Husker - Neutral Killing

Suggest new roles or changes to current roles for the game here.

How powerful do you think this role is?

The husk is too powerful and needs some nerfs.
1
11%
The husk is too weak to be useful and needs a buff.
0
No votes
The husker is too powerful and needs some nerfs.
2
22%
The husker is too weak, and needs some buffs.
1
11%
The husker is too broken and should just be dropped.
2
22%
The husker is fairly balanced.
2
22%
I'm struggling to understand how the role works.
1
11%
 
Total votes : 9

Husker - Neutral Killing

Postby thEXP » Sat Nov 17, 2018 7:57 am

Role: Husker
Alignment: Neutral Killing

Attack: Basic

Defence: None

Priority:
Husker - 5
Husk - 4

Unique: Yes

Ability: Choose someone to drain each night and choose a target for your Husk to visit.

Attributes: Every night you may turn someone into a Husk.
Every third night, you must rest.
You may only have 1 Husk at a time.
You can not husk evil factions. (Mafia, Coven, Vampire)
The Husk dies after a night.
You may make your Husk visit you.
When your Husk visits you, it will protect you from a basic attack. This will not kill the attacker.
You may choose to make your Husk kill another player.
If your Husk is a non-visiting role, it can not visit.
Husks can't kill protecting Bodyguards.
Revived players can't be turned into a Husk.

Results:
Sheriff : Your target is suspicious.
Investigator : Medium, Janitor, Retributionist, Husker, or Necromancer.
Consigliere /Witch : Your target makes empty bodies work for him. They must be the Husker!

Notifications:
Spoiler: You have (instead) decided to drain [Player X] tonight. (Selecting a target)
You have changed your mind. (Standard cancel message)
You have (instead) ordered your husk to attack [Player X] tonight. (When ordering your husk)
You have ordered your husk to stay home. (When canceling the husks action)
Someone occupied your night, you were roleblocked! (When Husker is Roleblocked)
Your husk didn't get it's orders, so it stayed at home. (When Husker is Roleblocked)
Someone roleblocked your husk! (When the Husk is Roleblocked)
Success! [Player X] is now a husk! (When you create a husk successfully)
[Player X] can not be converted, you attacked them instead. (When attacking a non-convertible person)
You feel yourself leaving your body. You have died! (When attacked)
You were attacked, but your defense is too strong. (Standard defense message)
You failed to remove their soul. Their defense is too strong! (Huskers failed attack message)
You feel yourself leaving your body, but a doctor brought it back. (Healed message)
Your target was attacked, but you nursed them back to health (Standard doctor notification)

Your target was drained by a husker! (spy message)
Your target was drained by a husker, but their defense was too strong! (Spy message)
Your target was drained by a husker, but they were nursed back to health. (Spy message)
Your target was drained by a husker, but a bodyguard saved them. (Spy message)
Your target was drained by a husker, but a crusader saved them. (Spy message)
Your target was attacked by a husk! (Spy message)
Your target was attacked by a husk, but their defense was too strong! (Spy message)
Your target was attacked by a husk, but they were nursed back to health. (Spy message)
Your target was attacked by a husk (and [killer result]), but a bodyguard saved them. (Spy message)
Your target was attacked by a husk, but a crusader saved them. (Spy message)

[Player X] was found dead last night. They were drained by a Husker. (For when a husk dies)
[Player X] was found dead last night. They were killed by a Husk. (For the Husk's kills)


Additional notes:
This role is meant to have a slightly higher kill rate than 1.
When a husk dies, their role is revealed, but the colour is that of the Huskers. This is to show they were a Husk.
On the night someone turns into a Husk, they are dead and are in the graveyard. The body will remain for 1 day for the Huskerto use. (This is probably the hardest bit to code, but still fairly easy IMO.)
The Husk can be killed when creating it. (E.G. If Mafia attack it the same night)
The reason why the Husk has a higher priority is due to the fact that it cant kill the Bodyguard. So this is to make the Bodyguard kill the Husk, then a second attacker. (effectively buffing it a little.)
Vigilantie or Jailor killing a Husk results in no punishment.
All husks will die the same night as the Husker.
Last edited by thEXP on Sat Dec 15, 2018 6:01 am, edited 18 times in total.
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Re: Husker - Neutral Killing

Postby fwogcarf » Mon Nov 19, 2018 1:42 pm

This is a good role
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Re: Husker - Neutral Killing

Postby thEXP » Tue Dec 04, 2018 3:57 pm

I want some more feedback/things people hate for this role. more than the 1 response. Bumping time!
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Re: Husker - Neutral Killing

Postby greenrabbit7 » Tue Dec 04, 2018 4:14 pm

Literally just a glorified sk.

You drain someone, have them kill someone, then drain someone again. If they're a non-visiting role, you lose a night. Are they killed or can they talk during the day?

Clarification edit: The question is can they talk in alive chat or in dead chat only?
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Re: Husker - Neutral Killing

Postby Bodhrak » Tue Dec 04, 2018 4:22 pm

thEXP wrote:This role is meant to have a slightly higher kill rate than 1.

Maybe explain this a little bit. How can it have a higher kpn than 1?
It seems to me like it has a slightly lower kpn than 1.
It's also a RNG role in the same sense that WW is. Some games may have all visiting roles, other games may have a bunch of Meds, a Mayor, no witch.
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Re: Husker - Neutral Killing

Postby greenrabbit7 » Tue Dec 04, 2018 4:31 pm

6 mediums, 6 psychics, a mayor, and a husker. Plus one other role.


rip husker
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Re: Husker - Neutral Killing

Postby thEXP » Tue Dec 04, 2018 8:56 pm

greenrabbit7 wrote:Literally just a glorified sk.

