Board Thread:Role Ideas (Other)/@comment-38801580-20190710151045/@comment-38801580-20190729040252

Iq Controller wrote: I know this is a lot to read, so take your time.

The Cult has two factions, Cult Killing and Cult Support. Once all Cult Killing members are dead, a Cult Support member will get the Cult Necronomicon. The color that the faction members appear as in role-lists is tan.

Cult Killing Roles:

Cult Leader

Summary: You are the leader of a Cult who can convert others to your side.

Cult Killing

Attack: Basic

Defense: None

Is Unique

Priority:6(conversion) 5(killing)

Abilities: Convert someone to the Cult. You must wait a night between conversions. Those who you convert will keep their same abilities, but their goal and win condition is now with the Cult. You can only convert town members. Once the whole cult is dead except converted Town members, all converted town members will be dealt an Unstoppable attack the next night. (This is so the game doesn’t just keep continuing once the town has eliminated the whole cult except for like, a single converted Doctor who can’t kill anyone.)  You can have a maximum of two converted players at the same time. After that, you deal a Basic attack every night.

Attributes: Speaks in Cult Night chat, Spy immune

Mechanics:  Trying to convert someone who you cannot convert will do nothing. Converted Vigilantes and Jailors no longer lose their abilities after killing a townie. It will be revealed that someone was a Cult Member when they die.

Converted players appear as your results to the Investigator and to the Sheriff.

Messages:

They died because they failed their Cult. (Converted Cult Member dying because all other Cult members are dead.)

They were killed by a Cult Leader. (Message when being dealt a Basic attack because the Cult already has two converted members.)

Sheriff: Your target is suspicious.

Investigator: Your target could be a Framer, Jester, Vampire, Hex Master, or Cult Leader

Consigliere/Witch: Your target converts others to their secret society. They must be a Cult Leader!

Goal: Kill all who would oppose the Cult Strategy:  Try to convert townies whose special abilities actually benefit you. For example, Crusaders, Escorts, Jailors, and Transporters all have abilities that can interfere with the town, while a Bodyguard, Doctor, or Medium will be less useful for you. Converting TIs is a mixed bag, on one hand, their investigative abilities are extremely weak, but on the other hand, they are usually trusted by the town and can be used to lynch innocent townies. If you happen to be stuck with a really bad conversion, such as a Medium, they are always an option for Bussing, or as a sacrifice to the Priest.

Silencer

Summary:  You are a talented killer who can frame others for someone’s murder.

Cult Killing

Attack: Basic

Defense: None (one-time Basic defense, like a Witch)

Not Unique

Priority: 5

Abilities: Select someone to kill. You can then choose to make it appear like the body was killed due to another cause.

Attributes: Speaks in Cult Night chat.

Mechanics:  You can fake every single type of death in the game, no matter how ridiculous it would look in the context of the game or the role list. The only exception is suicide by leaving.

Sheriff: Your target is suspicious.

Investigator:  Survivor, Vampire Hunter, Amnesiac, Medusa, Psychic, or Silencer.

Consigliere/Witch: Your target frames other people for their murders! They must be a Silencer. Strategy:  Your utility depends a lot on the role list. If there is more ambiguity in the role list, you can make it appear that there are far more killers than there actually are. Without too many killing roles, your best bet is to fake kills by the TK, and then use them as claims in the mid game. In the early game, if you appear in the role-list as a result of a Cult Killing or Random Cult, fake Cult kills, such as the Kidnapper.

Cult Support Roles:

Demonologist

Summary:  You harness demons and monsters for the Cult.

Cult Support

Attack: None (Powerful with Cult Necronomicon)

Defense: None

Is Unique

Priority: 2(Repelling visitors)/5(Attacking people)

Abilities:  Summon a demon at another player’s house. The demon will cause all visits to fail against that player unless they are Astral. You will even stop Cult member visits. With the Cult Necronomicon, every odd night, your demon will also Rampage at the player’s house, dealing a Powerful attack to your target and anyone who visits that player.

Attributes: Speaks in Cult Night chat, Control Immune

Mechanics: The message for being scared off by a demon is “Your visit failed because a demon patrolled your target's house." The demon does not prevent the visit from registering as a visit, it just prevents it from working on your target.  Think of it as building a jail cell around your target that still allows your target to leave the cell to use their night ability.

