Inquisition Faction

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

Inquisition Faction

Postby alex1234321 » Wed Apr 27, 2022 1:05 pm

Summary: You are a group of corrupt government officials and religious leaders hoping to purify Salem of all those who deny your faith. You are not afraid to use the gallows to prosecute all who disagree with you.

Purpose: I like Executioner. It's my favorite role to play and arguably the only role who regularly benefits from making completely false accusations. Other scum roles have to rely on subtly manipulating players to hang Town members without getting themselves killed in the process. While this encourages scumreading to determine who is misleading the town, it also encourages scum to play passively and blend in rather than aggressively pushing suspicious townies. Unfortunately, Executioner is the only role that breaks this mold, but it is currently in a weird NE-but-not-really situation where it harms the Town but can still win with anyone and act as a kingmaker. The Inquisition is structured so that it benefits from making 1 for 1 pushes by gaining massive kill power from them while potentially revealing themselves in the process. A faction like this is necessary rather than a single role since it allows players to sacrifice themselves in order to decrease the Town's numbers without losing the game automatically. Having a full faction also allows players to bus each other, sacrificing one member but gaining trust hopefully killing some Townies in the process.

Alignments:
Inquisition Government - Roles that can condemn players for execution and gain kill power if they succeed in lynching their targets.
Inquisition Support - Roles that have abilities that assist with getting condemned players lynched.
Inquisition Killing - Roles that have limited but stable killing abilities.

Mechanics:
- All members of the Inquisition may communicate with each other at night.
- Being bitten by a Vampire is treated as a basic attack.
- Inquisition Government roles are able to condemn players at night. If a condemned player is lynched the next day, the Inquisitor may prosecute the next night. Other Inquisition members cannot be condemned.
- No player can be condemned by multiple Inquisition members at the same time. If this happens, only the first to press the button will go through.
- Inquisition members cannot condemn each other. If one member attempts to condemn another member, they will be rolestopped.
- Inquisition roles may prosecute after a successful condemnation. Prosecution allows a player to deal an unstoppable astral attack, a powerful rampage, or two basic attacks.
- There may only be one Inquisition Killing player in each game.
- If there are no living Inquisition Killing roles, all living Inquisition members will gain a coin ability to deal a basic attack to someone instead of their normal ability. The last player to activate their coin ability in a given night will perform the factional kill.
- If a player is roleblocked while prosecuting, they will attack the roleblocker, stay home and kill all visitors, or replace their first target with the roleblocker for the three respective attack types.
- If a player is jailed while prosecuting, they will deal an unstoppable attack against the Jailor if not executed.
- One player may not condemn and prosecute in the same night.
- All Inquisition members appear suspicious to Sheriffs.

Roles:

Inquisition Government

Pope
Spoiler: Role Name:
Pope

Summary:
You are the leader of the land and are unafraid to prosecute nonbelievers.

Role Alignment:
Inquisition Government

Abilities:
Condemn two players each night.
You may prosecute the night after a player who you condemn is lynched.

Attributes:
- None

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
Unique role


Cardinal
Spoiler: Role Name:
Cardinal

Summary:
You are the second in command and curse all dissenters.

Role Alignment:
Inquisition Government

Abilities:
Condemn one player each night along with all of their visitors.
You may prosecute the night after a player who you condemn is lynched.

Attributes:
- You will learn how many visitors you condemn but not their names.
- You will not condemn anyone who has been condemned by another Inquisitor.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
Unique role


Deacon
Spoiler: Role Name:
Deacon

Summary:
You are a royal priest who can condemn many people at once.

Role Alignment:
Inquisition Government

Abilities:
Condemn one player each night.
Instead, condemn all players outside the Inquisition who you have previously condemned. (2 uses, one night cooldown)

Attributes:
- None

Goal:
Rid the town of heretics and nonbelievers.

Additional Information:
Unique role


Privateer
Spoiler: Role Name:
Privateer

Summary:
You are a thief who has been hired by a corrupt government.

Role Alignment:
Inquisition Government

Abilities:
Condemn one player each night.
Choose an Inquisitor to swap documents with.
You may prosecute the night after a player who you condemn is lynched.

Attributes:
- You will swap the investigative results of your targets.
- Your targets will appear to visit each other's targets instead to Lookouts and Trackers.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
If you only choose one target, they will be condemned but their investigative results will not change.
You may choose yourself as your second target.


Inquisition Support

Missionary
Spoiler: Role Name:
Missionary

Summary:
You are a traveling priest who forces others to confess to their sins.

Role Alignment:
Inquisition Support

Abilities:
Travel to one player's house each night, learning their role.

Attributes:
- You will appear to be the role of your most recent target upon death.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
You will only appear as a Missionary upon death if you never targeted anyone.


Marshal
Spoiler: Role Name:
Marshal

Summary:
You are a guard who redirects people to other houses.

Role Alignment:
Inquisition Support

Abilities:
Direct visitors from one player to another player each night.

Attributes:
- Anyone who attempts to visit your first target will instead visit your second target.
- Both of your targets will be told that they were transported.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
None


Accountant
Spoiler: Role Name:
Accountant

Summary:
You are an employee of the king who makes sure all evidence adds up.

