Board Thread:Role Ideas (Town)/@comment-38593192-20191108135852/@comment-34703140-20191122092752

Dongarinos wrote: Duwiiton wrote: It's a lot to take in. Via skimming:

At night you select two targets to trade or trample. Trampling deals powerful attack, and when trading you gain cows based on the amount of change happening to a target (Visits and messages)

This is excessive and could probably be replaced by much shorter messages. Morgan is temporarily very tired and will change her response later. Current response: ​​​​​​​Cow = Moo. Yeah good job with that, I’ll review this before it dies

NightOneMedium wrote: Note: A bit RNG-ish but hold onnnn. If there are any unexplained things I am sorry ;p

Name: Cattleman

Alignment: Town Killing

Lore:

Introduction: You are a person who is deaf and sells cows for a living.

Actual Lore: The Cattleman though deaf at birth is loved and cherished by his family,with their guidance the Cattleman learnt how to understand people even with deafness.The Cattleman all grown up,decided to leave and take charge of the business and eventually find a town where he can live peacefully and sell his cows. Night came and the Cattleman went off to his bed to sleep after selling his cows, then suddenly there was a loud gunshot. The sound was so loud that it startled the cows, the cows panicked and  hastily escaped into the town, meanwhile the Mafioso finishing the job found himself in the middle of a stampede and eventually died. The next day, The Town decided to congratulate the Cattleman in his assistance in getting rid of the mafia ,despite not knowing what happened last night,the Cattleman accepted the reward and was also recruited by the Town in their quest to remove all evildoers in their town.

Attack: Powerful ooh ok

Defense: None

Unique Role: No

Priority: Still don't know how this works so let's say the same as vig's priority

'''A simple Explanation on Each Priority (a few exceptions): 1: Inevitable 2: Ability Blocks 3: Protection 4: Investigation 5: Killing 6: transformations

Basically the time of night the role does their action, 1 being first thing, 6 being dawn.'''

Abilities: Trade for cows or Release the herd to your target

Attributes: You start the game with 3 cows ok, hopefully it’s not too complicated

-Once you've reached 0 cows you must recieve atleast 1 cow through trading or die the next night

-The herd requires 3 cows to launch an attack k

-You won't be able to recieve night messages but instead you will know if you were visited '''why? Is this necessary, or just a random feature? Roles should be simple, so make the lore fit the role, not the role fit the lore.'''

-You cannot see day messages that were whsipered to you again

-If you kill a town member you will not be able to trade for cows anymore and lose 1 cow on the 1st night, 2 cows on the 2nd night, and so on till you reach 0 cows and die the next night basically you die when you kill a townie

Mechanics: (How It Works)

There will be 2 buttons next to their name like the Transporter and the Witch. The left is for trading and the right is for releasing the herd. You cannot perform both actions in the same night

-You lose 3 cows if you release the herd makes sense

The Trading works simply as this

-Bypasses Witch and Transports(Basically cannot be manipulated by both trans and witch, they can only manipulate the attack)

-You lose 1 cow if you trade

-You will visit the target

-The target won't know if a Cattleman visited them

-You recieve cows per condition that was met

-You can select the condition

-You can only choose 1 condition but you said cows per condition

-Only the target can apply the condition'''what? How does this work'''

-Jailor prevents the trading if the target's target was jailed

Trading Condition Ex:

If your (Player X) target's (Player Y) target if your targets target? was visited by 2 or more players.Each player that visited Player Y will give you 1 cow '''why your targets target? Wouldn’t it just be simpler to be your target? Then there’s actual strategy'''

If your (Player X) target died. You will recieve 2 cows

If your (Player X) target's (Player Y) target  recieved a message(Ex: You visited a Veteran!) coming from another player.You gain a cow for each message that Player Y recieved from another player jeez, how convoluted does this need to be?

Messages:

The Trade has been successful you have recieved X cows!

The Trade has failed you have lost your cow!

You have decided to release the herd on player X.

Player X (Cattleman) died of starvation. (If you die with 0 cows)

Player X has been trampled by the Cattleman's Herd.

You were visited by someone.

Special Interaction:

If your (Player X) target is a Werewolf you will lose all cows you currently have however they will still apply the conditions to their (Player Y) target unless they rampaged at home

-Investigative Results-

Sheriff: Your target seems Innocent.

Investigator: Doctor/Disguiser/Serial Killer/Cattleman

Consigliere/Witch: Your target is someone who takes charge of a herd of cows .They must be the Cattleman!

Goal: Same as Town(Lynch all evildoers)

Wins With:Same as Town(Town/NE/NB)

Must Kill:Same as Town(Mafia/NK/NC/Witch)

Purpose/Reason:This is just something I just thought about since I wanted another tk role but I did try to make it balanced So basically just a vig with powerful attack that has to go through procedures that have no predictability just to shoot. As it is, it’s way too complicated and unpredictable, if all you want is a vig with powerful attack, then that concept alone is not necessary.

A small tip for making roles. Come with the role concept before the name or lore. Instead of thinking, “hmm, what would a _____ do in town of Salem”, instead build a role around an idea first, then name it something fitting.