New Town sub-alignment: Town Royal

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

New Town sub-alignment: Town Royal

Postby notJ » Thu Jan 06, 2022 11:43 am

Idea for a new town sub-alignment: Town Royal

This new sub-category of town will have roles that focus on helping other townies: their ability will target other player(s) and will help those player(s). The roles are easily confirmable, but not hard to fake. They are part of the town: they will all have as goal to lynch every evildoer and will win with the other town. They all appear innocent before a sheriff

here are a few ideas I had for the Town Royal sub-alignment

Monarch
Spoiler: Summary: You are a ruler with the power to knight people.

Abilities:
-At night, you may Knight a player, or set your current night on duty

Attributes:
-Attack: none (knight will have basic on duty)
-Defense: none (knight will have powerful on duty)
-Priority: 4 (knighting someone) 3 (knight being put on duty) 5 (knight attacking target/visitors)
-You can only have one player knighted at a time.
-You can talk anonymously at night with your knight
-You can knight 2 players during a game
-A knight can only go on duty twice.
-Unique

Mechanics:
-At night, if the Monarch doesn't have a knight already, he may select a player, and knight them. The Monarch will visit the target player, even if the knighting fails. The target player and the Monarch will get notified that the knighting happened. knighting does not interfere with the target players role, nor does it change investigative results. The Monarch can only attempt to knight 2 people in one game.
-the Monarch will see an icon next to the knighted player, indicating that they have been knighted.
-At night, if the Monarch does have a player knighted, he may talk to his night anonymously (like a Jailor talking to his jailee). he may put the knighted player on duty. The knighted player will see whether the Monarch wants to put him on duty.
-If the Monarch chose to put the knight on duty, the Monarch will visit the knight. The knighted player will get notified that night that they got put on duty. A Knight on duty will attack their selected target of their original role, or if they stay at home, attack all their visitors, except the Monarch. The knighted player will not perform the ability of his original role. The knight will also gain powerful defense for that night.
-Players killed by a knight on duty will be shown as killed by a knight during dead reveal phase, not the original role of the knighted player.
-If a knight is roleblocked or witched on the night the king put them on duty, they will be duty immune for the night.

Some roles are knighting immune. If they are attempted to be knighted, the Monarch will receive a notification that the knighting failed. the target will get notified that a Monarch attempted to knight them.
Knighting immune roles:
Town: Jailor, Veteran, Mayor, Retributionist, Spy, Medium, Transporter, Psychic, Monarch, Noble, Diplomat
Mafia: Godfather, Disguiser
Coven: Coven Leader, Necromancer
Neutral: Executioner, Jester, Witch, Werewolf (on full moon nights only), Pestilence, Pirate

Some roles are duty immune. They will still perform their original ability even though the Monarch put them on duty. These roles will not attack their target/visitors, and do not gain powerful defense when the king puts them on duty. The Monarch will not get a notification that their knight ignored the duty, the knight will.
Duty immune roles:
Any role that got roleblocked, pirated, controlled, or jailed
Mafia: Mafioso (if the Godfather orders them to kill a target)
Neutral: Werewolf (on full moon nights), Serial Killer (when not being cautious), Pestilence.

Notifications:
Monarch
-You have decided to knight [player] tonight.
-You have instead decided to knight [player] tonight.
-Your target was sealed so you could not knight them!
-Your target refused to be knighted!
-Your target was successfully knighted!
-[knighted player] was hauled off to jail
-You have decided to put [knighted player] on duty tonight.
-You have changed your mind.
Attempted to be Knighted player :
-A Monarch tried to knight you but you were in jail last night! (if jailed)
-A Monarch tried to knight you but the Royal Seal prevented them! (if the player has the Royal Seal, see Noble)
-A Monarch offered to knight you but you refused. (if your are knighting immune)
Knighted player:
-You were knighted by a Monarch!
-Monarch: [text] (in night chat)
-The Monarch decided to put you on duty tonight.
-The Monarch changed his mind.
-You were put on duty by the Monarch!
-You attacked someone.
-Someone attacked you, but your defense on duty is too strong!
-The Monarch ordered you to be on duty, but you ignored him! (if you are duty immune)

Investigative Results:
Sheriff - Your target seems innocent.
Investigator - Bodyguard, Godfather, Arsonist, Crusader, Monarch
Consigliere/Potion Master/Coven Leader/Witch - Your target rules and knights people, they must be a Monarch!