The message for dying to a demon is “You were attacked by a demon!”

If you die from an indirect visit to a Rampaging demon, the demon will still cause your visit to fail, but you will be attacked anyway.

Sheriff: Your target is suspicious

Investigator: Your target could be a Lookout, Forger, Witch/Coven Leader, Demonologist, or Scientist

Goals/WinsWith/MustKill: Same as rest of Cult You can use your demons to protect Cult members from investigation, if you believe they will be investigated,  You can also use them to repel killers. As a Demonologist, you should also have a good idea of what can and cannot pierce your demon. Your demon will not prevent Hex Master attacks.

Priest

Summary:  You are a priest who gains power from sacrificing to the gods.

Cult Support

Attack: Powerful/None

Defense: Powerful/None

Not Unique

Priority: 5

Abilities: Choose someone to Sacrifice at night. You can choose a member of the Cult, but you cannot choose yourself. If that person dies by lynching the next day, you gain Powerful Defense, a Powerful Attack, and the ability to Rampage at your house and another person’s house for a single night. You will still be able to choose a sacrifice for the next day. With the Cult Necronomicon, anyone who you choose to Sacrifice will be poisoned without a message, and they will die the next night.

Attributes: Cult Night chat, receives Cult Necronomicon when all Cult Killing are dead.

Mechanics:   The town doesn’t know if you successfully Sacrificed. Selecting a target to sacrifice is Astral, and it is not affected by transportation. A Coven Leader can control you if you’ve gained your Rampage abilities, but they will still die from visiting you.

Messages:

There were destroyed by the Priest. (When the Priest uses their Rampage power.)

They were poisoned by the Priest. (When the Priest uses their poison after obtaining the Cult Necronomicon.)

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

Investigator:  Your target could be a Sheriff, Executioner, Werewolf, Poisoner, Judge, or Priest.

Consigliere/Witch:  Your target is a religious figure. They must be a Priest. Strategy:  You have many options to play as a Priest. You could start pushing Town member executions, sacrifice members of your own Cult, or try to simply guess who the town will lynch next. Pushing Town member executions will work if you have the option to claim Executioner or if you almost have majority. Sacrificing members of your own Cult is particularly effective if you have a Cult Leader. And simply guessing who the town will lynch works better when you have very few players left or if the Cult is not the only evil faction the town is facing.

Librarian

Summary:  You are a brainwashed bookworm who reads everyone’s wills.

Cult Support

Attack: Basic/None

Defense: None

Not Unique

Priority: 4

Not Unique

Abilities: Choose a player to research. You will be able to read the will they had at the end of that night. You will read the will that the Forger forged on them if they are forged. You will not read any will if they were Stoned or Cleaned. With the Cult Necronomicon, researching is now Astral as well as dealing a Basic attack. If you kill them, you will hide their will but not their role from the town.

Attributes: Speaks in Cult Night Chat

Priority: 4

Mechanics:  At the end of the night, you will see a small Last Will icon next to the display that holds your role-card with a label for which night you found that last will. Clicking on it will pull up the last will of whoever you targeted. If you kill someone with the Cult Necronomicon, Will Stolen will be written next to their name in the graveyard. Their corpse can still be brought back by a Retributionist or reanimated by a Necromancer. Message:  They were cursed by a Librarian.

Sheriff: Your target is suspicious.

Investigator:  Your target could be an Investigator, Consigliere, Mayor, Tracker, Plaguebearer, or Librarian.

Consigliere/Witch:  Your target reads old documents. They must be a Librarian!

Strategy:  The massive amount of information you get every night helps create fake claims. Tracker is a good claim, as most people will record who they visited in their will. It is likely that people will stop putting their role in their will and only a record of visits if they know you are present, but some roles have distinct patterns which will still allow you to deduce who they are. A Spy will will have faction visits, a Transporter will will list two players per night, and an Investigator will will have the investigation result next to the player's name. The Cult DLC has three Horseman to accompany Pestilence. Each is aligned with one of the other factions.

Reaper

Summary:  You are an acolyte of Death, waiting to be sacrificed to regain your powers.

