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Luna
December 16th, 2011, 06:22 PM
Now that Fragos' M-FMII is fully underway (and what an exciting game it promises to be, too), I thought I'd emulate FalseTruth and discuss M-FMIII. I have kindly been allowed to yet again host, so that I may experiment with a new mechanic or two and decide a theme.

At this point though I don't need a discussion on how to balance things; the new custom mechanic(s) I'm introducing have had thought put into them, and are not drastic by any means. I was actually wondering if someone could come up with a new role which would fit the style of the game.

M-FMIII will be a bit like FalseTruth's I suppose - not a really long and drawn out game, but one which will test your FM skills to the limit. 16ish players, no Godfather, no town killing roles, no 'hard' investigative roles (sheriff, investigator), some citizens. Basically, the Town will still have the ability to gather information, but information will have to be corroborated and might not be trustworthy. Players on this forum have a knack for playing as Town and many need to brush up on their scum skills. In M-FMI there was practically no investigative evidence yet the Town managed to lynch a Mafia/Neutral every turn. Yes, this is in part due to a mass-claim (which wasn't conclusive) and a jailor (the merging of FM with SC2 mafia was bound to run into a kink or two, but Dust did do some top-notch analysis).

Anyway, any sort of role claim will be difficult to verify in the setup I have in mind. What is this thread for then? Well I was thinking we could have some sort of outside-the-box thinking. I was looking for a suggestion for a Town investigative role which is on the weaker side - the Lookout, Detective, Coroner and Spy all have their own uses obviously, but the information they gather must be used intelligently.

So, what kind of things could this investigative role look for? Here's an example I just thought of; there is no jailor in my setup, but what if there was a town role which could talk anonymously with someone at night just like a jailor without the roleblock? Now this is quite powerful, and most importantly can verify itself so I'd likely not use it, but you get the gist.

(And yes I'm bored because I have already spammed all the recent threads that interest me :P)

---

Suggested Role Summaries:

Evil Journalist - Mafia/Neutral aligned

Abilities: The same as the Journalist, except he is mafia-aligned or evil neutral.

Pros: Added potential for more a more skilled disruption of the Town. The possibility for this role to exist in the setup means the Good Journalist cannot role-claim with impunity.

Cons: Not the most helpful ability for a 'pure' Mafia role. Role-claim implications.

Summary: Well I think it's a fun idea, I think the Journalist is one of the best FM roles and this adds extra meta-game implications. (Contributed mostly by: ME!)

Secret Agent - Town aligned

Abilities: Is given transcripts of the Mafia night chat, though more sensitive information is redacted.

Pros: Requires intelligence to sift through the data. A decent way to have a 'spy' type character. Shouldn't affect Mafia chat too much; subtle Mafia players might be able to exploit the possibility they are being spied on.

Cons: Host-reliant and Host-intensive. Could be annoying for the Mafia players if they feel the need to disguise their speech, non-native English speakers at a disadvantage.

Summary: I like it, I feel I could pull it off, but it needs more work and more clearly-defined parameters before it becomes even a possibility. (Contributed mostly by: TheWaaagh/Deathfire123)

Eavesdropper - Town aligned

Abilities: Players are allowed to PM each other. The Eavesdropper may 'listen in' on certain PMs.

Pros: A good concept. If the Mafia were allowed to PM each other during the day, this would be a really good complementary role and a high priority target for the Mafia.

Cons: Requires constant Host supervision. Requires PMs to be allowed, which is not likely.

Summary: Despite being a good concept, I think it is beyond the limits of this particular M-FM. (Contributed mostly by: Dust)

Gypsy Lady - Town Aligned

Abilities: Randomly selects a hidden role to reveal. Does not reveal the player assigned to that role. Limited to one charge.

Pros: I initially misunderstood CmG, this is actually a cool idea - it helps Town by taking away some of the mystery of the setup. That 'Consort' claiming to be an Escort? Maybe it reveals a Consort in the setup. Think you've been drugged? Turns out there IS a bus driver in the setup.

Cons: Not the most exciting role. Can benefit the Mafia/Neutrals in the right situation.

Summary: I'm keeping this role in mind, I think this has potential. (Contributed mostly by: CmG)

Dreamer - Town aligned

Abilities: Inspired by EpicMafia. Can dream at night. In his dream he is given five names - one or more of these players is not Town. Limited to one or two charges.

