Board Thread:Role Ideas (Other)/@comment-35836120-20180630132525

Warfare/Invader Faction

Every roles are unique

I don't intend to actually post this on the official forum, but It's just a bunch of roles, which I thought would fit as a new DLC for the game which focus on a bunch of roles that are more technologically advanced than the current roles (TOS events happened during the 1600s so I'll assume this DLC took place during 1900s

'''Alignments: Frontline - Functions as the most susceptible, and vulnerable roles in the faction, but they possess some form of unique strength (preferrably killing) that sets them off apart from others Support - The support of the faction, able to provide, and help their teammates, or the faction itself, each has unique contributions to the faction, whether small, or big but can still impact the game Tactical - The brain of the faction, mostly handling the information, and the first to come up with plans, and strategies that will further help the faction eliminate, fool, and trick to achieve victory'''

I made every role, unique, and essential in their own way, no roles here are useless (Like Mafia's Framer jk) but I can't say 100% of them are balanced.

They are different from every other factions (Actually I tried to include some attributes each faction has, and made a faction out of faction's hybrid. This faction contains uniqueness (Coven), but each of them are essential, and contribute different benefits (Mafia) and can fool, kill, and cause chaos to others (Neutral), but most importantly they value teamwork, and must communicate effectively to each play their role effectively. (Town)

'''Gunman (Frontline) Attack: Low/Weak Defense: None'''

Abilities: Attack a person at night, OR visit a dead person at night to gain materials that will improve your weapon

Attribute: You start with Low/Weak attack value (Low is a unique attack value, that cannot kill anyone who has basic defense, and can only damage a player with no defense value. But the difference is that when you attack a player with no defense, they won't die from your first visit, instead it will notify them that they have been attacked by a person with Low/Weak attack value, they will however die if you visit them again.)

'''At night you can choose to attack a living player, or visit a dead player. You will gain equipments/materials that will increase your attack value depending on the dead person's alignment.'''

'''Anyone who visits your target will get a messege saying "You heard a gunshot." If anyone receives this text a second time, they will know your identity.'''

Mechanics:

Here is a list of materials/equipment you can get from certain players, and how much is needed to improve your weapon.

'''You gain 3 materials/equipment points for visiting: TK/MK/NK You gain 2 materials/equipment points for visiting: TP/TS/MS/NC/CE You gain 1 materials/equipment points for visiting: TI/MD/NB/NE'''

'''Once you have 2 materials/equipment points your attack value becomes Basic Once you have 6 materials/equipment points your attack value becomes Powerful Once you have 10 materials/equipment points your attack will now cause a rampage at the target's house.'''

-Investigative Results-

Sheriff: "Your target is a member of the Warfare/Invader (s)."

Investigator: "Your target could be a Vigilante, Veteran, Mafioso, Pirate, Ambusher, or Gunman."

Consigliere/Witch: "Your target is skilled with high adaptability in terms of weaponry, they must be a Gunman."

Personal thoughts about this role: A role which is the least essential in the early stages of the game, however they can cause chaos, and bring the faction closer to victory as they get stronger, however this role is vulnerable since they have no defense, they will have to stay active in discussions, but not too much to cause NK, and Mafia to target them.

'''Engineer (Support) Attack: None Defense: None'''

Abilities: (Day) Construct a defensive fort around your target.

Attributes: The defensive fort will grant the target protection from the next negative effect they will receive (douse, roleblock, blackmail, attack) except the plague.

Your defensive fort cannot protect a target from multiple negative effects (but being attacked has higher priorites of being protected by the defensive fort.)

You cannot build a defensive fort for yourself.

You cannot remove any existing negative effect they have (douse, hex, and poison)

You cannot also prevent someone from being turned to a vampire.

You can only have 1 defensive fort active, you can choose yourself to remove the defensive fort.

Your defensive fort staves off the negative effect of a role which has higher priority first.

The player who tried to attack your target will receive a message that informs them of the presence of a defensive fort.

'''Mechanics: Your defensive fort acts like a GA's purge, but will only protect their target from one negative effect, so being roleblocked, and blackmailed at the same night will result in you being only blackmailed (As Consort has higher priority)'''

Attack > Others, If your target is attacked, and roleblocked at the same night, they will be safe from the attack, but will result in them being roleblocked.

-Investigative Results-

Sheriff: "Your target is a member of the Warfare/Invader (s)."

Investigator: "Your target could be a Survivor, Vampire Hunter, Amnesiac, Medusa, Psychic, or Engineer."

