Board Thread:Role Ideas (Neutral)/@comment-38485451-20190210194032/@comment-36963837-20190211044153

Ultimake wrote: Name: Arcane Enigma

Alignment: Neutral Killing

Summary: You are a scholar who uses their knowledge for power.

Attack: Choose from 3 attacks each night.

Defense: Basic

Priority: Unsure what this refers to. this determines which roles activate first; a has the lowest priority, 1, whilst an  has a high priority, 5 (I believe).

Abilities: - Attune to a school of knowledge each night. - Each different attunment will provide a different ability to use on the target.

Attributes: - You can not attune to the same school in successive nights. - Each attunement yields different investigative results. - Can be role blocked. Cannot be witched, but will reveal role to a witch.

Mechanics: - Every night, you may choose from one of three schools of knowledge to attune to.

- Ice attunment: Your target will receive the message “your blood runs cold” at the end of the night. They will be “frozen”, making unable to talk during the day. They will only be able to say “I am freezing.” if put up on the stand. They will die the night after if they are not healed. a who has their target blackmailed. This attack will count as a magical basic attack. This means that it will be from afar, so a lookout cannot see you. this is referred to in the DLC as Astral. Basic defense will protect you from this attack. A town protective role, excluding doctor, that visits the target will be afflicted with “frozen” and “doomed” status in their place. seems a bit op. A doctor will be able to safely cleanse the target.

- Fire attunment: Your target will incinerate into flames, killing them, and burning their last will. You will be unable to read their last will. almost visiting (apologies if you don’t know what the  roles are). Their role will still be shown upon death. This attack will be “powerful”. Arsonists are immune to fire attunment.

- Dark attunment: You will attune yourself with dark knowledge. You will gain one unstoppable attack and indomitable defense synonym. Everyone in the game will receive the message “Darkness claims this town.” to show that a dark attunment was chosen. You cannot be killed the night after you are attuned. ''???' If you are jailed and executed, the execute will be wasted and you will still remain alive. '''yet this is weak as the /anyone can call this out right after it fails, hanging you and, bam. Ded.''' Any basic attack will be returned to the attacker. a big of a / combo. Basic defense will protect the attacker from this reversal attack (vigilante and mafioso can die, godfather cannot). logical. This attunment prevents another attunment from being chosen the night afterwards. You can still be hung on the stand. This attunment CANNOT be used on night 1 or night 2. why is there an Unstoppable Attack

Investigation Results:

- Sheriff: For targets affected by ice and fire attunment, as well as the Arcane Enigma themselves: Your target is suspicious. Dark is immune or…

- Investigator:

Ice attunment: You and your target will give the results of: Serial Killer/Arcane Enigma/Doctor/Disguiser. this N E R F S the reliability of a claim even more

Fire attunment: You and your target (if they are checked the night they die) will receive the results of: Bodyguard/Godfather/Arsonist/Arcane Enigma.

Dark Attunment: You will give the results of: Medium/Janitor/Retributionst/Arcane Enigma.

- Consigliere: (Recieves the same results for the affected targets and the Arcane Enigma).

Ice attunment: Your target has a cold heart, they must be an Arcane Enigma!

Fire attunment: Your target radiates a burning heat, they must be an Arcane Enigma!

Dark attunment: Your target has dark forces protecting them, they must be an Arcane Enigma!

No attunment: Your target is a student of secret knowledge, they must be an Arcane Enigma!

-Witch/Coven Leader: They will properly be able to see a “chilled” or “burning” target’s role. nowimconfusedmaybeyoushouldincludetheFULLinvestigationresultsifyoudecidetosay”/'”'''

In summary/gameplay:

- The Arcane Enigma chooses from three schools every night to use the knowledge of. Each school grants him a different ability and changes investigative results. One of the most important factors:You can not choose the same school twice in a row.

- Dark attunment seemed the most difficult to balance, so I thought It would be best to make the Arcane Enigma unable to choose a school for the night after, leaving them vulnerable for that day. They must also choose another school the night after that, before choosing dark attunment again. I also chose to have It alert the town that dark attunment was chosen to warn them about choosing to attack anyone suspicious for that night. It also prevents the Arcane Enigma from using the dark attunment for the sake of defense, and choosing not to attack to remain hidden.

- This role adds a lot of elements into the game. Players can pretend to be chilled on the stand or claim that the Arcane Enigma changed their investigative results, like a framer.

- The role is interesting enough to keep people from leaving after rolling a neutral killing role, since it has abilities that can make up for the lack of teammates. In a way, this role can act as its own faction if it survives, but has the same weakness abs other neutral killings of being found out early on and hung.

- Arsonists are immune to fire and ice attunment, forcing you to use dark attainment if you hope to kill them. This leaves you vulenerable 2 days after when you cannot choose another attunment. You must also choose when it is best to burn someone’s will, and when It is best to take a risk with delaying their death for a night. Each choice has some risk involved and will require focus on the game, instead of choosing a random target each night.

- Each attunment is powerful in their own right, but each have practical purposes. A doctor can stop all attacks but a dark attack. A bodyguard or crusader can stop a fire attack and will kill the Arcane Enigma.

- Thank you if you went through all of this. I love neutral killing and wish more people found it exciting to play. I know this post was a lot of information, but this was my first time posting here and I was unsure how to condense it. '''’tis a common concept, where a role has three abilities to choose from, similar to the  or, yet this is one of the few that focuses on the Killing aspect rather than to protect itself or others, for some odd reason. Your explanation for the role seems mildly vague with some holes needed to be filled in (how this interacts in the, when exactly certain attunements take place or when to select them, etc.), and I gather that this is the basic premise:

You can choose three abilities— tough blackmail, but with  claws, and nerfed. The first one is an inevitable demise for the, as there isn’t much defense for it (how would this work in a faction scenario, e.g. when Jailed, in the //, or any other night speak?), unable to ask for a unless on trial (then again a  heal is not guaranteed). The second one is a lazy forge that kills the target unless protected by a  or other force, of course, which turns into a chaotic setting, as you could blotch out the / results, redact some “14 IS IMMUNE” knowledge or remove he passionate work that was put into a will by a. The third is oddly balanced. When an attempted execution takes place, the will state that you wouldn’t die/their ability failed w/o roleblock or  protection, and you’re screwed after that. Yet it is able to, I presume, protect itself from investigative roles, or attacks (what happens with an, , or any other prolonged attacking role¿).

This idea has certain potential with some refinery and clarification afterwords. 6/10.