Name: Familiar
Alingment: Town
Abilities: none
Special Abilities: You know that person X belongs to town.
Goal: Lynch every criminal and evildoer
Investmessage: Citizen/Crier/Survivor/Amnesiac/Familiar
Name: Familiar
Alingment: Town
Abilities: none
Special Abilities: You know that person X belongs to town.
Goal: Lynch every criminal and evildoer
Investmessage: Citizen/Crier/Survivor/Amnesiac/Familiar
My only complaints are that this person would be very boring to play, and the idea of knowing that someone else is town kinda already exists with the masons (except the masons are more useful, can recruit, stop cult, and have a night chat).
AKA Othnia (Battle.net ID): formerly in FMs II-XII.
Too powerful. The odds of town not lynching a non-town are very low. and confirming even a few towns is huge. they can claim a couple of roles and box the evils in.
Look at it this way; standard save:
3 maf 1 benign 1 neut killing 1 neut evil
1/6 its neut benign, and of all neut benigns only the jester town would rather not lynch. He's more powerful than sheriff.
every time he confirms someone he'll tell everyone he confirmed who the other ppl he confirmed are.
Last edited by Squidypie; August 2nd, 2013 at 12:43 PM.
Ideas:
1. Make it Neutral Benign and able to have anyone as a target (option for only town)
2. Make it's goal to see it's target win, ALIVE. If it fails then jester. (open to suggestions for fail consequences, also notice it can win even if it dies as long as it's target is alive)
3. Allow it to be sent in place of it's target(henceforth, "master") to perform night actions, or to defend it's master. This would be a simple setup, a button next to the Familiar's name for defending it's master, and a button next to it's master's name to be sent in his stead.
whatcha think?
I love it but make sure it cant align with mafia (or option then)
I should point out by "defend master" I meant that he just dies in his place.
More involved than an executioner (no "I'm sheriff, he's mafia" crap): I like it.
AKA Othnia (Battle.net ID): formerly in FMs II-XII.
Could someone get all new alingments, abilities and setupoptions in one post. Would be very nice of you![]()
If someone writes up a nice post I'll steal it for R&D, I'm too hungover to do it right now.
I support this. It sounds like a very fun role to play in my mind. Keeping an idiot alive could be a very entertaining challenge. Just think if you were a familiar and your master was a jester.. If it doesn't hit r&d by Friday I will draft you something. For now I'm stuck on the rig..
Name: Familiar
Alignment: Neutral Benign
Active Abilities: Defend Master
Passive Abilities: Know role of your master 'Player X'.
Goal: Keep 'Player X' alive, If your master dies you become a Jester
Invest message: Exe/Familiar/Sheriff/Blackmailer
Options: Must survive (Default No)
Target excludes Mafia (Deafault Yes)
Defend Master X Times
Misc: Get more points if master gets on trial and doesn't get lynched
I would really like to hear what you guys think of some of these options.
How many times should he be allowed to defend master?
Should he be able to know his masters role at all? (Note that this would be a very significant change if the role were allowed to have a mafia master)
Should mafia be an option or just a no go?
Should Familiar be allowed to have a Jester Master?
Its your feedback that makes roles happen. If you like this one than throw out some ideas.
Last edited by Mugy; August 15th, 2013 at 09:14 PM.
Made a thread in [REDACTED] but feel free to keep posting ideas.
1: A single time. Anything else could break the game by making the master too powerful.How many times should he be allowed to defend master?
Should he be able to know his masters role at all? (Note that this would be a very significant change if the role were allowed to have a mafia master)
Should mafia be an option or just a no go?
Should Familiar be allowed to have a Jester Master?
2: Nope. Too easy: "My master is # and he's a sheriff. Doc on him". The Familiar shouldn't even know the alignment of the master.
3: Sure, just as mafia is an option for the executioner.
4: It'd always end with the familiar turning into a jester, but why not. Hell, there might even be an achievement for keeping a Jester master alive as a familiar.
Wait, what the heck happened here, all the attributes and even the ALIGNMENT changed.
"
Name: Familiar
Alingment: Town
Abilities: none
Special Abilities: You know that person X belongs to town.
Goal: Lynch every criminal and evildoer
Investmessage: Citizen/Crier/Survivor/Amnesiac/Familiar"
I love the new ever so slightly altered version though, just don't let him become Jester upon failure.
-A familiar with a mafia/sk/cult target will almost certainly vote with him and likely get lynched after him.
-A familiar who does nothing but try to save and vote with his master will already win a healthy chunk of the time
Post-master option suggestion:
-Night immune until his master dies, then loses that, learns to live for himself and becomes a survivor with no vests.
Last edited by Squidypie; August 18th, 2013 at 04:34 AM.