You drain someone, have them kill someone, then drain someone again. If they're a non-visiting role, you lose a night. Are they killed or can they talk during the day?

Clarification edit: The question is can they talk in alive chat or in dead chat only?


Bodhrak wrote:
thEXP wrote:This role is meant to have a slightly higher kill rate than 1.

Maybe explain this a little bit. How can it have a higher kpn than 1?
It seems to me like it has a slightly lower kpn than 1.
It's also a RNG role in the same sense that WW is. Some games may have all visiting roles, other games may have a bunch of Meds, a Mayor, no witch.


Okay, seems I didn't make this clear. The Husker can visit every night, and you control the husk you have that night as well. It isn't one or the other.

About the chatting, if you've played Throne of Lies, that mechanic is like the Reaper in that game. For those who haven't, You get killed at night, but the town won't find out for an extra night. E.G. Attacked and killed N1, body stands there doing nothing D2, body dies N2, Town finds out D3. You can't force the husk to talk or vote, if you could, it would cause some issues.

Maybe if I add messages that appear, it will be a bit clearer.
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Re: Husker - Neutral Killing

Postby Bodhrak » Wed Dec 05, 2018 2:06 pm

thEXP wrote: Okay, seems I didn't make this clear. The Husker can visit every night, and you control the husk you have that night as well. It isn't one or the other.

So it's just brokenly OP as it can have 2 KPN best case scenario?

You get killed at night, but the town won't find out for an extra night. E.G. Attacked and killed N1, body stands there doing nothing D2, body dies N2, Town finds out D3. You can't force the husk to talk or vote, if you could, it would cause some issues.

Oh yeah i imagine that. X gets "husked", get's voted up. Doesn't say anything. People assume jester. Get's jailed. Get's executed. Fun for everyone involved.
Doesn't promote throwing or false reports in any way.
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Re: Husker - Neutral Killing

Postby thEXP » Wed Dec 05, 2018 6:32 pm

Bodhrak wrote:
thEXP wrote: Okay, seems I didn't make this clear. The Husker can visit every night, and you control the husk you have that night as well. It isn't one or the other.

So it's just brokenly OP as it can have 2 KPN best case scenario?

Only from N2 onwards, and although there are a lot of visiting roles, non-visiting seem to be more common.

You get killed at night, but the town won't find out for an extra night. E.G. Attacked and killed N1, body stands there doing nothing D2, body dies N2, Town finds out D3. You can't force the husk to talk or vote, if you could, it would cause some issues.

Oh yeah i imagine that. X gets "husked", get's voted up. Doesn't say anything. People assume jester. Get's jailed. Get's executed. Fun for everyone involved.
Doesn't promote throwing or false reports in any way.


That's why they are a husk, and no longer town. This isn't like vampire and changes that players win condition, it's meerly to say, "This person is dead and their body is doing evil stuff now." (I know how confusing that sounds, but I can't think of a better way to say it.) There is also no punishment for exeing a husk, besides it being a bit of a waste.

If you want to make some suggestion as to how to nerf the husk more, go ahead. It is meant to be a weak second kill for it after all.

Edit: I'll add a poll asking if the husk/husker is too OP
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Re: Husker - Neutral Killing

Postby Bluedetroyer » Wed Dec 05, 2018 7:44 pm

How is this role not a better SK? Not only can it have 2KPN, it also can cause town to waste a lynch/execution/bullet on the husk.
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Re: Husker - Neutral Killing

Postby thEXP » Wed Dec 05, 2018 8:51 pm

Bluedetroyer wrote:How is this role not a better SK? Not only can it have 2KPN, it also can cause town to waste a lynch/execution/bullet on the husk.


Since you said that, yeah, you're right. So I have to make it so the Husker can't kill every night, but it cant be every other night either. So what if the husker can't create a new husk every 3rd night. (N1 and N2 it creates a new husk, N3 it has to rest. Rinse and repeat.) This also caps it's kill rate to 4 over 3 nights. (As it has a husk to potentially kill on N2 and N3.) Good Idea or no?

I also want some way for the husker to be caught if a husk is found at night. (Probably through either a sheriff or a med/ret)

Ideas? Questions?
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Re: Husker - Neutral Killing

Postby Descender » Thu Dec 06, 2018 10:17 am

That's over-complicated.
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Re: Husker - Neutral Killing

Postby thEXP » Fri Dec 07, 2018 6:55 am

I've nerffed the Husker to only be able to create a husk on full moons. This means the fastest it can wipe town in is 10 nights in optimal conditions. (All husks you create attacking) I also added that evil factions such as mafia or coven can not become husks. This greatly increases the chance of a failed convert. I can still see a bit of SK in there, but this role can't kill the jailor or escort, making it weaker in that regard over SK.
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I am the power you now hold.
Beware others, who want that power.
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Re: Husker - Neutral Killing

Postby thEXP » Sat Dec 15, 2018 6:09 am

I'm going to bump this one more time, as I have made a few changes. The Husker no longer has defense. To make up for this the husk can now visit the husker to provide a basic defense. Nerfing both parties
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Re: Husker - Neutral Killing

Postby kiryusento » Sat Dec 15, 2018 7:48 pm

i like dis
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