Hellish Faction (but better)

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

How is the faction in terms of balancing?

Too overpowered, needs a serious adjustment.
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A lil overpowered, nothing too hard to fix.
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Perfectly balanced, as all things should be.
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Weak, some things need buffs.
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Super underpowered, scrap it all!
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Total votes : 0

Hellish Faction (but better)

Postby Cabohhh » Thu Jun 10, 2021 10:48 pm

Weakened by mortality, the beings of Evil have begun looking for a return to the Netherworld!

Faction Name:
The Hellish Faction

Goal:
To send the Town into collapse.

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

Additional Information:
If the Hellish faction spawns, the Hellish Killing will become the Overseer. The Hellish faction members can vote every night for who becomes the new Overseer in case the current Overseer dies. If no one votes, or there is a tie, the Overseer will be randomly selected amongst the equal votes. The Overseer gains an extra power.

The Overseer will gain basic defence.

The Hellish faction writes in ancient Runic, which the earthly cannot read. The Town will be unable to decipher the Last Wills and Death Notes of the Hellish faction.

Only 1 Hellish Killing will spawn per game.

Hellish Killing Subalignment

The Reaper
Spoiler: Role Name:
The Reaper

Abilities:
During the night, attack someone with a Basic attack.

Attributes:
If your target has defence on a night you attack them, you will learn their role.
If you do not kill for one night, your next attack will be Powerful.

Notifications:
Reaper:
You have chosen [Position] to reap.
You have instead chosen [Position] to reap.
You have decided to spare [Position].
Your target was much too powerful to kill. They are a/an/the [Role].
You have gathered your power. Fury will be unleashed. (Charged attack)

Player:
You were harvested by a Reaper! You have died!

Spy:
Your target learned the identity of one too powerful to kill! (Reaper reveal)
Your target was harvested by a Reaper! (Kill notification)

System:
[Position] was taken by a Reaper. (Death notification)

Special Attributes:
Unique.

Investigator Results:
Sheriff - Your target is suspicious!
Investigator - Medium/Janitor/Retributionist/Necromancer/Reaper
Consigliere - Your target channels the powers of Hell to take and reveal. They must be a Reaper!


The Famine
Spoiler: Role Name:
The Famine

Abilities:
During the night, deal a Basic attack to someone.
You gain varying amounts of Lifepoints for each kill.
Lifepoints are determined by the role of the deceased.

Attributes:
Chart for Lifepoints:
Neutral Evil/Benign roles give no Lifepoints.
Town members/Neutral Chaos give 1 Lifepoint.
Mafia/Coven/Neutral Killing roles give 2 Lifepoints.
Hellish members give 3 Lifepoints.

You may spend Lifepoints to gain Traits. You will use the power the night you choose to. You can use more than one option at a time.
2 Lifepoints (Foresight)- You cannot be redirected or stopped.
3 Lifepoints (Hunger)- You will gain Unstoppable attack for the night.
5 Lifepoints (Calamity)- You will gain Powerful attack and Powerful defence for the night. You will also Rampage, however, you won't gain Lifepoints for that night.

Notifications:
Famine:
You have decided to consume [Position].
You have decided to consume [Position] instead.
You have [Number of Lifepoints] to use.
You have decided not to feed for the night.
You have decided to imbue yourself with [Trait].

Player:
You were consumed by the Famine! You have died!
You were rampaged by the Famine! You have died!

Spy:
Your target was consumed by the Famine!
Your target was rampaged by the Famine!

System:
[Position] was consumed by the Famine.

Special Attributes:
Unique.

Investigative Results:
Sheriff - Your target is suspicious!
Investigator - Lookout/Forger/Coven Leader/Juggernaut/Famine
Consigliere - Your target feasts on the flesh of the living. They must be the Famine!


Hellish Corruption Subalignment

The Succubus
Spoiler: Role Name:
The Succubus

Abilities:
Once a night, Seduce someone.
As the Overseer, you may begin to Leech your targets as well.

