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Posted: Tue Jul 30, 2013 6:16 am
by Banakai
Spoiler: Kidnapper
Kidnapper (Third Party)


Each night Can do one of the following things:
Kidnap a player. (Converting them into a
Hostage
, See below)
Kill someone you have already kidnapped.
Free someone who you kidnapped.

Also:
Can Anonymously communicate with all of their hostages
Can Anonymously Communicate with hostage negotiator.


When You are killed all hostages are freed


When You outnumber the town would be the ideal wincon, But one of the below would work too to encourage bargaining.

Lyncher wincon, Especially with multiple targets or targets that are power roles.

Survivor wincon

unlynchee with mafia target

No-Lynch jester (Wins if no-lynch)

Spoiler: Mafia Kidnapper
Mafia Kidnapper


Each night Can do one of the following things:
Kidnap a player. (Converting them into a
Hostage
, See below)
Kill someone you have already kidnapped.
Free someone who you kidnapped.

Also:
Can Anonymously communicate with all of their hostages
Can Anonymously Communicate with hostage negotiator.

You win With the Mafia
When You are killed all hostages are freed


Spoiler: Hostage
Hostage


You have been Kidnapped

You can no longer use your night action (If any)
You may no longer post in the game thread or any QT's
You may no longer vote
You may talk to other hostages and your kidnapper(Who will remain anonymous) In a QT
When you are freed you will return to normal


Spoiler: Hostage Negotiator
Hostage Negotiator (Town)


You are the Hostage Negotiator

You can talk anonymously to the Kidnapper in a QT
You can Also investigate a player each night to see if they are a kidnapper

Posted: Thu Nov 21, 2013 2:43 am
by Espeonage
Sniper

Passive Abilities: Headshot and Tactical Retreat

Headshot: When you become the target of a killing ability, you will detect them and shoot them first before they can kill you. You will not investigate the identity of the person that targetted you.
Tactical Retreat: If you detect a non killing ability being targeted on you, you will instead retreat, regardless of what the ability is.

Mod Notes: Takes a Commuter and adds the pros of a PGO to it to create a powerful town role. Detect can possibly be used in conjunction with deceptive roles such a SK kills and Ninja kills to circumvent the detection mechanic. If this is coupled with a mafia team that has cons to using a Ninja for the night kill, it could lead to an interesting night game for Scum, in regards to who they send to do their kill.

Posted: Fri Nov 29, 2013 3:03 pm
by Archetype
In post 1017, Axxle wrote:I played against this role offsite and thought it was hilarious:

Role Name: Disguised Neighborizer

Alignment: Mafia. You win when your faction controls half of the Town’s population.

Each night, you may target 1 player. They will be invited to your QT found here: X. The Qt’s title is blank because I need you to tell me a pseudonym for yourself to use. When you confirm this PM, tell me the name of a player in the game other than yourself. I’ll change the QT’s title to that name, and you’ll converse with others under that name.
All players in this QT will be able to converse with each other at night, but not when they are dead or during the day.

Additionally, you may complete the factional kill.
Your Mafia QT is here: X. You can talk to each other as much as you want during the night.
Glad you liked it! :)

Posted: Mon Dec 02, 2013 2:56 pm
by kuribo
Cop Sanity: Lazy

(Always receives "no result" as if he were roleblocked because he never actually bothers carrying out an investigation)

------------
Guardian (Survivor By Proxy)

Night 1 chooses one player. If that player survives to the end of the game--- regardless of their alignment or whether you are alive--- you win

-----
Parasite

The first night, you may select another player to infest with your parasite. They then become the bearer of your parasitic embryo. If that player is killed at any point, you may infest another player the following night. You win if both you and the bearer of your parasite are alive at the end of the game. (They will be killed afterwards)

Posted: Wed Aug 27, 2014 5:49 am
by Maruchan

Posted: Mon Sep 01, 2014 4:29 am
by Phoenicks
In post 3755, nhammen wrote:
In post 3737, Empking wrote:
In post 3731, nhammen wrote:
You are a
Scum Miller Bomb
. You are a member of the scum group, with members x, y and z. Each night one member of your group gets a kill. [Insert more standard scum group stuff here] If you are lynched, every player on your wagon at the time of the lynch has the Miller modifier added to their role. This fact is publicly revealed upon your lynch.