Town Support

Attack: None

Defense: Invincible (one time only, and it only works on non-Town).

Is Unique

Priority: 3

Abilities:  None

Attributes:  Once you lose your Invincible defense due to an attack by a non-Town member, you will become Death, Horseman of the Apocalypse.

Mechanics:  The message for becoming Death is “Your death gives way to your master. You have become Death, Horseman of the Apocalypse.”

The message that the town receives is “The Reaper has been sacrificed, becoming Death, Horseman of the Apocalypse.”

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

Investigator:  Your target could be a Doctor, Disguiser, Serial Killer, Potion Master, Nurse, or Reaper.

Consigliere/Witch:  Your target is the Horseman of the Town. They must be Death, Horseman of the Apocalypse. Strategy:  To become Death, you can use Veteran baits, but remember you can only defend yourself against one attacker.

Death:

Summary:  You are an acolyte of Death waiting to be sacrificed to regain your powers.

Town Support

Attack: None

Defense: None

Abilities: None

Attributes:  As long as you are alive, three people may be lynched per day and the number of possible trials increases to 6. Strategy:  There's not much to it besidese staying alive as long as possible so that the town has better lynching opportunities.

Warrior:

Summary:  You are an acolyte of War seeking to obliterate the town.

Mafia Support

Attack: None

Defense: None

Abilities:  Every night, select a target to lynch the next day who is not a Mafia member. If they die that night by a non-Mafia attack or they get lynched the next day, you get a victory. With two victories, you become War, Horseman of the Apocalypse.

Attributes: Speaks in Mafia Night Chat, becomes Mafia Killing once all Mafia Killing are dead.

Mechanics:  Message for becoming war:  “The Town has turned against itself. You feel your body changing!”

Message for War appearing:  “The town has turned against each other. War, Horseman of the Apocalypse rises!”

Sheriff:  Your target is suspicious.

Investigator:  Your target could be Medium, Janitor, Retributionist, Necromancer, Trapper, or Warrior.

Consigliere/Witch:  Your target is a fighter. They must be a Warrior!

Strategy:  Target high-priority townies for other evil factions to kill. If you want them to die by lynching, have your Framer frame them. War:

Attack: Basic

Defense: Powerful

Abilities:  Every night, control someone. You will deal a Basic attack to the first player you select, and an Astral Basic attack to the second player you select.

Attributes: Speaks in Mafia Night chat, role-block immune, doesn’t become Mafia Killing once all Mafia Killing die. Strategy:  Try not to control Town Protective, as they will protect their second target, only earning you 1 kill for that night. Controlling most killing roles may seem pointless, but it ensures they will not attack you. Remember that your second attack is Astral, so you don't have to deal with Traps or Bodyguards. Also remember that you have a Powerful Defense, so you can ignore every attack except Jester haunts, Arsonist ignition, Hex Master's Unstoppable attack, Jailor executions, and a fully powered up Juggernaut.

Deprived:

Summary:  You are an acolyte of Famine who wants everyone to starve.

Coven Evil

Attack: None

Defense: None

Abilities:  Starve someone every night. Anyone who is starved will starve whoever they visit, but not anyone who visits them unless you have the Necronomicon. Starving people cannot be cured. Once all non-Coven members are starved, you will become Famine, Horseman of the Apocalypse. With the Necronomicon, starving people will starve anyone who visits them and anyone they visit.

Attributes: Speaks in Coven Night chat, receives Necronomicon

Sheriff:  Your target is suspicious. (Unless you have the Necronomicon.)

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

Consigliere/ Witch:  Your target starves the town. They must be a Deprived! Strategy: Plaguebearer strategies work well here, but remember that you are working with a team. If you realize that one of your own Coven members is Starving, use that to your advantage to maximize starvation by having them visit those who aren't Starving yet.

Famine:

Attack: Basic

Defense: None

Abilities:  During the day, select yourself in the sun icon if you want all Coven members besides yourself to have the Necronomicon for a single night. That night, you will not be able to do anything. If you don’t select the sun icon, you will deal a Basic Rampage attack on another player of your choice.

Attributes: Speaks in Coven night chat Strategies:  Depending on how many Coven members there are, it may or may not be more effective to give them all Necronomicon powers. Your Basic Rampage could be more effective even if you have three other Coven members on your team.

