The Thieve's Guild (9 new roles)

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Total votes : 6

The Thieve's Guild (9 new roles)

Postby AegonSnow » Sat May 20, 2017 7:12 pm

Using the Coin Mechanic made by MrIncendiary88 found here: viewtopic.php?f=27&t=70843



The Thieves Guild

A group of burglars and thieves that hope to make it rich by robbing the residents of the Town of Salem blind.


Roles:
    Master Thief/Assassin-
    Selects a target to steal from in the night. Steals all a target's coins. Cannot be detected by Lookout.
    If the Assassin is killed, a new assassin is chosen from the remaining members of the Thieves Guild.
    Decides what to do with the Thieves Guild money; how much to use and on whom to vote up.

    Master Thief Rolecard
    Spoiler:
      (Guild Evil)

      Ability: Steal the coins from a target in the night.

      Attributes:
      -Leader of the Thieves Guild. Decides how to use guild's money.
      -If the Master Thief dies, a member of the guild is promoted.

      Special Attributes:
      - Does not appear to Tracker or Lookout.

      Goal: Bankrupt the other factions

      Win Conditions:
      Wins with Guild
      Wins with Survivor
      Wins with Witch

      Investigative Results:
      Sheriff - Your target is a member of the Thieves Guild.
      Investigator- Your target sticks to the shadows. Lookout, Forger, Amnesiac, Thief.


    Disarmer
    Disarms traps and weapons so that they do not work. Steals 1 coin.

    Disarmer Role Card
    Spoiler:
      (Guild Support)

      ability: Disarm traps and dangerous targets. Steals 1 coin.

      attributes:
      - Disarms traps at a location.
      - Disarms targets that might attack;
      - i.e. Pirate, Vigilante, Mafioso, Crusader,
      Bodyguard, Serial Killer, Arsonist, Veteran, etc.
      - Does not disarm medusa, witch, werewolf

      Goal: Bankrupt the other factions

      Win Conditions:
      Wins with Guild, Survivor, Witch

      Investigative results:

      Sheriff - Your target is a member of the Thieves Guild.
      Investigator- Your target sticks to the shadows. Lookout, Forger, Amnesiac, Thief.


    Pickpocket
    Steals a target's ability and 1 coin.

    Pickpocket Rolecard
    Spoiler:
      (Guild Support)

      Ability: Steal a target's ability and 1 coin.

      Attributes:
      - Steal a target's ability
      - Learn that target's role.
      - Cannot steal Jailor or Mayor ability.
      - You steal the ability of the target
      you use the stolen ability on.
      - You also steal coins.

      Goal: Bankrupt the other factions

      Win Conditions:
      Wins with Guild, Survivor, Witch

      Investigative results:

      Sheriff - Your target is a member of the Thieves Guild.
      Investigator - Lookout, Forger, Amnesiac, Theif.


    Counterfeiter
    Replaces 1 coin of a target with a fake coin, if a target only has fake coins, they are taken to Debtor's Prison.

    Counterfeiter Rolecard
    Spoiler:
      (Guild Support)

      Ability: Replace some of a target's coins with fake ones.

      Attributes:
      - Replace a few of a target's coins with fake ones.
      - Fake coins do not count as actual coins.
      - i.e. if a target only has fake coins, they have 0 coins.
      - Fake coins cannot be stolen, etc.

      Goal: Bankrupt the other factions

      Win Conditions:
      Wins with Guild, Survivor, Witch

      Investigative results:
      Sheriff - Your target is a member of the Thieves Guild.
      Investigator - Lookout, Forger, Amnesiac, Thief.


    Coins in the Thieves Guild are held in Common, controlled by the Master Thief/Assassin.


MAFIA:

Mafioso will not be in this game mode, instead being replaced by Prottetore.

Prottetore
Role Card: Spoiler:
    Mafia Killing

    Ability: Strike a deal with a target selected by the Godfather.

    Attributes:
    -Godfather chooses who to target. If Godfather doesn't choose, Prottetore selects.
    -Target is given a choice to pay an amount of coins for the Mafia's protection.
    -If the target accepts, the target gets basic defense, and is seen as Prottetore/Mafia to investigative results.
    -If the target cannot or refuses to pay, the Prottetore takes all of the target's coins, and the target is sent to Prison in the morning

    Goal: Kill all those who would oppose the mafia

    Win Conditions:
    With: Mafia, Survivor, Witch

    Investigative Results:
    ???


