Best Role Ideas?

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Post Post #237 (isolation #0) » Sat Apr 11, 2009 6:01 pm

Post by ragnol »

less violent vigilante: each night the less violent vigilante can kidnap one person, keeping them from doing a night activity. the next day if the crime scene appears to have had one less person involved(the narrator will tell everyone) the vigilante will kill the person he/she kidnapped. other wise the prisoner is released.

however, if the less violent vigilante is investigated while they have a captive, they are arrested(also revealing the player who is the less violent vigilante) and have to be bailed out by another player with in 3 days(which will either prevent them from voting or doing a night activity. it is the player's choice.). while in jail the less violent vigilante cannot do anything, but cannot be killed. after 3 days(whether they were bailed out or not. this could be more in the longer games) the less violent vigilante goes to court. the narrator will flip a coin to decide whether or not the less violent vigilante is acquitted or put in jail. i think the results of the two options are fairly obvious.

in some games you could have a role that would be able to break the less violent vigilante out of jail.
insanity is a virtue.
ragnol
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Post Post #248 (isolation #1) » Tue Apr 14, 2009 9:08 pm

Post by ragnol »

cult necromancer. you win with the cult. every 3-5 nights(depending on game size and other balancey things) you raise one person from the dead as a zombie who will then kill one person each night. the person raised from the dead has 50% chance of being killed if they target anyone capable of a night kill or day kill. a doctor cannot protect some one from a zombie, because a doctor cannot fix a missing brain. people with bullet proof vests are not safe, because a bullet proof vest does not protect your brain from being eaten. a necromancer can only have 1 or 2 zombies at a time, depending on game size and other balancey things.
insanity is a virtue.
ragnol
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Post Post #252 (isolation #2) » Fri Apr 17, 2009 10:07 am

Post by ragnol »

good cult leader: you and your cult mates win when there are no threats to the town remaining. that means mafia families, serial killers, and opposing cults. your cult mates are ____________. you can communicate through PMs.

you can recruit people, however, mafia and opposing cult members may kill you.

cult paladin: you and your cult mates win when there are no threats to the town remaining. that means mafia families, serial killers, and opposing cults. your cult mates are ____________. you can communicate through PMs.

each night you may investigate one person each night.

good cult priest: you and your cult mates win when there are no threats to the town remaining. that means mafia families, serial killers, and opposing cults. your cult mates are ____________. you can communicate through PMs.

if a zombie attacks you, it will be destroyed. you can protect other players from zombies(destroying the zombie in the process). anything other than a zombie will kill the one you attempt to protect.

good cult member: you and your cult mates win when there are no threats to the town remaining. that means mafia families, serial killers, and opposing cults. your cult mates are ____________. you can communicate through PMs.

you have no special powers, your job is to help your paladin reveal threats to the town.
insanity is a virtue.
ragnol
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Post Post #256 (isolation #3) » Sat Apr 18, 2009 8:00 am

Post by ragnol »

X wrote:You're looking for this thread.
um, no i'm not. mine was a perfectly good role. just not good for small games. it would really only work in the BIG games.
insanity is a virtue.
ragnol
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Post Post #259 (isolation #4) » Sat Apr 18, 2009 4:01 pm

Post by ragnol »

you do know it is isn't set in stone, right? a good moderator should know how to adjust a role. and if people hate chance things, then the moderator can remove it.
insanity is a virtue.
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