Mafia Roles that I feel could have a place in SC2Mafia
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  1. ISO #1

    Mafia Roles that I feel could have a place in SC2Mafia

    Poisoner

    Neutral Killing

    Action: Target one player at night, poisoning them. Poisoned players die at the end of the following day.

    Notes:
    Doctor protects against Poisoning and receives attacked feedback (if option is on).
    Bodyguard protects against Poisoning if (newly added) option is on, like preventing Cult conversion.

    Options: Default
    Attack Pierces Immunity: OFF
    Immune to Attacks: ON
    Immune to Detection: ON
    Wins ties over Serial Killer: OFF
    Target knows they are poisoned: ON


    Win Condition: Eliminate the Town, the Mafia, the Triads, the Cult and all other Non-Poisoner Neutral Killers, and survive until the end.

    Meta provided: Adds new aspect to game of dying during the day from something other than a lynch. Players will want to be useful and give all their feedback & try to get a successful lynch off before they die if they know they are poisoned.





    Necromancer

    Neutral Evil

    Action: Target one dead player at night, forcing them to visit another player of your choosing.

    Notes:
    Cannot control Mafia/Triad Killing roles.
    Cannot use charges of dead role if no charges remain.
    Dead players can be seen by Lookouts, revealing Necromancer.
    Does not receive any feedback that the dead player would receive.

    Options:
    None.

    Win Condition: Eliminate the Town and survive until the end.

    Meta Provided: Being able to use night actions from players in the graveyard can be very powerful, since roles are revealed to them. However, only a few roles are possible to be used (roleblockers, ect), and it cannot disrupt investigative roles.





    Ventriloquist

    Neutral Evil

    Action: Target one player at night, controlling them as your puppet the following day.

    Notes:
    Bodyguard protects against Ventriloquist if (newly added) option is on, like preventing Cult conversion.
    Ventriloquist talks as his puppet using a "-p wordswordswords" command.

    Options: Default
    Target can Vote: ON
    Cannot target the same player 2 nights in a row: ON

    Win Condition: Eliminate the Town and survive until the end.

    Meta Provided: Players will no longer be able to trust what people say in a game because they might be Vent'd. Adds a good layer of WIFOM in the quick paced SC2Mafia game. If a Ventrilo is in the game, people will be reluctant to trust people's claims and will consider their evidence like an Executioner is speaking. Ventriloquist can also target Mafia, making it less powerful as it might draw attention to the Mafia player.




    Governor

    Neutral Evil

    Action: Reveal yourself as Mayor during the day, increasing vote count.

    Notes:
    Does not retain votes if converted.
    Mayor and Governor can be in the same game together.
    Mayor & Governor revealing message indistinguishable from each other.
    Governor's vote count is always the same as Mayor's vote count.

    Options: Default
    Cannot be healed: OFF

    Win Condition: Eliminate the Town and survive until the end.

    Meta Provided: It will be difficult to trust a Mayor 100%. However, the Governor will have to play with the town until they have majority, as Town would easily suspect a Governor if they were leading bad lynches, or random lynching. Governor is also a potential target to NK & Mafia as they would consider him Mayor. Likewise, a Mayor has added protection from NK & Mafia as they might think he is Governor. Interesting aspect in a game would be if both Governor and Mayor as both present.




    Chauffer

    Neutral Evil

    Action: Target two players at night, swapping their locations.

    Notes:
    Gives Bus Driver feedback.

    Options:
    Can target self: OFF

    Win Condition: Eliminate the Town and survive until the end.

    Meta Provided: BD claims are pretty much confirmed Town if bussed players are alive. This role would prevent BD from being confirmed after bussing just a few people.





    Sidekick

    Neutral Benign

    Action: Defend your target at night, redirecting all actions on them to yourself.

    Notes:
    Sidekick is given a random player at the start of day 1, similar to Executioner.
    The target does not know the Sidekick is targeting them.

    Options: Default
    Immune to attacks while defending: ON
    Limited to 2 redirects: OFF
    Limited to 3 redirects: ON

    Win condition: You win if your target is alive at the end of the game. They do not need to win, nor do you need to be alive to achieve this.

    Meta Provided: Not much meta, but a fun Benign role that can really be helpful to any faction. It can prevent Mafia from being roleblocked and checked, and also prevent Town players from being shot.





    Student

    Neutral Benign

    Action: Target one player at night, making them your Mentor.

