TS - Time Keeper V2 (1100+ Views)

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

Should I make it a FM role?

Poll ended at Wed Jun 20, 2018 7:56 pm

Yes
3
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No
1
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Total votes : 4

TS - Time Keeper V2 (1100+ Views)

Postby ARandomDouche » Tue Jun 05, 2018 7:56 pm

I'm back.

This thread is to update a role idea I have, if you don't like V2, you might want to check out V1 (which is bad).
The goal of V2 is to make it less confirmable, doesn't confirm medium(s) if should medium(s) exist in the same game and to make it less overpowered. Enjoy.


Role: Time Keeper

Alginment: Town Support

Summary: You are a guardian of time that must prevent a chain-reaction.

Immunities: Roleblock Immunity (subject to change)

Priority: 1

Ability: Turn back the clock to yesterday.

Attributes:
- Everything will be restored to it's to it's prior state
- Events inevitably take place.
- You may only time travel once.

Achievement Icon:
Spoiler: Image

Avatar and Dwelling:
WIP
Planning on making the dwelling a cartoonish taxi.

Special Attributes: Unique, coven exclusive (subject to change).

Statistics:
- Attack: None
- Defense: None

Goal: Lynch every criminal and evildoer.

Win Conditions:
Spoiler: - Wins with:
Town
Survivor
Pirate
Guardian Angel

- Must kill:
Mafia
Coven/Witch
Serial Killer
Werewolf
Arsonist
Vampires
Plaguebearer/Pestilence
Juggernaut

Investigative Results:

Sheriff: Your target is not suspicious.

Investigator: I’m unsure. Might ask for help for this

Consigliere/Coven Leader: Your target is from a non-existent era. They must be a Time Keeper!

Information:
Spoiler: - Using the ability WON'T revive anyone lynched. This is to prevent medium(s) being confirmed.
- Any ability used on the night of the Time Keeper's time travel is used goes through accordingly depending on the role.
- Anything that happened on the night of the Time Keeper's ability will happen once again.


Example of ability:
Spoiler: N1 - Mafia kills lookout.
D2 - Blackmailer is lynched.
N2 - Time Keeper uses ability. Mafia attacks jailed target, Werewolf rampages at a house, killing the Escort, Doctor and Sheriff.
D2 again - Blackmailer is still dead. No lynches.
N2 again - Everyone survived. Jailor forced to jail same target and not execute, Mafia is forced to attack jailed target, not making a kill and Werewolf is forced to rampage at the house where it will kill the Escort, Doctor and Sheriff again.
D3 - Game continues on.
Feel free to ask questions. I know it's not the best example, might update.


Flavour Text:
Spoiler: - T.R.A.C.E needs repairing. (Only on N1.)

- T.R.A.C.E is finally operationally. (Every night after N1 if you haven't used the ability yet.)

- You have decided to travel back to yesterday. (Use ability.)

- You changed your mind. (Cancel ability.)

- You remember your death, yet you exist. The Time Keeper has brought you back before your death! (Be revived from the Time Keeper's ability.)

- You begin to decompose in front of yourself. The Time Keeper has prevented you from coming back! (Revived by a Retributionist on the night the Time Keepers' ability is used.)

- Your target is no longer doused. The Time Keeper has reversed time! (Arsonist's notification of undousing done by Time Keeper through ability.)

- Your target is no longer hexed. The Time Keeper has reversed time! (Hex Master's notification of unhexing done by Time Keeper through ability.)

- You cannot create any more rifts in time. (After using ability.)

- <Name> died from an irreversible time lapse. (Name needs changing.) (Cleaned/stoned role that was "revived")


Achievement:

Spoiler: Turn back the clock: Go back in time for the first time.

Is there a clocksm- oh wait!: Win without using your ability.

Unorthodoxically: Prevent a person from being resurrected. (Unsure)

My own grandparent: Die the night you use your ability.

Temporal Reversal of an Area's Continuum Entries: Win your first game as a Time Keeper

In the beginning: Win 5 games as a Time Keeper

The year 1693: Win 10 games as a Time Keeper

Godfather’s murder paradox: Win 25 games as a Time Keeper


Lore:
Spoiler: A petrichor filled the Time Keeper's lungs as he awoke to find himself lying on his back in the middle of the town, raindrops bouncing off his face as he looked upwards into the eye of the storm. Exerting a great portion of his remaining strength, he dragged himself to his feet and made his way towards the house of his target.

