FM 6 New Rolecards!

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FM 6 New Rolecards!

Postby Seththeking » Sun May 12, 2019 9:54 am

6 FM Needed Roles IMO.

I found 6 Roles I think would make a major difference moving forward in future FM games.

2 Town, 1 Mafia, 3 Neutral

Town Protective
Scout
-Each night, you may choose to follow someone.
-If your target attacks someone, you will give their target Basic defense.
-If your target is attacked, their attacker will not be able to attack the following night.

Town Support
Illusion
-During the night, you can create an illusion of your target.
-Your illusion will perform your target's ability onto all of their visitors.
-You are permanently vulnerable. If you die, you pass your vulnerability onto your target.

Vulnerable - If you are visited you will instantly die. (Unstoppable Attack)

Mafia Head
Mastermind
-During the night target any 1 player then choose a Non-Killing, Non-Head Mafia Role.
-That player will use that ability on anyone they target tonight
-While you are alive, if another mafia is killed (excluding Jailor execution), their death is delayed by one night.


Neutral Killing
Assailant
Attack: Unstoppable
Defence: Basic
-Every night, you can mark someone (astral). You can mark someone multiple times.
-If someone votes for a marked player, they will be instantly be dealt an Unstoppable attack from the Assailant.
-If nobody voted, you can kill anyone of your choice next morning. When doing this you cannot mark anyone
-If you mark yourself you will lose your Basic Defence



Neutral Evil

Interperter
-Each night, you may choose to change the displayed role and will of another player. This lasts until you die.
-You have a scum vest

Wraith
-Every night, Link two targets together.
-If one of the targets would die, the other target receives the attack/lynch instead and becomes Cleaned. (And the Link is dissolved).
-You may only Link yourself once.
Last edited by Seththeking on Sun May 12, 2019 12:25 pm, edited 1 time in total.
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Re: FM 6 New Rolecards!

Postby Seththeking » Sun May 12, 2019 10:03 am

If you think Mastermind is way too good here’s an alternative.

Godmother
Mafia Head
Attack: Basic
Defence: None
-Each night, you may choose a mafia member to grant Basic defense and detection immunity.
-You are only able to target yourself once.
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Re: FM 6 New Rolecards!

Postby TheWabbit » Sun May 12, 2019 10:28 am

they're broken in the sense that they have too much utility

- scout has a 2-way protection; punishes mafia for choosing someone they'll attack or by predicting who the killer is.
- illusion is just broken; imagine how useless an illusion of a TI would be. imagine how broken an illusion of a vig/fb/sk/arso would be
- mastermind punishes town for lynching mafia, especially if town has little killing capability outside lynches
- assailant having a possibility of +2 killpower, with really high snowball renders the essence of voting useless
- interpreter is just pure bastard, assuming these are made for standards that wouldn't just work
- wraith fucks mafia more than town, ruining the essence of "NE"
     


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Re: FM 6 New Rolecards!

Postby Seththeking » Sun May 12, 2019 12:28 pm

TheWabbit wrote:they're broken in the sense that they have too much utility

- scout has a 2-way protection; punishes mafia for choosing someone they'll attack or by predicting who the killer is.
- illusion is just broken; imagine how useless an illusion of a TI would be. imagine how broken an illusion of a vig/fb/sk/arso would be
- mastermind punishes town for lynching mafia, especially if town has little killing capability outside lynches
- assailant having a possibility of +2 killpower, with really high snowball renders the essence of voting useless
- interpreter is just pure bastard, assuming these are made for standards that wouldn't just work
- wraith fucks mafia more than town, ruining the essence of "NE"


Wait how is Interpreter bastard?
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Re: FM 6 New Rolecards!

Postby TheWabbit » Sun May 12, 2019 12:57 pm

displayed role and will will be affected

unless you go into specifics this sounds like you have the ability to fake flips
they're a whole level of deception (outclasses framer/forger mafia roles), which could be similar to death miller in context
     


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Re: FM 6 New Rolecards!

Postby Seththeking » Sun May 12, 2019 11:07 pm

TheWabbit wrote:displayed role and will will be affected

unless you go into specifics this sounds like you have the ability to fake flips
they're a whole level of deception (outclasses framer/forger mafia roles), which could be similar to death miller in context


Fake Flips are bad how?
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Re: FM 6 New Rolecards!