    Notes:
    Student & Mentor do not gain a night chat (due to lots of night chats already).
    Student & Mentor learn each other's identity and roles.

    Options: Default
    Becomes Mentor's role on death: ON

    Win condition: Survive until the end. If you choose a Mentor, you win if your Mentor's faction wins.

    Meta Provided: Once again, doesn't add too much Meta, but can confirm a player as Town in a Mason-esque style when one dies and other leaves in LW. This role is basically an Amnesiac that can pick a target before his target is dead.





    Bouncer

    Town Protective

    Action: Target one player at night, roleblocking all players that visit your target that night.

    Notes:
    Not informed of roleblock immunity.

    Options: Default
    Roleblock pierces immunity: OFF

    Win condition: Town Win Condition

    Meta Provided: As this role is basically an MM that roleblocks instead of attacks, it can be used to protect town roles from being attacked, while also protecting evil roles from being investigated/attacked. The double edge sword of this role prevents it from being over powered, while offering a new type of protection to the game.

  2. ISO #2

    Re: Mafia Roles that I feel could have a place in SC2Mafia

    Poisoner would be interesting and would bring more action.
    I really like Necromancer.
    Ventriloquist seems funny.
    I don't like Governor, I prefer Judge.
    I feel like Chauffer needs something different than just being a BD copy pasta.
    I think Sidekick would give too much power to his target if she belongs to Mafia or Neutral Killing.
    I don't like Student.
    Bouncer seems too strong in my opinion, maybe add him limited charge or rest between ability use.

  3. ISO #3

    Re: Mafia Roles that I feel could have a place in SC2Mafia

    Quote Originally Posted by Beuzmoker View Post
    Poisoner would be interesting and would bring more action.
    I really like Necromancer.
    Ventriloquist seems funny.
    I don't like Governor, I prefer Judge.
    I feel like Chauffer needs something different than just being a BD copy pasta.
    I think Sidekick would give too much power to his target if she belongs to Mafia or Neutral Killing.
    I don't like Student.
    Bouncer seems too strong in my opinion, maybe add him limited charge or rest between ability use.

    Thanks for the opinions :3
    Honestly, I forgot completely about Judge while doing Governor lmao. I guess it kind of steals the space the Governor would take, so not very useful. I still think it'd be interesting to have an anti-Mayor role, though.

    And Chauffer... what would you recommend? I'm just looking for an idea to prevent a confirmed town role, while also creating a role that can disrupt town (like BD already does).

    Sidekick could have an option to exclude evil roles as target, but that doesn't really make him Neutral. However, target's aren't always lynched because of solid evidence, but also can be lynched due to bad claims, bad lies, and vote patterns. I think it'd be about even for Sidekick win regardless of who his target was.

    Student would probably be boring for most people until their Mentor dies, but I still think adds something good to the game as a Benign. But a Student would easily swing the game to one team over another, like Amnesiac does; this could make problems.

    Bouncer is strong, yes, but he also roleblocks all town roles. This can prevent Investigative roles from checking Mafia, Doctors/BG from saving target from roleblock immune GF/DH, and just as much has the chance of hurting town as it does helping Town. Also, SK would destroy Bouncers, and their last will would give no information about the SK. Works pretty well IMO. Plus, prevents Escort/Liaison/Consort being the only roles that give roleblock feedback, which could be interesting.

  4. ISO #4

    Re: Mafia Roles that I feel could have a place in SC2Mafia

    No Assassin?
    Quote Originally Posted by MattZed View Post
    deathworld's and RLVG's suicides made me lul. I take a lot of pleasure in knowing that I gave you an night action, and that you used it to kill yourself.
    Quote Originally Posted by yzb25 View Post
    At least Mesk has lewdy lefty and raunchy righty. You're not even Canadian.
    Quote Originally Posted by FM-Shocked Kirby Face View Post
    Deathworlds is simply better than us at this game. Don't kill them for that.
    Quote Originally Posted by Stealthbomber16 View Post
    fucketh me in the ass

  5. ISO #5

  6. ISO #6

    Re: Mafia Roles that I feel could have a place in SC2Mafia

    Quote Originally Posted by Cryptonic View Post
    Thanks for the opinions :3
    And Chauffer... what would you recommend? I'm just looking for an idea to prevent a confirmed town role, while also creating a role that can disrupt town (like BD already does).
    It's just a thought.
    Chauffer would drive player A at player B house redirecting all action on A to B. And where only A would be notified with BD message. For exampler in case of Chauffer, if someone claim that they have been drived somewhere, an evil role could claim that they have been driver too so people will think there is a BD.
    In case of BD, if a evil role got drived, he could say he haven't beed drived so people think there is a Chauffer.