The guardian of time peered through a window into the house, making out the silhouette of the Doctor, who was packing up his belongings as he prepared to go and watch over a townsperson for the night in case the Coven struck once again. Little did the Doctor know, that the man he planned on saving was a grizzly Veteran with a horrific past that had left him paranoid of the outside world. However, the Time Keeper knew this, and he also knew how it all ended, for he had seen it with his own two eyes. Now, the Time Keeper had created his very own wormhole and travelled through it, desperately trying to prevent the tragedy by bending the very fabric of time.

The Doctor opened the door of his house and hugged his young daughter before shutting the door in an attempt to prevent the rain from getting in, coming face to face with the time traveller. The time traveller attempted to explain to the Doctor why he couldn't visit his patient that night, but the Doctor was ultimately dismissive of his pleading, labelleling the traverser of time as an insane Jester who should be seeking asylum elsewhere. In a last-ditch effort, the Time Keeper grabbed the Doctor and attempted to physically restrain him, but he quickly found himself overpowered as he had been drastically weakened by his time-tampering. The Time Keeper once again found himself lying on his back, fading into unconsciousness as the relentless rain hammered down upon him from the Heavens above. He heard the Doctor's footsteps grow more and more distant before drifting away into the dreamworld.

The sun rose over Salem the next day, and the Time Traveller was met with a familiar sight as he dragged his weak body to the town's center.


To-do list:
Spoiler: - Make it less powerful.
- Make it less confirmable.
- Make so it doesn't confirm mediums.
- Make new Role Interactions based of the forced actions gimmick.


Credits:
Spoiler: Credits to SkyW for coming up with the name for my Time Machine.
Thank you so very, very much Cut for making the awesome lore for the Time Keeper!
Thank you to every, single person that commented on V1.


Patches
Spoiler: - Wednesday 6 June: Created V2 for the Time Keeper.
- Friday, 8 June: Created poll to make it a FM role. The poll will last until the 23rd of June.

Time Keeper V1 (for reference.)
Spoiler: Role: Time Keeper

Alignment: Town Support

Priority: 1

Summary: You are a guardian of time that must prevent a chain-reaction.

Immunities: Roleblock immunity.

Abilities: Turn back the clock to yesterday.

Attributes: You may only time travel once.
Everything will be restored to it’s prior state the day before.

Special Attributes: Unique, only in coven expansion.

Goal: Lynch every criminal and evildoer.

Win Conditions:
- Wins with:
Town
Survivor
Pirate
Guardian Angel

- Must Kill:
Mafia
Coven/Witch
Serial Killer
Werewolf
Arsonist
Vampires
Plaguebearer/Pestilence
Juggernaut

Investigative Results:

Sheriff: Your target is not suspicious.

Investigator: I’m unsure.

Consigliere/Witch: Your target is from a non-existent era. They must be a Time Keeper!

Flavour Text:

The "Temporal Reversal of an Area's Continuum Entries" (T.R.A.C.E) needs repairing. (Only on N1.)
(Credits to SkyW for coming up with the name.)

T.R.A.C.E is finally operationally. (Every night after N1 if you haven't used the ability yet.)

You have decided to travel back to yesterday. (Use ability)

You changed your mind. (Cancel ability)

You remember your death, yet you exist. The Time Keeper has brought you back before your death! (Be revived from the Time Keeper's ability)

You begin to decompose in front of yourself. The Time Keeper has prevented you from coming back! (Revived by a Retributionist on the night the Time Keepers' ability is used)

Your target is no longer doused. The Time Keeper has reversed time! (Arsonist's notification of undousing done by Time Keeper through ability)

Your target is no longer hexed. The Time Keeper has reversed time! (Hex Master's notification of unhexing done by Time Keeper through ability)

You cannot create any more rifts in time. (After using ability)

'Name' died from an irreversible time lapse. (Needs changing) (Cleaned/stoned role that was "revived")

Role interactions with Time Keeper's ability:

Town:

Bodyguards:
- Will still protect.
- If they killed an attacker and got sacrificed, the attacker and the Bodyguard will be revived. The person protected will get still get the notification that they were protected.
- Vampires wouldn't be able to bite on the night the ability is used. So the Bodyguard never kills a Vampire in the first place.
- If a vest was used, the vest would be refunded, even if it saved the Bodyguard.

