Anarchist, fugitive, traitor

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

Anarchist, fugitive, traitor

Postby Kombinator1991 » Thu Feb 21, 2019 3:34 am

Invest result: Your target hides all their stuff. (S)He must be anarchist, fugitive, or traitor.

Anarchist (neutral evil, unique):

Attributes:
Immunity to their chosed night action, roleblock immunity, witch immunity, any attacker automatically gets roleblocked

Abilities:
day: Chose a non-killing role's night action. (can't select jailor)
night ability: use your chosen night action.

goal: make sure, that town, and mafia both lose.

This role can fake ANYTHING giving a convincing role to town. Even roles such as ret. or med.. Though helping town too much protects from being lynched it also goes against your primary goal. You must try to keep a balance between the sides.
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Re: Anarchist, fugitive, traitor

Postby Kombinator1991 » Thu Feb 21, 2019 3:40 am

Fugitive (Mafia killer)

attributes:
roleblock immunity, witch immunity, can't be killed by mafia (if mafia hits the fugitive, then they get message, that they hit the fugitive)

ability: 2 night row one target for each.
1. row: search target to reveal, if (s)he is a mafia member. (can even detect the GF.)
2. row: basic attack on target. If you kill a member of the mafia you can't kill again.

goal: make sure, that mafia wins.

sheriff finds suspicious

Unlike other mafia this role has no access to mafia night chat, nor knows their members from start. Regardless he must focus on making mafia win, and by role list he is a mafia member.
Last edited by Kombinator1991 on Mon Feb 25, 2019 4:04 am, edited 1 time in total.
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Re: Anarchist, fugitive, traitor

Postby Kombinator1991 » Thu Feb 21, 2019 3:45 am

Traitor (Town Investigative)

Attributes:
Roleblock immunity. When hiding: Powerful defense, witch immunity, trans. immunity.

Ability:
At night chose to hide, or not. You can hide 3 times. If you hide, then you get powerful defense, witch immunity, and trans. immunity, and you can see everyone who visit you, and their goal. And sheriff finds you suspicious.

any killer (including vig.): {name} tried to kill you
trans. & witch: {name} tried to take you.
consig & escort: {name} tried to roleblock you
any TI & consig: {name} investigated you.

Sheriff finds suspicious when hidden.

This role is a sort of TI. he claims some important role, and confirm other townies, or attackers by hiding.
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Re: Anarchist, fugitive, traitor

Postby Silver1906 » Thu Feb 21, 2019 4:03 am

Well I am by no means experienced at this, but here's some complaints that I'm sure will be made.

Obvious one, Anarchist should be Neutral Chaos. Neutral Evil is supposed to win with everyone except town, so they cannot hope mafia loses.
I think you should add a few more roles to those it cannot copy, such a retri. I think retri is way overpowered, but having someone else that can revive ANOTHER person is not the way to fix it.
Otherwise, I actually kind of like the role.

Moving on to Fugitive:
Personally I've always found the idea of mafia members that don't know the others quite intriguing, but it seems to be a big sour spot for everyone else. Since mafia is suppossed to be an informed minority, taking away a roles ability to know who their teammates are is going against the factions whole idea.
I think you could get away with using this idea if you made the role really amazing, but sadly this one just isn't.

Traitor just seems like someone who's going to get lynched really early because he was immune, or sheriff saw him as suspicious or something. I get what you're trying to do here, but I don't think this really fits with town. I think knowing what actions happened to you is a bit too much, just knowing who visited you is enough. A Witch falls under Lookout in the investigative results, so that is who they claim. Last time I checked, Lookouts cannot try to take you, massively weakening Witch.
In some ways this role is overpowered, If a Investigator finds this guy, get a vigilante to shoot him and he is immune, literally confirmed. I guess you can also confirm yourself from just saying who visited you, which I don't think any other role can do. This role needs some work I'm afraid.
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Re: Anarchist, fugitive, traitor

Postby Kombinator1991 » Fri Feb 22, 2019 1:41 am

Silver1906 wrote:Well I am by no means experienced at this, but here's some complaints that I'm sure will be made.