  7. ISO #7

    Re: Mafia Roles that I feel could have a place in SC2Mafia

    Quote Originally Posted by Beuzmoker View Post
    It's just a thought.
    Chauffer would drive player A at player B house redirecting all action on A to B. And where only A would be notified with BD message. For exampler in case of Chauffer, if someone claim that they have been drived somewhere, an evil role could claim that they have been driver too so people will think there is a BD.
    In case of BD, if a evil role got drived, he could say he haven't beed drived so people think there is a Chauffer.
    Yea, something like that could work, only giving one feedback.
    Or even, give them a Third person to select, who gets faked bussed feedback lol

  8. ISO #8

    Re: Mafia Roles that I feel could have a place in SC2Mafia

    https://www.sc2mafia.com/forum/showth...=Ledger+Keeper

    Poisoner is awesome.
    Chauffer seems like a tweeked witch witch is why i dont like it. (did you mean Chauffeur?)
    Ventriloquist would fit better into a mafia role IMO, it cant be used to achieve solo wins easily, it would be far too much work for current pubs to just talk. would it control the players votes? how would the ventriloquist talk himself? if it doesn't control his vote then hes easily rated out as ventro'd, if his vote is controlled RIP mayor/marshall.
    Bouncer is totally cool but needs charges like veteran.
    Necromancer - "WHY ARE WE NOT FUNDING THIS?!?!?!"

  9. ISO #9

    Re: Mafia Roles that I feel could have a place in SC2Mafia

    Quote Originally Posted by kyle1234513 View Post
    https://www.sc2mafia.com/forum/showth...=Ledger+Keeper

    Poisoner is awesome.
    Chauffer seems like a tweeked witch witch is why i dont like it. (did you mean Chauffeur?)
    Ventriloquist would fit better into a mafia role IMO, it cant be used to achieve solo wins easily, it would be far too much work for current pubs to just talk. would it control the players votes? how would the ventriloquist talk himself? if it doesn't control his vote then hes easily rated out as ventro'd, if his vote is controlled RIP mayor/marshall.
    Bouncer is totally cool but needs charges like veteran.
    Necromancer - "WHY ARE WE NOT FUNDING THIS?!?!?!"
    Thx for responding.

    Yes, spelling mistake on Chauffeur. But, tweeked Witch how? It's a completely different night action, it can't control who people target x.x

    Ventrilo I think would make Blackmailer obsolete, and would make Mafia way too powerful (especially if the target is unable to vote). Solo win as this role would be easier than Auditor, which I have achieved, so don't see why this is a problem. I didn't say it could control the votes, because I didn't know how this could be done in game. I also said that Ventriloquist talks as puppet using "-p wordswordswords", so he'd talk as himself just normally? I understand that he can be rated out if he can't control vote, that's why I made an option that the target cannot vote lol. Did you even read the role? :[

    Bouncer I still think would hurt town just as much as help them, but I'm not opposed to charges or cooldown.

  10. ISO #10

    Re: Mafia Roles that I feel could have a place in SC2Mafia

    Necromancer was probably my favorite.

    I like them all. They get rid of the confirmed roles and make the game more interesting. I also have loved the student/sidekick/familiar idea from the moment it was presented.

    -edit

    Im surprised to not see Town aligned beguiler on this list.
    Intellectual growth comes from discussions, not arguments. If you are unwilling to change your position and hear the other persons side you are closed minded and wasting your time.
    If you can not clearly explain what the other sides reasoning is you can not disagree with their position because you do not understand it.

  11. ISO #11

  12. ISO #12

    Re: Mafia Roles that I feel could have a place in SC2Mafia

    Quote Originally Posted by Cryptonic View Post
    Thx for responding.

