TCS: Submission Thread #1 (January - March)

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TCS: Submission Thread #1 (January - March)

Postby Schultz128 » Mon Jan 22, 2018 3:00 pm

The Creator's Spotlight

Submission Thread #1 (January - March)



"Schultz, what is this?"

The Creator's Spotlight is a monthly event to help expand the list of our more serious roles for the Standard and Episode rolelists. Think of this like Grand Idea Mafia, but actually reasonable and meant to spice up the longevity of Standards.



"Schultz, how does this work?"

Whenever an Episode ends, a period known as the "Submission Phase" will occur over the next 3 months until the next Episode starts. During this period, any user may submit their own roles in the Submissions thread (so long as they follow the guidelines listed below in this post). This is also a period to discuss the roles and how they would work in the current meta with other roles or rolelists.

When the next Episode starts, a new period known as the "Voting Phase" will begin. While the Episode is running, a new thread will be made with a list of all submitted roles can be voted for. To vote, a user will PM me (Schultz128) with which role they wish to vote for. Once the Episode ends, we will give all users 3 extra days to vote. Once that deadline is reached, the votes will be tallied and the one with the most votes will win. That role will then be added to the Experimental Rolelist.

Here is how the ledger works for role submissions:

If there are 1-14 roles eligible for voting:
1 Role will be elected to be added to the Experimental Rolelist. Each user will have 1 vote.

If there are 15-29 roles eligible for voting:
2 Roles will be elected to be added to the Experimental Rolelist. Each user will have 2 votes.

If there are 30+ roles eligible for voting:
3 Roles will be elected to be added to the Experimental Rolelist. Each user will have 3 votes.


"How should my role submission look?"

All roles submissions should have the following:

  • Role name, alignment, and sub-alignment.
  • All abilities listed in a clear and non confusing manner.
  • An ECO (Encyclopedia for Controversial Occurrences) for the role to explain how it works with other roles in the current rolelist.
  • All possible wincons.
  • The name of the post that contains the submission should be retitled to the name of your role (similar to editing the title of a thread.)
  • It's recommended to use the format of the Standard rolecards in the Rolecards thread for guidance of how to format your role.


"Sounds like a nice mey-mey! I'm going to go break the school's windows!"

Not so fast, there are going to be rules to the roles and the voting.


Voting:

Spoiler:
1) Self Voting - Users may not vote for their own roles.

2) Voting Limit and Integrity - Users cannot vote more than what they're assigned. This means you are not allowed to vote on a role with alternate accounts. If a user is discovered to have been using alts to vote for roles, hence exceeding their vote limit, they will be barred from participating in the Creator's Spotlight permanently.

3) Beggars - We prefer if you do not constantly beg for votes. You're allowed to try and convince people to vote for your role, but don't be obnoxious about it.


Role Submission:

Spoiler:
1) Trolling - Don't try to be funny. No one is going to laugh about you submitting a N1 Suicidal Keeper of Light. Any broken, unbalanced, or obvious troll roles will be purged. Constantly submitting troll/purposefully broken roles will result in escalating punishment under the moderators' discretion.

2) Reposting - Any roles that are already virtually accepted in Standards but not listed under the rolecards section (i.e Parity Cop, Potion Maker) will be purged without punishment. If your role is not the winner of the election, you are able to submit the role again in the next election.
Last edited by Schultz128 on Mon Jan 22, 2018 3:02 pm, edited 2 times in total.
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Submitted Roles

Postby Schultz128 » Mon Jan 22, 2018 3:01 pm

Botanist (Town Protective) by JammySplodge
Mystic (Town Investigative) by ZoruaLuhansk
Correspondent (Town Support) by TheWabbit
Matchmaker (Town Support) by EvilDeanius0
Registrar(Town Investigative) by NesMettaur
__________________________________________


