Bailiff / Warden (Neutral Chaos)

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Bailiff / Warden (Neutral Chaos)

Postby VampireAcolyte » Sun Apr 10, 2022 11:03 am

Role Name:
Bailiff (Color = #D03A1A)

Alignment:
Neutral (Chaos)

Summary:
You are a corrupt warden enraged with the towns failure.

Attack: Variable (Basic / Powerful / Unstoppable)
Defense: Basic
Unique: Yes
Priority: Variable
Abilities:
Check a player each night. If they are a member of the Town, you will attempt to kill them.
Alternatively, kill a player of your choosing at night two times.

Attributes:
When all of the Town members are dead you will become the Warden.
Your visits are direct.
Your attack is astral.
You will perform a visit and an astral attack to a Town member.
If you use one of your charges, it will be wasted even if you kill a Town member.
If you are role blocked you will attack your target along with them. Their last will bloodied.
If you are jailed you will kill the Jailor with an unstoppable attack if you are not executed.

Investigative Results:
Sheriff - Your target is suspicious!
Investigator - Your target is not afraid to get their hands dirty. They could be a Bodyguard, Godfather, Arsonist, Crusader, or Bailiff.
Consigliere - Your target is the Jailor's biggest regret. They must be the Bailiff.

Notifications:
Bailiff:
Someone tried to role block you, but you were too busy. You attacked them!
You found out your target was a member of the town, you attacked them!
Your target is a member of the (Mafia/Coven/Vampires!)
Your target is a (Serial Killer/Werewolf/Arsonist/Juggernaut!)
Your target is (Chaotic/Benign/Evil). (Visiting any Neutral role that is not a Killer or a Vampire.)
Rage runs throughout your body, you attacked the Jailor!
The town lies in ruin, you pick up the late Jailor's axe.


Victims:
You were sentenced to death by a Bailiff!
You were sentenced to death by the Bailiff you visited!

Town:
They were sentenced to death by the Bailiff.
The Jailor's axe has gone missing, the end of the town is near.

Mechanics:(A more in-depth explanation of the role, with specific special interactions)
Spoiler: An Amnesiac attempting to remember a Jailor will fail when the Bailiff becomes a Warden.
If an Amnesiac remembers a Town role you will not become a Bailiff.
If an Amnesiac attempts to remember the Jailor when the last Town member is killed, the Bailiff will take priority and become the Warden.
You can be killed by a Bodyguard or Trapper protecting the Jailor, but they will still die.
When using a charge, your attack is Powerful.


Goal:
Become the Warden by killing all of the Town.

Wins Conditions:
You win with Bailiffs.
You must kill the Town.
You must kill the Mafia.
You must kill the Coven.
You must kill the Vampires.
You must kill the Arsonists.
You must kill the Serial Killers.
You must kill the Werewolves.
You must kill the Plaguebearer.
You must kill Pestilence.
You win with Survivors.
You may spare anyone else.

Achievements:
Justice - Win 1 game as a Bailiff
Retribution - Win 5 games as a Bailiff
Miranda Rights - Win 10 games as a Bailiff
Revolution - Win 25 games as a Bailiff
Big Mistake - Kill an Amnesiac who has remembered a Town role.
Just a Cold - Jail and Survive an attack from Pestilence, Horseman of the Apocalypse.
The thought that counts - Imprison someone who is poisoned.

Examples:
Player A is the Bailiff.
Player B is a Retributionist.
Player C is a Consort.

A visits B.
B does not visit.
C visits A.

A receives the following notifications:
Someone tried to role block you, but you were too busy. You attacked them!
You found out your target was a member of the Town, you attacked them!

B receives the following notifications:
You were sentenced to death by a Bailiff!
You have died!

C receives the following notifications:
You were sentenced to death by the Bailiff you visited!
You have died!

Lore:
Spoiler: TBA




Role Name:
Warden (Color = #612E23)

Alignment:
Neutral (Chaos)

Summary:
N/A - (This role cannot be rolled and must be obtained by killing all of the Town members as a Bailiff.)
Attack: Unstoppable
Defense: Powerful
Unique: Yes
Priority: 1 (Highest)
Abilities:
Imprison one person each night.

Attributes:
You may anonymously speak to your Prisoner.
If your Prisoner would attack the Jailor they will also attack you.
You may choose to execute your Prisoner.
You may only execute any amount of Prisoners.

Investigative Results:
Sheriff - Your target is suspicious!
Investigator - Your target is not afraid to get their hands dirty. They could be a Bodyguard, Godfather, Arsonist, Crusader, or Bailiff.
Consigliere - Your target has the late Jailor's axe. He must be the Warden.

Notifications:
Warden:
You imprisoned your target!
Your target tried to attack you in prison but failed! (Being attacked by a Serial Killer, Werewolf, or Pestilence.)
You have sentenced Prisoner to death.
You instead decide to pardon your Prisoner.