    Yes, spelling mistake on Chauffeur. But, tweeked Witch how? It's a completely different night action, it can't control who people target x.x

    Ventrilo I think would make Blackmailer obsolete, and would make Mafia way too powerful (especially if the target is unable to vote). Solo win as this role would be easier than Auditor, which I have achieved, so don't see why this is a problem. I didn't say it could control the votes, because I didn't know how this could be done in game. I also said that Ventriloquist talks as puppet using "-p wordswordswords", so he'd talk as himself just normally? I understand that he can be rated out if he can't control vote, that's why I made an option that the target cannot vote lol. Did you even read the role? :[

    Bouncer I still think would hurt town just as much as help them, but I'm not opposed to charges or cooldown.
    and when the mayor/marshall cant vote/lynch? if they cant vote at all? easily a rat for them. people will catch on super quick. "HEY YOU THERE, I SUSPECT YOU OF BEING VENTRO, VOTE SOMEONE" it would need secret ballot to function.

    and for the chauffer, id much rather just be a witch, its immeasurably more useful, you still visit, but its always better to control than to swap. force doc or kill targets > extra wifom to get the same job done. the only purpose it would change would be "you've been witched" too "you've been driven, bus driver is no longer auto confirmed" i just dont like the role. its just too weak to really help yourself out.
    Last edited by kyle1234513; August 25th, 2014 at 06:15 PM.

  13. ISO #13

    Re: Mafia Roles that I feel could have a place in SC2Mafia

    I feel governor will take away more from public games than it adds. I feel judge fulfills the place of a role that can counter an auto-confirmable while giving evils extra votes.

    People underrate the mayor. It's so interesting having a centre-person which the whole game revolves around. It adds a strange order that is surprisingly fragile if an evil undermines it by making mayor think they're 100% town.

    Governor does add a bit to the game. But very little. Just more "I'm the real mayor no I'm the real crier no I'm the real veteran"

    Considering people make little effort to exclude roles that take from their save more than they add, I think governor would have a negative effect on pub games.

    I don't really like chauffeur either for reasons Kyle stated

    Though, all things considered, I love poisoner as an idea. Though I think he'd be better as a toggle-able option for SK. e.g. "targets live for one extra day before giving in to mortal wounds."

  14. ISO #14

    Re: Mafia Roles that I feel could have a place in SC2Mafia

    Quote Originally Posted by yzb25 View Post
    I feel governor will take away more from public games than it adds. I feel judge fulfills the place of a role that can counter an auto-confirmable while giving evils extra votes.

    People underrate the mayor. It's so interesting having a centre-person which the whole game revolves around. It adds a strange order that is surprisingly fragile if an evil undermines it by making mayor think they're 100% town.

    Governor does add a bit to the game. But very little. Just more "I'm the real mayor no I'm the real crier no I'm the real veteran"

    Considering people make little effort to exclude roles that take from their save more than they add, I think governor would have a negative effect on pub games.

    I don't really like chauffeur either for reasons Kyle stated

    Though, all things considered, I love poisoner as an idea. Though I think he'd be better as a toggle-able option for SK. e.g. "targets live for one extra day before giving in to mortal wounds."
    I respect all those opinion except giving SK an option. If you had R&D access, you'd realize why I think giving roles options like that bugs me >_> lolol 1 reason would be if you wanted both SK and Poisoner, it makes it impossible. Secondly, I can think of like 5 roles that have 1 KPN that all have completely different mechanics.

  15. ISO #15

    Re: Mafia Roles that I feel could have a place in SC2Mafia

    Quote Originally Posted by Cryptonic View Post
    I respect all those opinion except giving SK an option. If you had R&D access, you'd realize why I think giving roles options like that bugs me >_> lolol 1 reason would be if you wanted both SK and Poisoner, it makes it impossible. Secondly, I can think of like 5 roles that have 1 KPN that all have completely different mechanics.
    Meh, you've aroused my curiosity about R and D now. Is there always that one guy that just goes for the "just make sheriff a toggle-able option for godfather they're basically the same role" cop-out answer? =P Then you're the guy who looks at triad and mafia, and screams and says "HOW CAN YOU NOT SEE THE DIFFERENCES?! THE METAGAME IMPLICATIONS ARE INCREDIBLE! BY CHOOSING MAFIA OVER TRIAD IN YOUR SAVE YOU LOSE THE SUPPORT OF THOSE WHO PREFER THE COLOR BLUE OMGOMGOMG!!!"

    Please don't destroy my archetypes.

    Please.

  16. ISO #16

    Re: Mafia Roles that I feel could have a place in SC2Mafia

    There is a lot of very educated discussion that goes on in r&d. I wouldn't discount that opinion because its not crypts. Its the result of a collective of players that know and care about the game. Please do not take it personally or as your opinion being disregard. Every players input counts.
    Intellectual growth comes from discussions, not arguments. If you are unwilling to change your position and hear the other persons side you are closed minded and wasting your time.
    If you can not clearly explain what the other sides reasoning is you can not disagree with their position because you do not understand it.