Traitor (Mafia Goon) by ICECLIMBERS
Smuggler (Mafia Deception) by MichaelgRook

__________________________________________


Enchanter (Neutral Evil) by Shilster
Sellsword (Neutral Benign) by realMandingo
Turncoat (Neutral Benign) by moonbird
Gossiper (Neutral Evil) by BlazinIce
Convict (Neutral Benign) by Blackwolfe99
Spiritualist (Neutral Evil) by BS4125
Reflector (Neutral Evil) by EvanManManMan
Dabbler (Neutral Evil) by Fenraiser
Vampire (Neutral Evil) by UzayAltay
Scavenger (Neutral Evil) by DesuSigir
Last edited by Schultz128 on Wed Jan 31, 2018 10:21 pm, edited 10 times in total.
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Botanist

Postby JazzMusicStops » Mon Jan 22, 2018 3:50 pm

Botanist

Your role is Botanist
Your alignment is Town Protective

You have discovered a breed of plant capable of stopping bullets with it's roots, you had better put this to good use

During the night you may choose to plant up to 2 plants near people's houses
If a player with a plant would be attacked, they will survive, however, their plant will wilt and die, due to the nature of this new breed, any other plants not in your possession will also wilt and die, however, those you have with you will remain healthy
You have 8 plants


Plaintext explanation:
You can add up to 2 people a night to a shared ring of night immunity
This will persist until one of the people in the immunity ring is attacked, at which point the ring will break and nobody will be night immune anymore, and the next night you add people to a new ring which follows the same rules
You can only use your ability 8 times

Town wincon

ECO:
the Immunity works the same as night immunity, so anything that applies to night immunity applies here too
if a night immune player is in the ring and is attacked the immunity still fades
if a player is attacked while in the ring and is healed, the immunity fades
if multiple players in the ring are attacked at once, the ring fades and all survive
protection from Marshal/Bodyguard takes priority over the immunity
Last edited by JazzMusicStops on Tue Jan 23, 2018 2:16 am, edited 1 time in total.
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Re: TCS: Submission Thread #1 (January - May)

Postby ChubbyMooshroom9 » Mon Jan 22, 2018 4:19 pm

I felt that 2/6 was enough tbh given the nature, but I guess 2/8 works.
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Traitor

Postby ICECLIMBERS » Mon Jan 22, 2018 5:36 pm

Traitor

(This role is still in the experimental stages ~ It will not yet appear in Episodes for the time being.)

You are a Traitor.

Your alignment is Mafia Goon.

You cut a deal with the Godfather years ago for the promise of a high position in the Mafia if you help them take over this town. You've toiled too long in this dead-end village while waiting for their return. Now that the Mafia has finally arrived, it is time for you to assist them from the shadows.

At the start of the game the mafia are informed of your existence, but they do not know your identity.
If a mafia member dies, you may select them at night to rummage through their belongings. This will tell you who they targeted each night as well as what their night feedback was.
The Godfather hides their tracks too well so their belongings cannot be searched.
If a member of the mafia attempts to attack you, you will hide from them and the kill will fail. They will be informed that you were immune. Any other attack on you, however, will succeed.
If a Mafia Deception role targets you they will still visit you, but their action will fail and a charge will not be consumed.
If all of your allies die you will leave the town in defeat.

Your allies are [x], [x], [x], and [x]. You do not know who is what role.

You win with the Mafia
You win with Survivors
You win with Witches
You must kill the Town
You must kill Arsonists
You must kill Serial Killers
You must kill Stalkers
You must kill Bombers
You may spare anyone else


Spoiler: I took the generic idea for a mafia traitor and decided to "standard-fy" it a bit. The role isn't that powerful because then it would compete with the niche that anti-town neutral evils have as well as take away from its purpose as a "half" mafia member.
For starters, there's the issue of mafia killing off their traitor. Usually this is resolved by making them bulletproof but I decided to make them only immune to the mafia's attack. This allows for the Vigilante to shoot it and the Serial Killer (if it even is in a game with a traitor) to not have to worry about a necessary kill on mafia failing.
Rummaging is to give them an ability other than sitting around (and to "standard-fy" it). It means that if a mafia member dies at least the traitor can start to be on the same page as the mafia, ie picking up Consigliere results or knowing what roles the Blackmailer found. I thought about giving it another night action, but that would make the role too complex and isn't needed since traitor isn't meant to be that high-powered of a role. In addition, I contemplated for a bit letting the traitor take a 1-shot ability from dead mafia members, but that is redundant when Mafioso and Kleptomaniac are already roles. They can't target the Godfather because then they'd get all of the information they could get from this ability instantaneously.
Mafia deception immunity is to prevent unfortunate situations. Framer, obviously, wouldn't have an affect anyways. I don't want a janitor to clean scum (in case of vig), and their clean from a mafia kill would fail anyways as the traitor is immune. Both janitor after hitting an immune and prankster if their target didn't claim the faked night result can check their charges the next night to make it easier for mafia to find the traitor. It also prevents disguiser from framing the traitor.

