The "I need this role to be defined somewhere" thread

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TemporalLich
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Post Post #25 (ISO) » Tue Mar 21, 2023 2:14 pm

Post by TemporalLich »

Notifier
- Each night, you may target a player. That player will learn if anyone else targeted them or not.

Inspector equivalent to a Security Guard.
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Post Post #26 (ISO) » Wed Jun 28, 2023 3:16 pm

Post by TemporalLich »

Some derived role ideas:

Immune
- A derived role. You are immune to the referred role. If Immune refers to a modifier, you are immune to all roles with that modifier.
Avoiding
- A derived modifier. Your action fails when targeting the referred role.
Locked
- A derived modifier. Your role is unusable until the referred role dies.
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Post Post #27 (ISO) » Wed Jun 28, 2023 4:44 pm

Post by Cook »

i think these are good
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Post Post #28 (ISO) » Sun Jul 09, 2023 5:38 pm

Post by TemporalLich »

Supervisor
- Checks if a player chose not to act when they could have acted or not. (Factional actions count unless this role is Personal. A negative result is given if a player has acted or could not have acted (this can be due to being limited by schedule restriction modifiers, X-shot type modifiers, or having no active abilities at all). Note that if a player has multiple actions, only one action is sufficient to yield a negative result.)

Alternately, the Supervisor can check to see if a player has an active ability but didn't attempt to act or not, which would mean that active abilities limited by schedule restriction modifiers or X-shot type modifiers would still yield a positive result (player has an active ability and didn't attempt to act).
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Post Post #29 (ISO) » Tue Jul 18, 2023 1:59 am

Post by Cook »

Roulette/Roll of the Dice (RotD)
– variant of Percentage as a modular role. Needs one or more roles attached to it. Your ability is randomly determined to be one of the attached roles, depending on the chance. If the chances don't add up to 100%, then any unspecified space is assumed to be "Vanilla/No Ability". You know what ability fired.

Town Roulette (50% Cop, 50% Tracker)
would get a Cop result on their target 50% of the time, and a Tracker result on their target 50% of the time.
Town Roulette (25% Vigilante, 50% Jailkeeper)
would kill their target 25% of the time, Jailkeep them 50% of the time, and do nothing 25% of the time.
Mafia Roulette (1/3 1-shot Roleblocker, 1/3 1-shot Rolecop, 1/3 1-shot Traffic Analyst)
would have an equal chance of firing any of its three abilities, but only be able to fire each of them once.
Mafia Roulette (50% 1-Shot Bulletproof, 50% 1-Shot Ascetic)
would be immune to the first nightkill that targeted them half of the time, and immune to the first non-kill night action that targeted them the other half of the time.

Technically, a
Town Roulette (50% Doctor)
is equivalent to a Faith Healer, as is any single-role Roulette.
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
Cults With Guns //
"ya true if you don't play mafia you are probably winning" – Alisae

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