New Role: Mad Scientist
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  1. ISO #1

    New Role: Mad Scientist

    Name: Mad Scientist (Neutral Evil, Neutral Killing)
    You are an insane scientist, wishing to kill those around you with your experiments.

    Investigator Message: Jester/Arsonist message, though this may be overpowered. Alternatively, it could be a giveaway like," Your target works meticulously on extremely dangerous experiments, leading you to conclude he or she is a Mad Scientist."

    Ability: Each night, you can work on a biological weapon until it can be activated.
    -Option: Can be activated after eight days. This means it must be worked on eight times.
    -Option: Can be activated after a week. This means it must be worked on seven times.
    -Option: Can be activated after six days. This means it must be worked on six times.
    -Option: Can be activated after five days. This means it must be worked on five times.
    -Option: Can be activated after four days. This means it must be worked on four times.
    -Once the biological weapon is activated, everyone dies but the Mad Scientist (who, of course, has the antidote), resulting in his win. Death is unavoidable.
    -Working on the weapon is considered visiting yourself.

    As the Mad Scientist works on the weapon, the Town receives messages before Discussion. At the 1/3 complete mark, it says," There was a chemical spill last night; nobody was hurt." At the 1/2 complete mark, it says," A chemical outbreak occurred last night. Luckily, nobody was hurt." At 2/3 complete, it says," A large chemical explosion occurred. Nobody was hurt, but the chemical residue is extremely lethal."
    NOTE: Those fractions can be changed.

    Death messages: "His/Her skin seemed to melt off." "His/Her main organs became liquids." "He/She was found dead in a pool of bile." "He/She was turned inside-out."

    In the event of a tie, the Mad Scientist will never win. He wins only with himself. A tie results in him losing, no matter to opponent.

    Basically, the role "charges up" for seven days and unleashes death upon everyone. I thought there should be a role that had to wait to use an ability, but once it could be used, it was amazing.
    Last edited by Turbonerd; February 13th, 2014 at 07:43 PM.

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  4. ISO #4

    Re: New Role: Mad Scientist

    Role name: Mars Survivor

    Ability: Visit yourself.
    S. Ability: Auto win against everything else after self visiting X times.

    Goal: Survive and win


    Host option:
    x =4
    x =5
    x =6
    x =7


    It is no op if x =7, it just wins.

    LMAO.
    Last edited by louiswill; February 13th, 2014 at 12:06 PM.
    When we talked about pubs, we are talking about us.
    When they talked about pubs, they exclude themselves.
    They say only bad players want to modify citizens, and they do not satisfy bad players.
    Are we bad players? We include bad players, but that is just a part of us.
    ---They put veteran, mayor, allowed jester to visit for nothing, and they regretted and say those things are brainless.

  5. ISO #5

  6. ISO #6

    Re: New Role: Mad Scientist

    So, basically, it actually is overpowered?
    Okay, I just thought surviving for a week could be in difficult in some games. I see the point, now.
    Maybe at the halfway point of the Mad Scientist's progress, an Amnesiac-esque message pops up like," There was a chemical explosion last night in town. Could this be the work of a Mad Scientist?"

  7. ISO #7

  8. ISO #8

    Re: New Role: Mad Scientist

    Quote Originally Posted by Turbonerd View Post
    So, basically, it actually is overpowered?
    Okay, I just thought surviving for a week could be in difficult in some games. I see the point, now.
    Maybe at the halfway point of the Mad Scientist's progress, an Amnesiac-esque message pops up like," There was a chemical explosion last night in town. Could this be the work of a Mad Scientist?"
    Survive one week is hard, but a role is mechanically OP when it has tremendous influence of game flow.

    Thus, this role is OP because it has an ability to end the game immediately ignoring all other participators.

    No matter how you increase the difficulty of such a role, its instant end game ability is not changed.
    When we talked about pubs, we are talking about us.
    When they talked about pubs, they exclude themselves.
    They say only bad players want to modify citizens, and they do not satisfy bad players.
    Are we bad players? We include bad players, but that is just a part of us.
    ---They put veteran, mayor, allowed jester to visit for nothing, and they regretted and say those things are brainless.

  9. ISO #9

  10. ISO #10

    Re: New Role: Mad Scientist

    Quote Originally Posted by Turbonerd View Post
    Name: Mad Scientist (Neutral Evil, Neutral Killing)
    You are an insane scientist, wishing to kill those around you with your experiments.

    Investigator Message: Jester/Arsonist message, though this may be overpowered. Alternatively, it could be a giveaway like," Your target works meticulously on extremely dangerous experiments, leading you to conclude he or she is a Mad Scientist."

    Ability: Each night, you can work on a biological weapon until it can be activated.
    -Option: Can be activated after a week. This means it must be worked on seven times.
    -Option: Can be activated after six days. This means it must be worked on six times.
    -Option: Can be activated after five days. This means it must be worked on five times.
    -Option: Can be activated after four days. This means it must be worked on four times.
    -Once the biological weapon is activated, everyone dies but the Mad Scientist (who, of course, has the antidote), resulting in his win. Death is unavoidable.
    -Working on the weapon is considered visiting yourself.

    Death messages: "His/Her skin seemed to melt off." "His/Her main organs became liquids." "He/She was found dead in a pool of bile." "He/She was turned inside-out."

    I want your feedback and ideas.

    I think there should be some benefit to not working on the weapon, since the role can be underpowered. Perhaps night immunity (setup option for that?)?

    Also, how would the tie mechanism work in case he never even got to kill? Definitely above Town, but where would he fit into the rest of the list?

    Basically, the role "charges up" for seven days and unleashes death upon everyone. I thought there should be a role that had to wait to use an ability, but once it could be used, it was amazing.
    I really think this could be interesting. Remember, he has to visit himself for 7 straight days.

    If he's role blocked that slows his progress. And every night it making an announcement that there was a chemical spill or something would be kinda fun.

    Plus put him in the same category as Veteran, MM, Jester, and he ONLY wins then if EVERYONE dies (meaning he has no incentive to vote with Mafia or Town to win the game, because if evil wins it before he blows town up... he loses).

    As another potential consideration:

    Maybe make "Vests" provide immunity. This way a Survivor might "survive" the Apocalypse. As might a citizen (causing the Scientist to lose and town to win).
    Last edited by Shepherd; February 13th, 2014 at 07:23 PM.

  11. ISO #11

    Re: New Role: Mad Scientist

    A vest is supposed to defend your skin from melting or other horrible deaths? Seems legit.

    I agree, he loses if he isn't the only one remaining. He loses ties to everything, then.

    In addition, should it be a unique role? Aldaris brought up a good point: Two Mad Scientists requires one to finish before the other or nobody wins.
    Last edited by Turbonerd; February 13th, 2014 at 07:45 PM.

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