Pros: Casts a large enough net to not be efficient by itself.

Cons: Bit too powerful. Creates an immediate 'lynch group'.

Summary: It was worth a mention. If you have just one or two verified roles in that net then things become a bit ez-mode for the Town. Limiting to one use and upping the figure to seven names, or something to that effect, could diminish it somewhat, but I don't hold up much hope for this role as of now. (Contributed mostly by: ME!)

Naive Cop/Corrupt Cop/Insane Cop - Town aligned

Abilities: A sheriff with distorted findings. Naive cop thinks everyone is innocent, Corrupt Cop thinks everyone is guilty, Insane Cop sees guilty people as innocent and vice versa. Another one inspired by EpicMafia/other mafia games, an established role.

Pros: Some thought required, must decipher what kind of cop they are.

Cons: Trial-and-error necessary. It's still a 'hard' investigative role. No chance for a sane Sheriff, so you can't even begin to trust your own results.

Summary: Might be worth trying to balance for other games, but the absence of any kind of Sheriff was intentional here. (Contributed mostly by: TheWaaagh)

Medical Student - Town aligned

Abilities: Player will be told they are a regular Doctor. Has the ability to heal players. Also has the ability to roleblock players. The first night action will be randomised, and then it alternates between the heal and the block.

Pros: Adds some spice to the Doctor, more strategic play is necessary if they are to protect the Town.

Cons: After night 1 the target will probably say they were or were not blocked, turns the Medical Student into quite a powerful role if caught early.

Summary: Since you kinda have to tell the target if they were blocked, it takes away some of the mystery. I'm opposed to complete randomness on every heal/block though, this is still meant to be a strategic game. (Mostly inspired by: Sumikoko)

Chainsaw Doctor (The Sumidoc!) - Town aligned

Abilities: Will be told they are a normal Doctor. Target will not be told they have been healed, unless the heal was successful. On the second successful heal, the Chainsaw Doctor will accidentally chainsaw himself to death.

Pros: Much like a regular Doctor, but harder to role-claim. Still gets to heal, but the second heal should probably be reserved for an important Town role (as the Chainsaw Doctor essentially becomes a toned-down bodyguard).

Cons: Might give Mafia a bit too much leeway, they might try and claim as the Doctor if a Chainsaw Doc is in play since they know who they target at night. Can still be caught out easily in this lie though if Town plays properly.

Summary: This actually fits pretty well into my setup, but it really is just a nerfed version of the Doctor in every single respect. Potential for a role like this. (Mostly inspired by: Sumikoko)

Spy - Town aligned

Abilities: Discovers one random scum target. Does not know who targeted them or what the action was.

Pros: Does not help find scum on its own, but a good complementary role to Lookouts and Detectives.

Cons: Can be a bit OP, since no thought needs to be put into the target. Even if it counts neutral targets, if the target did not die then they're probably not mafia.

Summary: I will have to take this role into consideration alongside my other custom roles. (Most contributed by: Borkbot)

Mortician (Trace Investigator) - Town Aligned

Ability: Can visit a dead body and discover what actions were performed on it (i.e. Witched, framed, investigated). Mortician is not informed on which night these actions occurred.

Pros: A useful role for discovering which roles are in the game, very good for catching out liars.

Cons: Some might say weak, with the built-in lag of checking dead people.

Summary: I think this is a very balanced role, a really great idea. Has the potential to win games, but the Mortician must be careful with his information and bait people into lying. Will almost definitely find a way into the possible roles list, unless someone can see a game-breaking flaw I missed. (Mostly contributed by: Borkbot)

Village Idiot - Town aligned

Abilities: At night can choose to use his ability. Anyone visiting him will get confused and roleblocked. The Village Idiot is not informed if he blocks anyone this way - his lack of social skills means he is unaware that he is a pest. Players receive the same message as if they were blocked by a consort/escort.

Pros: Less harmful to Town, can essentially self-protect himself (kills which pierce immunities cannot pierce blocks, but a role which kills roleblockers will kill the Idiot).

Cons: While able to kinda able to clear himself, the Idiot will have a hard time actively looking for scum. Can help clear other potential Townies if they know what night they were blocked when they visited him, though.