Attributes:
You have passive Powerful defence until you are attacked.
Seduction forces the target to perform a Guided visit on you and nullifies their results. If your target cannot visit, they will not visit you, but their abilities will still be nullified.
Your target will know that they have been Seduced.
Seduction counts as a Control.
Leeched targets will be dealt an Powerful attack the night they are Seduced.
Leech works regardless of the viability of the seduction.
Seducing and Leeching are Astral visits.

Notifications:
Succubus:
You will attempt to seduce [Position].
You will instead attempt to seduce [Position].
You will not seduce tonight.
You have decided to leech from [Position] as well.
You have decided not to leech from [Position].

Player:
A strong feeling of lust is in the air. It appears that you have been seduced.
A strong feeling of lust is in the air, but you cannot act upon it. A Succubus has attempted to seduce you.
You feel a immense lack of energy. You have been leeched!

Spy:
Your target was seduced!
Your target was seduced, but they were immune.
Your target was leeched by a Succubus!

System:
[Position] was leeched by a Succubus.

Special Attributes:
Roleblock Immunity.
Control Immunity.

Investigative Results:

Sheriff - Your target is suspicious!
Investigator - Framer/Vampire/Jester/Hex Master/Succubus
Consigliere - Your target is a demonic force of lust. They must a Succubus.


The Distortion
Spoiler: Role Name:
The Distortion

Abilities:
During the night, Blind the Town.
As the Overseer, Wipe a player.

Attributes:
If you choose to Blind the Town, all Last Wills and Death Notes that would have been revealed during the following day will be destroyed. They cannot be recovered. This includes the wills of people lynched during that day.
If someone is lynched on a day where the Town is blind, that person's role will be hidden.
You may Blind the Town twice.
After becoming the Overseer, you lose the ability to Blind. However, you gain the ability to Wipe players.
Wiped players will be dealt a basic attack, and will have their Wills destroyed. All their previous messages will be hidden from Chat history.

Notifications:
Distortion:
You have decided to Blind the Town.
You have decided not to Blind the Town.
You have decided to wipe [Position].
You have instead decided to wipe [Position].
You have decided not to attack tonight.

Player:
You were Wiped by the Distortion.You have died!

Spy:
Your target was Wiped by the Distortion.

System:
Their will was destroyed by the Distortion. (Will reveal notification)
[Position] was wiped by the Distortion.

Special Attributes:
Unique.

Investigative Results:
Sheriff - Your target is suspicious!
Investigator - Doctor/Disguiser/Serial Killer/Potion Master/Distortion
Consigliere Your target revels in the confusion of the Town. They must be the Distortion!
Also, thank you to runningwiththepower for giving me the idea for the role :3


The Dreamcatcher
Spoiler: Role Name:
The Dreamcatcher

Abilities:
During the day, run from Minecraft players Lull someone to sleep.
As the Overseer, give your target nightmares as well.

Attributes:
Your lulled target will be super roleblocked the next night and will have that night chat hidden to them for the night. They will not be able to participate in night chat, nor see who their teammates are targeting for the night.
They will be unable to see any notifications for the night (ie. Roleblocked, Transported, etc.) except for being attacked.
Your target will know they are asleep.
Giving someone nightmares will cause them to be dealt a Powerful attack the next night.
If your target is jailed, your target will be notified that they were asleep, but the jailor woke them up. You will be informed that your target was jailed.

Notifications:
Dreamcatcher:
You have decided to put [Position] to sleep.
You have instead decided to put [Position] to sleep.
You have decided not to put anyone to sleep.
You have decided to give [Position] nightmares.
You have instead decided to give [Position] nightmares.
You have decided not to give anyone nightmares.

