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Thread: Police Officer

  1. ISO #1

    Police Officer

    [Power-Advance]

    An lone officer gone undercover in order to find the truth, and the exiled Sheriff's location

    The Police Officer is an information-gathering role with night immunity. Unlike other roles, the Police Officer gains information based on his passive, not active abilities. With luck and strategy, a Police Officer can change the tide of the game.

    "Your target seeks Justice" ~Investigator
    "Your target works for you, you dote" ~Sheriff


    Locate
    Visit a player at night. If the Police Officer visits a Sheriff or another Police Officer, their identities are revealed to each other. Has unlimited charges.
    ~Would most likely be used to confirm a Sheriff or trigger Veteran alerts

    Evasion
    Passively block attacks at night. Evasion is an absolute block that prevents all but Jailor Executions and Lynches. Has 1 charge that regenerates after 2 days.
    ~The Police Officer's signature ability that acts as the perfect defense

    Detection
    Triggers when attacked. Identify the names of all players who visited you that night. Bypasses Detection Immunity.
    ~Although it usually triggers with Evasion, Detection can be used in conjunction Doctors and Bodyguards

    Law Enforcement
    Passively prevents the effects of Frame. When the Police Officer is targeted by a Sheriff or another Police Officer, their identities are revealed to each other. This ability is locked by default.
    ~With a perfect record, the Police Officer's reputation couldn't possibly be tarnished

    Sheriff
    When a Sheriff is discovered dead, a random Police Officer will replace the player. If the body is cleaned, but the players haven't discovered each other, the ability is negated until a Coroner examines it. This ability is locked by default.
    ~Definately a locked-by-default ability. Too much chaos would come from it being unlocked

    Notes
    • The Police Officer cannot be rolled unless at least 1 Sheriff is in play
    • The Police Officer will override multiple random Sheriffs
    • The Police Officer limits the number of Sheriffs by random role-selection to 1
    • Manually selected Sheriffs disregard the rule above
    • Evasion is stronger than Night Immunity, countered only by Executions
    • Law Enforcement allows Police Officers to locate Sheriffs and other Police Officers if enabled


    Victory Conditions
    • Win with the Town
    • Locate the Sheriff for extra points
    • Become a Sheriff for extra points



    I actually thought up of this role during a game of Mafia. In the game, I had rolled a Consigliere whom in turn, discovered the Serial Killer. One day, I claimed Investigator and I called out the Serial Killer. While the town didn't believe me, the Serial Killer laughed and the night arrived. At night, I identified the player in my last will and about how my Investigative skills were absolute due to the match settings. While I was killed at night, the Town lynched the Serial Killer.

    In the death chat, we conversed about how I was more essential as a Town member than any other member was. During these discussions, I had mentioned calling myself a Reversed Jester after the Serial Killer's death, a player who died at night, but killed in the morning. Eventually, the idea grew on me and the Police Officer was born from the joke.
    Last edited by cookies4you; February 14th, 2012 at 11:20 PM.

  2. ISO #2

  3. ISO #3

    Re: Police Officer

    Quote Originally Posted by Derogatory View Post
    I don't get the point of the visit ability. All it will likely do is draw attention to yourself. This could lead to either the town lynching you or the Mafia killing you. Aside from that, the role seems pretty balanced and fun to play as.
    The point IS to draw attention to yourself. The Visit ability would be mainly to draw out Veterans and using your natural immunity to reveal any player checking you out.

  4. ISO #4

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  6. ISO #6

    Re: Police Officer

    After huffpuff10, the poster above me, resurrected this thread, I thought of finishing it, and I did. Now, the Police Officer acts like an accompanying role such as the Coroner or the Mason, each requiring a specific role in-game to spawn. In this case, the Police Officer cannot be rolled unless a Sheriff is specified in-game, whether it's a random roll as well or a manual selection. Additionally, the Police Officer has a higher chance of being spawned than other roles, replacing random Sheriffs in the role selection.

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  11. ISO #11

    Re: Police Officer

    This role does too many different things even for a FM role, let alone an SC2Mafia role... It lacks focus and seems a bit on the OP side overall.
    [FMVI: Angel FMVIII: Gunsmith FMIX: Peasant FMX: Blacksmith
    MFM-I: Serial Killer MFM-II: Citizen MFM-III: Detective MFM-IV: Godfather/Witch MFM-V: Emperor MFM-VI:Host
    SFM-I: Spy SFM-II: Bandit SFM-III: Host SFM-VI: Skeleton Knight
    Awards: MFM-IV MVP SFM-VI MVP]

  12. ISO #12

  13. ISO #13

    Re: Police Officer

    "Your target seeks Justice" ~Investigator

    just that you make different notes for what each role could have would just make simple things harder.

    and night immunity to an investigator role? talk about making Town more OP.

    town is already overpowered and wins 70% of all games
    Last edited by MasterNinja; February 23rd, 2015 at 10:53 AM.
    I WILL NOT POST ADVERTISEMENTS IN MY SIGNATURE.

  14. ISO #14

    Re: Police Officer

    I can see you spent a lot of time on this. My first thoughts are that it's too OP and I don't believe fills any empty voids in the current game. The limitations that are placed on it can subside the OP of the role in general...but I just don't feel like we need a role like this running around...maybe this role could be immune to healing or something?

  15. ISO #15

    Re: Police Officer

    I think this role is really cool. I like the fact he's got little passives rather than one big thing. However, I'd recommend that you found a way to tie all these miscellaneous abilities together in a way that makes them very digestible. There is a role that, if there are no lynches, can choose a person the next night (using a command in day chat) to talk to, give immunity, and role block a player of choice. This role also has a limited number of executions that can be used, at will. But rather than giving it in this confusing blob, however, we simply group all these abilties together under a single "jail lore".

    Also, this person investigative probably isn't a good idea. Not only because it's a bit out of place in the investigative alignment but also because it relies on another investigative role spawning to come in. So you'd have to rely on town randoms and another (if they add another) town investigative for it to spawn at all. Not to mention, if you're relying on the second town investigative slot / town random slot, you're forcing out a lot of other potential roles that could spawn instead. It's simply limiting to make it investigative.

    Anyway, it'd be nice for the town to have more wildcards. The fact that we primarily rely on the mafia and neutrals to add what spice up the game is a little sad. There should be more quirky town stuff, like coroner and mason leader.
    Last edited by yzb25; February 23rd, 2015 at 12:11 PM.

 

 

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