Obvious one, Anarchist should be Neutral Chaos. Neutral Evil is supposed to win with everyone except town, so they cannot hope mafia loses.
I think you should add a few more roles to those it cannot copy, such a retri. I think retri is way overpowered, but having someone else that can revive ANOTHER person is not the way to fix it.
Otherwise, I actually kind of like the role.

Moving on to Fugitive:
Personally I've always found the idea of mafia members that don't know the others quite intriguing, but it seems to be a big sour spot for everyone else. Since mafia is suppossed to be an informed minority, taking away a roles ability to know who their teammates are is going against the factions whole idea.
I think you could get away with using this idea if you made the role really amazing, but sadly this one just isn't.

Traitor just seems like someone who's going to get lynched really early because he was immune, or sheriff saw him as suspicious or something. I get what you're trying to do here, but I don't think this really fits with town. I think knowing what actions happened to you is a bit too much, just knowing who visited you is enough. A Witch falls under Lookout in the investigative results, so that is who they claim. Last time I checked, Lookouts cannot try to take you, massively weakening Witch.
In some ways this role is overpowered, If a Investigator finds this guy, get a vigilante to shoot him and he is immune, literally confirmed. I guess you can also confirm yourself from just saying who visited you, which I don't think any other role can do. This role needs some work I'm afraid.


Jester isn't exactly anti-town either. By that logic jester should be chaos, or being.

The fugitive allows the mafia to have 2 kills each night. As it's not bound by the gf/mafioso rule. And that is one hell of an advantage. Also while it doesn't know it's members on start it can check someone each night. More like a witch, but can't win with NK, and can kill others.

The point of the traitor is a bit of chaos. When a mafia finds an immune it doesn't mean, that he is NK/exe in an instant anymore. Also when sheriff finds someone sus. then it's another chance to talk out from it. It's partly meant as a nerf for town for this reason. Also if it's an actual role, then people can get the play pattern. Claim something important, then be immune. NK does not claim important stuff. Not yet at least.
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Re: Anarchist, fugitive, traitor

Postby Silver1906 » Fri Feb 22, 2019 3:42 am

Kombinator1991 wrote:
Jester isn't exactly anti-town either. By that logic jester should be chaos, or being.

The fugitive allows the mafia to have 2 kills each night. As it's not bound by the gf/mafioso rule. And that is one hell of an advantage. Also while it doesn't know it's members on start it can check someone each night. More like a witch, but can't win with NK, and can kill others.

The point of the traitor is a bit of chaos. When a mafia finds an immune it doesn't mean, that he is NK/exe in an instant anymore. Also when sheriff finds someone sus. then it's another chance to talk out from it. It's partly meant as a nerf for town for this reason. Also if it's an actual role, then people can get the play pattern. Claim something important, then be immune. NK does not claim important stuff. Not yet at least.


Jester should have been made a Neutral Benign a long time ago. It's a well known fact that Jester doesn't fit as a Neutral Evil, neither does Executioner.

Everyone will probably have something to say about the two whole kills, but I'm going to ignore that for now. The main problem I see is that, yes, you can check who the mafia are, they can't check who you are. Mafioso could just kill you N1. The only way you can be safe is to find them super early, which is pretty much random, and then whisper to them or somehow use codewords or something in a death note. The latter could work, but how would you even pull that of? Whispering is obviously going to be pretty suspicious and can draw unnecessary attention to yourself.

I do quite like this role, and I see what you're going for with, props to you. It still doesn't change the fact it can confirm itself with little effort, which is super overpowered. Also, why would it claim something aside from Traitor? It's a town role, claiming what it's not is going to get it killed.
But if you were to make it so it can't confirm itself, it would probably be lynched by town anyway because of the 1 out 4 chance of it being mafia. Actually, an even bigger chance because of Serial Killer appearing as suspicious as well.