Player:
You were put to sleep by a Dreamcatcher. You cannot read the night chat or perform your ability.
You were given nightmares by a Dreamcatcher!
You cannot talk, you are asleep. (When attempting to speak)
You were asleep, but the Jailor awoke you from your slumber. (Target awoken by jailor)

Spy:
Your target was put to sleep by a Dreamcatcher.
Your target was given nightmares by a Dreamcatcher! (Kill notification)

System:
[Position] was killed by nightmares. (Death notification)

Special Attributes:
None.

Investigative Results:
Sheriff - Your target is suspicious!
Investigator - Escort/Consort/Transporter/Hypnotist/Dreamcatcher
Consigliere - Your target inflicts slumber upon others. They must be a Dreamcatcher!


Hellish Support Subalignment

The Spirit
Spoiler: Role Name:
The Spirit

Abilities:
During the night, Ward your target.
As the Overseer, your Ward is buffed.

Attributes:
Ward will reflect any direct visit towards your target to the user, including investigating, attacking, and healing.
You have two Wards.
You may Ward your teammates.
You may not Ward yourself.
As the Overseer, you get unlimited Wards.
Any of your target's visitors will be dealt a basic attack.
Your target will be dealt a basic attack if they are not Hellish.

Notifications:
Spirit:
You have decided to ward [Position].
You have decided to ward [Position] instead.
You have decided not to ward.

Player:
A Spirit has given you a Ward.
You were killed by the Spirit's Ward! (Targeted ward)
Your target had an Overseer's Ward! (Visitor kill)

Spy:
Your target was warded by a Spirit.
Your target was killed by a Spirit's Ward! (Targeted)
Your target was killed visiting someone with a Ward! (Visitor kill)

System:
[Position] was cursed by a Spirit! (Both kinds of kills will have this message)

Special Attributes:
None.

Investigative Results:
Sheriff - Your target is suspicious!
Investigator - Sheriff/Executioner/Werewolf/Poisoner/Spirit
Consigliere - Your target has a supernatural bond to the ethereal plane. They must be the Spirit!


The Clairvoyant
Spoiler: Role Name:
The Clairvoyant

Abilities:
During the night, Predict.
As the Overseer, you may also deal a Basic attack to another target Astrally.

Attributes:
Predict the role of a player at night.
If you predict correctly, your target will be bound at the beginning of the day. They will be unable to speak or vote until the next day, and they will be unable to act during the following night.
If you do not predict correctly, you will do nothing.
You cannot predict a player as Mayor, Jailor, Veteran, Survivor, or Pestilence.
You will not be fooled by douses, frames, hexes, or disguises.

Notifications:
Player:
You have predicted [Position] as [Predicted Role].
You have Instead predicted [Position] as [Predicted Role].
You have opted not to predict.
Your prediction was true! Your target has been bound.
You have decided to attack [Position]
You have instead decided to attack [Position]
You have decided not to attack.

Player:
A Clairvoyant has predicted your identity! You are bound!

Spy:
Your target was attacked by a Clairvoyant!

System:
[Position] was revealed by a Clairvoyant! (Mid-Day killing)
[Position] was killed by a Clairvoyant! (Overseer killing)

Special Attributes:
If you are controlled, your attack will be redirected. Your prediction cannot be changed or redirected.

Investigative Results:
Sheriff - Your target is suspicious!
Investigator - Survivor/Vampire Hunter/Amnesiac/Medusa/Psychic/Clairvoyant
Consigliere - Your target searches the mindful dimension, forseeing the future. They must be a Clairvoyant!


More stuff coming soon.

Last edited by Cabohhh on Sun Nov 07, 2021 8:05 pm, edited 14 times in total.
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Re: Hellish Faction Concept (V1.0)

Postby runningwiththepower » Fri Jun 11, 2021 3:23 pm

I wasn't going to comment on this until the other stuff was completed but im bored so i figure eh why not

I like how the Faction is kinda like an anti-Town----wherein they have to vote for who amongst them gets the special powerup ability. thats an interesting aspect to be sure
And I like how it removes their Wills & Death Notes from the conversation entirely............but I wonder if that could be played with even more.....maybe if the Hellish Faction is present then the whole Town CANNOT see each other's Wills or Death Notes----that could maybe be a bit more interesting. i just think the town cant see the wills of the Hellish faction?? well....who cares. most of the time, town doesn't really read or listen to the wills of a dead evil anyway :P

The Reaper is defo interesting; I like it

Famine is wayyyy too overly complicated IMO---i think the whole Lifepoints thing should just be scrapped and instead if you kill a Serial Killer then you get that Rampage ability automatically

And Succubus is fine.