'''Consigliere/Witch: "Your target specializes in constructing defensive forts, they must be an Engineer." '''

Personal thoughts about this role: A strong Support, with the ability to prevent negative effects to harm the faction, however they can only protect someone from one negative effect.

'''Surveillant (Tactical) Attack: None Defense: None'''

Abilities: Choose two players to set up your sentient equiment at.

Attributes: You will receive every notification they get (Even a Hypnotist's fake notification)

Mechanic: The role's main point is the notification of others, guesswork is required to be able to give vital information to other members, especially regarding of possible roles in the game.

-Investigative Results-

Sheriff: "Your target is a member of the Warfare/Invader (s)."

Investigator: "Your target could be a Spy, Blackmailer, Jailor, Guardian Angel, or Surveillant."

Consigliere/Witch: "Your target uses a contraption that enables them to receive vital information from their target's perspective."

Personal thoughts about this role: A decent Tactical role, that can still give the team vital information, but is probably the least essential role in the faction.

'''Surrogate (Support) Attack: Basic Defense: None'''

'''Abilities: (When adapting to a Frontline role) You can attack a player at night, but other visitors will instantly know your identity. (When adapting to a Tactical role) You can choose the death message of another player. (When adapting to a Support role) You can cover up a member of the Warfare/Invader, this will give them Detection Immunity for the night.'''

Attributes: When a specific sub alignment is absent, the Surrogate is able to adapt to the team's need but with stronger flaws.

Frontline > Tactical > Support is the sub alignment priority of the Surrogate, although the Surrogate is already a part of the Support alignment, they will adapt to a Support role when there are no other Warfare/Invader Support role, other than themselves

When adapting to a Tactical/Support role, your attack value is temporarily disabled.

You are Detection Immune, and when choosing to cover up a member of the Warfare/Invader, your Detection Immunity will be given to your target for the night.

Mechanics: During the start of the game, you will function only to help with voting, and other minor things.

You function as the only Detection Immune member.

Investigative Results-

Sheriff: "Your target is not suspicious."/ "Your target is a member of the Warfare/Invader (s)."

Investigator: "Your target could be a Medium, Janitor, Retributionist, Necromancer, Trapper, or Surrogate."

Consigliere/Witch: "Your target acts accordingly to what the faction needs, they must be a Surrogate."

Personal thoughts with this role: Strong, versatile support role, useful in many situations.

'''Analyst (Tactical) Attack: None Defense: None'''

Abilities: Visit two players at night, analyzing each of their composition.

'''Attibute: For the first target you will receive their attack value. While the second their defense value.'''

Is Control Immune

'''Mechanic: If you visit a Disguiser who disguised as a Vigilante, you will still see their original role's attack, or defense value.'''

-Investigative Results-

Sheriff: "Your target is a member of the Warfare/Invader (s)."

Investigator: "Your target could be a Lookout, Forger, Witch/Coven Leader, or Analyst.

Consigliere/Witch: "Your target analyze other people's body composition, and their capabilities, they must be an Analyst.

Personal thoughts about this role: Reliable role for finding essential targets to kill, or accuse, Is average in terms of efficiency of finding roles, still good tho

'''Protector/Shielder (Frontline) Attack: Basic Defense: None'''

'''Abilities: (Day) Choose to offer yourself up to be lynched. (Night) Protect a member of your faction.'''

'''Attributes: You can only choose to offer yourself once someone is in trial (Defense, Voting phase) This will override the trial phase, and forcing a stop to the trial, which means you will take the place of the accused. But the votes are all automatically set to guilty, and will result in you dying of being lynched. Your target who you saved from being lynched however, will be given Unstoppable defense the following night, but will be roleblocked as well.'''

'''Protecting a member of the faction from being attacked will result in you dying. While If a Sheriff/Investigator/Consigliere/Witch visit your target they will be attacked.'''

Mechanics: HE PROTECC, HE ATTAC, BUT MOST IMPORTANTLY BUT MOST IMPORTANTLY HE ROC

-Investigative Results-

Sheriff: "Your target is a member of the Warfare/Invader (s)."

Investigator: "Your target could be a Bodyguard, Godfather, Arsonist, Crusader, or Protector/Shielder

Consigliere/Witch: "Your target protects his teammates, and vows to die honorably, they must be a Protector/Shielder."

Personal thought about this role: THIS IS PROBABLY A JOKE ROLE, I DIDN'T EVEN SPEND A LOT OF TIME MAKING THIS ROLE I JUST THOUGHT OF THE HE ATTAC, HE PROTEC MEME. 