Role name and abilities are subject to change.

ECO:
Appears as mafia to select investigatives.
If they rummage through a Mafioso's belongings and the Mafioso had previously shadowed the Godfather, then the Traitor will not be informed of what happened on the night of the shadowing.
Rummaging is like a medium action in that it is not affected by roleblocks or redirects, nor is it a visiting action. It is processed immediately and not at the end of the night and multiple dead mafia members can have their belongings rummaged in one night.
EDIT: I accidentally deleted this part earlier. It cannot be retrained by the Caporegime.
Last edited by ICECLIMBERS on Tue Jan 23, 2018 9:28 am, edited 2 times in total.
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Re: TCS: Submission Thread #1 (January - May)

Postby parkerparkour » Mon Jan 22, 2018 7:18 pm

TrueGent killer
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Re: Botanist

Postby Schultz128 » Mon Jan 22, 2018 10:26 pm

JammySplodge wrote:
Botanist

Your role is Botanist
Your alignment is Town Protective

You have discovered a breed of plant capable of stopping bullets with it's roots, you had better put this to good use

During the night you may choose to plant up to 2 plants near people's houses
If a player with a plant would be attacked, they will survive, however, their plant will wilt and die, due to the nature of this new breed, any other plants not in your possession will also wilt and die, however, those you have with you will remain healthy
You have 8 plants


Plaintext explanation:
You can add up to 2 people a night to a shared ring of night immunity
This will persist until one of the people in the immunity ring is attacked, at which point the ring will break and nobody will be night immune anymore, and the next night you add people to a new ring which follows the same rules
You can only use your ability 8 times

Town wincon

ECO:
the Immunity works the same as night immunity, so anything that applies to night immunity applies here too
if a night immune player is in the ring and is attacked the immunity still fades
if a player is attacked while in the ring and is healed, the immunity fades
if multiple players in the ring are attacked at once, the ring fades and all survive


Does Marshal/BG take priority?
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Re: Botanist

Postby JazzMusicStops » Tue Jan 23, 2018 2:15 am

Schultz128 wrote:
JammySplodge wrote:
Botanist

Your role is Botanist
Your alignment is Town Protective

You have discovered a breed of plant capable of stopping bullets with it's roots, you had better put this to good use

During the night you may choose to plant up to 2 plants near people's houses
If a player with a plant would be attacked, they will survive, however, their plant will wilt and die, due to the nature of this new breed, any other plants not in your possession will also wilt and die, however, those you have with you will remain healthy
You have 8 plants


Plaintext explanation:
You can add up to 2 people a night to a shared ring of night immunity
This will persist until one of the people in the immunity ring is attacked, at which point the ring will break and nobody will be night immune anymore, and the next night you add people to a new ring which follows the same rules
You can only use your ability 8 times

Town wincon

ECO:
the Immunity works the same as night immunity, so anything that applies to night immunity applies here too
if a night immune player is in the ring and is attacked the immunity still fades
if a player is attacked while in the ring and is healed, the immunity fades
if multiple players in the ring are attacked at once, the ring fades and all survive


Does Marshal/BG take priority?

Yes I'll edit that in
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Re: TCS: Submission Thread #1 (January - May)

Postby Shilster » Tue Jan 23, 2018 3:20 am

What do you guys think about an NE role that delays night actions on someone?
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Re: TCS: Submission Thread #1 (January - May)

Postby TheWabbit » Tue Jan 23, 2018 4:25 am

Correspondent

You are a Correspondent.
Your alignment is Town Support.