Summary: Quite a nice role, it's low-key and simple yet effective. Could fit into my setup really well, as it gives some of the utility of the Veteran without the extra KPN. (Mostly contributed by: CmG)

Actress/Actor - Mafia aligned

Abilities: Can choose a player at night. Will not be told of their role, but if the Actress/Actor dies they will appear to be that role. Unlimited uses, will appear as last person targeted.

Pros: Not the most pro-active and useful Mafia role in a small setup, but when they die they can seriously disrupt the Town.

Cons: Has to be in the right setup, players must be aware of the possibility of the Actress/Actor.

Summary: Inspired by EpicMafia, this kind of role has been suggested before. In this setup it could prove to be really interesting, as M-FMIII is a game designed to test the players scumhunting skills and make them question every bit of information they receive. Gives some depth to the possible Mafia roles, too.

Watchman - Town aligned

Abilities: Can put himself in a vantage point at night and monitor the Town from afar. Will receive a notification of how many night actions were made that night. Limited uses. If a Framer visits the Watchman, the number will be inaccurate. Cannot track the night action of a Godfather. If someone is blocked, only the blocking action will be counted.

Pros: Useful information when people start role-claiming.

Cons: Can easily inspire a mass-claim, even with the possible anomalies which might occur to the number.

Summary: To retain any shred of usefulness it needs to remain accurate, and if the Watchman has a high chance of getting an accurate reading then it could be a bit powerful. Willing to hear ideas on how to balance it though. (Mostly contributed by: Dust)

Deathfire123
December 16th, 2011, 06:48 PM
How about one of what you said (and one for the mafia(the person who talks to another at night)) so no one knows if this person is completely trustworthy

BorkBot
December 16th, 2011, 06:58 PM
I really like spies, but using SC2 mafia's version of the role would be totally lame and broken for FM.

You can't allow them to see mafia chat anyway. The only suitable application would be detecting all of the mafia's targets. Don't show which target was the kill target and allow all mafia roles to target their allies to spread misinformation.


EDIT: I like Deathfire's idea, but you could remove the Journalist in that case. Too similar.

CmG
December 16th, 2011, 07:07 PM
How about the Gipsy lady. Night action reveals one hidden random role, without nameing the player. Town aligned 1 Charge.

Why town? Well basicly you want her to stay alive to mid to late game to reveal you hopefully the last mafia, neutral roles who are possible or just even to help some townie to claim his role (Veteran) Not too powerful not too weak

Luna
December 16th, 2011, 07:08 PM
Spies was a last minute inclusion in that list - I hadn't considered them in my setup before, I'd totally forgotten about them (and they would be very powerful in this game; the mafia chat is anonymous anyway, but if I wanted to simulate SC2 I could have a separate subforum just for the spy where I would quote everything said except for the '-vote to kill PERSON' type commands). I don't want to curb the Mafia in their night chat though. However, if someone can think of a spy-like role which could work that would be awesome... maybe the spy is told who one of the mafia targeted without saying what the ability was? (Actually that's insanely powerful as well in this particular setup) Edit: Borkbot suggested that exact ability, duh, I'm an idiot

Though the two of you might have just given rise to the most epic FM struggle... GOOD JOURNALIST VERSUS EVIL JOURNALIST!

Luna
December 16th, 2011, 07:09 PM
How about the Gipsy lady. Night action reveals one hidden random role, Town aligned 1 Charge

It creates a 'hard' investigative role, but it is limited and random...

Though you've given me the idea of modifying the 'Dreamer' role from EpicMafia (I think it's called Dreamer), where he dreams of 3 people and one of them isn't Town? If I nerfed that in some way it might be viable.

McJesus
December 16th, 2011, 07:14 PM
can the evil journalist be called fox news reporter?

Dust
December 16th, 2011, 07:15 PM
I've been thinking about game mechanics and have come up with an idea with PMs that the discussion about spies reminded me about.

I was thinking that players can PM the host to forward the message to the intended recipient. At the end of each day the host would compile a list of who PM'd who and at what times.

I was thinking mostly for the Turbo-FM that Elixir had thought of because PM'ing works better when the host is around to forward it asap. Perhaps a multi-host game would have this. And it would work better with smallish games because it would get pretty crazy.

The spy could be "leaked" these PMs by the BCC function of the PM system.

CmG
December 16th, 2011, 07:19 PM
hm people like yayap can see who get pm'ed... no. Another system to abuse Dust?