Doctors:
- Will still heal.
- If they healed an attacked person, they would be healed, dispute the ability being used. The person healed will get still get the notification that they were healed.
- Vampires wouldn't be able to bite on the night the ability is used. So the Doctor never heals a Vampire's target in the first place.
- If a self-heal was used, the self-heal would be refunded, even if it saved the Doctor.

Crusaders:
- Will still protect.
- If they killed an attacker, the attacker will be revived. The person protected will get still get the notification that they were protected.
- Vampires wouldn't be able to bite on the night the ability is used. So the Cursader never blocks a Vampire in the first place.

Trappers:
- Setting up a trap would be prevented.
- Taking down a trap would be prevented.
- Will add more, I don't fully understand how Trappers works

Jailor:
- Will still jail a target, it's a day ability.
- If the Jailor executes their jailed target, the target will be revived.
- Execution will be refunded, and if executed player was of the Town faction, the Jailor will not lose all executions.
- If a Werewolf on a full moon or Serial Killer kills the Jailor because of their Special Attributes, the
Jailor will be revived, however the Jailor will not know their jailed target was their murderer.

Vampire Hunters:
- Visiting a target whose role is a Vampire, the Vampire will die then be revived.
- A Bodyguard protecting a Vampire when a Vamprire Hunter attacks, both the Bodyguard and Vampire Hunter will die, then both be revived. The Vampire protected will get still get the notification that they were protected.

Veteran:
- Can still alert.
- Alerts will be refunded.
- Anyone that dies to an alert will be revived.

Vigilantes:
- Can still shoot.
- Bullets will be refunded.
- The Vigilante will not commit suicide if they had shot a town member that was revived.
- Anyone shot by a Vigilante will be revived.
- Will not recieve the immune notification.

Sheriffs:
- Able to interrogate, unable to get results. This is to prevent Town Investigative to get a free night of results. (Up for change)

Investigators:
- Able to investigate, unable to get results. This is to prevent Town Investigative to get a free night of results. (Up for change)

Spies:
- Able to bug, unable to get results. This is to prevent Town Investigative to get a free night of results. (Up for change)
- Still sees Mafia and Coven visits.

Lookouts:
- Able to watch and will get results. (Up for change)
- Doesn't see Time Keeper visit himself.

Trackers:
- Able to track and will get results. (Up for change)

Psychics:
- Still receive visions. (Up for change)

Escorts:
- Still able to distract.
- Distracting a Serial Killer or a Werewolf on a full moon, the Escort will die, then be revived. However the Escort won't know the person they visited was their murderer.

Mayor:
- If the Mayor reveals on the day where the Time Keeper uses his ability the next night. The Mayor will be still revealed.

Mediums:
- Still able to communicate to dead.
- If seance is used, it will not be refunded.

Retributionist:
- Reviving a player will take place, however, the revived player will die again. The Retributionist will be refunded back their resurrection. Also the Time Keeper gets the "Unorthodoxically" achievement.

Transporter:
- Still able to transport.
- Might need to add more.

Mafia:

Godfather:
- If there's no Mafioso or is Roleblocked/Jailed, the Godfather will attack the target instead. The target attacked will die then be revived.

Mafioso:
- The target attacked will die then be revived.

Ambushers:
- The random visitor will die then be revived.
- If there's more than 1 visitor, the other visitors will see who's the Ambusher and who was attacked.

Blackmailer:
- Still able to blackmail.
- Blackmailed target will remain blackmailed.

Consigileres:
- Still able to investigate, will get results.

Consorts:
- Still able to distract.
- Distracting a Serial Killer or a Werewolf on a full moon, the Consort will die, then be revived. However the
Consort won't know the person they visited was their murderer.

Janitors:
- Able to clean.
- Cleaning a target will prevent that target from being revived, that target "died from an irreversible time lapse." (Cause of death needs changing)

Disguisers:
- Able to disguise.
- Disguise will be removed on by Time Keeper's ability.

Forgers:
- Able to forge.
- Target will be revived (assuming they were attacked), the forged Last Will will not come up and the forge will be refunded.

