Board Thread:Role Ideas (Town)/@comment-37447096-20181113204630/@comment-37447096-20181113232414

TheRetroPioneer wrote: The Mercenary seems too specific to the Mayor, and it still follows the same format of the Vigilante. Avoid stuff like that, and avoid 'role pre-requisites'. (Where a pre-existing role must exists for your current role to exist, like Vampire Hunter) It also follows a similar Veteran format, which makes it hard to counter. If you want to balance this, make 'less' abilities; so, don't have the Veteran mechanic with the Mafioso mechanic.

Again, your Priest seems too specific to the Vamire, Necromancer and Werewolf. You also didn't specify what deterring a WW/Vamp/Necromancer does, this could mean blocking attacks, roleblocking, forcing them to visit you instead, etc. Defense really shouldn't be given to town on the level of every full moon. The Veteran can only get defense three times, and is a role that is made for people to visit them. the Bg/Doc both have one self-protection.

I like the idea of blocking certain abilities like Hexing, but it seems to specific to the roles you selected. The Mafia is a strong faction, and the Serial Killer has a higher win rate over the Werewolf, but the buffs seem more specific to the roles that win less (maybe minus the Necromancer)

Props for the colour A priest can still be killed by a werewolf on fullmoon nights. But i am going to change the mechanic of praying only on full moons to praying anytime.