Achievements:

-Your first servant: Successfully knight a player.
-Work for your king: Put a knight on duty
-Why would you refuse?: Have 2 players turn down your knighting in one game.
-Traitor!: be killed by your knight.
-Not so loyal after all (received after game is finished): Knight a member of the Mafia
-Lazy servants(received after game is finished): Have your knight refuse to be on duty 2 times in a game.

Potential buffs/nerfs
Buffs:
-Monarch gets a notification when the the knight he tries to put on duty is duty immune.
-Monarch can communicate with his knight during the night - done
-Monarch can de-knight a player
-Monarch can knight more people and/or can make his knight be on duty more often
Nerfs:
-Knighted player does no longer get a message when knighted, he will know he knighted from the moment he can communicate with the King
-Night talk with knight becomes optional, and will have limited uses
-Monarch can only (successfully) knight one player during a game
-"You were knighted by a Monarch!" and/or "You were put on duty by the Monarch!" becomes a hypnotist message
-Knight on duty does not rampage at home when not selecting a target

This was the main inspiration for this sub-alignment. A role that "upgrades" other players, so you have to be careful who you "upgrade"... I did want to give the Monarch some control too, since after all, he is the monarch. I came up with this interesting Monarch - knight relationship, where the Monarch can choose to 'activate' their knight. The Monarch can easily confirm himself to the player he knights, but if wants to confirm himself to everyone, he will have to kill - or not rather him, but he has to give someone the power to kill. The Monarch needs to communicate well with his knight, otherwise he might end up making his knight kill innocent people. I tried to balance the role by giving it limited uses, and making easely confirmed townies knight immune, so the Monarch will almost certainly have to take the risk of knighting an evil.

Noble
Spoiler: Summary: You are an aristocrat who helps people by giving them the Royal Seal

Abilities:
-During the day, you may choose a player to give the Royal Seal the following night.

Attributes:
-Attack: none
-Defense: none (royal seal will give basic defense)
-Priority: During the day (after jailor, before pirate)
-Roleblock immune
-You can see how many targets the player with the Royal Seal visits.
-A player can not receive the Royal Seal twice
-You can only give 3 Royal Seals during the game

Mechanics:
-During the day, the Noble selects a target that did not have had the Royal Seal yet, and that target will get the Royal Seal the following night.
-The Noble will visit the player with the Royal Seal that night
-If the Noble or the Noble's target is jailed, giving the seal will fail, and the Noble will get a notification of this.
-The player that receives the Royal Seal will get a notification of this at the start of the night.
-The player with the Royal Seal may select an extra target at night. They will perform their ability twice, but they won't be able to tell which notification is for the first and which notification applies for the second target
-The player with the Royal Seal will have basic defense for that night. (unless their defense value was already higher)
-All actions, except attacks, will fail against the player with the Royal Seal.(like they were jailed)
-The player with the Royal Seal will become Roleblock and Control immune that night
-The Noble will get notified on how many targets the player with the Royal Seal visited that night.
-The Royal Seal will not prevent a player from dying to poison (it even prevents doctors from healing them).

-The following roles will not be able to use an extra ability if they have the Royal Seal:
Town - Psychic, Jailor, Veteran, Trapper (both when building and placing trap), Mayor, Medium, Retributionist, Transporter, Monarch, Noble, Advisor
Mafia - Disguiser
Coven - Coven Leader, Medusa (without Necronomicon), Necromancer
Neutral - Amnesiac, Guardian Angel, Survivor, Executioner, Jester, Witch, Juggernaut (on non-full moon nights when not having killed yet), Werewolf (on non-full moon nights), Pirate, Vampire