Framers:
- Able to frame.
- Sheriff and Investigators aren't able to pick-up any investigative results. So the frame has no effect.

Hypnotists:
- Able to plant memory.
- Target will receive memory.

Neutrals
Amnesiacs:
- Able to remember.
- Will forget who they were. (Doesn't prevent them from remembering the next night.)
- If the Amnesiac gets revived before they could remember, they can still win.

Survivors:
- If a vest was used, the vest would be refunded, even if it saved the Survivor.
- If the Survivor gets revived, they can still win.

Guardian Angels:
- Able to protect.
- If the Guardian Angel's target dies, the Guardian Angel becomes a Survivor. If the target is revived, the Guardian Angel Survivor is converted back into a Guardian Angel.

Vampires:
- Able to bite on the night ability is used, ability won't go through. This is to prevent targets converting into a Vampire back into their original role and confirm the existence of Vampires.

Pirates:
- Able to duel, it's a day ability.
- Successfully winning a duel will add to your plunder count.

Plaguebearer/Pestilence
- Able to infect.
- Infection spreading will be reversed.
- Able to convert to the Pestilence, however, can reconvert to Plaguebearer.

Executioner:
- Will still win if target gets lynched and then revived.
- Will reconvert into Executioner if target died by any means apart from lynching.

Jester
- Will still win if they get lynched and then revived.
- Can still win when killed by any means apart from lynching if revived.

Witch:
- Able to control.
- The first target's role's ability will go through depending on the role and the first target will be aware that they were controlled.

Serial Killers
- Able to attack.
- Attacked target will be revived.

Werewolf
- Able to rampage
- Attacked target and visitors will be revived. (Broken as hell. I know)

Arsonists
- Able to douse and ignite
- All targets ignited will be revived. They are still doused however.
- Selected target will be undoused.
- The Arsonist will be notified that their target is no longer doused.

Juggernaut
- Able to attack.
- If their attack gets killed, their target will get revived but the Juggernaut will retrain kill and get stronger. They can now attack twice in a row.

Coven:

Necronomicon:
- The Coven will receive the Necronomicon with an additional night delay. (Example: The Coven will receive the Necronomicon: in 2 days, ability is used. The Coven will receive the Necronomicon 2 days still.

Coven Leader:
- Able to control.
- With the Normienomicon Necronomicon, the first target will die and then be revived. The first target's ability will go through depending on the role. The first target will be aware that they were controlled.

Hex Master:
- Able to hex. The hex on the target will be nullified.
- Setting off a final hex will kill all players (apart from those that can't such as the Pestilence), only for them to be revived them. The hex will still be everyone apart from the last person hexed.
- With the Necronomicon, the target will die and then be revived. The hex will be nullified.
- The Hex Master] will be notified that their target is no longer hexed.

Poisoner:
- Able to poison. On the night of ability being used, the target will no longer be poisoned. (Might add that person won't know that they were poisoned on that night.)
- The night after being poisoned, the time travel will only delay the poison by another night.

Potion Master:
- Able to use potions.
- The revealing potion will go through and results will be received.
- The healing potion will go through. If the Potion Master healed an attacked person, they would be healed, dispute the ability being used. The person healed will get still get the notification that they were healed.
- The attacking potion will go through. The target will die and then be revived.
- The ability will delay cooldowns. For example, the Potion Master has 1 more night before using another potion, the ability is used and the Potion Master will have to wait another night.
- On the other hand, the Potion Master could use two potions in a row, even if the Necronomicon is not on them. For example, the Potion Master could use a revealing potion and receive the results, the Time Keeper's ability is used. The Potion Master can now use another potion of their choose.

Medusa:
- Still able to Stone Gaze, anyone stoned will die and will not be revived. Stone Gaze will be refunded.
- Anyone stoned will have "died from an irreversible time lapse." (Cause of death needs changing)

Necromancer:
- Still able to reanimate, the ghoul's ability will go through depending on the role. The ghoul won't rot and can be used again.
- I don't fully understand how Necromancer works, will add more later.

Additional Information:

Achievement:

Turn back the clock: Go back in time for the first time.

Is there a clocksm- oh wait!: Win without using your ability.

Unorthodoxically: Prevent a person from being resurrected. (Unsure)

My own grandparent: Die the night you use your ability.