New Town roles(to balance out the addition of all these evil roles)

Nurse

Summary:  You are a rookie healer who gains more experience the more people you save.

Town Protective

Attack: None/Basic

Defense: None

Abilities: Select someone to protect. They will be granted Basic Defense for the night.

Attributes: Every time you successfully defend someone from attack, you will gain an ability. You do not gain an ability by defending someone from the attack of a Town member.

After your first heal, you will deal a Basic attack on everyone who attacks your target.

After your second heal, you grant your target Powerful defense instead of Basic, and your visits become Astral.

After your third heal, you will grant your target Invincible Defense, and you will Purge them, similar to a Guardian Angel.

Mechanics:  Message for getting healed: “You were attacked but someone nursed you back to health!”

Message for being protected:  “You were attacked but someone fought off your attacker!”

Message for being killed:  “They were killed by the Nurse.”

Investigator:  Your target could be a Doctor, Disguiser, Serial Killer, Potion Master, Reaper or Nurse.

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

Consig/Witch:  Your target educates themselves in the art of protecting. They must be a Nurse! Strategy:  Your unique ability allows you to attack EVERYONE who attacks your target. As with other TP, try to enter a partnership where you protect each other. Have your partner "bait" in attackers, and you'll level up.

Scientist:

Summary:  You are a researcher who tests people for their identity.

Town Investigative

Attack: None

Defense: None

Abilities:  Select someone to experiment on every night. You then select up to 6 roles that could exist in the game, at least one of which must be evil. At the end of the night, you will get a message informing you whether they were within that set of 6 or less roles or not.

Attributes: None

Mechanics:  Messages “Your target is one of the roles that you selected. Your target is not one of the roles that you selected.” You will be confused by Framing, Hexing, and Dousing.

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

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

Consigliere/Witch:  Your target studies the roles of others. They must be a Scientist. Strategy:  You need to balance how many roles you are including. Fewer roles in your tests will mean you are probably going to not get much information, but if your target does happen to be in your selection, you have narrowed it down considerably. More roles in your tests will mean that you are more likely to get information based on what roles you selected, but that information still leaves a lot of claimspace.

Judge:

Summary:  You exact justice and vengeance upon the town.

Town Killing/Support

Attack: None

Defense: None

Not Unique

Abilities:  You have two verdicts. When you use a verdict on someone, they become an Executioner. Your verdicts work on everyone except Pestilence.

Attributes:  You will become a Jester if you use a verdict on a Town member.

Mechanics:  The judge has ruled you guilty. You have become an Executioner.

Investigator:  Your target could be a Sheriff, Executioner, Werewolf, Poisoner, Judge, or Priest.

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

Witch/Consigliere:  Your target decides guilt and innocence. They must be a Judge. Strategy:  Alert the town about those you have turned into Executioners to make sure they ignore whatever they say. Remember that your power will bypass all defense except Pestilence's.

Achievements Cult Leader

Secret Society: Win one game as a Cult Leader

Brainwashing: Win 5 games as a Cult Leader

Propaganda: Win 10 games as a Cult Leader

Society of Societies: Win 25 games as a Cult Leader

Mass Following:  Have 5 or more Cult members at one time.

Not Convincing: Fail to convert someone

Silencer

Shhh!: Win one game as a Silencer

Unusual Deaths: Win 5 games as a Silencer

Deceiver of the Town: Win 10 games as a Silencer

Expert Killer: Win 25 games as a Silencer

Yeah right!: Have two Jailor executions on the same night

False Prayer: Make it appear that someone died of a Crusader attack.

Confused: Make it appear that someone who is not a Vigilante die of guilt

Kidnapper

Captured!:  Win one game as a Kidnapper.

Hostages:  Win 5 games as the Kidnapper.

Take no prisoners: Win 10 games as the Kidnapper.

Taken:  Win 25 games as the Kidnapper.

Stronger handcuffs!:  Die to a Serial Killer.

Doppelganger:  Get jailed and executed.

Demonologist

Summoner: Win one game as a Demonologist

Deal with the Devil: Win 5 games as a Demonologist

Servant of Satan: Win 10 games as a Demonologist

Demonic Commander: Win 25 games as a Demonologist

I’m Scared: Summon a demon

Haunted House: Summon a demon at the same person’s house 4 times in a row.

