Me and a few others came up with some... interesting... roles for mafia. Mafia is a fun game but the main problem I always had with it was the role distribution. In a third of the games you play in mafia, you're probably a town protective / sheriff. (15 players per game roughly 3-4 protectives and 1-2 sheriffs). Now don't get me wrong, that's not necessarily wrong, but it is when town protectives make up 4 or 5 roles of the 35-odd mafia roles. So most of these suggestions are protectives.
Quick note, could you add a "remove from random" option for ALL roles? I mean like, it'll add a lot more opportunity for interesting saves if you have this level of control over the randoms.
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Role: Surgeon
Alignment: town protective
Description: Heal multiple wounded at night to greatly aid the town, however this process is extremely tiring.
Options: Limited to one heal on/off Limited to two heals on/off (auto on), Limited to three heals on/off, Limited to four heals on/off
Investigator Message: Mass Murderer / Surgeon (Vet moved to vet / jester / serial killer and sk removed from vigi/mafioso pair as god intended)
In a nutshell, it allows you to heal two people at night, however, in most saves this will be limited to only a couple of nights to stop abuse.
I know this isn't the most creative thing in the world, but it can be interesting. It forces you to actually think as doctor due to the healing limit which nights are important to heal and also you have to think about which two those two actually are. This can be greatly useful for the town in an endgame situation where two investigative need to be protected. (If you only need to heal them for another 1 or 2 nights so they can find everyone).
Honestly, I think there should be a couple of sub-types of doctor. IT'S JUST SO COMMON! They don't need to be highly creative, just to help you through those times where you end up getting a random doctor marathon.
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Role: Hospital Owner
Alignment: town protective, town power
Description: In times of emergency, you have the power to save many lives during a wipeout.
Options: Saves arsonist burn on/off (auto off), Limited to 1 emergency night on/off (auto on), Limited to 2 emergency nights on/off, Given a list of the attacked on/off (auto on)
Investigator Message: Hospital Owner / Arsonist (Jester moved to vet / jester / serial killer and sk removed from vigi / mafioso pair as god intended)
In a nutshell, he can activate an emergency night that means ANYONE who is killed will be healed and brought back. He is also given a list of who is attacked. In some saves he also prevents arsonist however it seemed cruel to have this auto-on if an arsonist's life work is stopped by one emergency night . And this limit can be like the marshal lynch limit how it is NECESSARY to have some limit.
Think about it, this buys the town an extra night which often makes the difference between a win and a loss, as well as providing evidence of who is not a killing (by who is attacked) but this can be deceiving, like all evidence.
I thought about this when you see saves which are heavily against town, this can make these kind of saves balanced by adding just ONE power role to the game.
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Role: Linker
Alignment: town investigative
Description: You are a psycho-analyst gifted in noting people's relationships and differing ideologies.
Options: Will tell if they can win together on/off (auto off)
Investigator Message: Linker / executioner (Executioner removed from sheriff/bm pair as god intended)
In a nutshell, you check two people at night and you will be told if they are in the same alignment (e.g. town and a town) or a differing alignment e.g. (town and mafia) and depending on the options if they can win together. So: if mafia + mafia msg will b: "they share the same ideologies" if town + mafia "they share differing ideologies and will always clash" and if town + neutral benign "they share different ideologies, but they do not clash"
I, personally, find this role extremely interesting :3. It has the potential to be the most powerful investigative role so I think it should be given the executioner pair to add new psychology and stop it becoming too powerful and replace the traditional "I checked 4 he maf" executioner approach.
This is a really complicated role and rather than explain all the things I can think about it here, I think it'd be better to discuss it further in the comments, sorry!
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Now this is a separate idea all together. Basically there is an option added to the game in the setup menu called "add forcefields?" (It'd go where the options like turn on classic night / turn on pm are) and whether this is turned on or off will decide whether or not forcefield related roles and forcefields will be added. I honestly doubt this will be added purely because of how ambitious an idea it is.
Basically, if a player is surrounded by a forcefield, anyone who tried to target the player, fails in their objective, e.g. if someone wanted to attack that player, they'd be turned away and if someone investigate that player, they'd be turned away (to a detective they'd come up as not visiting) . Every evil role and the jester role has a toggle-able option that says "give x a forcefield yes/no" (auto no) that basically allows the evil at night to type into chat -forcefield (or -ff) and a forcefield will be created around them for a night. Roleblocking roles like escort, consort, kidnapper and jailor can break this forcefield by roleblocking the player. Note the mason leader can also break fields by simply visiting the target.
Now we've established that, I'll now elaborate on the roles that the forcefield allows for.
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Role: Psychic Citizen
Alignment: town core (town core has an option to exclude psychic citizen)
Description: You are an ordinary citizen except you possess unusual telekinetic powers out of your control.
Options: every even numbered night your forcefield shuts down on/off (auto off)
Investigator Message: Espyon / Psychic Citizen / Psychic Mason
In an nutshell, the Psychic Citizen, as said, is basically an ordinary citizen but loses the tie option and the bulletproof vest option and, in return, gains the ability (or possibly a curse) that a forcefield constantly surrounds him/her that he cannot control.
Though this can drive the town crazy with irritation that they can't be 100% sure he's town if they can't check him but if he manages to prove himself innocent, he will be a powerful endgame tool as the mafia simply cannot kill him.
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Role: Psychic
Alignment: town protective
Description: You are a honed psychic possible of manipulating nature but rendering yourself greatly tired
Options: Limited to 2 nights on/off (auto on), Limited to 3 nights on/off, Limited to 4 nights on/off
Investigator message: Psychic (There's no point pairing it well because it's so easy to prove, alot like jailor was before kidnapper was added)
In a nutshell, the Psychic can type during the day -connect [number / name] and during the night the connected target will be surrounded, along with you, with a psychic field. You can talk to your target, as well.
This not only protects against attackers, it can stop consorts rbing, mms harassing doctors, it's full protection! But it's limited and quite severely.
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Role: Espyon {it's not actually a word}
Alignment: Cult
Description: Use your psychic powers to aid the cult in their biddings
Options: Has 1 extra forcefield on/off, Has 2 extra forcefields on/off, converted psychic citizens become Espyon on/off
Investigator Message: Espyon / Psychic Mason / Psychic Citizen
In a nutshell, He is constantly surrounded in a psychic field, like a psychic citizen, and, in some options, he as a few extra forcefields he can use on any player, including a cult, to save them, or, bearing in mind the forcefields an Espyon creates cultists can penetrate, to guarantee a conversion. He has two lines of visit boxes on his night card, one for his extra forcefields and one for his converts as he can convert as well as create forcefields (but he can't do both on 1 night).
Screams op? That's because it is. Well everyone hates the cult. And the only way that we can make town hate psychic waves and make them random lynch psychic citizens out of rage (to resemble their close cousin :3) is adding a powerful, hated psychic cult role. Psychic citizen is simply too powerful and I believe any setup with one should also have an Espyon. Think about it. The doc duo + a psychic citizen can allow for a maf vs town stalemate even if the mafia has all 3 players and can result in a town win if the mafia has only 2.
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Role: Psychic Mason
Alignment: Town random (I felt it'd be wrong to put him in town core)
Description: A Psychic who uses his power to help the top secret masons.
Options: Forcefield shuts down on every even night on/off (auto off)
Investigator message: Psychic Mason / Espyon / Psychic Citizen
This one is pretty self explanatory, I like to think.
Wow that was long, maybe I should have made 2 threads? *trollface*