Neutral Roles:
Serial Killer, Arsonist, and Werewolf do not appear in this gamemode. Replaced by the Pirate, Gambler, and Loan Shark

    *Pirate*

    Gambler - Bets on whether a person is visited. Gets 1 coin per visitor. If the target is sent to Debtor's Prison, Gambler gets 10 coins. Must get 20 coins to win.
Role Card
Spoiler:
    Alignment: Neutral Benign
    Ability: Bet on whether a target will be visited.
    Attributes: If that target is visited, you get a coin for each visitor.
    If the target dies/is sent to Debtor's Prison, you get 10 coins.
    Goal: Collect 10 coins.
    Win Condition: Wins by fulfilling goal.

    Investigative Results:
    Sheriff: Not Suspicious
    Invest: Gambler, Survivor, Vampire Hunter, Witch, or Tracker - Your target keeps to themselves.


Loan Shark-
Neutral Evil or Killing: At night, choose one person to loan any amount of your own coins to. You can demand repayment during any of the following nights, interests grows at a rate of one coin per day. If the person cannot repay in full, you receive all of their coins and they are sent to debtor's prison.


Role card:
Spoiler:
    Alignment: Neutral (Killing)

    Ability: Loan a target a few coins during the night.

    Attributes:
    - Loans collect interest per day
    - Use Day abilty to collect all loans that night.
    - If a person has no more money, they are Bankrupt and sent to Debtor's Prison.

    Goal:
    Bankrupt a person twice.

    Win Conditions:
    Wins with Loan Shark
    Wins with Witch
    Wins with Survivor



Town Roles and Changes:
    Escorts, Doctors, Transporters and Bodyguards get a coin from a person when they roleblock them.
    Sheriffs can check if a target is a member of the Thieves Guild.

Ranger Rolecard
Spoiler:
    Town Support
    Ability: Swap coins between two targets.

    Attributes:
    None

    Goal: Rob from the Rich, and give to the poor.

    Win Conditions:
    With Town, Survivor

    Investigative Results:
    Sheriff: Your target is not suspicious.
    Investigator: Your target is waiting for the perfect moment to strike. Sheriff, Executioner, Werewolf, Ranger.

Banker - Can protect a target's money from being interfered with or stolen.

Role Card:
Spoiler:
    Alignment: Town Support

    Ability: Protect a target's money during the night.

    Attributes:
    -Protect a target's money from stolen or counterfeited.
    -You know how much money a target has.
    -You get 1 coin for your services.

    Special Attributes:
    -Immune to Counterfeiting

    Goal: Lynch all criminals and evildoers.

    Investigative Results:
    Sheriff: Not Suspicious
    Investigator:


Thieves Guild:
Master Thief, Lookout, Forger, Amnesiac, or Coven Leader - Your target sticks to the shadows.
Pickpocket,Investigator, Consigliere, Mayor, or Psychic - Your target has sensitive information to reveal.
Disarmer, Escort, Transporter, Consort, or Hypnotist - Your target is skilled at disrupting others.
Counterfieter, Framer, Vampire, Jester, or Plaguebearer - Your target may not be what they seem.
(Note: You will also receive this message if your target was framed)

Town:
Banker, Spy, Blackmailer, Jailor, or Guardian Angel - Your target knows your darkest secrets.

Neutral:
Loan Shark, Bodyguard, Godfather, Arsonist, or Potion Master - Your target is not afraid to kill.
(Note: You will also get this message if the person you investigated was doused)
Gambler, Survivor, Vampire Hunter, Witch, or Tracker - Your target keeps to themselves.
Ranger, Sheriff, Executioner, Werewolf, or Hex Master - Your target seeks justice for what was done to them.
Last edited by AegonSnow on Thu Jul 13, 2017 6:59 pm, edited 18 times in total.
The Thieves Guild
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Re: The Thieve's Guild (9 new roles)

Postby MrIncendiary88 » Sun May 21, 2017 1:42 am

I like this idea.

I think you could make a separate gamemode with these roles.
Good day.
My Name is Gerald, although I would much prefer to be called Sir.

About MrIncendiary88:

Spoiler: Name: Gerald Felneus
Age: Speculated to be around their early 30s
Role: Arsonist+Forger
Last Seen: Counterclaiming a Vigilante
ELO: ~1530 (GOLD, AND CLIMBING)


Spoiler:
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Re: The Thieve's Guild (9 new roles)

Postby BuckeyeNation » Sun May 21, 2017 8:13 am

Needs some work, but in general I like it. Spending some of your own life force to get someone on the stand definitely stalls out the VFR meta. Plus it's a fresh concept that could work within the ToS gameplay as it is.