A Dark Art: Die to your own demon

Priest

Faithful: Win one game as a Priest

Religious: Win 5 games as a Priest

Sacred Town: Win 10 games as a Priest

Temple of the Cult: Win 25 games as a Priest

Sacrifice: Sacrifice someone

Holy War: Sacrifice a Priest

Librarian

Bookworm: Win one game as a Librarian

Avid Reader: Win 5 games as a Librarian

Literary Agent: Win 10 games as a Librarian

Bibliophile: Win 25 games as a Librarian

Can’t Put it Down!: Research the same person’s will 3 days in a row

Fanfic: Copy and paste someone else’s will into your own and have it be revealed when you die

Reaper:

Angel of Death: Win 1 game as a Reaper.

Soul Harvest: Win 5 games as a Reaper

Soul Collection: Win 10 games as a Reaper.

Master of Death:  Win 25 games as a Reaper.

The Grim Reaper:  Become Death N1.

Hades: Become Death, Horseman of the Apocalypse.

Immortality?:  Get lynched after becoming Death.

Paradox:  Get resurrected by a Retributionist.

Warrior:

Horseman of Vengeance: Win 1 game as a Warrior.

Fight To The Death:  Win 5 games as a Warrior.

Who By Sword?:  Win 10 games as a Warrior.

The End of Peace: Win 25 games as a Warrior.

Peacekeeping:  Become War, win, but don’t kill anyone.

The Power of Union:  Be killed by a Town member, a Coven member, and a Neutral Killing on the same night.

Deprived:

Starvation:  Win 1 game as a Deprived.

Malnutrition: Win 5 games as a Deprived.

Hunger:  Win 10 games as a Deprived.

Resource Drain: Win 25 games as a Deprived.

Book Replication:  Give the Necronomicon to all other Coven members.

Prison Food:  Be jailed and killed.

Nurse:

Protection: Win 1 game as a Nurse.

Medical Practitioner: Win 5 games as a Nurse.

Heal up!: Win 10 games as a Nurse.

Defense: Win 25 games as a Nurse.

Strongest Healing:  Reach your maximum level of power.

Town Vengeance:  Kill 3 attackers in the same night.

Firefighter:  Save your target from being ignited by an Arsonist.

Scientist:

Scientific: Win 1 game as a Scientist.

Guessing game:  Win 5 games as a Scientist.

Experiment:  Win 10 games as a Scientist.

The Expert:  Win 25 games as a Scientist.

The Scientific Method:  Experiment on the same person 3 nights in a row.

Got it!:  Guess that someone is a specific role, and be right.

Magic vs Science:  Be controlled by a Coven Leader.

Corruption and Bias:  Get converted by a Cult Leader.

Judge:

Judgemental:  Win 1 game as a Judge.

Jury:  Win 5 games as a Judge.

Rule of Law:  Win 10 games as a Judge.

Court Master:  Win 25 games as a Judge.

Jury Nullification:  Turn a Town member into an Executioner.

Self-Reflection:  Turn yourself into an Executioner.

Insanity defense:  Turn a Town member who got converted to the Cult into an Executioner.

Role lists:

Cult Ranked Practice:

Jailor

Sheriff

Vigilante

Town Investigative

Town Protective

Random Town

Random Town

Random Town

Town Killing

Cult Killing

Cult Support

Random Cult

Neutral Evil

Random Neutral

Neutral Killing

Witch Hunting:

Jailor

Investigator

Vigilante

Town Protective

Town Protective

Town Killing

Retributionist

Psychic

Town Support

Jester

Cult Leader

Demonologist

Librarian

Coven Leader

Necromancer

Faction Wars:

Cult Leader

Vampire

Mafioso

Consort

Necromancer

Hex Master

Jailor

Escort

Town Investigative

Town Support

Town Killing

Town Killing

Town Protective

Town Protective

Random Town

The Four Horseman:

Potion Master

Famine

Mafioso

War

Ambusher

Death

Town Investigative

Town Investigative

Town Protective

Retributionist

Transporter

Veteran

Vigilante

Guardian Angel

Plaguebearer