Time Watcher: Win your first game as a Time Keeper

In the beginning: Win 5 games as a Time Keeper

The year 1693: Win 10 games as a Time Keeper

Godfather’s murder paradox: Win 25 games as a Time Keeper

More on time travelling:
Time Travel is the Time Keeper's ability. When you Time Travel, only the people that died the day before and night on the ability's use will be revived. Let's say on N2, 3 people die to a Werewolf. The ability is used on N3 and those 3 that died on N2 aren't revived. Dying in Town Of Salem only reveals your will, cause of death, death note and finally role during the day. Because you die at night then get revived that same night, you don't get revealed. You don't get confirmed. If people still get confused, tell me so I can update this role.


Lore:
A petrichor filled the Time Keeper's lungs as he awoke to find himself lying on his back in the middle of the town, raindrops bouncing off his face as he looked upwards into the eye of the storm. Exerting a great portion of his remaining strength, he dragged himself to his feet and made his way towards the house of his target.

The guardian of time peered through a window into the house, making out the silhouette of the Doctor, who was packing up his belongings as he prepared to go and watch over a townsperson for the night in case the Coven struck once again. Little did the Doctor know, that the man he planned on saving was a grizzly Veteran with a horrific past that had left him paranoid of the outside world. However, the Time Keeper knew this, and he also knew how it all ended, for he had seen it with his own two eyes. Now, the Time Keeper had created his very own wormhole and travelled through it, desperately trying to prevent the tragedy by bending the very fabric of time.

The Doctor opened the door of his house and hugged his young daughter before shutting the door in an attempt to prevent the rain from getting in, coming face to face with the time traveller. The time traveller attempted to explain to the Doctor why he couldn't visit his patient that night, but the Doctor was ultimately dismissive of his pleading, labelleling the traverser of time as an insane Jester who should be seeking asylum elsewhere. In a last-ditch effort, the Time Keeper grabbed the Doctor and attempted to physically restrain him, but he quickly found himself overpowered as he had been drastically weakened by his time-tampering. The Time Keeper once again found himself lying on his back, fading into unconsciousness as the relentless rain hammered down upon him from the Heavens above. He heard the Doctor's footsteps grow more and more distant before drifting away into the dreamworld.

The sun rose over Salem the next day, and the Time Traveller was met with a familiar sight as he dragged his weak body to the town's center.
(Thank you so very, very much Cut for making this awesome Lore!)
Last edited by ARandomDouche on Sat Sep 29, 2018 5:28 am, edited 8 times in total.
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Re: TS - Time Keeper V2

Postby fwogcarf » Wed Jun 06, 2018 3:18 pm

THis makes the game too long
Spoiler: https://docs.google.com/spreadsheets/d/1M79vYZu-WIKrW0WQ0pCISBq66DeBfSir5T7RCuy0OWY/edit?usp=sharing
We are creators of our own future


We are supporters of forces against despair


We defend against the evils of the world


We are guardians, we are strong
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Re: TS - Time Keeper V2

Postby ARandomDouche » Wed Jun 06, 2018 4:02 pm

fwogcarf wrote:THis makes the game too long

How?
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Re: TS - Time Keeper V2

Postby BasicFourLife » Thu Jun 07, 2018 4:07 am

Buff it and make it Town Power, this role will never work as TS due to being IC.
RNG is never good for any strategy based game. Please learn the definition of what that means, especially if you're one of the people constantly defending it.

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Re: TS - Time Keeper V2

Postby ARandomDouche » Thu Jun 07, 2018 4:12 pm

BasicFourLife wrote:Buff it and make it Town Power, this role will never work as TS due to being IC.

I don't know what IC is.

How do I buff it? I don't think to take away the "repeat previous night's action" would be too good of a buff and adding back reviving those that were lynched would confirm mediums.
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Re: TS - Time Keeper V2

Postby BasicFourLife » Thu Jun 07, 2018 11:46 pm

ARandomDouche wrote:
BasicFourLife wrote:Buff it and make it Town Power, this role will never work as TS due to being IC.

I don't know what IC is.

How do I buff it? I don't think to take away the "repeat previous night's action" would be too good of a buff and adding back reviving those that were lynched would confirm mediums.

IC = Inclaimable aka cannot be faked
RNG is never good for any strategy based game. Please learn the definition of what that means, especially if you're one of the people constantly defending it.