TheWaaagh
December 16th, 2011, 07:21 PM
Spies was a last minute inclusion in that list - I hadn't considered them in my setup before, I'd totally forgotten about them (and they would be very powerful in this game; the mafia chat is anonymous anyway, but if I wanted to simulate SC2 I could have a separate subforum just for the spy where I would quote everything said except for the '-vote to kill PERSON' type commands). I don't want to curb the Mafia in their night chat though. However, if someone can think of a spy-like role which could work that would be awesome... maybe the spy is told who one of the mafia targeted without saying what the ability was? (Actually that's insanely powerful as well in this particular setup) Edit: Borkbot suggested that exact ability, duh, I'm an idiot

Though the two of you might have just given rise to the most epic FM struggle... GOOD JOURNALIST VERSUS EVIL JOURNALIST!

I remember me and deathfire were talking about a spy role but it would require some work on the host's part. You'd copy + paste all the chats to the player, but you'd delete all mention of names.

It'd still give them a decent amount of information, but for example if you saw the following:

1) ______ : Made some good points in the thread, likely to be a threat later.

2) _______: Trolled the whole time, not going to be a problem.

etc.

Then you as the spy would have to decide "okay, it sounds like here they're talking about person X or maybe person C. And then they could go through it kind of like their own private investigation and draw conclusions from there. It wouldn't tell them for sure who the mafia are (unless they have certain speech patterns present in the thread and in the forum, but that could also be wifom faked) but it would give them some leads they could use in conjunction with the other roles. So it sounds a lot like what you were aiming for here.

Dust
December 16th, 2011, 07:22 PM
CmG, That's why the host would have the list of PMs with sender, recipient, and time on the night chat thread. Mods don't have an advantage on this.

BorkBot
December 16th, 2011, 07:31 PM
TheWaaagh's spy alternative seems decent, but like the PM thing it would require a lot of work from the game master.

The influence of speech pattern analysis would frustrate me a little, though. When making normal strategical posts, I don't want to have to think about using poor punctuation and misuse of caps etc. in order to make it more difficult for a spy to know it's me. And as a spy, I would be annoyed BY PeOPLE WRITNINK LIEK THIS LulZZ.

Dust
December 16th, 2011, 07:34 PM
Like I said, it would work best when there are multiple hosts to make sure it runs smoother than would normally be the case

Luna
December 16th, 2011, 07:34 PM
I remember me and deathfire were talking about a spy role but it would require some work on the host's part. You'd copy + paste all the chats to the player, but you'd delete all mention of names.

That's interesting, I think I could pull that off (the mafia would have to trust me implicitly to do a good job just in case there was a spy, but I think I'm savvy enough to do it well). I am noting this suggestion down.

@Dust

I'm also noting this suggestion down. What I might do, though, is let the Mafia members PM each other during the day (Totally not ripped off from FalseTruth's discussion thread... oh he won't mind, I'm validating his suggestion) and the Spy can see those PMs in their entirety. This is only conjecture though, I'm not sure I'm comfortable with introducing PMs yet, and as you say it would only really work in a multi-host setup with USA/EU overlapping hosts, but food for thought for future FMs.



Also, everyone, I know you were all super-mega-excited about the GOOD JOURNALIST / EVIL JOURNALIST extravaganza, but I don't think it would work (sorry to crush your hopes and dreams). It's still too easy to role claim, and negatively impacts the Mafia (you'd have to target others for their statements in order to lend any strength to your role claim, and as soon as the good Journalist dies you're in trouble).

Mind you, there's still all sorts of shenanigans which could occur... maybe a 'neutral evil' journalist, who is sided with the mafia but isn't part of night chats and can't be sent to kill and doesn't know who they are. The mere possibility of this role means even if there's just one article published, the town journalist can't be cleared for certain by anyone.

Yayap
December 16th, 2011, 07:34 PM
hm people like yayap can see who get pm'ed... no. Another system to abuse Dust?

Wait what? I heard my name.

Luna
December 16th, 2011, 07:36 PM
The influence of speech pattern analysis would frustrate me a little, though. When making normal strategical posts, I don't want to have to think about using poor punctuation and misuse of caps etc. in order to make it more difficult for a spy to know it's me. And as a spy, I would be annoyed BY PeOPLE WRITNINK LIEK THIS LulZZ.