Welcome to WIFOM land.


Wrong thread.

I guess. It is approximately the same as a Jester.


Tried this (from Worst Roles) on an offsite game. It worked really well -- scum didn't need a proper godfather. (I gave them a JOAT who could appear godfather on certain nights, but it wasn't used or needed.) Instead of Miller Bomb, I called it a Framer. Framer got caught lying on a Granny claim and 11 players voted for him; town leaders who backed the lynch suddenly looked more suspicious. Two scum were caught for voting Framer right before deadline.

Could also run this role with "No Results" or "Godfather" appended instead of Miller to cop checks. Only matters if you're using Cop sanities in the same game.

Can't emphasize how great this role was. Easy to understand, beat cop without a godfather or regular millers, added another layer to "did scum bus," was more interesting than "are these cop results wrong". Something like this would be easy to standardize.

Posted: Mon Sep 01, 2014 9:14 am
by TierShift
Looks very good in a closed setup!
It would more or less confirm the existence of a cop to the scum team though. Perhaps universal miller (tracked/watched at the kill, has a gun, ww, maf) as to not reveal what investigative roles are in play?

Posted: Mon Sep 01, 2014 11:57 am
by callforjudgement
Ascetic would work as a universal miller equivalent, while being much easier to mod.

Posted: Sat Sep 06, 2014 4:32 am
by Wake1
In post 134, White Castle wrote:
Sledgehammer!
- a vanilla townie who gets NK immunity when casting the hammer vote.

This can make the end game interesting, as a lylo may not actually be lylo. For example, if there are 2 mafia and 3 town going into night and the Sledgehammer! has NK immunity, the next day could still have 2 mafia and 3 town. This may also speed up games as a hammer vote in encouraged.


This sounds quite neat, but I can see it more as a modifier that's usually given to a VT.

Posted: Sun Sep 14, 2014 4:32 am
by kuribo
You are The
Town Lunatic.

You do not have any special abilities. Because of your insanity and your involuntary treatment at the mental hospital, any role targeting you at night will not behave in the way that role normally would. You will not be told what interactions were caused by targeting you.

(Mod note: Possible examples: Tracker sees Lunatic targeting himself, Cop receives no result, Rather than protecting the Lunatic, a doc is informed that the player is nuts, Neighborizer is given a second neighborhood containing only themselves, things like that)

Posted: Sun Sep 14, 2014 5:09 am
by Wake1
In post 1034, kuribo wrote:You are The
Town Lunatic.

You do not have any special abilities. Because of your insanity and your involuntary treatment at the mental hospital, any role targeting you at night will not behave in the way that role normally would. You will not be told what interactions were caused by targeting you.

(Mod note: Possible examples: Tracker sees Lunatic targeting himself, Cop receives no result, Rather than protecting the Lunatic, a doc is informed that the player is nuts, Neighborizer is given a second neighborhood containing only themselves, things like that)


If you polish it up I'll use it in the future. :P

Do you have some ideas for creative modifiers, Kuribo?

Posted: Mon Sep 15, 2014 3:32 pm
by Josh_B
You are the
Shadow
. You may target another player and learn who they targeted and their results. You appear as having taken the actions of the player you targeted to watchers, and trackers. Your action fails if the player you are targeting dies, or the player has no actions.

Posted: Tue Sep 30, 2014 7:39 pm
by istott
You are Schrödinger's cat. I cant quite decide on what your role is, so instead you will recieve probabilities each night of what your night action is. You win once all threats to the town are dead.

Posted: Tue Sep 30, 2014 8:11 pm
by notscience
You are the
Bomb set with a secret self destruct word sequence


It is: You lose

Posted: Tue Sep 30, 2014 8:28 pm
by istott
You are the Worditor. Each night, you may either:
1:pm me a word from the prescribed list
2:pm me a word from the prescribed list and the name of a player
Each word in the list has 2 effects, effect 1 is if the word is used for action one, and effect 2 is for action 2. Effect 1 will be triggered by the first player to say that word the next day. Effect 2 will be triggered by the first person to say that word, IF they are the player you specified. For example, one of the words could be:
Loveable: 2x voting power / 3x voting power
Each word may be used once, and you cannot trigger Word-ventions.

