Board Thread:Role Ideas (Rework)/@comment-28092296-20180930174653

Necronomicon Changes: New Necronomicon Priority: 1. Poisoner - Helps in situations with a Doctor and doesn’t increase the Coven’s kill ratio 2. Necromancer - Often times has games or long periods of time within games where dead bodies cannot be necromanced or are only useful for trap sweeping, increasing the chance of triggering a Crusader/Ambusher or are counter productive, such as the infesting or biting ability 3. Medusa - Medusa is prone to doing nothing due to the ‘limited abilities’ mechanic. 4. Coven Leader - Still has a useful ability that is reliable. A buffed-up Coven Leader creates an interesting threat, and with a lower Necronomicon priority, this would mean that the Coven makes up for lack of numbers with individual strength. 5. Hex Master - Hex Master is good in the long-term. 6. Potion Master - Very useful abilities that can be cranked out quite often. Does not need the Necronomicon, but still is eligible to get it anyways.

I have two Hex Master changes that are separate and both take the Hex Master in different directions.

H ex Master Idea #1: - Hexes will temporarily block one night message. - This can be things like control/poison messages, which works well and helps to create teamwork. - This does not include things like interrogation results or anything that would make the Hex Master ‘roleblock’. - (Optional Idea: People will know if they have been hexed. This insures that the Coven doesn’t remain 100% out of people’s sightlines and helps clear possible confusion when (for example) somebody claims they were Vigilante but they didn’t shoot the Mayor on purpose and then twelve people report them for gamethrowing.) - New Necronomicon Ability: The Hex Master can optionally select themself to attack their target for a basic attack. - Hexing is counterintuitive with your hexed targets dying the same night, anyways.

Hex Master Idea #2: - Three people at maximum can be hexed at a time. After this, the Hex Master must stay home and will attack all visitors. - Hex Master games usually consist of hexing people that die anyways. This is made even more counterintuitive with ‘attacking whoever you visit’ necronomicon ability. - Final hexes only deal Powerful attacks since hexes come must more rapidly. - New Necronomicon Ability: You can optionally attack people for a basic attack, however, these attacks will not be considered as hexes and will not count towards the final hex. - Attacks are no longer astral. - People will see a message stating: “You were hexed!” whenever they were hexed. - Hexes will no longer change investigation/interrogation results

I also have a couple Potion Master Ideas:

Potion Master #1: - There are a maximum of six potions. Two for each ability. With the Necronomicon, potions regenerate every other night. Kill potions regenerate every night (to stick to the theme that the Necronomicon allows Coven to kill every night). - This means that a PM can either be a discount Mafioso or alternate between healing and revealing and lay low. The potions can be combined to create powerful combos, however, they are not too powerful since the cooldown times limit the freedom of this role.

Potion Master #2: - Healing/revealing potions have a 1-night delay like the Poisoner. This is removed with the Necronomicon. - This is an interesting mechanic that is aimed at making PM increasingly fun to play.

Coven Leader nerf: - Since the Potion Master exists and can reveal people, the CL doesn’t really need an ability to reveal roles themself. Also, basic defense and the control ability is powerful enough. Therefore, this is removed. 