Yet another good point though. I appreciate all the good ideas though, with the absence of sheriff/investigator/vigilante/jailor/veteran i need this kind of diversity possible in the role list

Dust
December 16th, 2011, 07:36 PM
Wait what? I heard my name.
read my post

Luna
December 16th, 2011, 07:36 PM
Wait what? I heard my name.

I think you need to play in this game Yayap; an opportunity to prove yourself as a real mastermind, this should be

TheWaaagh
December 16th, 2011, 07:39 PM
Oh another thing I should throw out there, I've never done it before but I saw it in the mafia wiki and it looked interesting, is that whole sane/paranoid/insane/naive system for investigators/sheriffs. It would allow you to still put them in the game and "contribute" but it would take at least a few days for them to figure out what exactly their readouts mean. And it'd be funny to see a sheriff/investigator snipe a mafia the first night but conclude that they're actually paranoid/insane when in reality they were sane the whole time.

CmG
December 16th, 2011, 07:41 PM
Maybe not revealing the roles of the killed targets would be fun too. for some omgwtfbbq effect. but let them write a lw where you as host can censor like you wish :)

Luna
December 16th, 2011, 07:48 PM
I'm going to summarize some of these role ideas and put them in the main post.

Luna
December 16th, 2011, 07:49 PM
Finally updated the first post with some of the ideas.

CmG
December 16th, 2011, 07:58 PM
How about the "FACEBOOK NERD" randomly finds 1 target at night who visists somebody but doesn't know who or finds 1 pm from anybody to anybody without knowing who it wrote or received. or he finds 1 target at night who gets visited. OR ALL 3 of EM at 33% chance

CmG
December 16th, 2011, 08:22 PM
or take the voodoo lady in there. if you want the game to be more focused on communication she would be the ultimate killer there.

Chooses one person and a word each night. The next day, if that person says the word, he/she will die.

Dust
December 16th, 2011, 08:23 PM
or take the voodoo lady in there. if you want the game to be more focused on communication she would be the ultimate killer there.

Chooses one person and a word each night. The next day, if that person says the word, he/she will die.
Target: CmG
Word: "the"

OP

CmG
December 16th, 2011, 08:35 PM
well it doesn't have to be a kill it could be some "wabbajack" effect, like saying shit or giving false information or pming some random crap somebody at the same time who knows. It could be the silly arrow to the knee joke if it would be the night use of the jester. Meh
Pray to god i will never host a game for you.....

Goremancer
December 16th, 2011, 08:37 PM
Target: CmG
Word: "the"

OP

I thought shouts are for Dovahkiins?

Luna
December 16th, 2011, 08:38 PM
or take the voodoo lady in there. if you want the game to be more focused on communication she would be the ultimate killer there.

Chooses one person and a word each night. The next day, if that person says the word, he/she will die.

A much more balanced version of the voodoo lady is already in the pipeline for this game as a possible neutral role. If the setup is for 20 people then it will almost certainly be included, if it is for a lesser amount then it will only be a possible hidden role.

I think it is at a point where it is refined enough for M-FM use, and interacts beautifully with another role which is being introduced...

Dust
December 16th, 2011, 08:41 PM
61 more posts...

That's just showing CmG how OP the voodoo lady would be. If the target were given some sort of notification, then it wouldn't be so OP. If its hidden... I would make the word "mafia" or "scum" watch the targets drop like flies in FM.

Luna
December 16th, 2011, 08:47 PM
I wouldn't worry too much until you see the FAQ thread with the role card and role list in it. My 'Witch Doctor' is toned down, but still powerful enough for his own shenanigans. I can say no more on that subject.

Sumikoko
December 17th, 2011, 12:23 AM
Naive Cop/Corrupt Cop/Insane Cop - Town aligned

-looks at Luna-
-looks at random.org-
-writes letter-
"Dear Random.org,
If you random me this role, I will personally come chainsaw all your servers.
Love,
Sumi."

On the serious side though, and because I'm so obsessed with the doctor role, lol, how about a warp from a Quack Doctor?
We can call her Sumidoc, inspired by the Illustrious Luna!
She heals at night like normal, except she roleblocks all other actions that affect the patient. Like if a lookout tries to watch the the person the Sumidoc heals, then it'll show the message that the Lookout was roleblocked. (Naturally, you'll probably need an escort/consort to make it seem more iffy.) On a certain day, however, (determined by random.org or set it at the 3rd heal or whatever), she will instead "accidentally" chainsaw her patient to death and commit suicide.