Notifications:
Noble:
-You have decided to give [player] the Royal this night.
-You have instead decided to give [player] the Royal Seal this night.
-You were jailed so you could not give the Royal Seal to your target!
-Your target was jailed so you could not give them the Royal Seal!
-[player with the Royal Seal] visited # players this night!
Player that receives the Royal Seal:
-You received the Royal Seal this night! You may select an extra target! (if you may select an extra target)
-You received the Royal Seal this night! You will be immune to most visitors! (if you could not select an extra target)
-Someone tried to attack you but the Royal Seal saved you!
-Someone tried to poison you but the Royal Seal saved you!
-Someone tried to transport you but the Royal Seal prevented them!
-Someone tried to roleblock you but the Royal Seal prevented them!
-Someone tried to control you but the Royal Seal prevented them!
-Someone tried to blackmail you but the Royal Seal prevented them!
-Someone tried to advise you but the Royal Seal prevented them!
-A Monarch tried to knight you but the Royal Seal prevented them!
Player that targets the player with the Royal Seal:
-Your action failed because your target was sealed! (this will become the same message as when the Jailor jailed their target)
-One of your targets was sealed so you couldn't transport them! (for the transporter)
-Your targets defense was too strong.

Investigative Results:
Sheriff - Your target seems innocent.
Investigator - Doctor, Disguiser, Serial Killer, Potion Master, Noble
Consigliere/Potion Master/Coven Leader/Witch - Your target hands out the Royal Seal, they must be a Noble!

Achievements:
-Here you go: Successfully give the Royal Seal to a player.
-Unbreakable Seal: Save a player from death with the Royal Seal.
-Unused Seal: See a player with the Royal Seal not visit during a night
-Guess they didn't need it: Were killed by a Veteran on alert.
-Protect the Royals(received after game is finished): give all 3 Royal Seals to Town Royals

Potential buffs/nerfs
Buffs:
-Royal Seal can be given if target is jailed, prevents them from being executed
-Noble will be able to give the same target the Royal Seal multiple times
-Royal Seal lasts 2 nights, but only one Royal Seal in game at a time
Nerfs:
-Player with the Royal Seal will not get a notification if they would not be able to select a second target
-Royal Seal does not allow to select a second target anymore
-Noble can not give the Royal Seal day/night 1
-Noble does no longer see how many targets the player with the Royal Seal visited
-Noble only has 2 Royal Seals

Noble most TP-like of the bunch, but still follows the "upgrade" feature by making the player that he targets get 2 abilities that night, so he must still be afraid of giving the Seal to an evil. It is definitely more powerful then the other TP in the aspect that it blocks all visitors, but only gives the target basic defense, so the target is still vulnerable. Again, I tried to balance the role by preventing it to go on confirmed Townies through the limited uses and the fact that you can't go on the same target twice. I added the "see how many people your target visits" to the Noble so the Noble would be a sitting duck during the night.

Advisor (Updated)
Spoiler: Summary: You are the expert negotiator, who can influence others decisions.

Abilities:
-During the Night, you may advice a player to visit another player.

Attributes:
-Attack: none
-Defense: none (the bulletproof vest he gives gives basic)
-Priority: 4
-You will know whether your target followed your advice
-If your target did follow your advice, they will gain a bulletproof vest to protect them from 1 direct attack

Mechanics:
-At night, the Advisor selects 2 targets, the first target is the player who is going to be advised (player A)and the second target is going to be the advise(player B). The 2 targets may be the same player, and the second target may be the Advisor
-If [player A] can not possibly target [player B] with their night ability, then the Advisor will receive a message stating so. [player A] will not receive the advice.
-The next night, if [player A] received the advise, [player A] will get a message that an Advisor is advising them to target [player B]. The Advisor will get a message that night whether [player A] actually performed their night ability on [player B]. If [player A] can not possibly target [player B] on this night, then both the Advisor and [player A] will get a message stating so
-If [player A] did perform their night ability on [player B], they will be notified that they followed the advise, and will gain a bulletproof vest that will protect them from 1 direct attack
-If [player A] did not perform their night [player B] on the night they were advised to, they will be notified that they did not followed the advise of the Advisor.
-The bulletproof vest handed out by the Advisor will stay for the rest of the game, and will protect the player from one basic direct attack (so not ambusher).

Notifications:
Advisor:
-You have decided to advise [player A] to target [player B] next night.
-You have instead decided to give advise [player A] to target [player B] next night.
-Your target could not follow your advise! (if they could not possibly target [player B] with their night ability)
-Your target was sealed so you could not advise them.
-[player A] has followed your advise! You gave them a bulletproof vest!
-[player A] could not follow your advise!
-[player A] did not follow your advise!
Player being advised(player A):
-An Advisor advised you to target [player B] tonight!
-You followed the Advisors advise. You gained a bulletproof vest!
-You could not follow the Advisors advise.
-You did not follow the Advisors advise!
-Someone attacked you but your bulletproof vest saved you!

