Board Thread:Role Ideas (Town)/@comment-38113970-20190202155114/@comment-38384353-20190202163243

KinhTK wrote: Summary: You're an expert migrator searching for things to help the Town.

Attack: None

Defense: None

Unique Role: Yes

Abilities: You may choose to travel each night.

Attributes: Choose a place to travel, and do a specific action. Once you travel, you are gone from the Players list. The town will know if you have traveled or not. You will return the next day, and you must wait 1 day between traveling.

Mechanics: To travel click on your own button. When you Travel, you may choose a destination which you may do an action there. When you travel you are removed from the role list and you can't see daytime chat. And the town will get a message saying " has migrated, he will be back soon.". There is a timer in the top right corner of your screen telling you when you have stopped traveling. Once you have chosen a place and done an action you will wait until that timer ends. When the Timer ends it's day again, and the Town will get a message saying " is back from his/her vacation!" ''' This makes the role far to easy to confirm and unfair for evils. I would change it to chose an ability when there isn't a full moon and use it when there is.'''

You have 4 places to choose from, Townsville, Mafia City, Coven's Lair, and Neutral Islands. Each place will have 4 actions you can do.

Townsville: Actions you do here will support the Town. Actions you can do here including Medium Lessons, Investigator Lessons, Voting Powers, and Confirming a Townie.

Medium Lessons: When you return from traveling you are able to communicate with the dead, except this time you are called "Traveler". After you Travel again, this ability is gone.

Investigator Lessons: Choose a Town Investigative, when you return from traveling you will act like that Investigative role. After you Travel again, this ability is gone.

Voting Powers: One player's vote will count as 3 votes when you return. After you Travel again, this ability is gone. '''I like these three town roles providing versitility and can allow evils to make more diverse claims. the voting part could make it too confirmable though.'''

Confirming a Townie: Choose a Player, if they are Town member it will tell you their exact role. If they are not it will say "This Player doesn't belong here.". You may only do this 2 Times. '''This is an overtuned Sheriff. I would recommend taking it out.'''

Mafia City: Actions you do here will prevent Mafia from winning. You can do 4 actions here including, Messing with MD, Messing with MS, Messing with MK, and Eavesdropping.

Eavesdropping: Listen to the Mafia during the night, for one night. like this part.

Messing with MD: Roleblock all MDs for 1 night. This feels very strong even with the need to prepare it.

Messing with MS:  Roleblock all MSs for 1 night. Same as above.

Messing with MK:  Roleblock all MKs for 1 night. You may only do this 2 times. '''This just stalls the game while providing no info. '''

Coven's Lair: Actions you do here will prevent the Coven from winning. You can do 4 actions here including, Stealing Potions, Cursing Witchcraft, Stone Blinders, and Banning Spells.

Stealing Potions: Roleblocks Potion Master, and Poisoner for a night. Again, this feels very strong even with the need to prepare it.

Cursing Witchcraft: Roleblock Coven Leader for 2 nights. Generally not a fan of the autotargeted roleblocks.

Stone Blinders: Give a player immunity form Medusa. You may only do this to one player. This shouldn't work if Medusa has necronomicon, or at the very least they should still die.

Banning Spells: Roleblocks Hex Master, and Necromancer for a night. I've made my view on Roleblocks clear by this point.

Neutral Islands: Actions you do here will prevent NK and NC from winning. You can do 3 actions here including Sabotaging NK, Sabotaging NC, and Revealing a Neutral. Revealing a Neutral

Sabotaging NK: Roleblocks all NK for one night. Same as above.

Sabotaging NC: Roleblocks all NC for one night. You know what I think.

Revealing a Neutral: You will get a player and that player is confirmed Neutral. '''again an overtuned sheriff. NK is hard enough to win with without guarenteed discovery. (if theres only one NK left its game over for them)'''

-Investigation Results-

Investigator: Your target could be a Spy, Blackmailer, Jailor, Guardian Angel, or Traveler '''Think it would be interesting if the results changed based on what ability gets chosen. i.e. if you are med for the night you appear as a med. again this would help balance for maf and produce claim space.'''

Sheriff: Not Suspicious

Consigliere: Your Target travels for fun. They must be a traveler!

'''​​​​​​​It is a very interesting concept with the ability to copy other roles as and when is needed. At the moment, I think the options are too varied. Just keep a few of them to not give too much power to one player. The leaving town part takes a strong role and guarentees confirmation. Something I would recomend lore wise would be to change the role to something like an initiate/trainee. have them stay home to study and then use the ability the next night.'''