Naturally, the Mafia would want her regular heal, since it'll keep them safe from pretty much all harm from Townies (some exceptions of course, can't list them from the top of my head). But they have to be extremely wary of her spontaneous combusti-bility. It also creates lots and lots of anarchy! Yay, anarchy! :)

(By the way, it just occurred to me. The jailor's roleblock does take precedence. Or you can say if she tries to heal a jailed person, she auto-targets the jailor instead. The jailor is not immune to the chainsaw if that happens however.)

Anyway, just a random idea that occurred to me. I have no idea how it'll work in practice though.

TheWaaagh
December 17th, 2011, 12:30 AM
Lol I could see that as a weird alternative to the jester.

Sumikoko
December 17th, 2011, 12:43 AM
What would be funny is if Sumidoc was implemented and someone else got it, and healed me the day the chainsaw action went off.

Luna
December 17th, 2011, 04:54 AM
I like the idea of a Doctor which can do just as much harm as good.

For this particular game, I have an idea of what the role could look like, check back in the original post in just a moment.

Muso
December 17th, 2011, 07:37 AM
can the evil journalist be called fox news reporter?

Hahahahaha, I laughed my ass off!

Zack
December 17th, 2011, 08:04 AM
lol Sumi...

Oh hey, once again I shamelessly advertise this role of mine: http://www.sc2mafia.com/forum/showthread.php/1209-Role-Tormentor

I even updated it now, since it was originally suggested for the SC2 game.

jaczac
December 17th, 2011, 08:16 AM
I like the idea of a Doctor which can do just as much harm as good.

For this particular game, I have an idea of what the role could look like, check back in the original post in just a moment.
I saw somewhere that there was a CPR doctor- if his target wasnt attacked that night, he kills his target.

TheJackofSpades
December 17th, 2011, 09:41 AM
The doctor roles are just... bad. A normal doctor in a normal game will probably successfully heal about 35-40% of his heals MAX, if even that.

It really doesn't need any 'twist' drawbacks.

Luna
December 17th, 2011, 09:48 AM
The doctor roles are just... bad. A normal doctor in a normal game will probably successfully heal about 35-40% of his heals MAX, if even that.

It really doesn't need any 'twist' drawbacks.

Yeah coming up with new roles on the fly at 4am isn't a foolproof scheme. Still, for the purposes of this game I'm still exploring possible ideas to create a slight alternative to the Doctor to possibly be in the lineup.

CmG
December 17th, 2011, 09:52 AM
Jesus doc after 3 sucsesful heals he rezzes 1 random town from the graveyard and we know it will never happen that he got 3 succsesful heals...

Dust
December 17th, 2011, 11:06 AM
What about a truck driver role where he can refill the number of uses a role has. For example, the truck driver would visit the vigilante, who has shot once during the game with a limit of 2 shots. The vigilante would receive another shot.

The truck driver should only be able to do this every other night for balance and whatnot.

Luna
December 17th, 2011, 11:07 AM
Not really many limited use roles possible in my setup.

Dust
December 17th, 2011, 11:08 AM
Then you can scrap that idea for this setup, but for another game maybe

CmG
December 17th, 2011, 11:10 AM
in a setup where some pr start with low usages sure why not? Especially if Mafia has the same ammo problems. So you have to fool the driver to fill mafia roles up. Sounds fun

get a refill limit in it. If somebody gets overfueled he goes BOOM - even more fun!

now add a witch - HELL OF A FuN!

Luna
December 17th, 2011, 11:14 AM
Yeah I like the role it would just benefit Mafia more than anyone else in this setup I think ^^

Have added a Spy role (separate to Secret Agent).

Zack
December 17th, 2011, 03:49 PM
I'm guessing you don't like my invented role...

CmG
December 17th, 2011, 05:52 PM
I like your role A LOT Zack. It sounds like being married! Or like the guardian Angel in a twisted version. Slaneesh ftw!

BorkBot
December 17th, 2011, 07:43 PM
Some random role idea that occurred to me and which might be fun to include in your setup is an "inverse coroner" of sorts.

Trace Investigator
Ability 1: Can inspect a dead player at night to see the names of all visitors of the target. Which night each of them visited the target is not revealed and the kill action is excluded.
Ability 2: Can inspect a dead player at night to see all actions performed on the target as well as the nights on which it all happened. (for instance an investigator or consigliere visit on night 1 would say "1. investigated," and a roleblock and framer visit on night 2 would say "2. framed and roleblocked," etc.)

