoNormal">If investigated:

<p class="MsoNormal">-Investigator: Your target is very quiet and has weird habits. He can be a Jailor or a Telepath

<p class="MsoNormal">-Sheriff; your target is not suspicious

<p class="MsoNormal">-Consigliere: your target can read people's thoughts. He must be a telepath!

<p class="MsoNormal">Notes:

<p class="MsoNormal">-Not unique role. If he meets another telepath, they are both informed and can talk without limitations.

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<p class="MsoNormal">We could make the retri a neutral role, so he can take sides just like the survivor/amnesiac, keeping his abilities but not his alignment.

<p class="MsoNormal">Instead, we could add a Life Saver. What can he do? Like the Jester, he can use his powers if he is dead. Unlike the jester, he doesn't have to be lynched: he has to be murdered by sk, arso or mafia. When he dies, the next day he can revive someone from the dead, and that someone will be invincible for one day/night. He can choose to kill himself to save a dead role the town really needs in the same night he chooses to suicide. For example, we have: 2 mafia, one Life Saver (LF) and one doc. The Life saver kills himself, the medic self-heals. The next day, the mafia has a surprise: the Mayor is back!

<p class="MsoNormal">More formal variant

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<p class="MsoNormal">Story: In a dark house, in a candle-lit room, a man sharpens a knife. In front of him is a photography of his dear friend, the Mayor. He puts the sharpener away and goes closer to the photo. My dearest friend, he says with tears in his eyes, I don't want to die, but the town needs you more than me. Cutting his throat and letting the blood spill over the then candle, the flame turns red, as a new soul emerges. The Mayor is now alive.

<p class="MsoNormal">Abilities:

<p class="MsoNormal">-Choose a role from the graveyard the night after the day you are killed. The role can be fulfilled by any dead town member, even if the original owner left the game

<p class="MsoNormal">-You can select yourself to commit suicide, allowing you to revive someone the same day (there could be a penalty) (not sure if you should kill yourself during the day and the quit message appearing or kill yourself at night)

<p class="MsoNormal">-Your ability won't work if lynched

<p class="MsoNormal">- Your target will be immune the next night

<p class="MsoNormal">If investigated:

<p class="MsoNormal">-Sherriff: your target is Not Suspicious

<p class="MsoNormal">-Investigator: Your target needs blood for his work. Could be a Life Saver or a Vampire

<p class="MsoNormal">-Consigliere: your target will sacrifice himself for his friends. He must be a life saver

<p class="MsoNormal">Notes:

<p class="MsoNormal">-unique role

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<p class="MsoNormal">Name: Cultist

<p class="MsoNormal">Story: He is a feared person. He made countless sacrifices for his God, a God whose name was forgotten thousands of years ago. He was followed by angry mobs, attacked by thugs, jailed by the police, almost lynched a dozen times. His house was once set on fire, and everything seemed to be against him. But now, the moment of rupture is almost here. Only eight days left, and he will cleanse this world.

<p class="MsoNormal">Abilities:

<p class="MsoNormal">-if you survive 8 days the whole town dies

<p class="MsoNormal">-if someone role-blocks you, they will get the message “you felt an evil presence”

<p class="MsoNormal">-if no invest role investigates him by the 4th night, in the 5th day there will be a message, after the death announcements: “IN 3 DAYS, THE FORGOTTEN GOD WIL CLEANSE THIS CITY”. This will provoke panic, making the mafia teaming with the town to kill the cultist or so. If the cultist dies one night before the “cleansing” everyone wins(no matter current goals) and gets and achievement for their role:”Phew, that was close”

<p class="MsoNormal">Every investigation will reveal his true role for balance purposes.

<p class="MsoNormal">This role could be OP, but remember how hard it is to survive 8 days. He has no ability, no immunity and alarms the fuckin’ roleblockers. It might even be too WEAK.

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<p class="MsoNormal">Note: players who choose to leave the game should just disappear with the message “We couldn’t find anyone in X’s home. He must have left the town”, and the suicide message appearing for the life saver