You were an avid writer known for your groundbreaking novels. When the Mafia arrived, you decided to use your influence to aid the Town in getting rid of the threats, one letter at a time.

Each day, you may send the game moderator a letter containing a maximum of 200 characters, alongside a recipient.
Your recipient will receive the letter when the following night starts.
Additionally, your recipient may reply with either a 'yes' or a 'no'. They may also choose to not respond to your letter at all.
You will receive their response alongside your night result.
Should you or your recipient be roleblocked at that night, you won't be notified of your recipient's response, should they have one.
Your letters cannot be redirected, as you have sent it before dusk.
All your letters are sent out anonymously.
You are not permitted to write or hint at any player names in your letter.

You win with the Town
You win with Survivors
You must kill the Mafia
You must kill Arsonists
You must kill Witches
You must kill Serial Killers
You must kill Stalkers
You must kill Bombers
You may spare anyone else
Last edited by TheWabbit on Fri Jan 26, 2018 5:02 am, edited 6 times in total.
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Re: TCS: Submission Thread #1 (January - May)

Postby Schultz128 » Tue Jan 23, 2018 5:20 am

Shilster wrote:What do you guys think about an NE role that delays night actions on someone?


Sounds interesting, write something up. Don't be afraid to share stuff here.
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Enchanter (Neutral Evil)

Postby Shilster » Tue Jan 23, 2018 6:08 am

Enchanter

You are an Enchanter.
Your alignment is Neutral Evil.

Your beautiful face is capable of delaying anyone from doing their work.

Each night, you may choose to enchant someone.
Players who are enchanted will have their night action delayed until tomorrow night.
Their first action will override their later action.
Players will be notified they were "roleblocked".
You may not enchant the same person two nights in a row.

You win with Enchanters
You win with Witches
You win with Survivors
You win with Warlocks
You win with the Mafia
You win with Arsonists
You win with Serial Killers
You win with Stalkers
You must kill the Town
You must kill Bombers
You may spare anyone else.


Basically, anyone who does their night action will get their results the following night.
E.g. A Sheriff checks the Doctor, and is notified they were roleblocked. The following night, the Sheriff tries to check a Prankster, and gets an NS result (from the Doctor) and vice versa.

The roleblock notification will merge with an actual roleblock notification.

Escorts, Consorts, Transporters, and Witches will receive a roleblock notification, making it obvious there is an Enchanter in play.
Last edited by Shilster on Tue Mar 20, 2018 4:41 am, edited 5 times in total.
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Re: TCS: Submission Thread #1 (January - May)

Postby Schultz128 » Tue Jan 23, 2018 6:28 am

That seems fine, I'd just make it non consecutive targeting
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Re: TCS: Submission Thread #1 (January - May)

Postby Shilster » Tue Jan 23, 2018 6:29 am

So it can't target the same person each night?
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Re: TCS: Submission Thread #1 (January - May)

Postby Schultz128 » Tue Jan 23, 2018 6:35 am

Shilster wrote:So it can't target the same person each night?


Two nights in a row, yes
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Re: TCS: Submission Thread #1 (January - May)

Postby Shilster » Tue Jan 23, 2018 6:38 am

Schultz128 wrote:
Shilster wrote:So it can't target the same person each night?


Two nights in a row, yes

Okay, fixed.
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Smuggler

Postby MichaelgRook » Tue Jan 23, 2018 7:44 am

Smuggler

Your role is Smuggler
Your alignment is Mafia Deception

A master of descretion, you have successfully hidden thousands of operations from the authorities. The Godfather has noticed your talents and has hired you to advance his operations.

Each night, you may select one player to target. That night, if they visit someone, they will be invisible to Lookouts and Trackers, and unnoticed by Veterans. You may only use this ability three times.
You can communicate with your allies each night, for as long as they are alive.

Your allies are [x] the [role], [x] the [role], and [x] the [role].

