Neutral Chaos Idea

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Neutral Chaos Idea

Postby BrokenDoor56 » Wed Mar 13, 2019 8:51 pm

Name: Backer
Attack: None
Defense: Powerful
Unique
Description: You are a failed doctor who wants to get rid of any other medics

Background
The Backer once rejoiced in his medical skills. He had saved Jailor from the mafia, the Veteran from the Serial Killer, even the Sheriff from the Werewolf. Yet despite his heroic deeds, he was always belittled by his fellow town members. No protection from the Bodyguard, threats of violence from the Vigilante, harassment from the Investigator. All because of the other doctor, who had led this rally against him. The Backer grew to hate the town, the doctors, and anyone focused on healing those around them. He grabbed his medical supplies and worked all through the night, trying to create some biological weapon of warfare. Sadly, the Backer failed to do so, and he tried to test it on the town's Bodyguard. Instead of seeing the Bodyguard die the next night, he found out that he received a huge boost in physical skill that eventually wore off. The Backer realized he hadn't created the weapon that would kill the town in a slow painful death, it was a weapon that made whoever it touched stronger.
Win Conditions
Wins With:
Mafia
Vampire
Witch
Survivor
Arsonist
Serial Killer
Werewolf
Juggernaut
Executioner
Jester
-
Loses With:
Town
Coven
Pestilence
Plaguebearer
-
Goal: Kill all who oppose you
Attributes and Abilities
Attributes:
Cannot boost pestilence
Abilities:
Boosts target depending on role
Cannot target same person twice in a row
Priority:
1 (Highest) (Tied with Jester, Veteran, Vigilante committing suicide)
Boosts:
-Bodyguard, Escort, Investigator, Jailor, Lookout, Mayor, Medium, Psychic, Retributionist, Sheriff, Trapper, Consligiere, Consort, Janitor, Amnesiac, Executioner, Guardian Angel, Jester, Juggernaut, Pirate, Survivor, Witch, Coven Leader (without Necronomicon), and Potion Master (using a investigative potion) gain a Powerful Defense.
-Crusader, Vampire Hunter, Vigilante, Ambusher, Godfather, Mafioso, Serial Killer, Coven Leader (with Necronomicon), Poisoner, Potion Master (Using attack potions), and Hex Master (With Necronomicon) gain a Powerful Attack
-Sheriff and Investigatorlook past Framer and Necronomicon/Arsonist
-Blackmailer, Framer, and Hypnotist effects last for two days
-Werewolf and Medusa become roleblock immune
-Necromancer is not seen by Trackers and can reuse the corpse
-Doctor and Potion Master (using a healing potion) purge their targets
-Veteran gains a free alert
-Vampire becomes immune to Vampire Hunter visits or being visited
-Trapper doesn't spend a turn making the next trap
-Jester gains a suspicious Sheriff result
-Arsonist, Hex Master (Without Necronomicon), and Plaguebearer douse/hex/infect adjacent houses.
-Tracker and Disguiser learn the role of their target
-Spy and Transporter learn a random role of mafia or coven (Spy)/target (Transporter)
-Forger learn the target's will
-Pestilence and Backer do not gain a boost
Investigation Results:
Investigator Result: Your target could be a Doctor, Disguiser, Serial Killer, Potion Master, or Backer
Consligiere Result: Your target gives people temporary boosts, they must be a Backer
Sheriff Result: Your target is not suspicious
Achievements:
Supporter- Win 1 Game
Buffer- Win 5 games
Booster- Win 10 games
Gone Omega- Win 25 games
An Angel's Angel- Boost a Guardian Angel
Self Confident- Boost yourself
Your Root's Nightmare- Only Boost Mafia during the game
Last edited by BrokenDoor56 on Thu Mar 21, 2019 3:24 pm, edited 2 times in total.
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Re: Neutral Chaos Idea

Postby DestructionII » Thu Mar 14, 2019 5:25 am

What is the goal of this role?
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Re: Neutral Chaos Idea