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Re: TS - Time Keeper V2

Postby ARandomDouche » Fri Jun 08, 2018 12:08 am

BasicFourLife wrote:
ARandomDouche wrote:
BasicFourLife wrote:Buff it and make it Town Power, this role will never work as TS due to being IC.

I don't know what IC is.

How do I buff it? I don't think to take away the "repeat previous night's action" would be too good of a buff and adding back reviving those that were lynched would confirm mediums.

IC = Inclaimable aka cannot be faked

Understandable. So make it a FM role. I'll make a poll.
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Re: TS - Time Keeper V2

Postby TechnoMotown » Sat Jun 09, 2018 11:43 am

I do not think this would make the game too long. There are also quite a few town roles that are IC, so I do not think that is a huge deal either.
This probably could cause some things that still need to be patched, but I do not think these are the problems with it.
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Re: TS - Time Keeper V2

Postby SweetLionButt » Sat Jun 09, 2018 5:49 pm

/support
But I still see SOME changes you should make.
One of those changes is that you should allow it to confirm meds
Why?
1)Cause why the hell not
2)Meduim is already a shit role cause it's boring. This will make it funner
3)Ret confirms meduims too. So why cant this?
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Re: TS - Time Keeper V2

Postby ARandomDouche » Sat Jun 09, 2018 5:50 pm

SweetLionButt wrote:/support
But I still see SOME changes you should make.
One of those changes is that you should allow it to confirm meds
Why?
1)Cause why the hell not
2)Meduim is already a shit role cause it's boring. This will make it funner
3)Ret confirms meduims too. So why cant this?

Confirmation is bad, I'm not going to allow it to confirm mediums.
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Re: TS - Time Keeper V2

Postby SweetLionButt » Sat Jun 09, 2018 6:04 pm

MeDuIm LiVeS MaTtEr
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Re: TS - Time Keeper V2

Postby TechnoMotown » Sun Jun 10, 2018 9:35 pm

Med is not necessarily boring. What needs to be done is giving people a reason to stick around and communicate with med, that seems to be lacking. Med cannot do much if everyone leaves upon dying, this is one instance where the role and how good the person's strategy is, is nullified by the other players.
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Re: TS - Time Keeper V2

Postby ARandomDouche » Wed Jun 13, 2018 6:44 pm

I'm not letting this die. /bump
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Re: TS - Time Keeper V2 (200+ Views)

Postby ARandomDouche » Sun Jun 17, 2018 6:03 pm

Bump. Come on guys, it's less complex so it should be easier to judge.
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Re: TS - Time Keeper V2 (200+ Views)

Postby EternalRage » Thu Jun 21, 2018 10:18 pm

So it's basically just the same night and day repeated? What's the point?
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Re: TS - Time Keeper V2

Postby ManateeDude » Thu Jun 21, 2018 10:21 pm

BasicFourLife wrote:
ARandomDouche wrote:
BasicFourLife wrote:Buff it and make it Town Power, this role will never work as TS due to being IC.

I don't know what IC is.

How do I buff it? I don't think to take away the "repeat previous night's action" would be too good of a buff and adding back reviving those that were lynched would confirm mediums.

IC = Inclaimable aka cannot be faked

IC actually stands for Innocent child but w/e

Role itself is fine as Tpow, no real objections
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Re: TS - Time Keeper V2 (200+ Views)

Postby ARandomDouche » Fri Jun 22, 2018 12:35 am

EternalRage wrote:So it's basically just the same night and day repeated? What's the point?

It's a more powerful retributionist in which it can revive many people, with the drawback being those people being revived die. Unlike the Retributionist, instead of giving town more time or get extra notes before their timely due, it just gives people a second life. A one-up.
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Re: TS - Time Keeper V2 (200+ Views)

Postby BasicFourLife » Fri Jun 22, 2018 5:25 am

I see the potential of this role as Town Power, so you should balance this role around Jailor/Mayor. But I don't support the fact that TPow roles can confirm other roles, that's why I dislike Retri as TPow. Also this role is like a second chance for Town.