Postby 0verki11 » Mon May 13, 2019 12:21 am

Seththeking wrote:
TheWabbit wrote:displayed role and will will be affected

unless you go into specifics this sounds like you have the ability to fake flips
they're a whole level of deception (outclasses framer/forger mafia roles), which could be similar to death miller in context


Fake Flips are bad how?

the fact it pretty much fits the defintion of bastard probably says enough around it being used in a standard, and thats the kind of place where it would probably be at effect the most
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Re: FM 6 New Rolecards!

Postby Royee » Mon May 13, 2019 5:34 am

godmother is fine
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Re: FM 6 New Rolecards!

Postby Seththeking » Mon May 13, 2019 7:46 am

Also Mastermind only delays night deaths.
And Assailant is a 1 KPN like Serial Killer.
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Re: FM 6 New Rolecards!

Postby Seththeking » Mon May 13, 2019 7:49 am

Also how does Wraith hurt scum more exactly?
Because if Wraith is accurate then it’s very good.
And it honestly helps Scum. It has a cleaned.
So even if let’s say Mafia was Cleaned.
Town may think they lost a Town and thus Mafia can use that to their advantage.
Let’s say it was a Sheriff.
Wraith could claim Sheriff and that the Cleaned target was Mafia
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Re: FM 6 New Rolecards!

Postby Seththeking » Mon May 13, 2019 7:50 am

This is assuming they claimed Sheriff before hand since Wraith doesn’t know the roles of whom they Cleaned.
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Re: FM 6 New Rolecards!

Postby Kmenx » Tue May 14, 2019 4:27 am

Scout is broken

Illusionist is basically worse witch

Mastermind could be alright if it is made into a mafia tactical role with that immunity thing removed but make it limited shot like 2 shot per role or something

Assasin is broken

Interperter is???? wills don't even exsist im FM games

Wraith is broken
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Re: FM 6 New Rolecards!

Postby Seththeking » Wed May 15, 2019 11:05 am

Ok so I just realized OnlyA didn’t write Assailant Accurately and so let me let you all know that the mark fades away after it killed.
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Re: FM 6 New Rolecards!

Postby ryanyb » Wed May 15, 2019 2:36 pm

-Scout is insanely broken. The first two lines alone are too strong.
To elaborate here, its not just a protective but also a tracker (you presumably know that your target attacked) and you also roleblock your target. That's like, 3 roles bundled together my dude.

-Illusion is pointless. If you target escort they roleblock all theoretical targets but they didn't visit so there's a problem there with the role. What if you target a trans. If you target doc you protect all players who visit. Why would you ever want that. If you target scum congrats you just killed like 2 town yourself included since you visited the scum (actually you always kill yourself since you get visited by the person who you visit...).
There is literally no role that I want to visit when playing this as town except in incredibly niche situations. The power level is just all over the place.

-Mastermind is absolutely broken. Lynches are extended into next day, thats +1 vote power for mafia which means town ALWAYS lose lylo if this role is alive and not killed. Being able to change someone else's action to an action of their choice is broken. Congrats, your invest is prankster, and your prankster is now a consort without needing to retrain. Town also can't use vig's in lylo to save the game if this role is alive and isn't shot. Absolutely broken. For what it's worth, godfather is about as strong as mafia head should ever get imo. Godfather is already insane.

Assailant is so weird. On one hand congrats town never votes unless they're about to wagon someone at eod. You just cut the role's KPN to 1/2 which is unusable since every other day they'll get to do a start of day shot if I'm reading this correctly. This role fundamentally breaks one of the core elements of mafia which is vote progression. No role should be able to do that. Additionally, there's the case where they have a bunch of bombs lying around and people just get chain killed since they vote all their trapped targets. It's very poorly designed I can't even evaluate the power level because elements that dissuade town from voting is just bad. Also sure let's make them a strongman and make them night immune because why not.

Interpreter is broken. It turns all games with an interpreter into a flip-less game which is WAY more powerful than the presence of a witch or klepto. Also it has a vest and doesn't visit nor has night actions which means its really hard to find. This is an every-night clean without having to visit the target. Compare that to a witch. It's just broken.

Wraith is broken. A scum sided redirector that not only redirects but also cleans the kill AND protects against lynch. Once again, let's not mess with core mechanics like the lynch. And before someone says 'but it only redirects kills', that's where all the power lies in transporter anyway. This is same power level of transporter except it has the added benefit of being able to block lynches and cleans. So it's warlock + transporter + janitor + lawyer. Nice role.