You win with the Mafia
You win with Survivors
You win with Witches
You must kill the Town
You must kill Arsonists
You must kill Serial Killers
You must kill Stalkers
You must kill Bombers
You may spare anyone else


Plaintext:
Smuggler is like a ninja but instead of invisibility of self, it makes it's target invisible. If the smuggler is roleblocked or is killed the action is cancelled out and any lo/tracker will see the target's action, or the vet will kill the target. The advantage of the smuggler is very clear, and it can target more than just the mafia. Effect only lasts for the night smuggler is targeting. Smuggler is not immune to lookout or tracker itself, and smuggler visiting vet is self implied.

ECO:
Lookout will see the smuggler if they visit smuggler target
Smuggler doesn't prevent any other roles like marshal or doctor
Smuggler action is treated as visiting their target

I can add anything else that is needed.
Last edited by MichaelgRook on Sun Jan 28, 2018 10:11 am, edited 3 times in total.
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Re: TCS: Submission Thread #1 (January - May)

Postby JazzMusicStops » Tue Jan 23, 2018 9:14 am

do we really need more situational mafia deception roles tho
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Re: TCS: Submission Thread #1 (January - May)

Postby ICECLIMBERS » Tue Jan 23, 2018 9:14 am

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Re: TCS: Submission Thread #1 (January - May)

Postby Schultz128 » Tue Jan 23, 2018 9:25 am



I like it
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Re: TCS: Submission Thread #1 (January - May)

Postby Metrion » Tue Jan 23, 2018 2:30 pm



Where do expect this seeing play? It can't really roll in Random Mafia.
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Re: TCS: Submission Thread #1 (January - May)

Postby ICECLIMBERS » Tue Jan 23, 2018 4:55 pm

Metrion wrote:


Where do expect this seeing play? It can't really roll in Random Mafia.

For semiopens, ts own slot in setups oriented around being low-power or town v mafia. Or possibly in setups with 23+ players in it.
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Mystic

Postby ZoruaLuhansk » Tue Jan 23, 2018 5:22 pm

idc could be interesting

Mystic

You are a Mystic.

Your Alignment is Town Investigative.

(Lore Needed)

Each night, you may name a category. If any of the roles in the category are in the game, you are told who all instances of any roles in that category visited.

Bla bla bla Town Wincon


Sample Categories:
Investigator/Consigliere/Parity Cop/Blackmailer/Stalker
Escort/Consort/Transporter/Prankster/Witch
Vigilante/Godfather/Bodyguard/Janitor/Serial Killer
Sheriff/Framer/Lookout/Disguiser/Kleptomaniac
Doctor/Mafioso/Tracker/Agent/Warlock
Marshal/Enforcer/Firebrand/Arsonist/Double
(Excluded are roles like Medium and Underboss who don't usually visit people)

I hope that wasn't confusing or anything

Recieves messages like:
A Sherrif/Framer/Lookout/Disguiser/Kleptomaniac visited Metrion last night!
A Sherrif/Framer/Lookout/Disguiser/Kleptomaniac visited Schultz128 last night!
A Sherrif/Framer/Lookout/Disguiser/Kleptomaniac visited andillin1 last night!

etc.

or

No Escort/Consort/Transporter/Prankster/Witch visited anyone last night!

ECO:
If the target is preforming the factional kill, the Mystic will see that as a normal visit.
If a Doctor/BG is Self-Healing/Vesting the Mystic will see them visit themselves.
If the Mystic sees a Transporter, they will be told that a Transporter visited both of their targets.
If a role is not in the game, the Mystic will be told that no [role] visited anyone.

This is just a basic idea, alignment can be switched around and stuff.
Last edited by ZoruaLuhansk on Fri Jan 26, 2018 6:11 pm, edited 3 times in total.
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Sellsword

Postby realMandingo » Tue Jan 23, 2018 5:26 pm

Sellsword

You are a Sellsword.
Your alignment is Neutral Benign.

You sell your services to whomever requires them in exchange for your own personal gain. Your goal is to live a mercenary's life and retire successfully.