I look forward to seeing the other roles you got....! :D
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Re: Hellish Faction Concept (V1.0)

Postby Cabohhh » Sat Jun 12, 2021 9:12 pm

runningwiththepower wrote:Famine is wayyyy too overly complicated IMO---i think the whole Lifepoints thing should just be scrapped and instead if you kill a Serial Killer then you get that Rampage ability automatically
:D


The issue with that change is that it's too reliant on another role spawning to be useful. It's just really RNG.

I'll change how Lifepoints are distributed, however.

runningwiththepower wrote:maybe if the Hellish Faction is present then the whole Town CANNOT see each other's Wills or Death Notes


As for that, that would be a lil bit too overpowered, removal of wills from the entire game would just ruin the Town. However, I might incorporate that into a role, we'll see.
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Re: Hellish Faction Concept (V1.3)

Postby Benn3 » Fri Jun 25, 2021 7:43 pm

The Reaper: I feel like this is too much like a Mafioso. You have no reason to charge up an attack unless you find an immune, which, you mise will just say in a death note "hey this person has defense and this is their role that they came up as:" instead of waiting a night. I feel like it's also a bit overpowered that they get a consig ability whenever they attack somebody with defense, because then they can immediately see if it's somebody they can side with or not. If I were you I'd remake this, imo.

The Famine: I like this, I used a similar idea for one of my Vampire roles, but the traits you can get could be edited a bit. Does Foresight give you role block immunity? It should also give you detection immunity from Sheriffs and Lookouts. Hunger, again with the Powerful attack, it's only going to be useful if you find a role with defense, which again you mise will just try and get lynched by putting them in a death note. Maybe replace it with a rampage ability, and then Calamity lets you ignore Town Protects? Not sure. Interesting concept though.

Succubus: Why? This is just a Consort but renamed, and with a poisoner type attack as the Overseer. I don't think this needs to be added at all.

Distortion: Useless much? Only one person can get lynched in a day, so you are only hiding one will. If they are evil, it won't matter what their will says, and if they are Town, they would've been posting everyday anyways, so it won't matter. As the Overseer, they just become a Mafioso + Janitor. Maybe make them like a Forger, however they only change the will of somebody who gets lynched, idk.

Spirit: No. Worse than Framer. A role shouldn't have a goal that is to kill themselves. Besides, since it only buffs your teammates for one night, you are going to be sitting around all game doing nothing until the perfect moment comes. This faction, or any faction at all, doesn't need a role where all it does is buff them for one night after killing themselves.

Clairvoyant: This is also pretty useless. Only going to be useful if you find a Mafia or Coven member, and this faction doesn't need a weaker Consigliere, imo. The Reaper can already find roles with defense, so I think that's enough. As the Overseer, you're essentially just a Succubus that can deal an unstoppable poison attack.

TL;DR: Reaper is too much like a Mafioso, Famine is cool but could use some changes, and the other roles seem to be unnecessary or useless. I like the concept of a faction like this, but make sure every role has a good purpose and is fun to play.
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Re: Hellish Faction Concept (V1.3)

Postby Cabohhh » Wed Jun 30, 2021 4:15 pm

Benn3 wrote:The Reaper: I feel like this is too much like a Mafioso. You have no reason to charge up an attack unless you find an immune, which, you mise will just say in a death note "hey this person has defense and this is their role that they came up as:" instead of waiting a night. I feel like it's also a bit overpowered that they get a consig ability whenever they attack somebody with defense, because then they can immediately see if it's somebody they can side with or not. If I were you I'd remake this, imo.