Posted: Sat Nov 08, 2014 9:27 am
by PokerFace
You are a
Volatile Townie.
You like to post and be active in this game. Every day where you post the most, you will be unkillable the next night. You win when all threats to the town are eliminated


Scumhunt well and post alot to draw the night kill. You know you want to

Posted: Tue Jan 20, 2015 3:53 am
by theelkspeaks
You are an
Easily Discouraged Cop
Each night, you may investigate one player to determine if they are town or anti-town. However, if you ever target a pro-town player, you become discouraged with your own abilities and cease investigating.

Posted: Tue Jan 20, 2015 7:53 am
by callforjudgement
In post 1041, theelkspeaks wrote:You are an
Easily Discouraged Cop
Each night, you may investigate one player to determine if they are town or anti-town. However, if you ever target a pro-town player, you become discouraged with your own abilities and cease investigating.

That's much swingier than Cop normally is. It's 1-shot Cop, except more townsided if it gets the most townsided random result (hitting scum). Given how many people think that Cop is excessively swingy anyway, I'm not sure if it can count as Best.

Posted: Tue Jan 20, 2015 10:33 am
by theelkspeaks
In post 1042, callforjudgement wrote:
In post 1041, theelkspeaks wrote:You are an
Easily Discouraged Cop
Each night, you may investigate one player to determine if they are town or anti-town. However, if you ever target a pro-town player, you become discouraged with your own abilities and cease investigating.

That's much swingier than Cop normally is. It's 1-shot Cop, except more townsided if it gets the most townsided random result (hitting scum). Given how many people think that Cop is excessively swingy anyway, I'm not sure if it can count as Best.


I was told in sitechat this thread was the best place to post seeking feedback on the concept. The idea was to make a weaker cop without using sanities. The "loses cop ability if it finds a town player" gives the cop reasons to consider whether they really want to investigate on a given night, and adds a bit of strategic thinking to a fairly basic role.

Posted: Wed Jan 21, 2015 5:11 pm
by copper223
theelkspeaks wrote:You are an
Easily Discouraged Cop
Each night, you may investigate one player to determine if they are town or anti-town. However, if you ever target a pro-town player, you become discouraged with your own abilities and cease investigating.

I like it, was thinking of switching the condition to finding scum and naming it something along the lines of
easily satisfied cop
to reduce the swing but that also removes a lot of strategical depth about checking and % of hitting town vs the chance of getting NKed, because with this version optimal play is to always check.

Posted: Thu Jan 22, 2015 9:53 am
by Antihero
In post 1043, theelkspeaks wrote:
In post 1042, callforjudgement wrote:
In post 1041, theelkspeaks wrote:You are an
Easily Discouraged Cop
Each night, you may investigate one player to determine if they are town or anti-town. However, if you ever target a pro-town player, you become discouraged with your own abilities and cease investigating.

That's much swingier than Cop normally is. It's 1-shot Cop, except more townsided if it gets the most townsided random result (hitting scum). Given how many people think that Cop is excessively swingy anyway, I'm not sure if it can count as Best.


I was told in sitechat this thread was the best place to post seeking feedback on the concept. The idea was to make a weaker cop without using sanities. The "loses cop ability if it finds a town player" gives the cop reasons to consider whether they really want to investigate on a given night, and adds a bit of strategic thinking to a fairly basic role.


this has actually been done before. see: my role in xenogears http://forum.mafiascum.net/viewtopic.ph ... 4#p5420414

great way to gate a cop

Posted: Wed Jan 28, 2015 11:00 am
by Aeronaut
The role of "Hodor"

Hello, you are Hodor

The only word you can say in-thread is Hodor.

You may kill 7 players during the night.

Posted: Wed Jan 28, 2015 12:32 pm
by TierShift
Would play

Posted: Thu Jan 29, 2015 12:40 am
by wgeurts
In post 1046, Aeronaut wrote:The role of "Hodor"

Hello, you are Hodor

The only word you can say in-thread is Hodor.

You may kill 7 players during the night.

What do you have with Hodor?

Posted: Sat Apr 25, 2015 11:39 am
by lufan131
You're the
Town Tazer Maniac
. You can either turn a player into a lightning rod, a nexus, or ascetic for one night. Good luck!