Locksmith (Town Protective)

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Locksmith (Town Protective)

Postby JacksonVirgo » Mon Dec 21, 2020 9:42 pm

This role was made and formatted using my FM Role Card tool prototype.

Locksmith
Town Protective
Abilities
You may target a player each night, you will lock their house up preventing them from being killed. For as long as you are alive those players cannot be attacked at night, you cannot be protected from kills.

Win Condition
You win when all threats to the Town are eliminated.
Pronouns - They/Them

On-site FM Record: 11-0-11
Spoiler: Latest Town Game: VFM75 - Citizen - Win
Latest Scum Game: SFM79 - Coroner - Win
Latest Neutral Game: SFM72 - Failed Assassin - Win
Last updated 02.12.20 AEST
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Re: Locksmith (Town Protective)

Postby Brilliand » Mon Dec 21, 2020 9:53 pm

Is this role immune to being targeted by a Lookout or Transporter? How about a Crusader (for the counterattack)?

Either way, it seems overpowered to me. If this role manages to claim in secret (to a Jailor or Transporter), it could easily put the Mafia in a bad position of needing to guess the right target in order to be able to kill again - sort of like VIP mode.
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Re: Locksmith (Town Protective)

Postby JacksonVirgo » Mon Dec 21, 2020 10:12 pm

Brilliand wrote:Is this role immune to being targeted by a Lookout or Transporter? How about a Crusader (for the counterattack)?

Either way, it seems overpowered to me. If this role manages to claim in secret (to a Jailor or Transporter), it could easily put the Mafia in a bad position of needing to guess the right target in order to be able to kill again - sort of like VIP mode.


Honestly didn't think of LO etc. I think in that case they should be untargetable.
This is a protective that's powerful but cannot be protected, I was thinking it could announce that someones house was locked during the day so that scum can PoE down.

EDIT: They cannot target themselves even through transporter stuff

EDIT 2: Untargetable is kinda bad so hmm
Pronouns - They/Them

On-site FM Record: 11-0-11
Spoiler: Latest Town Game: VFM75 - Citizen - Win
Latest Scum Game: SFM79 - Coroner - Win
Latest Neutral Game: SFM72 - Failed Assassin - Win
Last updated 02.12.20 AEST
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Re: Locksmith (Town Protective)

Postby Brilliand » Mon Dec 21, 2020 11:12 pm

Careful there, you're making it very confirmable.

Is this role Unique?
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Re: Locksmith (Town Protective)

Postby JacksonVirgo » Mon Dec 21, 2020 11:57 pm

Perhaps if the locksmith dies, anyone that they protected from kills will die as well. Lookouts/Transporters/Jails etc will not be affected kills targeting the player. Crusader kill will still occur but the protection will not.
Pronouns - They/Them

On-site FM Record: 11-0-11
Spoiler: Latest Town Game: VFM75 - Citizen - Win
Latest Scum Game: SFM79 - Coroner - Win
Latest Neutral Game: SFM72 - Failed Assassin - Win
Last updated 02.12.20 AEST
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Re: Locksmith (Town Protective)

Postby Brilliand » Tue Dec 22, 2020 12:22 am

JacksonVirgo wrote:Perhaps if the locksmith dies, anyone that they protected from kills will die as well.


Now he's an odd sort of Vigilante?

Well at least he won't be going on the Jailor anymore. The trouble is I don't think he would want to go on Town at all - that would just give the Mafia a 2-for-1. Rather, he would want to mark a few of the Mafia, then taunt the Mafia into attacking him.
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Re: Locksmith (Town Protective)

Postby lemonader666 » Tue Dec 22, 2020 12:59 am

JacksonVirgo wrote:Perhaps if the locksmith dies, anyone that they protected from kills will die as well. Lookouts/Transporters/Jails etc will not be affected kills targeting the player. Crusader kill will still occur but the protection will not.

That's just putting babysitter to the MAX, no thanks. If you're going for the concept of protecting multiple people at the same time, then Botanist is a shining example of a good execution of such concept.

you can email me at lemonader666@gmail.com if need be
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Re: Locksmith (Town Protective)

Postby Soulshade55r » Tue Dec 22, 2020 1:28 am

Intresting it's a bit weak but a tp that cannot circle protect and dies once outed intresting
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Re: Locksmith (Town Protective)

Postby JacksonVirgo » Tue Dec 22, 2020 5:47 am

Brilliand wrote:
JacksonVirgo wrote:Perhaps if the locksmith dies, anyone that they protected from kills will die as well.


Now he's an odd sort of Vigilante?

Well at least he won't be going on the Jailor anymore. The trouble is I don't think he would want to go on Town at all - that would just give the Mafia a 2-for-1. Rather, he would want to mark a few of the Mafia, then taunt the Mafia into attacking him.

No no, it's like a delayed protection. If the Locksmith protects someone from a kill (not just be on them) they die with the Locksmith.