Role Alignment:
Inquisition Support

Abilities:
Audit one player each night, forcing them to repeat their last action.

Attributes:
- Your target will target whoever they targeted the previous night.
- If your target changed roles or did not perform an action the previous night, they will be roleblocked.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
Your target is not notified that you performed your ability on them.


Enforcer
Spoiler: Role Name:
Enforcer

Summary:
You are a police officer who imposes curfews on the town.

Role Alignment:
Inquisition Support

Abilities:
Patrol one player each night, roleblocking them.
Impose a curfew, causing all other Inquisition members to roleblock their targets. (2 uses)

Attributes:
- You may not roleblock anyone directly when you impose a curfew.
- You cannot directly roleblock the same player in consecutive nights.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
All roleblocks are performed by the visiting Inquisition member when you impose a curfew.
All Inquisition members become roleblock immune the night you use your curfew ability.


Inquisition Killing

Hitman
Spoiler: Role Name:
Hitman

Summary:
You are employed by the government to kill heretics in secrecy.

Role Alignment:
Inquisition Killing

Abilities:
- Deal a basic attack against one player each night.
- Assassinate your target twice per game, making your visit astral. (coin ability)

Attributes:
- None

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
None


Swordsmith
Spoiler: Role Name:
Swordsmith

Summary:
You are a weapon manufacturer who fights for your faith.

Role Alignment:
Inquisition Killing

Abilities:
Expend one kill charge to deal a basic attack against a target.

Attributes:
- Each night that you stay home your attack increases by one level. (basic -> powerful rampage)
- If you choose not to use your attack at the maximum level, you will stay home and attack all visitors.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
Your attack starts at basic.
Inspired by Xebic's Engineer.



Role Lists:

Inquisition Ranked
Spoiler: Jailor
Town Investigative
Town Investigative
Town Protective
Town Killing
Town Support
Random Town
Random Town
Random Town
Random Town
Inquisition Government
Inquisition Killing
Random Inquisition
Random Inquisition
Neutral Evil


Gallows Mania
Spoiler: Jailor
Town Investigative
Town Investigative
Town Protective
Town Killing
Town Support
Random Town
Random Town
Random Town
Inquisition Government
Random Inquisition
Random Inquisition
Jester
Executioner
Mortician


Investigative Results:
Spoiler: Vigilante, Veteran, Mafioso, Pirate, Ambusher, or Pope.
Medium, Janitor, Retributionist, Necromancer, Trapper, or Hitman.
Survivor, Vampire Hunter, Amnesiac, Medusa, or Psychic.
Spy, Blackmailer, Jailor, or Guardian Angel, or Privateer.
Sheriff, Executioner, Werewolf, Poisoner, or Accountant.
Framer, Vampire, Jester, Hex Master.
Lookout, Forger, Juggernaut, Coven Leader, or Deacon.
Escort, Transporter, Consort, Hypnotist, Marshal, or Enforcer.
Doctor, Disguiser, Serial Killer, Potion Master, Cardinal.
Investigator, Consigliere, Mayor, Tracker Plaguebearer, or Missionary.
Bodyguard, Godfather, Arsonist, Crusader, or Swordsmith.
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Re: Inquisition Faction

Postby alex1234321 » Tue May 31, 2022 12:20 pm

I made some edits to this faction after realizing that gamebreaking combinations can be created by having all Inquisitors condemn each other. Now, only one Inquisition member may be condemned each night. Additionally, I removed the Constable role since it could quickly turn LyLo into scum majority without much skill and repurposed it into the Bishop role, which shares the same purpose of condemning many players at once. All Inquisition Royal roles are now Unique to prevent further confusing mechanics.
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Re: Inquisition Faction

Postby alex1234321 » Mon Jun 06, 2022 8:41 pm

I added 5 new roles, which are in the Inquisition Support alignment. These roles have supporting abilities, which will hopefully make this feel more like a full-fledged faction. What do you think about it?
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Re: Inquisition Faction

Postby MR60G0LD » Thu Jun 09, 2022 4:48 pm

From the description alone the faction sounds strong in my opinion but on further thought, when compared to other killers they are just average so i'd say it is alright.

Ok, so with the King you can condemn 2 players and due to the condemn rules that can include your allies, this feels very powerful as in my experience with playing executioner in traitors in salem, you can just withhold it for the first few night or 2 to assess the situation, then condemn the most suspicious players that managed to not get lynched then, even if they are your allies you benefit with prosecution. I'd say it is a fairly solid role.

Not only do you condemn a player but also get to know who visited them? That is really strong if you ask me as if you condemn someone, they had one visitor and now they are dead as a result of that visitor you know who the killer is, claim you are an TI role and you got an easy condemnation. The prosecution itself might not be that powerful but the sheer potential this has means you have the power to wipe out a lot of players, 2 players by the killer killing your target and then you lynching them, then you use rampage and you have potential for a lot more, that would make the kills per night really high. I am not sure if this role is too strong or just right tbh, it feels strong, but in practice i might be very wrong.

