Board Thread:Role Ideas (Town)/@comment-38113970-20190202155114/@comment-36558623-20190203215628

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!"

'''a... timer? so you are gone for x amount of time instead of a specific amount of days or nights? how long is this timer? does the timer get paused during voting? if not, then this role is soft-countered by voting because if you go through three trials your timer could go off.'''

fix this by just having it be "player is gone for x amount of days/nights"

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 2 votes when you return. After you Travel again, this ability is gone.

'''First of all, this is already a lot of things stuffed into one role. A role doesn't need that many things packed into this, but this role has three options which extends to three more options, I say you can take a few of these out.'''

'''Second of all, giving abilities other town members already have isn't a great concept, you're just mimicking. I would change this by having abilities like being able to read one whisper per day or something less powerful, but again, you don't need so many options.'''

'''As for the options you have provided, I think they are slightly flawed. The one that is not mimicking is self confirming and very powerful, x2 voting is extremely strong not because of the votes itself but because it confirms you as a town member.'''

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.

remove 'messing with mk', you did not show an option that did this so I assumed you removed it.

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

The reason the spy's ability to listen to mafia chat was removed was that it was too powerful, please do not bring it back

Messing with MD: Roleblock all MDs for 1 night.

Messing with MS:  Roleblock all MSs for 1 night.

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: All cooldowns for Potion Master reset (unless if they havn't been used yet.),  and Poisoner is roleblock for a night.

Stone Blinders: Give a player immunity form Medusa. You may only do this to one player. If Medusa has Necromonicon the player will still be attacked but not stoned.

Banning Spells: Roleblocks Hex Master, and Necromancer for a night.

these are just hard counters, as soon as you realize which random covens are in the game you can just hard counter them easily

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.

Sabotaging NC: Roleblocks all NC for one night.

Revealing a Neutral: You will a Neutral role and that role will be confirmed in the game.

'''publically? to the entire town? that confirms this roles existence and severely hurts NE/NK, however, because Jesters and Executioners are usually known to the town fairly early and silent witch/sk/ww are hard to come by, this doesn't seem to powerful. This is semi-balanced.'''

-Investigation Results-

Investigator: Your target could be a Spy, Blackmailer, Jailor, Guardian Angel, or Traveler

Sheriff: Not Suspicious

Consigliere: Your Target travels for fun. They must be a traveler! Overall, this role is very self-confirming and it has A LOT of content in all. My problem is that it doesn't really have a fundamental concept, just a lot of add ons that aren't very original. Sorry.