My only real qualm is that 5 coins per person is far too little; Townspeople will still have to lynch people SOMETIMES, thus spending coinage, and with all of the roles being able to take coins, Thieves would rarely lose. In the current Ranked rolelist (assuming Thieves replace Mafia), that leaves 3 thieves, 3 neutrals. 6 people to kill; 5 coins per person, plus losing coins as the game progresses. I also do not particularly see the point in a Tax Collector.

I do like this concept a lot though. Also, here's a few concepts to go with it off the top of my head:

Treasurer - Town Support: Choose one person to give one coin to per night.

Loan Shark - Neutral Evil or Killing: At night, choose one person to loan any amount of your own coins to. You can demand repayment during any of the following nights, interests grows at a rate of one coin per day. If the person cannot repay in full, you receive all of their coins and they are sent to debtor's prison.
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Re: The Thieve's Guild (9 new roles)

Postby AegonSnow » Sun May 21, 2017 8:38 am

BuckeyeNation wrote:Needs some work, but in general I like it. Spending some of your own life force to get someone on the stand definitely stalls out the VFR meta. Plus it's a fresh concept that could work within the ToS gameplay as it is.

My only real qualm is that 5 coins per person is far too little; Townspeople will still have to lynch people SOMETIMES, thus spending coinage, and with all of the roles being able to take coins, Thieves would rarely lose. In the current Ranked rolelist (assuming Thieves replace Mafia), that leaves 3 thieves, 3 neutrals. 6 people to kill; 5 coins per person, plus losing coins as the game progresses. I also do not particularly see the point in a Tax Collector.

I do like this concept a lot though. Also, here's a few concepts to go with it off the top of my head:

Treasurer - Town Support: Choose one person to give one coin to per night.

Loan Shark - Neutral Evil or Killing: At night, choose one person to loan any amount of your own coins to. You can demand repayment during any of the following nights, interests grows at a rate of one coin per day. If the person cannot repay in full, you receive all of their coins and they are sent to debtor's prison.


The starting coins also determines how much thieves will be able to steal IMO.

A Tax collector sees that a person has 10 coins, and another person also has 10 coins.

Maybe if the coins were given based on role? It would be kinda like an Investigator.

I like the Treasurer. I also like the Loan shark idea.

Maybe Treasurer can be like the Banker/Reverse Loan Shark
Give a coin to all Town each day the Banker/Treasurer is alive.?
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Re: The Thieve's Guild (9 new roles)

Postby BuckeyeNation » Sun May 21, 2017 11:40 am

I think Loan Shark would work best as kind of a selective Arsonist. You select one person each night to loan coins to, but you can collect on as many people as you want on any given night. That could also potentially give the Loan Shark late-game voting power if they play their cards right, since votes take the form of coin. (the question of interest rate could be figured out once the coin balance and numbers are finalized - one coin per night is a good rate for a game with few coins, but an increasing interest rate would be better in a game with more coins)

I understand that voting up takes the form of coins, right? Like, how right now the voting majority is based on the number of remaining players, the voting majority in this mode would be based on the total amount of coins in play?

edit - Would a mayor reveal triple their current coin balance? lol, that'd be a neat mechanism
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Re: The Thieve's Guild (9 new roles)

Postby AegonSnow » Sun May 21, 2017 12:06 pm

BuckeyeNation wrote:I think Loan Shark would work best as kind of a selective Arsonist. You select one person each night to loan coins to, but you can collect on as many people as you want on any given night. That could also potentially give the Loan Shark late-game voting power if they play their cards right, since votes take the form of coin. (the question of interest rate could be figured out once the coin balance and numbers are finalized - one coin per night is a good rate for a game with few coins, but an increasing interest rate would be better in a game with more coins)

I understand that voting up takes the form of coins, right? Like, how right now the voting majority is based on the number of remaining players, the voting majority in this mode would be based on the total amount of coins in play?

edit - Would a mayor reveal triple their current coin balance? lol, that'd be a neat mechanism


I like it. And with Mayor, sure. That sounds good. If 1 coin = 1 vote, the voting majority would be dependent on total amount of coins in play, yes.

A lot depends on how many coins a person gets to start.

