Role name: Psychic (eh on the name)
Description: The Psychic is
Alignment: Cult
Abilities:
a) The Psychic can choose to speak with a dead individual over the course of one night (1, 2 or 3) times.
b) Sharing the same usage limit, the Psychic can swap the minds of two individuals (1, 2 or 3) times. The swapped individuals will perform the actions chosen be each, exactly how they would be. (i.e. John is a Mafioso and Bob is a Vigilante, John decides to kill Joe and bob decides to kill John. What a detective/lookout/town would see is Bob kill Joe and John kill himself)
Win Condition: Survive to the end of the game (Same conditions as survivor, but has an active role)
Host Options:
1) Set Ability Usage Times
. Can use ability 1 Time
. Can use ability 2 Times
. Can use ability 3 Times
2) Target knows he is Mindswitched (toggle off/on)
Pros:
1) Gives the host the option to specifically choose this role, but still give it the element of randomness that players tend to prefer. (still true, after changes)
2) It also taps into the grave yard, which is usually a source of information anyways when someone lags, so you turn the intermittent, strategic "exploit" into an ability.
3) Creates some AWESOME confusion with the mind swap
Cons:
1) Player can decide to not help any particular side and still win.
2) Taps into the unintended resource that is the GraveYard
Overall effect on the metagame if implemented: The Graveyard, even though it is not intended so, is a source of information most often when someone lags out. However, it is often times used strategically to seed misinformation or call out remaining baddies that the dead townies have figured out.
The issue with this is that it ONLY occurs when someone lags out. So not only is it a chance based strategic resource (and I know Dark wants to shy away from /rolls) you are turning the Graveyard into something that Blizzards mechanics have already forced, albeit intermittently. This way, it is an intended source when available, a strategic source and allows the dead a potential reason to stick around (points aren't a huge motivator; a clever one, though).
Additional comments: I think the idea of giving the players the choice of Good, Bad or Neutral adds depth and dimension.
Below, it is suggested that the Psychic is too similar to the Witch with the Mindswitch ability. I disagree with this. The only true similarity between the Psychic and Witch is that they influence the actions taken by an individual. Pointing this out is no different than pointing out that the Veteran and Vigilante both kill people. It is the way they reach their conclusion, and the strengths and weaknesses to differing roles that makes them different, as well as useful.
The only adversary to the Lookout and Detective is the Veteran and Bus Driver, both town roles. The Witch only influences whom his target uses his ability on. It still gives good intel to all investigative roles. It can sometimes amount to a death or give the witch information about others, but it really has little use for the latter.
The Psychic is the Yin to the Lookout/Detective's Yang. If a Psychic swaps a Doctor and Mafioso, and the Detective is watching the Doctor, he'll likely get the Doc lynched the next day and himself the next. Similarly, a Framer hits up a Doc and instead lands himself on a Veteran, potentially saving the Doc for the remainder of the game, under suspicion of being a Vet by the Mob.
So even if the talking to the dead thing needs to be scrapped, the Psychics other ability is quite useful, adds some diversity as well as adversity, and while it may appear to mimic another role, it is in fact quite unique.