  17. ISO #17

    Re: Mafia Roles that I feel could have a place in SC2Mafia

    Quote Originally Posted by yzb25 View Post
    Meh, you've aroused my curiosity about R and D now. Is there always that one guy that just goes for the "just make sheriff a toggle-able option for godfather they're basically the same role" cop-out answer? =P Then you're the guy who looks at triad and mafia, and screams and says "HOW CAN YOU NOT SEE THE DIFFERENCES?! THE METAGAME IMPLICATIONS ARE INCREDIBLE! BY CHOOSING MAFIA OVER TRIAD IN YOUR SAVE YOU LOSE THE SUPPORT OF THOSE WHO PREFER THE COLOR BLUE OMGOMGOMG!!!"

    Please don't destroy my archetypes.

    Please.
    Well, I can only link things I've posted.
    Ideas like a NK that has disguising charges, a NK that acts first (target can't act before dying). and ppl just say make options for SK. Well what if I want BOTH versions in a game?!?!? lolol Like, I understand they're very similar roles, but still different :[

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  21. ISO #21

    Re: Mafia Roles that I feel could have a place in SC2Mafia

    Quote Originally Posted by Cryptonic View Post
    Well, I can only link things I've posted.
    Ideas like a NK that has disguising charges, a NK that acts first (target can't act before dying). and ppl just say make options for SK. Well what if I want BOTH versions in a game?!?!? lolol Like, I understand they're very similar roles, but still different :[
    You see, I kinda thought about that when I wrote my earlier post. I was kinda like "Why on earth would you ever wanted a poisoner AND a SK together in a save? That's so silly." So I thought about it. But unfortunately, the more you think about how little potential future something has, the more and more you think about all the potential futures it has. Then before I knew it while trying to think of how useless it would be to have SK as well as poisoner, I came up with 3 or 4 really intriguing ideas for saves that had SK and poisoner and some really interesting manipulation techniques.

    It was even the same for when I was typing that mafia/triad thing, too. Like, my brain started justifying to myself "well in a situation where you don't know who to trust it's highly plausible you'll say f*** it and go off your favourite colour."

    You can pretty much inflate anything and add depth and meaningfulness to everything. It's this awesome ability us humans have when we think about things for long enough.

    Though despite all this, and despite the brilliant games and potential scenarios we're missing out on without serial jester in the game, I have always felt Serial Killer in general was a very dull and minimal role, and the crazy psychology and strategies around it are actually just created by us and our weird misconceptions and assumptions rather than the role itself.

    Ultimately, you visit, you kill. There's no logical way to win other people's trust. No logical way to gain information about other people. It's not like the mafia where you are constantly collecting and restricting information for your own benefit strategically or the town where you're slowly building up your 90% trusted links. I guess what I'm saying is the small differences have ultimately little impact on the game in general, despite what our over-active brains can create.

    But I think Appley has the best outlook:

    Quote Originally Posted by AppleyNO View Post
    I actually believe we should get rid of Serial Killer entirely.
    Preach it baby, oh yeah. Broken role BROKEN GAME

  22. ISO #22

    Re: Mafia Roles that I feel could have a place in SC2Mafia

    Quote Originally Posted by Cryptonic View Post
    Poisoner

    Neutral Killing

    Action: Target one player at night, poisoning them. Poisoned players die at the end of the following day.

    Notes:
    Doctor protects against Poisoning and receives attacked feedback (if option is on).
    Bodyguard protects against Poisoning if (newly added) option is on, like preventing Cult conversion.

    Options: Default
    Attack Pierces Immunity: OFF
    Immune to Attacks: ON
    Immune to Detection: ON
    Wins ties over Serial Killer: OFF
    Target knows they are poisoned: ON


    Win Condition: Eliminate the Town, the Mafia, the Triads, the Cult and all other Non-Poisoner Neutral Killers, and survive until the end.

    Meta provided: Adds new aspect to game of dying during the day from something other than a lynch. Players will want to be useful and give all their feedback & try to get a successful lynch off before they die if they know they are poisoned.
    Literally a Slower serial killer.
    Like it could work if they don't know they're poisioned, if they pierce immunity or if doctors can't heal them. (which 2 of are options that are not enabled by default.)
    I like the whole dying at day other than lynch thing but serial killer does killing better.