Only one inspection can be performed on each dead body and only one ability can be used per night.

Purpose would be to find possible framers, consiglieres, witches, etc.

Luna
December 18th, 2011, 05:52 AM
I'm guessing you don't like my invented role...

I liked it a lot :)

I'm just wondering where I'd fit it in my setup, mafia/neutrals are kinda all taken up but the last neutral spot is random so I'll think about how it fits into my metagame. Trying not to have too many custom roles though, I'd like to save as many as possible for a weak Town PR.

Luna
December 18th, 2011, 05:56 AM
Some random role idea that occurred to me and which might be fun to include in your setup is an "inverse coroner" of sorts.

Trace Investigator
Ability 1: Can inspect a dead player at night to see the names of all visitors of the target. Which night each of them visited the target is not revealed and the kill action is excluded.
Ability 2: Can inspect a dead player at night to see all actions performed on the target as well as the nights on which it all happened. (for instance an investigator or consigliere visit on night 1 would say "1. investigated," and a roleblock and framer visit on night 2 would say "2. framed and roleblocked," etc.)

Only one inspection can be performed on each dead body and only one ability can be used per night.

Purpose would be to find possible framers, consiglieres, witches, etc.

I like this one a fair bit. I think Ability 1 is still a bit too powerful (if you can't see the killer, then the chances of scum also visiting are a bit low, so you're essentially clearing people, unless they were sanitized by a janitor in which case you're likely to find confirmed scum).

Ability 2 though is very interesting. It helps unravel what roles are really in the game (trust me, a useful thing to know in M-FMIII) and it will make people think twice before coming out and saying "Yeah I visited the dead guys night 1 and 2 sorry no info, but i'm not scum".

Luna
December 18th, 2011, 06:02 AM
Have added Mortician (Trace Investigator) to the list, with a minor tweak or two.

CmG
December 18th, 2011, 10:01 AM
Town idiot Blocks your night action if you use your night action on him :D

Ash
December 18th, 2011, 11:40 AM
BEST ROLE YET!

Pokemon Trainer (Town Aligned)
-At night, can decide to capture a Person.
-When a person is captured, they are roleblocked.
-For everytime the Pokemon Trainer captures a person, they can send out a pokemon to kill a target the next night, similar to a gunsmith but the Pokemon Trainer just makes it for himself.
-The Pokemon Trainer can send Pokemon to kill during day time. (OPTIONAL)

BorkBot
December 18th, 2011, 12:24 PM
That role should be a Neutral Evil role. Pokemon Trainers are pure evil :O

Luna
December 18th, 2011, 06:36 PM
Town idiot Blocks your night action if you use your night action on him :D

Hmm at first I thought 'weak veteran' but it's not a bad idea, it would have to have limited uses of the ability to prevent it from being an invincible town role though. Going to add it to the list, as it could fit into my setup quite nicely.

Dust
December 18th, 2011, 06:40 PM
How about a role that sees how many actions happened at night, but not what type of actions? These "actions" would be people targeting other people. I don't know what to call such a role but someone might be inspired to name it.

Luna
December 18th, 2011, 06:52 PM
How about a role that sees how many actions happened at night, but not what type of actions? These "actions" would be people targeting other people. I don't know what to call such a role but someone might be inspired to name it.

Now that is quite interesting. The only thing I might be concerned about is that it might inspire a mass-claim from people with night actions, although the many hidden roles might offset this. Will think of a way this can be balanced, though I'm not fond of some of these roles which don't have to target anyone.

Dust
December 18th, 2011, 06:57 PM
Brainstorming on the spot rarely gets things right on the first try. :)

Luna
December 18th, 2011, 07:00 PM
BEST ROLE YET!

Pokemon Trainer (Town Aligned)
-At night, can decide to capture a Person.
-When a person is captured, they are roleblocked.
-For everytime the Pokemon Trainer captures a person, they can send out a pokemon to kill a target the next night, similar to a gunsmith but the Pokemon Trainer just makes it for himself.
-The Pokemon Trainer can send Pokemon to kill during day time. (OPTIONAL)

Hell to the no xD

Even if it weren't Pokemon themed, no Town killing roles ^^