Board Thread:Role Ideas (Custom Game Modes (Setups))/@comment-208.108.212.46-20180522173053/@comment-174.59.185.79-20180802130207

Some mechanics that might make this more interesting.

Cowards are converted to the new faction for only the day after being visited. Then revert back to being a Coward at night. When a Coward is converted to being a member of a faction, those faction members cannot vote against the Coward during the day, similar to being protected by a Guardian Angel. (To make things a bit more confusing/dependent on logic, allow GAs to have a Coward as a target.) Meanwhile the Coward can still vote for everyone.

The Coward does not gain any information about the identities of the members of the faction they are currently affliated with. They simply know that they were visited by . Should members of the faction wish, they can message the Coward privately to convey to that individual who they are/ what the Coward should do during the day to help their new family. (Though such a manuever would open up members of that faction to suspicion from town especially once the identity of the Coward is known  or could give the blackmailer a chance at gaining information if the Coward was visited by Town/Coven, it also opens members of the Faction up to being comprimised later by the Coward's will, or by the Coward being turned on them by another Faction)

A Coward should not be immune to Neutral roles. NK roles are essentially trying to wipe out everyone but themselves, so I wouldn't think such a role would care too much about mercy. A Coward can however sway the minds of Town, Mafia & Coven. A Coward is still turned by Vampires.

Also, should a Coward be visited by multiple factions, they simply succumb to fear and die. Thus removing any potential RNG situations or ties. If multiple members of the same faction visit, the Coward lives. (Mafioso/Janitor, Tracker/Lookout, etc)

I like the idea of giving the Coward no investigative results as they are too scared to answer any questions. As a result, this would give Juggernauts a little bit of a power boost if both roles were in the same game. The Coward role should be Unique, regardless of the presence/absence of Investigative results.

The Coward only wins if they are affliated with a faction at the end of the game and that faction wins, thus they can only win with Town/Maf/Coven/Vamps. This would be difficult to pull off / know precisely what's going on all the time. Could be rather fun, though it might be another role that people get and instantly abandon. Similarly, it might wind up being a role that others actively attempt to screw over, either by focus fire eliminating it early, or by not visiting it late so it cannot win. In the event everyone else except the Coward dies, the game ends in a Draw.

A role such as this would be confusing in the early game allowing for mislynches (Mafioso visited you and you didn't die!) and power plays (5 Maf/Coven for a day), and potentially allowing Juggernauts to fly under the radar a little while longer. Later in the game, it would be more powerful, acting as a swing vote which NEEDS to have a firm understanding of what faction it is currently affliated with and acting on their behalf.

This is a role that would have to pay attention and would have to risk messaging people privately to gain information. I could see Cowards fitting into either Neutral Benign or Neutral Chaos depending on how they are played.

By similar token, this could be used as a theme switch / game mode switch for Survivor or Veterans as a way to change up the class.

At this point, this almost feels like it should be in a thread all its own, but I'm going to leave it here.

-KxN1