    5/10



    Quote Originally Posted by Cryptonic View Post

    Necromancer

    Neutral Evil

    Action: Target one dead player at night, forcing them to visit another player of your choosing.

    Notes:
    Cannot control Mafia/Triad Killing roles.
    Cannot use charges of dead role if no charges remain.
    Dead players can be seen by Lookouts, revealing Necromancer.
    Does not receive any feedback that the dead player would receive.

    Options:
    None.

    Win Condition: Eliminate the Town and survive until the end.

    Meta Provided: Being able to use night actions from players in the graveyard can be very powerful, since roles are revealed to them. However, only a few roles are possible to be used (roleblockers, ect), and it cannot disrupt investigative roles.
    A witch that works with the dead eh. It seems alright, but if I remember correctly Rev didn't like the concept when we were spinning it for witch changes.
    Maybe if it was it's own role it would be fine, though again you run into the problem that it is slower than the witch and bnet pubs don't like slow.
    I guess it could open up some interesting interactions with the coroner.

    7/10



    Quote Originally Posted by Cryptonic View Post

    Ventriloquist

    Neutral Evil

    Action: Target one player at night, controlling them as your puppet the following day.

    Notes:
    Bodyguard protects against Ventriloquist if (newly added) option is on, like preventing Cult conversion.
    Ventriloquist talks as his puppet using a "-p wordswordswords" command.

    Options: Default
    Target can Vote: ON
    Cannot target the same player 2 nights in a row: ON

    Win Condition: Eliminate the Town and survive until the end.

    Meta Provided: Players will no longer be able to trust what people say in a game because they might be Vent'd. Adds a good layer of WIFOM in the quick paced SC2Mafia game. If a Ventrilo is in the game, people will be reluctant to trust people's claims and will consider their evidence like an Executioner is speaking. Ventriloquist can also target Mafia, making it less powerful as it might draw attention to the Mafia player.
    I'm always against total day lockouts. Its so antifun for the person who literally can't do anything and is known to cause people quitting.
    I mean like, if the actual person quits - it says they gave up on life and then they keep talking? Okay ventriloquist cool.
    With target voting on it's slightly less shit (like blackmailer) but also weakens the role as they can just spam vote.
    Just because blackmailer is in the game and this seems like a way to make a neutral blackmailer but also give it another strength to make it survive as a neutral it doesn't get a total 0.

    4/10




    Quote Originally Posted by Cryptonic View Post

    Governor

    Neutral Evil

    Action: Reveal yourself as Mayor during the day, increasing vote count.

    Notes:
    Does not retain votes if converted.
    Mayor and Governor can be in the same game together.
    Mayor & Governor revealing message indistinguishable from each other.
    Governor's vote count is always the same as Mayor's vote count.

    Options: Default
    Cannot be healed: OFF

    Win Condition: Eliminate the Town and survive until the end.

    Meta Provided: It will be difficult to trust a Mayor 100%. However, the Governor will have to play with the town until they have majority, as Town would easily suspect a Governor if they were leading bad lynches, or random lynching. Governor is also a potential target to NK & Mafia as they would consider him Mayor. Likewise, a Mayor has added protection from NK & Mafia as they might think he is Governor. Interesting aspect in a game would be if both Governor and Mayor as both present.
    Another Mayor counter?
    Judge does this fine lol

    0/10



    Quote Originally Posted by Cryptonic View Post

    Chauffer

    Neutral Evil

    Action: Target two players at night, swapping their locations.

    Notes:
    Gives Bus Driver feedback.

    Options:
    Can target self: OFF

    Win Condition: Eliminate the Town and survive until the end.

    Meta Provided: BD claims are pretty much confirmed Town if bussed players are alive. This role would prevent BD from being confirmed after bussing just a few people.
    I'd rather give this to the mafia and give it like 2 charges.
    But neutral works fine. Makes Trusting BDs harder

    8/10



    Quote Originally Posted by Cryptonic View Post

    Sidekick

    Neutral Benign

    Action: Defend your target at night, redirecting all actions on them to yourself.

    Notes:
    Sidekick is given a random player at the start of day 1, similar to Executioner.
    The target does not know the Sidekick is targeting them.

    Options: Default
    Immune to attacks while defending: ON
    Limited to 2 redirects: OFF
    Limited to 3 redirects: ON

    Win condition: You win if your target is alive at the end of the game. They do not need to win, nor do you need to be alive to achieve this.

