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Post #4 (isolation #0) » Sun Apr 01, 2007 3:55 am
Postby Kelly Chen »
Yay pictures.
gameshark1313 wrote:I had some ideas for a few roles. Would they work?
Name: Flipper
Allegiance: Pro-Mafia/Pro-Town
A flipper is just what its name means. He/She flips sides. In the beginning of the game the flipper will either be given the alleigance of pro-town or pro-mafia. Every day his/her role will flip (i.e. Day 1- Mafia Day 2- Town, Day 3- Mafia, ect.) When killed, the town will be informed that the flipper was killed and that the flipper's alliegance is now permanentaly what it was when killed. If Mafia when killed the player will be informed of all the Mafia, but the mafia won't know them.
Main reason I think this is bad is that you couldn't really let this guy know who his mafia partners were. Otherwise as soon as he's town he could break it open, hopefully in exchange for being lynched as town.
name: Cole/Psychic
Allegiance: Pro-town
Named after the kid from the Sixth Sense . This player gets to ask ONE question to each dead player if he/she chooses. Communicating with a Citizen, has is 0% chance of death. If Cole is tries to communicate with is a Mafia member than there is a 50% chance of death. If the dead person is any other special player (Cop/Docter/Serial Killer/ect.) there is a 33% chance of death. Other restrictions could be put on this player.
Difficulty here is that this seems to require no role reveal on death. Which seems to make games frustrating.
Name: Mimic/Copycat
Allegiance: None until ability is used
The mimic targets one person once to mimic any time in the game. Once the player has targeted the player the mimic duplicates the other players role. This could result in two vigilantes, two doctors, an exta mafia memebr or just another normal citizen. As soon as the ability has been used the player is no longer a mimic and loses the ability to mimic anyone else.
I see potential here if he just copies alignment but not role. And has to make a decision fairly early.