Board Thread:Role Ideas (Other)/@comment-27552918-20170526060638/@comment-32499035-20170711181902

TheDragonMaster825 wrote: The apocalypse has ended in sorrow and its up to the next generation of townies to avert this catastrophe and destroy the Town of Salem.

These roles are considered Townies but the goal they seek is a much different story.

Unlike normal evil factions, they do not know each others identities and they cannot talk in night chat but they have interesting abilities which help them achieve their goal.

Sounds intriguing I'm interested

There can only be max. 4 Neo-Town in a game. They can appear in place of a Town role, (e.g. A Neo-Town can fill a Town Investigative spot or a Random Town slot)

Makes sense because they have to hide...

They can only win with other members of their faction.

Neo-Town members all start on day X (X is a number I'll let you guys decide) while everyone else starts on day 1. They go back in time (like from day 8 to night 7). Their normal abilities are replaced with their ACTIVATION ability when Neo-Town and everyone else meet on the same day.

Kinda sounds like Necroconicom but it's different enough I guess

Kinda confused though...

Investigators do not receive clues with names of Neo-Town roles but they do receive clues based on similarity with other roles.

'''IDK how others will react to this... '''

They all have detection immunity.

They have 3 types of alignments:

(Dominance); These roles have abilities that can be used to seek and lead their faction. There must always be a Neo-Town (Dominance) player in order for this faction to exist.

(Prevention); These roles have ways to stall the game, whether it be killings, detection or anything that would end the game quickly.

(Special); These roles in this faction have special attributes, such as being able to manipulate time, and so forth.

'''okay... '''

Goal; Destroy the Town and change the course of the Future!

Everyone has X nights to stop the Neo-Town (by killing them all) before they detonate a bomb that will kill everyone.

Some Role Ideas;

Astrologist - Neo-Town (Dominance)

This role can also fill Town (Investigative) and Random Town.

Summary; You are a Townie who can predict the alignment of stars

Abilities;

Active 1; Select someone and see through their past, you can determine if they are a Neo-Town or if they are not.

Seems simple enough

ACTIVATION; Select someone to remove off the face of the earth, while they are removed, they cannot do anything and the Town will not receive a notification about their removal. Once all other members of their faction are dead, they are returned into the Town. (1 use)

Seems a little OP I would probably change this somehow 

Investigative Results;

Investigator; Your target is waiting for the perfect moment to strike.

Consigliere; Your target studies the vast emptiness above, they must be an Astrologist!

TaskMaster - Neo-Town (Prevention)

This role can also fill Town (Support) and Random Town.

Summary; You were a great Leader who likes forcing people to do his jobs.

Abilities;

Active 1; Select someone each night to do the job, they will roleblock who they visit.

ACTIVATION; Select someone each night, they will roleblock all their visitors (except other roleblockers, who will effectively roleblock you).

'''Is there a need for an escort rehash? '''

Investigative Results;

Investigator; Your target is skilled at disrupting others.

Consigliere; Your target assigns people to do activities for them, they must be a TaskMaster!

Pacifist - Neo-Town (Prevention)

This role can also fill Town (Protective) and Random Town

Summary; You were a religious townie who wanted no one to die.

Abilities;

Active 1; Select someone each night to defend, if your target is attacked, you will convince ALL killers not to kill that night. The person you defend is unable to vote the next day.

Way too OP and its 'balance' seems more like a benefit than a curse

Active 2; You can select yourself to defend. (1 use)

ACTIVATION; Same as Active 1, only you receive a vision every night of someone who is Neo-Town.

'''So basically the activation is the same thing? Try harder on this'''

Investigative Results;

Investigator; Your target is not afraid to get their hands dirty.

Consigliere; Your target just wanted everyone to get along, they must be a Pacifist!

Chronovator - Neo-Town (Special)

This role can also fill Random Town

Summary; You are an expert in time travel.

Abilities;

Active 1; Select yourself to move the days of the Neo-Town by 1 (decreases bomb timer by 1). (1 use)

ACTIVATION; If you did not use Active 1, you may activate this ability, its the same as Active 1 but you move the days by 2 instead. (1 use)

Seems okay I guess

Investigative Results;

Investigator; Your target keeps to themselves.

Consigliere; Your target can control the past and future, they must be a Chronovator! Interesting concept but I see more problems than I see rewards for putting this into the game so in any case REJECTED