Victims:
You were imprisoned!
You attacked the Warden!
You were killed by the Warden!

Town:
They were sentenced to death by the Warden.
Mechanics:(A more in-depth explanation of the role, with specific special interactions)
Spoiler: Imprison is functionally the exact same as Jail in all but notifications.
A Warden can be witched into executing his Prisoner.



Goal:
Kill everyone who would oppose you.

Wins Conditions:
You win with Bailiffs.
You must kill the Town.
You must kill the Mafia.
You must kill the Coven.
You must kill the Vampires.
You must kill the Arsonists.
You must kill the Serial Killers.
You must kill the Werewolves.
You must kill the Plaguebearer.
You must kill Pestilence.
You win with Survivors.

Examples:
Player A is a Werewolf.
Player B is a Warden who has executed.
Player C is a Consort.

B imprisons A.

C visits B.

A receives the following notifications:
You were imprisoned!
You attacked the Warden!
You attacked someone.
You attacked someone.
Your target's defense was too strong to kill.

B receives the following notifications:
Your target tried to attack you in prison but failed!

C receives the following notification:
You were mauled by a Werewolf!
You have died!
Lore:
Spoiler: TBA
Last edited by VampireAcolyte on Thu Apr 14, 2022 9:32 am, edited 4 times in total.
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Re: Bailiff / Warden (Neutral Chaos)

Postby syjfwbaobfwl » Sun Apr 10, 2022 1:11 pm

Feels basically as an extremely overpowered NE who has enouemus kill potential and 0 chances of backslashing if they play poorly
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Re: Bailiff / Warden (Neutral Chaos)

Postby VampireAcolyte » Sun Apr 10, 2022 1:44 pm

syjfwbaobfwl wrote:Feels basically as an extremely overpowered NE who has enouemus kill potential and 0 chances of backslashing if they play poorly



I could possibly either remove the Bailiff's defense or make it so that the Bailiff has to check to see if their target is town, and then be able to target them. If you're worried about it being an NE.
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Re: Bailiff / Warden (Neutral Chaos)

Postby VampireAcolyte » Sun Apr 10, 2022 2:35 pm

THE ROLE HAS BEEN CHANGED A LARGE AMOUNT FROM THE PRIOR CRITICISM



CHANGES:

Wincon: Changed to PB/Pest/NK

Warden:
Has unlimited executes
Starts at Powerful Defense
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Re: Bailiff / Warden (Neutral Chaos)

Postby f0xed » Sun Apr 10, 2022 7:58 pm

I like the idea of an NC with the traits of a Jailor. However, said role would have to be handled with gloves and finely tuned for balancing issues.

Your visits are direct.

Your attack is astral.

You will perform a visit and an astral attack to a Town member.


Just to clarify: the attack itself is astral, but the visit is not? While this does allow the Bailiff to be checked by Vet and Medusa, it would cause clunky interactions with Crus and BG.

Pest has similar win conditions and therefore has similar raw killing potential that the Bailiff has. However, it is almost always alone in numbers, which is the counter. PB has a "dousing" mechanic that is, in some ways, autonomous. Yes, if somebody visits you, you will infect them. But the PB can also benefit from not using their ability at night to infect somebody else. Most PB/Pest wins are pulled out at the very last second.

Bailiff does not get the benefit of PB's transformation condition. Killing all the town is a cool concept, except for the fact that killing all the town means killing everyone in the uninformed majority. The rest of the evils have most likely figured themselves out by that late in the game, and the Warden becomes an easy lynch. It would likely be prioritized for lynching the same way Pest is: "We're all evil and from different factions, but this one evil can kill us all, so let's take care of that first." By the time you're Warden, Mafia will be saying GG and thanking you for the help.

It wouldn't be so much of an issue if the Bailiff could kill evils, but the way I'm interpreting this post is that you cannot kill any evils at night until you are the Warden, unless you get lucky with a Consort.

The only way that I can see this "evil majority by the time you have all your power" thing being resolved is by giving either the Bailiff or Warden (or both) Rampage. Rampage on Bailiff might work, as it could kill visiting mafia/coven members who had the same target as the Bailiff that night. But by the time you're the Warden, people will know better than to visit you.
Have you spoken with Lord Spheal today, son?



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Re: Bailiff / Warden (Neutral Chaos)

Postby MR60G0LD » Fri Apr 29, 2022 4:51 pm

This role is quite weird, why bother with town investigator results and stuff like that if you gotta kill all town to become warden? and unlike plaguebearer, once you become warden you KPN is still at 1, the only difference being that you can no kill any player (which didn't matter all that much since you already had a basic/powerful/unstoppable attack as bailiff)

Sorry but as it is currently, I am not a fan of this role.
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