    Meta Provided: Not much meta, but a fun Benign role that can really be helpful to any faction. It can prevent Mafia from being roleblocked and checked, and also prevent Town players from being shot.
    Martyr kind of thing? Eh... Not sure about this. Makes a random person pretty much immortal for a few days. Not sure if want. Theres no reason for a Sidekick to not defend their target.

    2/10



    Quote Originally Posted by Cryptonic View Post

    Student

    Neutral Benign

    Action: Target one player at night, making them your Mentor.

    Notes:
    Student & Mentor do not gain a night chat (due to lots of night chats already).
    Student & Mentor learn each other's identity and roles.

    Options: Default
    Becomes Mentor's role on death: ON

    Win condition: Survive until the end. If you choose a Mentor, you win if your Mentor's faction wins.

    Meta Provided: Once again, doesn't add too much Meta, but can confirm a player as Town in a Mason-esque style when one dies and other leaves in LW. This role is basically an Amnesiac that can pick a target before his target is dead.
    I still don't mind student, but I think it steps on the toes of amnesiac a bit in SC2maf. Undecided.

    ?/10



    Quote Originally Posted by Cryptonic View Post

    Bouncer

    Town Protective

    Action: Target one player at night, roleblocking all players that visit your target that night.

    Notes:
    Not informed of roleblock immunity.

    Options: Default
    Roleblock pierces immunity: OFF

    Win condition: Town Win Condition

    Meta Provided: As this role is basically an MM that roleblocks instead of attacks, it can be used to protect town roles from being attacked, while also protecting evil roles from being investigated/attacked. The double edge sword of this role prevents it from being over powered, while offering a new type of protection to the game.
    [/quote]

    This seems good. I like roles with counterplay. It is powerful, but can also backfire -- especially if GFs cant be roleblocked as the doctors wont save them.
    Might need a couple of options for charges for certain set ups, but I don't see this being a bad role.

    9/10
    Photobucket in 2017
    Quote Originally Posted by Brendan View Post
    if you have elixir to contend with gl hf

  23. ISO #23

    Re: Mafia Roles that I feel could have a place in SC2Mafia

    Quote Originally Posted by Cryptonic View Post
    Poisoner

    Neutral Killing

    Action: Target one player at night, poisoning them. Poisoned players die at the end of the following day.

    Notes:
    Doctor protects against Poisoning and receives attacked feedback (if option is on).
    Bodyguard protects against Poisoning if (newly added) option is on, like preventing Cult conversion.

    Options: Default
    Attack Pierces Immunity: OFF
    Immune to Attacks: ON
    Immune to Detection: ON
    Wins ties over Serial Killer: OFF
    Target knows they are poisoned: ON


    Win Condition: Eliminate the Town, the Mafia, the Triads, the Cult and all other Non-Poisoner Neutral Killers, and survive until the end.

    Meta provided: Adds new aspect to game of dying during the day from something other than a lynch. Players will want to be useful and give all their feedback & try to get a successful lynch off before they die if they know they are poisoned.





    Necromancer

    Neutral Evil

    Action: Target one dead player at night, forcing them to visit another player of your choosing.

    Notes:
    Cannot control Mafia/Triad Killing roles.
    Cannot use charges of dead role if no charges remain.
    Dead players can be seen by Lookouts, revealing Necromancer.
    Does not receive any feedback that the dead player would receive.

    Options:
    None.

    Win Condition: Eliminate the Town and survive until the end.

    Meta Provided: Being able to use night actions from players in the graveyard can be very powerful, since roles are revealed to them. However, only a few roles are possible to be used (roleblockers, ect), and it cannot disrupt investigative roles.





    Ventriloquist

    Neutral Evil

    Action: Target one player at night, controlling them as your puppet the following day.

    Notes:
    Bodyguard protects against Ventriloquist if (newly added) option is on, like preventing Cult conversion.
    Ventriloquist talks as his puppet using a "-p wordswordswords" command.

    Options: Default
    Target can Vote: ON
    Cannot target the same player 2 nights in a row: ON

    Win Condition: Eliminate the Town and survive until the end.

    Meta Provided: Players will no longer be able to trust what people say in a game because they might be Vent'd. Adds a good layer of WIFOM in the quick paced SC2Mafia game. If a Ventrilo is in the game, people will be reluctant to trust people's claims and will consider their evidence like an Executioner is speaking. Ventriloquist can also target Mafia, making it less powerful as it might draw attention to the Mafia player.