Postby ShedShade » Thu Mar 14, 2019 10:23 am

Defense.
-Crusader, Vampire Hunter, Vigilante, Ambusher, Godfather, Mafioso, Serial Killer, Coven Leader (with Necronomicon), Poisoner, Potion Master (Using attack potions), and Hex Master (Without Necronomicon) gain a Powerful Attack
-Sheriff and Investigatorlook past Framer and Necronomicon/Arsonist
-Blackmailer, Framer, and Hypnotist effects last for two days
-Werewolf and Medusa become roleblock immune
-Necromancer is not seen by Trackers and can reuse the corpse
-Doctor and Potion Master (using a healing potion) purge their targets
-Veteran gains a free alert
-Vampire becomes immune to Vampire Hunter visits or being visited
-Trapper doesn't spend a turn making the next trap
-Jester gains a suspicious Sheriff result
-Arsonist, Hex Master (Without Necronomicon), and Plaguebearer douse/hex/infect adjacent houses.
-Tracker and Disguiser learn the role of their target
-Spy and Transporter learn a random role of mafia or coven (Spy)/target (Transporter)
-Forger learn the target's will
-Pestilence and Backer do not gain a boost


Wouldn't this be a bit OP?
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Re: Neutral Chaos Idea

Postby BrokenDoor56 » Thu Mar 14, 2019 1:34 pm

DestructionII wrote:What is the goal of this role?

Thanks for reminding me to add this but it's kill all who oppose
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Re: Neutral Chaos Idea

Postby BrokenDoor56 » Thu Mar 14, 2019 1:41 pm

ShedShade wrote:
Defense.
-Crusader, Vampire Hunter, Vigilante, Ambusher, Godfather, Mafioso, Serial Killer, Coven Leader (with Necronomicon), Poisoner, Potion Master (Using attack potions), and Hex Master (Without Necronomicon) gain a Powerful Attack
-Sheriff and Investigatorlook past Framer and Necronomicon/Arsonist
-Blackmailer, Framer, and Hypnotist effects last for two days
-Werewolf and Medusa become roleblock immune
-Necromancer is not seen by Trackers and can reuse the corpse
-Doctor and Potion Master (using a healing potion) purge their targets
-Veteran gains a free alert
-Vampire becomes immune to Vampire Hunter visits or being visited
-Trapper doesn't spend a turn making the next trap
-Jester gains a suspicious Sheriff result
-Arsonist, Hex Master (Without Necronomicon), and Plaguebearer douse/hex/infect adjacent houses.
-Tracker and Disguiser learn the role of their target
-Spy and Transporter learn a random role of mafia or coven (Spy)/target (Transporter)
-Forger learn the target's will
-Pestilence and Backer do not gain a boost


Wouldn't this be a bit OP?


The whole point of this role is that it makes other roles more powerful (excluding pestilence and Backer). And things such as: only one and not knowing what role you boosted was make it a lot harder to know if you're helping an arsonist or town member. With this role you're supposed to give people advantages, and not know if they help or not.
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Re: Neutral Chaos Idea

Postby DestructionII » Thu Mar 14, 2019 5:54 pm

It's technically a weaker witch considering that you might "buff" a town role by accident, and plus, you basically have no Basic defense, so it just sounds like a weak NE.

One way you can change this is give it Basic defense until attacked. Make this NE since it technically wins with everyone EXCEPT the town, and most Neutral Evils are supposed to make the town lose. (Do NOT bring up Jester and Executioner- I honestly think they fit under NC/NB tbh)

You can also make it that if you select a town role, you will distract and lull them to remove all night feedback. If you target an evil role, you give them a boost that lasts for that night only, and can not be boosted twice in a row.
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Re: Neutral Chaos Idea

Postby Brilliand » Fri Mar 15, 2019 12:52 pm

DestructionII wrote:(Do NOT bring up Jester and Executioner- I honestly think they fit under NC/NB tbh)


Do not bring up [every NE role except one]? IMO it's the Witch who should be moved. She's in the minority there.
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Re: Neutral Chaos Idea

Postby BrokenDoor56 » Fri Mar 15, 2019 6:09 pm

DestructionII wrote:It's technically a weaker witch considering that you might "buff" a town role by accident, and plus, you basically have no Basic defense, so it just sounds like a weak NE. You can also make it that if you select a town role, you will distract and lull them to remove all night feedback. If you target an evil role, you give them a boost that lasts for that night only, and can not be boosted twice in a row.

