Deputy - Neutral (Evil)

Suggest new roles or changes to current roles for the game here.

Deputy - Neutral (Evil)

Postby CrowFoxy2 » Tue Sep 22, 2020 4:08 am

This role will add a new mechanic. It can be discussed, but I think it's fine. Read to find explanations on certain aspects, and my design notes.
Role Name: Deputy

Your role is Deputy. You are a corrupt cop who was scorned by the Sheriff.


Role Alignment: Neutral Evil

Abilities:
Check someone each night for suspicious activity.
Make suspicious targets your contacts.
Speak with your contact at night.
Put on a bulletproof vest.

Attributes:
If your target is suspicious, learn their role and faction.
You may speak with your contact at night.
You may only speak with one contact.
You cannot interrogate and speak with a contact the same night.
You have 2 bulletproof vests.

Notifications:
You were found suspicious by a sheriff!
A Sheriff found you innocent.
Your target is member of the Mafia.
Your target is a serial killer.
Your target is a werewolf. (Full moon)
Your target is a member of the Coven.
Your target is an Arsonist.
Your target is a Juggernaut.
You learned your targets identity!

Goal: Survive to see the town lose. (explanation of witch goal in notes)


Win Conditions:
You must kill the Town.
You win with everyone else.

Special Attributes:
No immunities.
Attack: None
Defense: None (Basic)

Investigator Results:
Sheriff - Your target is not suspicious.
Investigator - Your target is a Sheriff, Executioner, Werewolf, or Deputy. Your target is a Sheriff, Executioner, Werewolf, Poisoner, or Deputy.
Consigliere - Your target is a crooked cop, they must be a Deputy!

Achievements:
Not what you seem - Win as Deputy.
Bad Cop - Win 5 games as Deputy.
(More of those, couldn't think of ok names...)
Honorary Mafioso - Win with the Mafia.
Honorary Coven - Win with the Coven.
Hide, and hide - Win with a survivor.
Sick? I'm not sick - Win with the pestilence.
(Ideas, it may be too much to add all these role wins.)
An eye for Evil - Get in contact with 3 factions in one game.

Additional Information:
First things first, is this just a witch reskins? Sort of, a much different ability though and honestly maybe not as fun. However, this role would be powerful, with good town reading you'll be able to find an evil faction and speak with them ASAP. Witch may control people and disrupt them, causing chaos at times, but Deputy gets a more powerful ability. Information.

I wanted Deputy to be able to survive an attack, like Witch can. Everyone knows dying night one as jester isn't fun. Deputy can, but must be strategic in his uses rather than just getting it by default. If you have defense, evils will probably know you're the NE and want you alive. NK and Maf/Coven.

There CAN BE multiple Deputys, but it's up to mutual contacts to relay that info.

New Mechanic!
You were found suspicious by a Sheriff!
A Sheriff found you innocent.
I don't find this to be a general nerf to Sheriff. It won't trigger for jailed evils, it'll simply tell GF/Necronom they were looked at, and it won't trigger for townies, even if they are framed or hexed. This means, only the evils know so they can't try and use it as a defense. Nobody else is told this info, and the sheriff still sees they are susp and will probably relay said info.
This triggers for Deputy, and it's mean to make detecting whether a deputy found you, slightly more balanced. Even though he may talk to you that night.

Here are some design notes:
Deputy CAN side with a different faction than you are, he's evil after all and can confirm himself by calling you susp.
Deputy, when you think about it, is a factionless town traitor. However, unlike the TT he doesn't have to be hanged to win, which is much more fun imo.
Deputy is meant to have to survive like Witch, because I don't see it making sense for him to win if all town dies in say, all any. Or an NK/evil faction. It could be far too easy.

I am 100% open for suggestions and thoughts!
CrowFoxy2
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