Smith: Town Protective that doesn't kill

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Smith: Town Protective that doesn't kill

Postby seltzerwater » Fri Jul 31, 2020 10:22 am

Role Name: Smith

Role Alignment: Town Protective
Abilities:
Each day, you will pick a person to visit at night. You will forge them a protective cover (theme-wise I was thinking chainmail or something idk) that they can don once. You can visit someone multiple nights.

Attributes:
- You cannot visit someone who has been jailed

Notifications:
- You have visited [player] and have forged!
E.X.: "You have visited Mary Walcott and have forged them (maybe use a diff. word than 'forge' b/c the Forger is already a role and action in ToS) protection!"
- You were visited by a Smith
E.X.: "You have been visited by a Smith. They have forged you protection that you may use tonight, or any night in the future."

Goal:
Win with Town.

Investigator Results:
Sheriff - Your target is Not Suspicious.
Investigator - Oh i have no clue, any suggestions?
Consigliere - Your target spends time at the metallurgy, they must be a Smith!

Additional Information:
- If you are visited by the Smith, you are alerted at the BEGINNING of the night, so you may use your protection (same Basic protection that Doc provides) that night.

My only fear is that it'll be too easy to confirm, because I am having the targeted learn that they have been visited every night. i don't know how to get around this, any suggestions?

I think this is a good role that adds a new addition to TP in that townies (and evils) can protect themselves. I also don't think that so much of a TP's power should come from killing an attacker/visitor (that should be in TK), so this is a new way to add variety while keeping the spirit of only protecting.
Thank you for looking at my role! :hug:
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Re: Smith: Town Protective that doesn't kill

Postby ABadWord » Fri Jul 31, 2020 10:51 pm

This is a TP that needs to have the target RB them self to gain the defense. Only would be useful after all TP are dead but then that makes the Mafias achievement of killing all TP meaningless as Jailor can slap on a vest.
I'm not even sure how this would work in terms of code, two buttons? Is this possible?
There is no way to dodge the issue of easy self confirm. It's like a TP but you don't even need to successfully save a boy to confirm, just click on one.
Also then wouldn't the target need to RB them self to be safe? The point of TP is to keep them safe while they do their job, this is like Jailing a target to keep them safe. (would work wonders on Mayor)
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Re: Smith: Town Protective that doesn't kill

Postby cob709 » Fri Jul 31, 2020 11:03 pm

This is practically a role that gives Bodyguard/Survivor vests to players.
It's very overpowered, stacking a bunch of vests on one player(veteran, mayor, jailor) can carry town forever.

Perhaps it needs a nerf, like all the vests are destroyed after the Smith dies. Or maybe a player cannot receive multiple vests.
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Re: Smith: Town Protective that doesn't kill

Postby seltzerwater » Sat Aug 01, 2020 11:56 am

cob709 wrote:This is practically a role that gives Bodyguard/Survivor vests to players.
It's very overpowered, stacking a bunch of vests on one player(veteran, mayor, jailor) can carry town forever.

Perhaps it needs a nerf, like all the vests are destroyed after the Smith dies. Or maybe a player cannot receive multiple vests.



I don't think it has the ability to carry town like you're saying because (at least in current Jailor meta), Jailor (and other powerful roles) would want to be using these vests every night as they get them. It introduces a new Vet-like dynamic where maf/nk doesn't know whether Jailor is using a vest, which I think can freshen up the game a little.
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Re: Smith: Town Protective that doesn't kill

Postby seltzerwater » Sat Aug 01, 2020 12:00 pm

ABadWord wrote:This is a TP that needs to have the target RB them self to gain the defense. Only would be useful after all TP are dead but then that makes the Mafias achievement of killing all TP meaningless as Jailor can slap on a vest.
I'm not even sure how this would work in terms of code, two buttons? Is this possible?
There is no way to dodge the issue of easy self confirm. It's like a TP but you don't even need to successfully save a boy to confirm, just click on one.
Also then wouldn't the target need to RB them self to be safe? The point of TP is to keep them safe while they do their job, this is like Jailing a target to keep them safe. (would work wonders on Mayor)


Maybe I didn't clarify this right in my post, but this doesn't require targets to be rb'd or not use their action. It seems pretty simple (as in not impossible) to do UI-wise, maybe an icon/button like Vet has for alerting on the screen but not on the player list.
The target would be alerted at the beginning of their night that they've been given a vest, the option would appear to use the vest each night until they've used it. They would still be able to do their job on top of shielding themselves.
Ty for your input!
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Re: Smith: Town Protective that doesn't kill

Postby TheFluffyWaffleV2 » Sat Aug 01, 2020 4:13 pm

This seems pretty powerful. Being able to give someone the ability to protect them self at any time is extremely strong. Here's a rework I would offer:

Change the name to Armorsmith :/.


At the beginning of the game, you start with 1 vest.
Targeting another player will have you visit them and give them the vest, decreasing your vest count by 1. You cannot give the same player a vest 2 nights in a row.
Targeting yourself will cause you to use your vest, giving you basic defense and decreasing your vest count by 1.
Not preforming an action at night will make you forge a new vest, increasing your vest count by 1. This will fail if you are role blocked.

On the first night, you will not be able to use your vest or give it to anyone else, forcing you to make another one.

When targets receive a vest, they will receive a message stating so.
If the target does not have the ability to target them-self at night, they will now be able to do so. Doing so will cause them to use their vest, giving them basic defense.
If the target does have the ability to target them-self at night, they will instead use the vest if they do not preform their night ability, giving them basic defense.
If the target is attacked on the night you give them the vest, they will use it automatically.
EXCEPTIONS: If you give a vest to a Bodyguard or Survivor, it simply increases their vest count by 1.

For investigator results, I would go with Escort, Consort, Transporter, Hypnotist, or Armorsmith.

-Messages-

First Night: "You decide to spend the night forging another vest."
Giving Vests: "You decide to give (Player name) a vest tonight."
Using Vest: "You decide use one of your vests tonight."
No Action: "You spent the night forging another vest."
Receiving Vest: "An armorsmith has given you a bullet-proof vest!"
Being Attacked While Receiving Vest.: "An armorsmith gave you a bullet-proof vest, but you were attacked, so you used it!"
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