Investigator Results:
Sheriff - Your target seems innocent.
Investigator - Lookout, Forger, Juggernaut, Coven Leader, Advisor
Consigliere/Potion Master/Coven Leader/Witch - Your target gives advice to people, they must be an Advisor!

Achievements:

-I suggest you might...: Successfully give advise to a player.
-Thank you for your cooperation: have a player follow your advise.
-You will regret that: have a player ignore your advise.
-No one listens to me: have 3 people in one game ignore your advise.
-Impossible advise: try to advise 5 or more people in one game who could not follow the advice.
-Armor dispenser: have 3 people in one game be saved with a bulletproof vest that you gave them.

Potential buffs/nerfs
Buffs:
-Player that ignores the advise will not be able to use their ability for one night.
-Bulletproof vest also saves from indirect attacks and/or gives powerful defense.
Nerfs:
-Advisor has to wait a night after advising someone for the results, instead of being able to advise another player.
-Advisor can only advise a person once.
-Advisor can only advise 3 times during a game.


Advisor is a weird mix between a Town Investigative and a Town Protective. It has the great advantage of giving cooperative townies defense, while being able to catch evils lying. It also needs to predict what would be best for the following night, and players might be confronted with going on the target they want and going on the target they advised. This role would be great to give the Town Protectives some defense. Again, I prevented them from going on easily confirmed townies (he could still give a vest to Jailor if he correctly guesses who Jailor is going to execute next night) to give them defense, so this role doesn't become Town Protective.

Diplomat
Spoiler: Summary: You are a representitive of the town, who always wants what's best for both sides

Abilities:
-During the Day, you can select 2 people to let them talk anonymously with each other at night
-During the Night, you can choose to either roleblock both persons, transport, or make the actions of both players unstoppable

Attributes:
-Attack: none
-Defense: none
-Unique
-Priority: during the day (conversation), 1 (highest) (roleblocking), 1 (highest) (transporting), 0 (giving priority)
-You will see your 2 targets talk at night

Mechanics:
-During the Day, the Diplomat can select 2 targets (including himself). At night, those 2 persons will ge a message, and will be able to talk to each other.
-If one of the targets is jailed, it will fail. The other player will not get a message
-People in the Night chat will still see their faction chat, but can't send messages back. Exception is jailor and monarch chat, where the Jailors messages will be seen by both the jailee and the other player, and both the Monarchs and the Knights messages can still be seen my the other player, respectively
-Other members of the faction will get notified if members are talking thanks to a Diplomat.
-The 2 persons will appear as "Player" to each other.
-Each night, the Messenger can select to roleblock, transport, or give priority to both players.
-The Diplomat is only able to use each ability once per game.
-The Diplomat will know which message is sent by who.
-The 2 players will not get notified what the Diplomat is selecting
-If the Diplomat chooses to roleblock, both players will be roleblocked that night (unless they are roleblock immune). this will ignore transporters moving the target.
-If the Diplomat chooses to transport, the two players will be transported with each other.
-If the Diplomat chooses to give priority, the priority of all the actions of both players will be set to 0 (before all other roles. The player with the original highest priority will go first)
-Actions with priority 0 will ignore effects of all other players, which include roleblocking (although pirate would still prevent you from using your ability), witching, transporting of the target, the target being protected (though LO will still see your visit, and Crusader and Ambusher will kill you), and the target being framed/disguised that night.

Notifications:
Diplomat:
-You have decided to let [player A] talk with [player B] tonight.
-You have instead decided to let [player A] talk with [player B] tonight.
-One of your targets was hauled off to jail so they can't message!
-You have decided to roleblock your targets tonight.
-You have instead decided to roleblock your targets tonight.
-You have decided to transport your targets tonight.
-You have instead decided to transport your targets tonight.
-You have decided to give priority to your targets actions tonight.
-You have instead decided to give priority to your targets actions tonight.
Players talking to each other:
-You are talking to another player! (start of the night)
-Player: [text]
-Someone occupied your night. You were role blocked!
-Someone tried to roleblock you but you were immune!
-Someone tried to roleblock you but the Royal Seal prevented them!
-You were tranported to another location.
-Someone tried to transport you but the Royal Seal prevented them!
-Your action was given higher priority. (does not get given if the target did not perform an action that night)
Players that are in a faction with a player that talks with another:
-[Player] is talking to someone else tonight.