- How many coins the thieves guild is able to steal each night.
- Voting power in coins.
- Loan shark interest rate. Banker/Treasurer rate.
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Re: The Thieve's Guild (9 new roles)

Postby BuckeyeNation » Sun May 21, 2017 5:24 pm

What I was saying is that people will gain and lose coins as the game goes on in this system. The total number of coins in play will vary wildly game to game. I'd think it would make more sense for the "lynching number" to be a product of the total number of coins in play, in the same way that the "lynching number" is currently a product of the total numbers of players left.
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Re: The Thieve's Guild (9 new roles)

Postby AegonSnow » Mon May 22, 2017 6:30 pm

Made a possible role card for Loan Shark

Loan Shark

    Alignment: Neutral (Evil)

    Ability: Loan a target a few coins during the night.

    Attributes:
    - Loans collect interest per day
    - Use Day abilty to collect all loans that night.
    - If a person has no more money, they are Bankrupt and sent to Debtor's Prison.

    Goal:
    Bankrupt a person twice.

    Win Conditions:
    Wins with Loan Shark
    Wins with Witch
    Wins with Survivor
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Re: The Thieve's Guild (9 new roles)

Postby AegonSnow » Wed May 24, 2017 6:55 pm

Bump with added Investigative Results, A Poll, and stuff
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Re: The Thieve's Guild (9 new roles)

Postby timurtheking » Thu May 25, 2017 6:28 am

AegonSnow wrote:Bump with added Investigative Results, A Poll, and stuff

If this is added to TG it shuld be a seperate gamemode
Check out my ideas:
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Disliked Roles: Framer, Arsonist, Medium and Retributionist
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Re: The Thieve's Guild (9 new roles)

Postby AegonSnow » Thu May 25, 2017 7:09 am

timurtheking wrote:
AegonSnow wrote:Bump with added Investigative Results, A Poll, and stuff

If this is added to TG it shuld be a seperate gamemode


Yes. Kinda like the Coven Game Mode.

And especially since the voting and graveyard are somewhat different.
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Re: The Thieve's Guild (9 new roles)

Postby AegonSnow » Sun May 28, 2017 12:49 pm

Role List

    Jailor
    Banker
    Town Investigative
    Town Investigative
    Town Support
    Town Support
    Random Town


    Master Thief
    Random Guild
    Random Guild


    Pirate
    Neutral Benign
    Gambler
    Loan Shark
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Re: The Thieve's Guild (8 new roles)

Postby AegonSnow » Thu Jun 01, 2017 3:46 pm

bump
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Re: The Thieve's Guild (8 new roles)

Postby TheNightmareFox » Mon Jun 26, 2017 11:54 am

solitary not only is sheriff immune but should be able to been seen
but also it is just a jailor fraction
witch we dont need
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Re: The Thieve's Guild (8 new roles)

Postby sh99er » Mon Jun 26, 2017 11:56 am

TheNightmareFox wrote:solitary not only is sheriff immune but should be able to been seen
but also it is just a jailor fraction
witch we dont need

was this meant to be on the competition lol.
Check out my ideas:
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My Elemental Faction
My Spirit Faction
My Demon Faction

After agreeing that as Godfather id have my mafioso make food for me, here was a funny response.
Jezz wrote:Godfather: mafioso, make me a sandwich
Mafioso: ...we kinda should kill one of our enemies tonight sir
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Re: The Thieve's Guild (8 new roles)

Postby TheNightmareFox » Mon Jun 26, 2017 11:57 am

sh99er wrote:
TheNightmareFox wrote:solitary not only is sheriff immune but should be able to been seen
but also it is just a jailor fraction
witch we dont need

was this meant to be on the competition lol.

xDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD fuckin aye
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Re: The Thieve's Guild (8 new roles)

Postby AegonSnow » Mon Jul 10, 2017 6:27 pm

Bump
The Thieves Guild
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Re: The Thieve's Guild (8 new roles)

Postby MrIncendiary88 » Tue Jul 11, 2017 8:37 am

The coin mechanics look suited enough to become a new game mode, much so that there is no need to make a new faction on it. We already have the Mafia, which modern ones do business, we also have a Mayor.

Might make a post soon on a game mode inspired by this post, if thats OK with you.
Good day.
My Name is Gerald, although I would much prefer to be called Sir.

About MrIncendiary88:

Spoiler: Name: Gerald Felneus
Age: Speculated to be around their early 30s
Role: Arsonist+Forger
Last Seen: Counterclaiming a Vigilante
ELO: ~1530 (GOLD, AND CLIMBING)


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Re: The Thieve's Guild (9 new roles)

Postby AegonSnow » Thu Jul 13, 2017 6:59 pm

added new Mafia role, the Prottetore
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