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Thread: Bartender

  1. ISO #1

    Bartender

    Town-Support-Advanced

    A shady bar owner who has a sharp ear.

    Abilities:

    Open Bar- Invite a player to your bar. If that player is part of a night chat (Mason, Mafia, etc.) then you are able to eavesdrop on their conversation. The target is unaware of his presence. He is unable to distinguish the various night chats. Also enables you to see his target. (turn on/off)

    Intoxicate- Able to use X (probably only once) amount of times. Intoxicates the player you have invited, role blocking him for the night. Immune to the SK-role block kill.

    Appears as either (flammable materials his beer) or (the spy descrip) to investigative roles.

    I think that this role adds a new dimension by making the Mafia be a little more careful in their night chat,and is also able to verify cult/masons. Intoxication would be OP, so that's why it's only used once, and the bartender has to be careful about when he uses it. The lookout component is optional; maybe it should be that it gives you a list of his possible targets (from hearing snippets of the conversation).

    I think that this role grows stronger as the game grows on, when the town is able to identify the killers and the bartender can infiltrate the conversations. I don't think that it's op because when used on most characters it does nothing; there's a lot of luck early on, and its risky to out a night chat when it could be mason or jailor instead of mafia.

    I've also considered changing him to a neutral role, when perhaps his win objective is to intoxicate a player who would have killed that night.

    Thoughts? This would probably be for forum mafia; I was always interested in the eavesdropping component of the bartenders in a lot of stories

  2. ISO #2

 

 

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