All killing actions in the game are randomized at their inception within the game to be Fire or Ice while you are alive. Ninjas and Pirates must be opposite. To give it a baseline function when not Pirate or Ninja. All Elementalizers that are not of those factions should be this by default.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
If this role is rolled during the middle of the game rather than at initial role generation, it must be rerolled after the effect happens. When the role is rolled all kills currently in the game are randomized to be Fire or Ice. Any killing actions that are introduced or re-introduced outside of this moment are not affected. If only one of Pirates or Ninjas is present at the moment the effect happens, and the other faction appears later, they do not immediately get their kill turned to the opposite element, but if both sides is given an element while the other is present, the newer one will be given the element opposite the older one’s current element, and if the newer one only gets an element and it is the same as the older one’s, the older one’s is changed to counter the newer one’s.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
All players charged with mysterious energy have a Healer Action.
One thing I might want to see is something I would called “Plan’d Idea Mafia”. It’s a game with exclusively role in the Grand Idea thread, with little cheating of this rule allowed, but the setup is predetermined and is built to play with word or unexpected role interactions. Thing is I don’t want to clutter up my modding schedule too much so rather than hold this to run myself I’m sharing it to everyone.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
If you quote a player first-hand 100 times you automatically hit them with a Desperado shot. The quoting equates to badgering the suspect. I might have used Disloyal Day Vigilante but that get mired in technical problems when given to scum.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
You have a list of arbitrary and minorly inconveniencing rules you have to follow. You start as Deathproof, but breaking your rules 100 times loses you that modifier.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
Reroll to a role/alignment combination that appears more than once in the thread. This and the previous role are based on, of all things, logic for the Super Metroid Randomizer.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
You have access to a Fire Kill that counts as two for canceling Ice Kills and boosting Fire Kills. A single Healer would only be able to cancel one of these.
Last edited by Gamma Emerald on Thu Nov 07, 2019 11:22 am, edited 1 time in total.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
Can target a player to keep them from being affected by electricity-based abilities that night (so Lightning Breather and Lightning Rod would have no effect on the target). This role cannot be affected by a Lightning Rod ever.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
Has access to an Electrocution power. Electrocution takes two nights to kill generally. When a player is Electrocuted, and nothing happens the same night to remove the Electrocution, they gain an Electrocution Level. A player must be at Electrocution Level 2 at the end of the night to die by Electrocution. Electrocution Level can be lowered by being targeted by an action that can reduce it. Or, if targeted by an action that would Electrocute the target, being targeted by another action that would cause Electrocution. Doctors will not reduce the Electrocution level of their target if it would end at Level 1 the night that night, but they will save their target if they would end at Level 2 that night, and in the process reduce the Electrocution Level to 0. This role is super intricate but I like what I created. This essentially uses the damage mechanic from Make Me Regret This UPick.
Well now we have quite a few electrical roles. Btw CPR Doctor is one too!
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
(version 2)
Protects a player from normal deaths, but adds 1 to their Electrocution Level, unless countered. Does not save a target it would put to Electrocution Level 2. If it triggers the “multiple Electrocution attempts on a player in a night” counter on a player that would be put at Level 2 without that happening, the counter effect sets the Level back to 0. pretty much the same thing but kinda gimped if you’re using it to kill.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
May give a player a Potion each night. Potions protect from all normal kill attempts (this excludes poisoning, ignition, freezing, Fire Kills, Ice Kills, Electrocution, and electrical charge). Pretty much a Blacksmith but I believe Blacksmith vests only stop one kill.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”