Trickster: Neutral(Evil)

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

Is this a good role?

Yes.
2
50%
Maybe, needs some adjustments.
2
50%
No.
0
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Total votes : 4

Trickster: Neutral(Evil)

Postby cob709 » Sun Jun 14, 2020 11:24 pm

Role Name:
Trickster

Role Alignment:
Neutral(Evil)

Abilities:
- You may visit anyone at night
- You may select yourself to trick investigative roles.

Attributes:
- You may visit any amount of players.
- You may only choose to use one of your abilities.

Notifications:
[Trickster]: You have decided to visit [Player].(This message will appear for every player the Trickster visits)
[Trickster]: You have decided to trick investigative roles tonight.

Goal:
Survive to see the Town lose the game.

Win Conditions:
You must survive
You must kill the Town
You may spare anyone else

Special Attributes:
Attack: None
Defense: Basic

Investigator Results:
Sheriff - Your target is not suspicious.(If Trickster chooses to not trick investigative roles)
Sheriff - Your target is not suspicious.(Potential result if Trickster chooses to trick investigative roles)
Sheriff - Your target is suspicious!(Potential result if Trickster chooses to trick investigative roles)
Investigator - WIP(If Trickster chooses to not trick investigative roles)
Investigator - Your target could be a [Role], [Role], or a [Role].(Potential result if Trickster chooses to trick investigative roles, can be ANY result)
Consigliere - Your target is irrational and unpredictable, they must be a Trickster!(If Trickster chooses to not trick investigative roles)
Consigliere - Your target is [Description], they must be a [Role].(Potential result if Trickster chooses to trick investigative roles)

Achievements:
- WIP

Additional Information:
- If the trickster chooses to use their first ability, they may visit any amount of players. This is meant to confuse Lookouts.
- If the trickster chooses to use their second ability, it will randomize results for investigative roles that visit them.

Lore:
- "You are a crazed maniac that confuses all investigative roles.
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Re: Trickster: Neutral(Evil)

Postby dolphina » Mon Jun 15, 2020 11:16 am

Unless you are the transporter, you are not supposed to visit more than one target each night. I suggest not doing this.
Additionally, we already have an evil that messes with invest results.
- If the trickster chooses to use their first ability, they may visit any amount of players. This is meant to confuse Lookouts.

Have it only confuse one group of TIs.
Ex: Framer confuses Sheriff and Invest, have this confuse LOs( and Trackers in Coven).
This is a little too overpowered in my opinion.
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Re: Trickster: Neutral(Evil)

Postby JakeTheSnake5963 » Mon Jun 15, 2020 4:19 pm

I think this role does have some potential. A potential rework that I would suggest would be to have the trickster only have one streamlined ability: visit up to some finite number of people including themselves (any amount feels too OP, I think it should be limited to three) and mess up investigator results accordingly. This would still mess up lookouts as the trickster would visit multiple targets. Instead of having investigative results randomized, I think the TI should be notified that their result was scuffed by the trickster or no result could show up at all. I believe that having results randomized would be too chaotic, but I am still very open to this possibility (I am not fully against it). Cool idea, and I would like to see what others think.
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Re: Trickster: Neutral(Evil)

Postby cob709 » Mon Jun 15, 2020 7:06 pm

The trickster only changes the TI results of himself being investigated.
So if 2 sheriffs investigates the Trickster, then one will get a suspicious message, one will get the not suspicious.
This starts conflict between the two players
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Re: Trickster: Neutral(Evil)

Postby dolphina » Mon Jun 15, 2020 7:36 pm

that would cause mislynches, yeah

this idea is actually good

...just don't go overboard
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