Role Ideas: Judge and Trapper
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  1. ISO #1

    Role Ideas: Judge and Trapper

    Role Name: Judge
    Description: A respected member of government who presides over trials.
    Alignment: Town
    Abilities:
    -During the day (at most, once a day), type -contempt and select a target to hold one person in the contempt of the court, preventing them from voting during that day (both on putting someone up for trial and on innocent/guilty voting)
    -Holding someone in the contempt of the court reveals your role
    -Persons held in the contempt of the court are still eligible to be put on trial
    -You may only hold someone in the contempt of the court once/twice/three times (host option)
    -After someone is put on trial and has made their defense, type -acquit at any point during the voting process to automatically remove them from trial and prevent them from being put on trial for the remainder of the day
    -You may only acquit someone once/twice (host option)
    -There can only be one judge
    Win conditions: Lynch every criminal and evildoer
    Host options:
    1)Judges may hold persons in the contempt of the court 1/2/3 times
    2)Judges may acquit persons 1/2 times
    3)Judges are immune to lynching
    Pros: The judge can be a role like the mayor which, as a definite townie, can lead the town and serve as a trustworthy role for the town. The judge can supress random and/or harmful voters by holding them in the contempt of the court, giving the town a better chance of lynching the correct person. The judge can also save a person which he knows to be a townie by acquitting them. Ultimately, the judge is a role that would have strong control over lynches and would need to play well to ensure that the town lynches the correct people.
    Cons: The judge may seem like a boring role to people who prefer being able to use night abilities. Also, the judge would die quickly being one of the few known townies as well as a strong voice of reason. Lastly, the judges abilities may require too much skill for most players to utilize as well as a smart town (a rarity in most games, particularly public games).
    Effects: Make town lynching smarter and serve as a role which the town can trust and utilize to sort out the various pieces of information that they discover.



    Role Name: Trapper
    Description: An experienced hunter who specializes in the use of traps to catch their game.
    Alignment: Town
    Abilities:
    -At night, target one player to lay traps around their house
    -This ability can only be used once/twice (host option)
    -That night, all players who visit that player become ensnared in your traps
    -Players who become ensnared in traps are role-blocked for that night
    -Players who are ensnared in traps will not be able to participate in the next day (they cannot talk, vote, or be put on trial)
    -All players will be notified if any players are ensnared at the beginning of the day
    -The next night, you have the option to execute one player who is ensnared in your traps (this serves as a role-block and ignores immunity and doctor healing)
    -Ensnared players which the trapper chooses not to execute are released that night and are still free to perform an action (though they cannont participate in mafia/mason/cult chat)
    -The trapper can only execute one victim
    Win conditions: Lynch every criminal and evildoer
    Host options:
    1)The trapper can lay traps 1/2 night(s)
    2)The trapper can execute 0/1/2 victim(s)
    3)The trapper cannon be role-blocked
    4)The trapper cannot target himself
    Pros: The trapper can see who visits their target (similar to a lookout). However, the trapper can also see how role-blocking all of these people affects kills in the morning. Also, the trapper can utilize the ensnaring of people to get a person lynched (or even to save a person from lynching) due to the inability of the ensnared persons to participate in daytime conversation and voting. Lastly, the trapper can kill one of his captives, eliminating a possible mafia-member, sk, arsonist, etc.
    Cons: The trapper essentially, for one night, gains the abilities of an escort/consort (times the number of people ensnared) and a lookout, and the next night gains the ability to execute similar to a jailor. This may be OP as it may identify multiple killers and mafia members at the same time. However, in the hands of the wrong person, this may also lead to the town's downfall by removing vital town members from daytime participation and allowing the mafia to gain an upper edge. This role would require an advanced player to use correctly and to interpret what happens correctly.



    Thank you for checking out a couple of my role ideas. These are the first roles I've ever tried to create, so please bear with me: I will accept any criticism gladly. Keep up the good work DR!
    AKA Othnia (Battle.net ID): formerly in FMs II-XII.

  2. ISO #2
    WaWMoose
    Guest

    Re: Role Ideas: Judge and Trapper

    Judge I can see do some awesome stuff in certain situations, totally support it with maybe a few small changes.
    Trapper i'm not so sure about.

  3. ISO #3
    Pansy
    Guest

    Re: Role Ideas: Judge and Trapper

    The judge is interesting, the trapper no matter how you try to verify is op and just a Detective, Jailor, Blackmailer, and Escort all shoved into one role which is just a no.

  4. ISO #4
    Imperfect
    Guest

    Re: Role Ideas: Judge and Trapper

    I like the Judge. More experienced players could help guide town to better decisions with it. For example if you know the Sheriff says to lynch someone and Mafia tries getting the town to lynch someone you can acquit and have town target the sheriff's target. Seems like in pubs people rarely trust sheriffs early game and join the random lynch mentality.

  5. ISO #5
    Envy
    Guest

    Re: Role Ideas: Judge and Trapper

    I like the Judge

    I don't like the trapper.

 

 

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