Overall, I like the Traitor role if you fix it up. The Fugitive is interesting but doesn't really work. Anarchist is pretty interesting, you just need to change the alignment and maybe some of the roles it can copy.
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Re: Anarchist, fugitive, traitor

Postby Kombinator1991 » Mon Feb 25, 2019 4:00 am

Silver1906 wrote:
Kombinator1991 wrote:
Jester isn't exactly anti-town either. By that logic jester should be chaos, or being.

The fugitive allows the mafia to have 2 kills each night. As it's not bound by the gf/mafioso rule. And that is one hell of an advantage. Also while it doesn't know it's members on start it can check someone each night. More like a witch, but can't win with NK, and can kill others.

The point of the traitor is a bit of chaos. When a mafia finds an immune it doesn't mean, that he is NK/exe in an instant anymore. Also when sheriff finds someone sus. then it's another chance to talk out from it. It's partly meant as a nerf for town for this reason. Also if it's an actual role, then people can get the play pattern. Claim something important, then be immune. NK does not claim important stuff. Not yet at least.


Jester should have been made a Neutral Benign a long time ago. It's a well known fact that Jester doesn't fit as a Neutral Evil, neither does Executioner.

Everyone will probably have something to say about the two whole kills, but I'm going to ignore that for now. The main problem I see is that, yes, you can check who the mafia are, they can't check who you are. Mafioso could just kill you N1. The only way you can be safe is to find them super early, which is pretty much random, and then whisper to them or somehow use codewords or something in a death note. The latter could work, but how would you even pull that of? Whispering is obviously going to be pretty suspicious and can draw unnecessary attention to yourself.

I do quite like this role, and I see what you're going for with, props to you. It still doesn't change the fact it can confirm itself with little effort, which is super overpowered. Also, why would it claim something aside from Traitor? It's a town role, claiming what it's not is going to get it killed.
But if you were to make it so it can't confirm itself, it would probably be lynched by town anyway because of the 1 out 4 chance of it being mafia. Actually, an even bigger chance because of Serial Killer appearing as suspicious as well.

Overall, I like the Traitor role if you fix it up. The Fugitive is interesting but doesn't really work. Anarchist is pretty interesting, you just need to change the alignment and maybe some of the roles it can copy.


Jester could be being. But exe is still evil. Hist target is ALWAYS townie (but not mayor, or jailor). He can win with town, but his winning sure doesn't help town. Even if he decide to side with town after winning which is not ensured, nor enforced by any means. He has no extra ability beside his vote.

Some randomness always plays. Beside consig, and play pattern whispering works. If the fugitive finds a mafia member, then he can whisp on them to give a hint. Though that gave me an idea of alteration. Make the traitor immune to mafia's attack. If mafia attacks the fugitive, then they get message, that they hit the fugitive. Also isn't jailor easy to claim? Or mayor? Or RET? Or Trans? Not to mention, that pretty much anyone who is accused by night immunity might claim it, then write the names who claimed to visit him. Whether they are exe, gf, or nk. Sure if town is super skilled, then they realize, that they should claim instant, and not just when called out, but if town is super skilled, then they would win 100% of the time.
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Re: Anarchist, fugitive, traitor

Postby Brilliand » Mon Feb 25, 2019 11:04 am

Silver1906 wrote:Jester should have been made a Neutral Benign a long time ago. It's a well known fact that Jester doesn't fit as a Neutral Evil, neither does Executioner.


I've always thought that Jester and Executioner are the true Neutral Evils (because they're the majority of the category), and the Witch is something else that doesn't quite fit. (In that case it might be more accurate to call the category "Neutral Nuisance", though.)

I'd prefer to go by which was added first, but it looks like all three roles were included in the first version of the game.
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