    Governor

    Neutral Evil

    Action: Reveal yourself as Mayor during the day, increasing vote count.

    Notes:
    Does not retain votes if converted.
    Mayor and Governor can be in the same game together.
    Mayor & Governor revealing message indistinguishable from each other.
    Governor's vote count is always the same as Mayor's vote count.

    Options: Default
    Cannot be healed: OFF

    Win Condition: Eliminate the Town and survive until the end.

    Meta Provided: It will be difficult to trust a Mayor 100%. However, the Governor will have to play with the town until they have majority, as Town would easily suspect a Governor if they were leading bad lynches, or random lynching. Governor is also a potential target to NK & Mafia as they would consider him Mayor. Likewise, a Mayor has added protection from NK & Mafia as they might think he is Governor. Interesting aspect in a game would be if both Governor and Mayor as both present.




    Chauffer

    Neutral Evil

    Action: Target two players at night, swapping their locations.

    Notes:
    Gives Bus Driver feedback.

    Options:
    Can target self: OFF

    Win Condition: Eliminate the Town and survive until the end.

    Meta Provided: BD claims are pretty much confirmed Town if bussed players are alive. This role would prevent BD from being confirmed after bussing just a few people.





    Sidekick

    Neutral Benign

    Action: Defend your target at night, redirecting all actions on them to yourself.

    Notes:
    Sidekick is given a random player at the start of day 1, similar to Executioner.
    The target does not know the Sidekick is targeting them.

    Options: Default
    Immune to attacks while defending: ON
    Limited to 2 redirects: OFF
    Limited to 3 redirects: ON

    Win condition: You win if your target is alive at the end of the game. They do not need to win, nor do you need to be alive to achieve this.

    Meta Provided: Not much meta, but a fun Benign role that can really be helpful to any faction. It can prevent Mafia from being roleblocked and checked, and also prevent Town players from being shot.





    Student

    Neutral Benign

    Action: Target one player at night, making them your Mentor.

    Notes:
    Student & Mentor do not gain a night chat (due to lots of night chats already).
    Student & Mentor learn each other's identity and roles.

    Options: Default
    Becomes Mentor's role on death: ON

    Win condition: Survive until the end. If you choose a Mentor, you win if your Mentor's faction wins.

    Meta Provided: Once again, doesn't add too much Meta, but can confirm a player as Town in a Mason-esque style when one dies and other leaves in LW. This role is basically an Amnesiac that can pick a target before his target is dead.





    Bouncer

    Town Protective

    Action: Target one player at night, roleblocking all players that visit your target that night.

    Notes:
    Not informed of roleblock immunity.

    Options: Default
    Roleblock pierces immunity: OFF

    Win condition: Town Win Condition

    Meta Provided: As this role is basically an MM that roleblocks instead of attacks, it can be used to protect town roles from being attacked, while also protecting evil roles from being investigated/attacked. The double edge sword of this role prevents it from being over powered, while offering a new type of protection to the game.
    Some really good ideas here

    Just some of my finetuning-ideas.

    Poisoner: Target dies at a random time during the day (similar to the heart attacks, except they only seem random). The player cannot die during discussion and will get a warning 30 seconds before he dies. ("You feel poisoned and will die soon") Maybe they are then not allowed to talk for the 30 seconds?

    Necromancer: Nah

    Vent: Really cool idea ;=) cant wait to see this ingame. However, the target should not be able to vote, giving players the ability to figure out what happened. The usage should be restricted to 3-4 times.

    Governor: Clever idea, but I feel you should be able to trust at least one person. That is what the mayor is for

    Chauffer: I like mirrormatchups, but not this one ;=( It would deal more damage to the mafia than good.

    Sidekick: New win condition: You win if you die protecting your target!
    Otherwise, even if you protect your target and die, it can still be attacked again or lynched as evil. Really nice role though!

    Student: Nah..

    Bouncer: I dont know about this one, I feel like it would be better if the targets were informed about the roleblock and SILENCED as well. So if a player is attacked and a few players cant talk the next day you got an idea... but they could be bmed? WIFOM.

    Just one question, what and where and how is this forum mafia?
    Have a nice day!
    MisterL2

    I am impressed that you noticed this!
    "I obey nobody - but justice"

 

 

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