I removed the ability to have death notes as the Hellish faction because of the reveal ability. The charge is there because you can't get someone lynched with the death note. I feel it is fine, albeit a little powerful.

Benn3 wrote:The Famine: I like this, I used a similar idea for one of my Vampire roles, but the traits you can get could be edited a bit. Does Foresight give you role block immunity? It should also give you detection immunity from Sheriffs and Lookouts. Hunger, again with the Powerful attack, it's only going to be useful if you find a role with defense, which again you mise will just try and get lynched by putting them in a death note. Maybe replace it with a rampage ability, and then Calamity lets you ignore Town Protects? Not sure. Interesting concept though.


Foresight gives rb immunity, where it says "You cannot be redirected or stopped." (It can be stopped by jailor though, because jailor rbs at the start of the night.) Having DI for a killing role is too overpowered in my opinion, so I left it out.
For Hunger, I realize that a Powerful attack is boring, so I'll change it to an Unstoppable attack.
I see no reason to change Calamity.

Benn3 wrote:Succubus: Why? This is just a Consort but renamed, and with a poisoner type attack as the Overseer. I don't think this needs to be added at all.


Succubus isn't a RB, it's a control into themselves, meaning if they seduce a killing role they'll shoot themselves. I do see the issue of the delayed attack, so I'll change it to a same-day kill.

Benn3 wrote: Distortion: Useless much? Only one person can get lynched in a day, so you are only hiding one will. If they are evil, it won't matter what their will says, and if they are Town, they would've been posting everyday anyways, so it won't matter. As the Overseer, they just become a Mafioso + Janitor. Maybe make them like a Forger, however they only change the will of somebody who gets lynched, idk.


All wills revealed during the day. Not just the lynch. All of the night kills. If there's an active WW or Arso, all the dead's wills and death notes will be cleaned. This would screw with information relayed from the town and from Death Notes.
I have made it so that if someone is lynched during a Blind day, their role will be hidden. This would screw with the town's perception of the number of evils, like Forger does.

Benn3 wrote:Spirit: No. Worse than Framer. A role shouldn't have a goal that is to kill themselves. Besides, since it only buffs your teammates for one night, you are going to be sitting around all game doing nothing until the perfect moment comes. This faction, or any faction at all, doesn't need a role where all it does is buff them for one night after killing themselves.


I agree. I thought it would be fun having a kamikaze role, but I never thought about the practicality. Maybe I'll have a Jester-esque role in place of it, we'll see.

Benn3 wrote:Clairvoyant: This is also pretty useless. Only going to be useful if you find a Mafia or Coven member, and this faction doesn't need a weaker Consigliere, imo. The Reaper can already find roles with defense, so I think that's enough. As the Overseer, you're essentially just a Succubus that can deal an unstoppable poison attack.


Clairvoyant def needs a change, I'll think about it.
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Re: Hellish Faction Concept (V1.3)

Postby Benn3 » Wed Jun 30, 2021 4:20 pm

Ohh. Yeah I forgot about wills that get revealed from kills. In that case yeah it does seem like it could be useful, but they should be able to see the wills themselves at least, like how Janitor knows the role of who they cleaned.
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Re: Hellish Faction Concept (V2.0)

Postby Cabohhh » Thu Jul 01, 2021 3:26 pm

So I've changed how Spirit and Clairvoyant works now. Clairvoyant is now a quasi-investigative role, and they have a day kill ability now, hopefully it'll be a little more fun.

Spirit now acts as a protective role. Not too fun, but protective roles were never fun to begin with.
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Re: Hellish Faction Concept (V2.1)

Postby Cabohhh » Fri Jul 02, 2021 12:05 pm

Okay, I've added a new role, the Dreamcatcher. I also changed Spirit a little bit.
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