Town Protective Suggestion: Botanist

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Town Protective Suggestion: Botanist

Postby JazzMusicStops » Tue Oct 24, 2017 12:44 pm

Flavour Name isn't crucial, just ripping it from SFM33 as I thought this was a role that could genuinely work in Standard FM

B is for Botanist

Your role is Botanist
Your alignment is Town Protective

You have discovered a breed of plant capable of stopping bullets with it's roots, you had better put this to good use

During the night you may choose to plant up to 3 plants near people's houses
If a player with a plant would be attacked, they will survive, however, their plant will wilt and die, due to the nature of this new breed, any other plants not in your possession will also wilt and die, however, those you have with you will remain healthy
You have 12 plants


Plaintext explanation:
You can add up to 3 people a night to a shared ring of night immunity
This will persist until one of the people in the immunity ring is attacked, at which point the ring will break and nobody will be night immune anymore, and the next night you add people to a new ring which follows the same rules
You can only use your ability 12 times

If the numbers make it seem OP or UP they can be tweaked, but I thought the idea of shared night immunity could be an interesting concept to explore
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Re: Town Protective Suggestion: Botanist

Postby TheCow » Tue Oct 24, 2017 1:07 pm

numbers are a bit high and the aoe protection is a bit much, but its probably workable in a very large game or if the mechanics surrounding it are tweaked

think: VCFM and it protects vs ITA shots or smth
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Re: Town Protective Suggestion: Botanist

Postby ICECLIMBERS » Tue Oct 24, 2017 1:12 pm

This would always be OP in standards. Come N3 it's a doctor that simultaneously heals 3 people. Even if you lose 3 charges in the process it's still something difficult for scum to work around. We don't need any new town protectives anyways.
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Re: Town Protective Suggestion: Botanist

Postby Metrion » Tue Oct 24, 2017 4:27 pm

What Cow said.
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Re: Town Protective Suggestion: Botanist

Postby RHawkeye » Tue Oct 24, 2017 4:46 pm

I really dig the concept of healing/protecting multiple people at once, but it almost definitely needs to be tweaked. I don't think you can keep the ring lasting multiple nights while also being able to target up to 3 people per night.
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Re: Town Protective Suggestion: Botanist

Postby glhf3 » Tue Oct 24, 2017 5:24 pm

I think it should be tweaked to decrease the number of plants for the role and how many at a time and give a day or two for the plants to grow to do the protection. Also, anyone who is saved is not informed of this. Let me give an example of how I'd see it as more balanced.

Your role is Botanist
Your alignment is Town Protective

You have discovered a breed of plant capable of stopping bullets with it's roots, you had better put this to good use

During the night you may choose to plant up to 2 plants near people's houses.
Each plant requires 2 days to grow before they take effect.
If a player with a plant would be attacked, they will survive, however, their plant will wilt and die, due to the nature of this new breed, any other plants not in your possession will also wilt and die, however, those you have with you will remain healthy. Anyone who is saved by this method will not be informed nor will any other player whose plants died due to an attack.
You have 6 plants.
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Re: Town Protective Suggestion: Botanist

Postby glhf3 » Tue Oct 24, 2017 5:28 pm

TheCow wrote:numbers are a bit high and the aoe protection is a bit much, but its probably workable in a very large game or if the mechanics surrounding it are tweaked

think: VCFM and it protects vs ITA shots or smth

This would also make sense. I can definitely see this as a daydoc sort of role.
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