Godmother is mafia doctor + ninja in one. Which actually is closer to fine. I think it's still more powerful than godfather since mafia doctor is an inherently incredibly strong role since it completely shuts down any TK's (you can kill veterans and block vigilantes) and the non-detection blocks presumably both tracker and lookout which is strong but not broken. The medic effect bundled with the ninja effect is still probably too strong but its a TON closer to balanced.
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Re: FM 6 New Rolecards!

Postby Seththeking » Wed May 15, 2019 3:15 pm

Wow I love it when people don’t read.
Mastermind dose not stop Lynches, just night kills.
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Re: FM 6 New Rolecards!

Postby Seththeking » Wed May 15, 2019 3:20 pm

Also I have noticed people say this is UP so I’ll show you all this.
Inspector – Town Investigative

During the night Inspect someones house.
You will know if at least 1 Scum visited your target
You will know if at least 1 Town role visited your target
You will know if no scum visited your target
You will know if no Town roles visited your target
You will also know if they will die directly, Indirectly or Non-Directly


Directly = Targeted Death
Indirectly = Non Targeted Death
Non-Directly = Undetermined


How would you know?

If that target dies you will be aware
(Directly)
Werewolf, Veteran or Ambusher death upon your target visiting (Indirectly)
If the target is doused (Indirectly)
If the target is attacked and healed you will still be aware (Directly)
If your target is hexed (Indirectly)
If your target was Roleblocked tonight (Indirectly)
If your target has Basic defense or higher they will come up as (Indirectly)


Additional Info:
The role contains 2 abilitys
It's first is to know what has visited in the past. At least 1 town, No Town, At least 1 Scum, No Scum.
It's second ability is you can test your target
Will they be attacked Directly, In-Directly or Non-Directly
If Attacked normally as in SK/Maf/Vigi it will be Directly
If the target has an Immunity, is Doused/Hexed or roleblocked it will be Non-Directly
If the target's death is still unknown and the target has no defense it will be Non-Directly
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Re: FM 6 New Rolecards!

Postby Kmenx » Thu May 16, 2019 10:57 pm

Mastermind can be balanced if you remove the immunity thing make the action carry with the original action(for example an invest made to use consort action would invest and roleblock) make it mafia tactical and make it a limited shot role (Can only use each mafia role once)


Inspector is UP it is useless without a lookout
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Re: FM 6 New Rolecards!

Postby ryanyb » Fri May 17, 2019 2:10 pm

Seththeking wrote:Wow I love it when people don’t read.
Mastermind dose not stop Lynches, just night kills.

That's not what the proposed rolecard says.

seth wrote:-While you are alive, if another mafia is killed (excluding Jailor execution), their death is delayed by one night.

Lynches are counted as kills.
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Re: FM 6 New Rolecards!

Postby Seththeking » Fri May 17, 2019 2:59 pm

ryanyb wrote:
Seththeking wrote:Wow I love it when people don’t read.
Mastermind dose not stop Lynches, just night kills.

That's not what the proposed rolecard says.

seth wrote:-While you are alive, if another mafia is killed (excluding Jailor execution), their death is delayed by one night.

Lynches are counted as kills.


It’s suppose to be at night.
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Re: FM 6 New Rolecards!

Postby 0verki11 » Fri May 17, 2019 8:42 pm

Seththeking wrote:
ryanyb wrote:
Seththeking wrote:Wow I love it when people don’t read.
Mastermind dose not stop Lynches, just night kills.

That's not what the proposed rolecard says.

seth wrote:-While you are alive, if another mafia is killed (excluding Jailor execution), their death is delayed by one night.

Lynches are counted as kills.


It’s suppose to be at night.

then it needs to state that.
Its like writing a rolecard like
1 Shot Doctor
Once you can choose to heal someone.

Like that doesnt specify when the heal can be used and can cause possible confusion.
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Re: FM 6 New Rolecards!

Postby JazzMusicStops » Sat May 18, 2019 7:52 am

Seththeking wrote:Basic defense

Lol
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Re: FM 6 New Rolecards!

Postby Varanus » Sat Jun 01, 2019 12:38 pm

Game Moderator Message: To avoid clogging FMD with threads about role ideas, please put any suggestions you have in some sort of megathread.
You were expecting a decent signature...

BUT IT WAS ME! DIO!
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