New Mafia Role: Kidnapper
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  1. ISO #1

    New Mafia Role: Kidnapper

    Mafia Support role that is best equated to a jailor for the evil side.

    Invest would see as Jailor or Kidnapper
    [Your target has a small jail cell in their home, they could be a Jailor or Kidnapper.]

    Kidnap one target to prevent them from taking actions, or speaking with town during the day. If Kidnapper dies the captive will escape the following day.

    Kidnapped target is effectively dead/jailed while held captive, but can speak with the mafia at night (Interrogation,) can not use powers or role abilities until released or killed.

    During the day, captive can not see town or actions, left with black screen. Town is informed of a players absence, lack of body ect, and any ransom notes left by mafia. Role and LW are not revealed until player is actually killed.

    Mafia may choose to execute prisoner instead of killing someone. If captive is killed, Kidnapper may capture new target. Target can see if he is to be executed similar to how jailor execution works.

    If witch self targets Kidnapper, no action is taken.

    [Optional] If a Sheriff/Invest visits Kidnapper, captive has a chance of being set free.
    [Optional] Kidnapper may only capture 1/2/3 players per game.
    [Optional] Kidnapper/Mafia may leave ransom notes for demands.
    [I.E. Lynch X player to free hostage, or type other messages for town to see. Mafia still has option to kill or release hostage even if demands are met.]
    [Optional] Neutral Killing roles that kill kidnapper have a chance to also kill capture target if allowed.
    [Captured target would always be visiting capture's house]
    Last edited by Rakonat; August 15th, 2012 at 07:16 AM.

  2. ISO #2

    Re: New Mafia Role: Kidnapper

    As said many times , a evil jailor is a bad idea cuz :
    even with charges they can slow down the town work every night ( a jailor did it without know it ).
    As your proposal the town at last day will be fucked ( try to win with the solo citi captured ).
    Well , the kill of hostage insted of mafia kill is good.. but still too much ( they can kidnap sherrif and kill next night without way to save he )

  3. ISO #3

    Re: New Mafia Role: Kidnapper

    If the game save isn't balanced to begin with, the town would be rather screwed. But the moment it becomes obvious there is a kidnapper, the town would be smart to find him, as well killing roles having a chance to kill the jailor and free the captive.

    It all comes down to choice, and the kidnapper would be unable to actually kill anymore then a janitor or consig, while he is holding a captive he is useless to mafia. A Jailor can directly kill, but it would take 2 nights to capture and kill a person through this method, and you never really know their role until death, as well as the captive being able to talk and maybe claiming survivor or witch and promising to work with mafia if released.

    SK would kill Kidnapper on attempted capture if RB killing is enabled, and BG could be set to prevent captures as well. It's an idea that needs tweaking, but it's a much better fucking idea then MM

  4. ISO #4

  5. ISO #5

    Re: New Mafia Role: Kidnapper

    I like the Kidnapper idea, but I doubt it would ever happen unless you do some things.

    1: Make him only able to Kidnap during days WITH Lynching
    2: Captive will escape every night. You can't keep people from the vote.
    3: Mafia's kill can target Captive, and work like Execution (disregarding protection)
    4: Host options being
    - 1 night between captures.
    - 2 nights between captures.
    - Can make 1 Capture.
    - Can make 2 Captures.

    Force a claim, roleblock, and maximize a kill 1/2 times for the Mafia. But you can't get too over the top with the Mafia-Aligned-Jailor

  6. ISO #6

    Re: New Mafia Role: Kidnapper

    I like this role, but only if it is granted only one kidnap charge per game. (Maybe an option for two.) Seems OP if you can just snatch and kill townies. That way it be wise for the kidnapper to pick his target carefully and not just snatch/interrogate/execute every other night. Espcially known Sheriffs, investigators, and docs. Reason being is if someone claims sheriff, you can snatch them as a way of avoiding the attempt of trying to kill them knowing a doc or bg will be present. This is a direct bypass of that.

    I think that the act of snatching should replace the standard mafia kill for that night as town loses a member for the next day. The execution of the captive should not replace mafioso kill.

    My opinion only of course.

  7. ISO #7

    Re: New Mafia Role: Kidnapper

    I agree, I think there should be limits to how many people the can be kidnapped, but it's not a killing role. Like disguisers he'd morph into a mafioso if all killing roles are dead for mafia. Unlike Jailor, Kidnapper would not have infallible role blocking, his kidnapping would happen during the night sequence, where as the jailors comes before it. The Kidnapper can be role blocked, witched or otherwise prevented from taking his target, as suggested with bodyguards being able to prevent (and even kill) the kidnapper during the attempt.

    Player escape should be a thing, as well. After the first full night of captivity (1 day passed) the captive would have the option to try and escape or something if the mafia didn't dedicate to watching him.
    This could work something like alerts, the kidnapper getting x amount of uses of the ability, and when they are used up he is too tired to prevent the escape, meaning Mafia couldn't hold a townie forever.

    For the purpose of 'visiting' the kidnapped would always be at the kidnappers house, and appropriate roles would see it as such without some kind of detection immunity. A MM would kill both targets, but single killing targets would only target the mafia member.

 

 

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