- Town has a 50/50 chance at winning and they lynch Town.
- Rewind
- Lynch Scum

The part i dislike about this. Also it is a 1 time use role and BMG does not want any 1 time use roels anymore.
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Re: TS - Time Keeper V2 (200+ Views)

Postby ARandomDouche » Fri Jun 22, 2018 6:28 am

BasicFourLife wrote:I see the potential of this role as Town Power, so you should balance this role around Jailor/Mayor. But I don't support the fact that TPow roles can confirm other roles, that's why I dislike Retri as TPow. Also this role is like a second chance for Town.

- Town has a 50/50 chance at winning and they lynch Town.
- Rewind
- Lynch Scum

The part i dislike about this. Also it is a 1 time use role and BMG does not want any 1 time use roels anymore.


I don't understand what you mean by balance around Mayor/Jailor. This shouldn't confirm roles, how does it do so? There's not much I can do about it being a one timer.
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Re: TS - Time Keeper V2 (200+ Views)

Postby EternalRage » Fri Jun 22, 2018 1:27 pm

ARandomDouche wrote:
EternalRage wrote:So it's basically just the same night and day repeated? What's the point?

It's a more powerful retributionist in which it can revive many people, with the drawback being those people being revived die. Unlike the Retributionist, instead of giving town more time or get extra notes before their timely due, it just gives people a second life. A one-up.

So let's say the LO watches jailor, and the WW rampages at the jailors house, the jailor and LO die and the LO sees who the ww is. The time keeper brings back time, and the LO can share their results to town about who the WW is before they die, right?
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Re: TS - Time Keeper V2 (200+ Views)

Postby ARandomDouche » Fri Jun 22, 2018 5:43 pm

EternalRage wrote:
ARandomDouche wrote:
EternalRage wrote:So it's basically just the same night and day repeated? What's the point?

It's a more powerful retributionist in which it can revive many people, with the drawback being those people being revived die. Unlike the Retributionist, instead of giving town more time or get extra notes before their timely due, it just gives people a second life. A one-up.

So let's say the LO watches jailor, and the WW rampages at the jailors house, the jailor and LO die and the LO sees who the ww is. The time keeper brings back time, and the LO can share their results to town about who the WW is before they die, right?

Correct. Do you not like it?
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Re: TS - Time Keeper V2 (350+ Views)

Postby TechnoMotown » Mon Jul 02, 2018 11:22 am

That would give town a serious advantage. Can you provide an example in which the other roles would benefit from this?
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Re: TS - Time Keeper V2 (350+ Views)

Postby ARandomDouche » Mon Jul 02, 2018 6:15 pm

TechnoMotown wrote:That would give town a serious advantage. Can you provide an example in which the other roles would benefit from this?


1# Consigliere/Potion Master's Revealing Potion:
If should the Consigliere or Potion Master die (while using the Revealing Potion), they would get the results and keep their findings to the grave. However, with the Time Keeper's ability, they would be able to tell the town their findings and if they survived the day, can tell their teams what they know before actually dying.

2# Causing a mislynch:
The Mafia/Coven and evils can easily use the Time Keeper's ability against the town. Let's say the Mafioso and the Janitor visit an alerted Veteran, but because of the Time Keeper's ability, they survive. They have until night or they both die. One of them can say that they were attacked while the other can claim Lookout saying that the Veteran (because they know who it is) visited the other member of the mafia and cause the Veteran to be mislynched. Of course, the Mafioso and Janitor would properly be chainlynched in the next two days, but they would have died anyway so they may as well cause a mislynch.

3# Werewolf still kills:
The reason for having people forced to conduct their last actions is so the Werewolf doesn't lose potentially a good streak of kills in one night. You can see this for yourself in Time Keeper V1.

That's all I can think of as of right now.
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Re: TS - Time Keeper V2 (350+ Views)

Postby TechnoMotown » Sat Jul 28, 2018 3:19 pm

Can you think of another way the evils can manipulate town? The veteran scenario seems like so many specific events would have to line up for that to even be considered a possibility.
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Re: TS - Time Keeper V2 (350+ Views)

Postby ARandomDouche » Sat Jul 28, 2018 5:15 pm

TechnoMotown wrote:Can you think of another way the evils can manipulate town? The veteran scenario seems like so many specific events would have to line up for that to even be considered a possibility.

The veteran only played once in one of the three scenarios. The mafia/coven still could have caused a mislynch anyway, it just that there was now an incentive to cause a mislynch.

Thanks for the resurrection, I guess.
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