More reason to NOT have a mass-claim or VFR
Pronouns - They/Them

On-site FM Record: 11-0-11
Spoiler: Latest Town Game: VFM75 - Citizen - Win
Latest Scum Game: SFM79 - Coroner - Win
Latest Neutral Game: SFM72 - Failed Assassin - Win
Last updated 02.12.20 AEST
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Re: Locksmith (Town Protective)

Postby JacksonVirgo » Tue Dec 22, 2020 5:47 am

lemonader666 wrote:
JacksonVirgo wrote:Perhaps if the locksmith dies, anyone that they protected from kills will die as well. Lookouts/Transporters/Jails etc will not be affected kills targeting the player. Crusader kill will still occur but the protection will not.

That's just putting babysitter to the MAX, no thanks. If you're going for the concept of protecting multiple people at the same time, then Botanist is a shining example of a good execution of such concept.

That's not the concept I'm doing and I worded it wrong
Pronouns - They/Them

On-site FM Record: 11-0-11
Spoiler: Latest Town Game: VFM75 - Citizen - Win
Latest Scum Game: SFM79 - Coroner - Win
Latest Neutral Game: SFM72 - Failed Assassin - Win
Last updated 02.12.20 AEST
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Re: Locksmith (Town Protective)

Postby Brilliand » Tue Dec 22, 2020 12:34 pm

JacksonVirgo wrote:No no, it's like a delayed protection. If the Locksmith protects someone from a kill (not just be on them) they die with the Locksmith.


What happens if a Locksmith and Doctor both save the Jailor at the same time, then the Locksmith dies while the Doctor is still on the Jailor?
  • The Jailor dies
  • The Doctor saves the Jailor again
  • No delayed attack occurs, because the Doctor took priority in the first place
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Re: Locksmith (Town Protective)

Postby JacksonVirgo » Tue Dec 22, 2020 1:03 pm

Brilliand wrote:
JacksonVirgo wrote:No no, it's like a delayed protection. If the Locksmith protects someone from a kill (not just be on them) they die with the Locksmith.


What happens if a Locksmith and Doctor both save the Jailor at the same time, then the Locksmith dies while the Doctor is still on the Jailor?
  • The Jailor dies
  • The Doctor saves the Jailor again
  • No delayed attack occurs, because the Doctor took priority in the first place

I reckon Locksmith takes a priority, as it locks the doors or whatnot. Makes them think about who specifically to protect as it matters a LOT more than a Doctor especially when a) it cancels other protections b) your targets, if protected, will die when you do.
Pronouns - They/Them

On-site FM Record: 11-0-11
Spoiler: Latest Town Game: VFM75 - Citizen - Win
Latest Scum Game: SFM79 - Coroner - Win
Latest Neutral Game: SFM72 - Failed Assassin - Win
Last updated 02.12.20 AEST
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Re: Locksmith (Town Protective)

Postby Brilliand » Tue Dec 22, 2020 5:12 pm

JacksonVirgo wrote:I reckon Locksmith takes a priority, as it locks the doors or whatnot.


In that case shouldn't it be a full Rolestopper, like how the Jailor's protection works?
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Re: Locksmith (Town Protective)

Postby CapWarrior2 » Tue Dec 22, 2020 5:46 pm

Brilliand wrote:
JacksonVirgo wrote:I reckon Locksmith takes a priority, as it locks the doors or whatnot.


In that case shouldn't it be a full Rolestopper, like how the Jailor's protection works?


Tbh I thought it was already.
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Re: Locksmith (Town Protective)

Postby Ezradekezra » Tue Dec 22, 2020 5:56 pm

JacksonVirgo wrote:Locksmith
Town Protective

I'm not really the biggest fan of the colors that the RC maker uses for this part of the rolecard, since they're overly bright and the shade of blue is the same shade that Amnesiac uses.

I think this might work better:
Locksmith
Town (Protective)
Abilities
You may target a player each night, you will lock their house up preventing them from being killed. For as long as you are alive those players cannot be attacked at night, you cannot be protected from kills.

Win Condition
You win when all threats to the Town are eliminated.
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Re: Locksmith (Town Protective)

Postby DiamondRanger8 » Tue Dec 22, 2020 8:45 pm

I could have an idea of how to make it balanced. Roles who are protected can't use any abilities for all nights they are locked in, and make it a day ability. This would also override the Jailor's jail and can not be used on the Mayor. This way, if the Jailor wants powerful protection like this, it'll have to pay a price. Mayor also can't just be locked in indefinitely with no repercussions.
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Re: Locksmith (Town Protective)

Postby JacksonVirgo » Tue Dec 22, 2020 8:46 pm

Ezradekezra wrote:
JacksonVirgo wrote:Locksmith
Town Protective

I'm not really the biggest fan of the colors that the RC maker uses for this part of the rolecard, since they're overly bright and the shade of blue is the same shade that Amnesiac uses.

I think this might work better:
Locksmith
Town (Protective)
Abilities
You may target a player each night, you will lock their house up preventing them from being killed. For as long as you are alive those players cannot be attacked at night, you cannot be protected from kills.

Win Condition
You win when all threats to the Town are eliminated.


I chose the colours, you put your own colours its fully custom
Pronouns - They/Them

On-site FM Record: 11-0-11
Spoiler: Latest Town Game: VFM75 - Citizen - Win
Latest Scum Game: SFM79 - Coroner - Win
Latest Neutral Game: SFM72 - Failed Assassin - Win
Last updated 02.12.20 AEST
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