Helper (Town Protective)

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Helper (Town Protective)

Postby Notused » Tue Jan 12, 2021 9:48 am

Role Name: Helper


Role Alignment: Town Protective


Abilities:
Give shelter to somebody each night.

Attributes:
Shelter - Any harmful abilities on a sheltered target will fail. Your target will be affected by harmful abilities directed at the person giving shelter though if they are successful.

Notifications:
Helper:
You have decided to shelter [Player A].
You have instead decided to shelter [Player B].
You have decided to shelter no one tonight.
Your target was attacked last night but you sheltered them!

Sheltered target:
You were nursed back to health last night!

Attacker:
Your target was not home last night. You couldn't kill them!


Goal:
Lynch every evildoer.

Win Conditions:
You must kill the Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill the Werewolf
You must kill Witches
You win with the Town
You win with Survivors
You may spare anyone else

Special Attributes:
No Attack or Defense.
Your target will be notified that they have been nursed back to health if they did get attacked.
The Helper will be notified if they saved their target.
The next night you cannot give the same person Shelter.


Investigator Results:
Sheriff - Your target seems innocent
Investigator - Doctor/Disguiser/Serial Killer/Helper
Consigliere - Your target provides a place to rest for free. They must be a Helper!


Additional Information:
Spy bugs can see successful sheltering and failed attacks towards the target.
Arsonist will douse the Helper and sheltered target if they visit the Helper.
Werewolf rampage will attack both Helper and sheltered target if they visit the Helper.


Edit log:
Changed notification of target if they were to be attacked whilst sheltered to the same one that Doctor gives.
Last edited by Notused on Thu Jan 14, 2021 5:18 am, edited 2 times in total.
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Re: Helper (Town Protective)

Postby alex1234321 » Tue Jan 12, 2021 9:59 am

This role actually seems pretty good although possibly underpowered. The biggest change that it would make would be to remove the notification if a player is sheltered. I think it should be similar to the Doctor where players only find out that they were protected if they were attacked. Right now, it would be easy for players to confirm themselves as Helper because they could shelter a random person and that person would know about it. Self-confirming Town roles tend to be frowned upon because the Town is supposed to be uninformed and members should have to either use scumreading or their night abilities to determine whether someone is evil.
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Re: Helper (Town Protective)

Postby Brilliand » Sun Feb 14, 2021 6:59 pm

What does "harmful" mean here? Is it just kills and douses?
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Re: Helper (Town Protective)

Postby Notused » Tue Feb 16, 2021 4:53 pm

Brilliand wrote:What does "harmful" mean here? Is it just kills and douses?

No not douses but Arsonist igniting a Sheltered target would not kill them unless the Helper is ignited. If that complicates things then yes douses would fail as well alongside any attack apart from Veteran alert or indirect attacks from rampages.
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