It isn't classed as having a basic defense for a reason, it has a powerful defense, so it can boost veterans, werewolves, and medusa visits without dying because of it, but not living through Jailors and Arsonists. Also, the last part about getting certain things to happen makes it so you know who's good and bad by the fact they allow another boost, which give the same thing as other neutrals besides Witch and Executioner (even though they can only know one) by not allowing them to know a role.
Also, this isn't a neutral evil just because they want town to lose. Only one Neutral Chaos of four want Town dead (Pirate) and all other roles in Neutral Chaos follow a structure similar. Neutral Benign have no real alliance to anyone (Survivor wants to win, Guardian Angel wants a person to live, and Amnesiac becomes anything), Neutral Evil all work with conveying misinformation and manipulating people then using the manipulation to punish the (Jester kills a guilty vote, Executioner kills off a townie/vampire, and Witch kills all townies), Neutral Killing are factions that win with any Neutral role except Killing (excluding same roles), and Neutral Chaos exist to be threats to anyone and cause chaos (Vampires spread fast, no defined amount, and can take majority, Plaguebearers/Pestilence exist to get pestilence then wipe out the town, giving no reports of infection until it's too late, and Pirates both roleblock and kill those they visit). Because of these, Backer fits the Chaos the best. It can't kill, can't manipulate information and target others with it, doesn't win with everyone, but does exist to only cause chaos, making targets stronger and rising tension.
Back to the "weak witch". It isn't. Witches win with all but town, have a temporary basic defense, control targets to do what they want, and can repeatedly target one person. While backer wins with roles that aren't town (provided it's classic), they have a permanent powerful defense, boost targets, don't learn roles, and cannot target the same person twice. They do not have the same function as a Witch, where something like Serial Killer and Godfather are clones both with intents to kill the town, where the Witch controls others to take down town, while Backer boosts others to get rid of Town, Coven, and Plaguebearer, making it a bigger target, but also a more valuable ally to Mafia or Vampires.
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Re: Neutral Chaos Idea

Postby DestructionII » Fri Mar 15, 2019 7:15 pm

I didn't see the Powerful defense, my apologies. Anyways, the Pirate is NC because it can win (even with town) if they just plunder two people. This should be NE because it's watching the town lose which all NE's goal should be, not having some unique goal of its own. Additionally, I stated this role is weaker than Witch, not a weak version of the Witch, because it is at a major disadvantage where it might actually help a town member by boosting their ability: Crusader/Vig gets Powerful Attack which can easily wipe out WW's, Arso's, SK's, etc when in reality its goal is supposed to make the town lose. In contrast, it might be wayy too OP. If you side with Mafia, you give them an extra vote, have Powerful defense, boost GF's and give them Powerful attack, and there is no way for other NKs to get rid of you if you choose to side with the Mafia, unlike the Witch. So, it's technically 2 GF's on one side if you think about it.

The Jester/Executioner NB reworks in the TG are really dull, but much more balanced than the ones in-game. But, I honestly think they should fall under NC since it follows the similar unique-goal principle that the other NC's have.
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Re: Neutral Chaos Idea

Postby Brilliand » Sat Mar 16, 2019 4:24 am

DestructionII wrote:But, I honestly think they should fall under NC since it follows the similar unique-goal principle that the other NC's have.


Neutral Benign roles have unique goals.

Every Neutral Chaos besides Pirate has the Neutral Killing goal ("kill everyone who would oppose you").
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