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Foreseer (Neutral Evil)

PostPosted: Fri Mar 13, 2020 8:01 pm
by FRCFresh
Role Name:
Foreseer

Role Alignment:
Neutral (Evil)

Stats:
Attack: Basic
Defense: None

Abilities:
Predict a player's action against a target.

Attributes:
- You may select two people at every full moon night. The first player will be the player that performs the action, and the second will be the guessed target of the first player. If guessed correctly, roleblock the first target and attack the second.
- You may not select the same player for a first target more than once.
- For every correct guess, you have your defense increased by one level.
- Killing a Mafia member increases your attack to Powerful (only happens once).
- Killing a Neutral member decreases your defense by one level instead.

Notifications:
- You accurately foresaw the future and attacked the initial target (second target).
- Your prediction mismatched this reality's events, affecting nobody.
- You reached the end of your prediction career, foreseeing your own death.

Goal:
Foresee Town losing the game.

Win Conditions:
Must kill the Town.
May spare everyone else.

Special Attributes:
- Unique role

Investigator Results:
Sheriff - Your target is not suspicious.
Investigator - Your target could be an Escort, Transporter, Consort or Foreseer.
Consigliere - Your target can predict the future. They are a Foreseer.

Achievements:
20 MP - Predictable - Win 1 game as Foreseer.
20 MP - Atonement - Win 5 games as Foreseer.
40 MP - Magical Starlight - Win 10 games as Foreseer.
100 MP - Ascension - Win 25 games as Foreseer.
40 MP - It Was Meant - Predict yourself being killed.
100 MP - Nearly Overpowered - Gain Powerful attack and Invincible defense.

Additional Information:
None.

Re: Foreseer

PostPosted: Fri Mar 13, 2020 11:20 pm
by Brilliand
How does one "foresee" town losing the game?

Re: Foreseer

PostPosted: Sat Mar 14, 2020 4:21 am
by FRCFresh
Brilliand wrote:How does one "foresee" town losing the game?

Simply another way of saying "live to see", just suits the role more. Nothing different than most NEs' goal.

Re: Foreseer (Neutral Evil)

PostPosted: Sat Mar 14, 2020 4:29 pm
by Brilliand
This feels sort of like a Coven role to me, due to being an "unreliable killer".

I don't like the special effects upon killing a Mafia or Neutral member. Why should this role be encouraged to kill Mafia and discouraged from killing the NK?

I do like the idea of a role that punishes the Town for making predictable visits. I'm not entirely sold on making it an NE, but the basic concept is a good direction.

Re: Foreseer (Neutral Evil)

PostPosted: Sun Mar 15, 2020 7:54 pm
by FRCFresh
Brilliand wrote:I don't like the special effects upon killing a Mafia or Neutral member. Why should this role be encouraged to kill Mafia and discouraged from killing the NK?

I do like the idea of a role that punishes the Town for making predictable visits. I'm not entirely sold on making it an NE, but the basic concept is a good direction.


Mafia dying results in less kills overall, and even more likely to happen, assuming the player assumes the Mafia claims are true. Often times, they won't risk predicting a potential Mafia member, as this will often fail, or even worse kill the Mafia member they are striving to maintain alive, because of their goal. In simpler words, the Foreseer wants to kill Town, which is why he becomes stronger if correctly predicting a Mafia. It's a compensation mechanic for being mistakenly correct.

Re: Foreseer (Neutral Evil)

PostPosted: Sun Mar 15, 2020 8:13 pm
by Brilliand
FRCFresh wrote:In simple words, the Foreseer wants to kill Town, which is why he becomes stronger if correctly predicting a Mafia. It's a compensation mechanic for being mistakenly correct.


Yeah that's... not needed at all. Don't give the player compensation for screwing up.

Re: Foreseer (Neutral Evil)

PostPosted: Tue Mar 17, 2020 3:44 am
by FRCFresh
So will tweaking that mechanic so that you gain Powerful attack after successfully killing a Town be better, or does the mechanic have no place in this?

Re: Foreseer (Neutral Evil)

PostPosted: Tue Mar 17, 2020 2:03 pm
by Brilliand
FRCFresh wrote:So will tweaking that mechanic so that you gain Powerful attack after successfully killing a Town be better, or does the mechanic have no place in this?


I really don't see the point of having either of the stat increase/decrease effects at all.

Giving it the bonus after killing a Town at least wouldn't be contradictory, but... why? It's just needless complexity.

Re: Foreseer (Neutral Evil)

PostPosted: Tue Mar 17, 2020 3:24 pm
by FRCFresh
It's not that complex, also this mechanic is barely used and is unique.