Investigator Results:
Sheriff - Your target seems innocent.
Investigator - Escort, Consort, Transporter, Hypnotist, Diplomat
Consigliere/Potion Master/Coven Leader/Witch - Your target leads discussions. They must be a Diplomat!

Achievements:

-Let's talk about it: make two players talk with each other.
-Deal: increase the priority of your players actions.
-No Deal: roleblock both your targets.
-All talk: win a game without using your roleblock, transport, or higher priority
-There's no getting through to them: fail 3 times in on game to make 2 players to talk to each other
-Heated discussion(received after the game is finished): be killed by one of the persons in the conversation

Potential buffs/nerfs
Buffs:
-Roleblock, transport, and/or higher priority can be used multiple times
-Diplomat can also talk in the night chat
Nerfs:
-Remove the transport option
-Diplomat can only make players talk every other night


This is definitely the role I have the most doubts about how strong it is... the potential seems great, but I don't know how well that end up in practice. I like the idea of leading talks between different players, discussing strategies and/or exchanging information. The Diplomat is supposed to be the 'judge' of the conversation: he decides what both sides end up with. He can be useful to roleblock the Mafia, or make sure that Town Investigative roles will not by fooled by Disguiser and/or Framer.



I have also thought of a new gamemode along with these roles


(Possible) new gamemode: Civil War
Spoiler: Rolelist:
                 
Monarch
Knighted Town Protective    
Knighted Random Town     
Knighted Random Town     
Jailor                
Town Investigative           
Town Investigative           
Town Protective            
Town Support            
Random Town         
Random Town       
Monarch            
Knighted Town Protective     
Knighted Random Town       
Knighted Random Town      

Yes you saw that right, this role list consists of 15 townies, and yet there are 3 factions: the Red, Blue, and Town (hence the name: Civil War). This game mode is a weird combination between Town Traitor and VIP mode, where most evils are actually townies that the Town will need to find. Both the Red and Blue factions are lead by their respective Monarchs, who control the kills, and are basically the VIP of their respective faction; if they die, the entire faction has lost, and will commit suicide the night after.

Mechanics:

At d1, Players will get alerted whether they are a knight and who the Monarch and the other knights of your colour are. The Monarch and all knights with the same colour will be able to talk non-anonymously at night in a night chat
Knighting Immune roles cannot be knighted, nor can they be rolled as a Knighted Random Town.
If a person dies, their role will show in the colour of their respective faction.

Role changes:
Monarch:    -Can select one knighted player to put on duty each night.
       -Can put knights on duty indefinitly
       -If there are no more knights, he can knight a new player
       -If the Monarch dies, the knights will commit suicide the following knight
       -Monarch wins all possible stalemate situations, except Monarch vs Monarch, which will result in a draw
       -Knights defense on duty is basic instead of powerful

Vigilante:    -Cannot become rolled as Knighted Random Town, but can still be Knighted by a Monarch
       -Will not die of guilt by shooting a knighted player/Monarch if belonging to the Town Faction
       -Will not die of guilt by shooting a member of the Town Faction if knighted.

Sheriff:    -Knighted players will appear as suspicious, but Monarchs seem innocent

Psychic:    -Knighted players and the Monarch will count as 'Evil' in both the Evil and Good vision

Spy:      -Sees red and blue knight visits each night (not the Monarchs visit)

Win coditions:
The Blue/Red Monarch faction wins if there are no Town/other colored Monarchs or knights left
The Town faction wins if both the Red and the Blue Monarch are dead

Strategy:

the 2 knighted factions will most likely play like it's VIP mode, so they will try to protect the Monarch, while the Monarch can set a knight on duty to get 1 kill per night. The knighted Town Protective will most likely protect their Monarch, so they could accidentally lead Town to find the Monarch. A smart strategy would be for knighted players to fake claim knighting immune roles, so they won't be suspected of being knighted.


I do not really know how balanced/fun this mode would be, but since I am a big fan of TT, I think this will be a fun mode to play.
notJ
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