At the start of each day, you are can force a player to sign a contract with you, offering your service to see any player of their choosing cease to live. You may only have 1 active contract at any given time. Only your contract signer can choose the killing target of the contract, and you cannot be your own target.
If the contract signer does not choose a target before the end of the day, they will become your target instead. If your contract signer dies, you may still successfully complete your contract.
With an active contract only, you will be able to attempt a night kill on the contract's target at night.
If your attack succeeds, your target is lynched or you attack the target but someone else performs the kill, the contract will be terminated and you will have succeeded in completing the contract.
If you fail to kill your target, you may choose to abandon the contract at the start of the day or attempt to attack them again. If you fail to kill them again you will immediately abandon your contract.
After you complete or abandon your contract, you may force a new contract to be signed.
You are night immune.
You are redirection immune.
You are immune to being roleblocked.
Your attacks bypass night immunity.
You win by successfully completing 3 contracts, after which you will retire and no longer be able to create new contracts.
You lose when you die without completing your contracts or by not completing your contracts before the end of the game.
Sellsword is a unique role.


This is an old role concept I had stored up but never really got around to flesh out. I'd like to polish it but for now this is the basic concept.

ECO:

Attacking a target who was protected by a Bodyguard will result in the Sellsword being attacked by the Bodyguard, bypassing the Sellsword's night immunity.
A Transporter who attempts to transport a Sellsword will fail to transport their targets and will not be informed of this.
A Witch who attempts to control a Sellsword will receive a message saying: "Something prevented you from controlling your target."
If a Transporter transports the Sellsword's contract target with another player, the attack will still hit the original target.
A Sellsword who fails to kill their target will not be informed of this.
Sellswords are not immune to dousing, stalking, device planting. Kleptomaniac's may not steal from Sellswords.
A Shade that has channeled will become a Phantom if they are killed by a Sellsword under contract. (This is to prevent a Sellsword's win condition conflicting with a Shade's win condition in this scenario).
A Double who takes over a Sellsword's role will carry over their completed contracts but will not be informed as to how many contracts they have completed. They will be informed of their current contract signer and the contract's target, if applicable.
An Enforcer who copies a Sellsword's attack can kill their second target and their killer will appear as a Sellsword.
A Bodydouble attacked by the Sellsword as a result of their action will die.
A Jailkeeper who targets a Sellsword will successfully protect them but will not be informed their target was unable to be roleblocked or that their ability failed.
Last edited by realMandingo on Wed Jan 24, 2018 2:54 pm, edited 3 times in total.
JamesD28 wrote:WIFOM is now wank in front of me
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Re: Sellsword

Postby Schultz128 » Tue Jan 23, 2018 7:55 pm

realMandingo wrote:
Sellsword

You are a Sellsword.
Your alignment is Neutral Killing.

You sell your services to whomever requires them in exchange for your own personal gain. Your goal is to live a mercenary's life and retire successfully.

At the start of each day, you are can force a player to sign a contract with you, offering your service to see any player of their choosing cease to live. You may only have 1 active contract at any given time. Only your contract signer can choose the killing target of the contract, and you cannot be your own target.
If the contract signer does not choose a target before the end of the day, they will become your target instead. If your contract signer dies, you may still successfully complete your contract.
With an active contract only, you will be able to attempt a night kill on the contract's target at night.
If your attack succeeds, your target is lynched or you attack the target but someone else performs the kill, the contract will be terminated and you will have succeeded in completing the contract.
If your successfully attack your target but fail to kill them, you may choose to abandon the contract at the start of the day or attempt to attack them again. If you fail to kill them again you will immediately abandon your contract.
After you complete or abandon your contract, you may force a new contract to be signed.
You are night immune.
You are redirection immune.
You are immune to being roleblocked.
Your attacks bypass night immunity.
You win by successfully completing 3 contracts, after which you will retire and no longer be able to create new contracts.
You lose when you die without completing your contracts or by not completing your contracts before the end of the game.



This is an old role concept I had stored up but never really got around to flesh out. I'd like to polish it but for now this is the basic concept.

ECO should be up shortly.


If the alignment for this is Neutral Killing, then any Town who is forced to sign a contract can just say to protect the target, since Town doesn't win with Neutral Killing. This would work better as a Neutral Benign.
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