So with a good team, the bishop practically guarantees a prosecution aslong as it isn't anyone from the inquisition getting lynched? This feels alright but the question i have, does that only grant a prosecution to the bishop or every inquisitor? other than that i got no issues.

The Judge is fine, a role that allows you to prosecute as soon as you condemn someone, rather weak but not without its merits.

Gonna be honest I am not a fan of lawyer, they are just the judge role and forger role combined into 1, thats it, if it was just an inquisition forger it would be fine but this role makes judge obsolete from what i understand.

I am unsure if i understand this correctly, so the privateer sabotages his own teammates? the swap documents between themselves and their teammate from what i understand, is that right?

I like the gladiator, very creative, i originally thought that 2 uses is pointless as after the 2nd use anyone will notice that since you are in the duel again you are the glad but at the same time i like this risk as if you find another evil you can force everyone to decide who is the greater evil here, you can also save your allies by initiating the duel, amongst other things, really nice role.

Missionary is just busted, simple as that, they can reveal themself to town and reveal players, making condemning and accusing easy as pie, having the potential to reveal multiple roles in 1 night is just really, really strong, since they don't need to fake claim anything, town can just keep them alive to share their info until they have no more use for them, what will that support do after all? refusing to share info will be a death sentence for them and making fake claims on others roles will also only get them 1 kill at best once they see the role of the player they lynched. It is just too strong of a role in my opinion, such power is an excellent bargaining tool.

Once again, the prosecutor has so much power that they have a bargaining tool, if town knows the evils and they know the prosecutor they can simply choose, give town 2 lynches next day or get lynched, same with evil factions that have majority, there is just so much bargaining power here that there is no need to fake claim a role as no one would throw out such power when it doesn't put them at any risk of being killed by that player, at worst a killer role might choose to kill you but if you allign with town they will protect you even if you are evil since such power benefits them more than it benefits killers.

I like politician, they are a weaker unrevealing mayor essentially with risk but then the attack is mentioned and now it is just a gladiator minus prosecution, that ruins it for me, i feel buffing the extra vote to 2 bonus (making it 3 just like mayor) and removing the killing would be better considering it is meant to be a support role.

Marshal is just inquisitor transporter, that is all I'm going say, make of that what you will.

at first glance, accountant is alright but in all honesty it is just another escort, since many roles kill their target, unless they were saved they are dead and thus the player you selected will be roleblocked and if not then it is just a less reliable witch/coven leader.

And enforcer is just escort with only 3 uses.

Preacher is very risky, they should have atleast basic defense as how they are now, they are likely to be visited by a killing role, dying, or they can be visited by TI potentially revealing their role. It is an interesting role but with how you gamble on the off chance that a killing role won't visit you. I am conflicted about the role, I like the strategy required for it but all to get a basic attack? feels like the price ain't worth the risk to enjoy this role, maybe if it was a powerful attack it would be better.

Hitman is alright, while the effect of being stopped from killing due to someone else arriving at your target could be annoying it is also a great life saver in situations like having a rampaging werewolf, so I'd say this is an alright role overall.

The swordsmith is alright, not a bad role but I've seen this mechanic be used in so many concepts already, always with the same implications that I've grown kind of numb to the basic version of it, with some variety it might interest me more but it isn't bad.

Overall I'd say that this is a somewhat all over the place faction, the main killers are basic, some might even call them weak, while the support have so much power that they can use it as a bargaining tool, making it hard for me to really decide where the faction as a whole resides. As it is, I'd say the faction could use a few changes and reworks, especially with Lawyer, Politician and Accountant. Though I personally value creativity and originality more than practicality so this faction might be more balanced for other readers.
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Re: Inquisition Faction

Postby alex1234321 » Thu Jun 09, 2022 6:42 pm

Thanks for the feedback.

The reason why the killing roles are weak while the support roles are strong is to make them roughly equal in power. I didn't want the faction to rely on one head role or alignment, so all the roles need to be similar in power. If you get a support role, it has to be pretty strong to be worth losing potential kills. The killing roles are balanced to be similar in power to Coven roles or slightly stronger since they don't get the Necronomicon. The IG roles are also supposed to be similar in power, but they seem pretty weak since one prosecution might not be enough to compete with a role that can get 0.5 KPN. The difference is that the IG roles can kill multiple players at once and steal majority then and there, so they're much faster. Do you think the alignments are at least fairly equal in value for Ranked?

The other thing is that the faction now has 16 roles, which is way more than an informed minority needs. I could probably get rid of 4-6 of the roles that are more boring or less balanced. Which roles would you want to scrap? Do you think there are 10-12 decently balanced roles in that list?

King is kind of meant as a base IG role that can condemn quickly but doesn't have any special abilities to back it up. I would expect it like most of the other IG roles to get most of its prosecutions earlier in the game since it gets harder to mislynch as the Town gets more info.

The faction is balanced around Ranked play so there wouldn't be many situations where it could condemn someone who is caught killing. I would see it targeting Jailors and then condemning the visiting protectives who visit since TPs are relatively hard to confirm. But with that strategy you won't have as many options as you would with a role like King since you won't be able to get the Jailor lynched most likely.

Like the other IG roles if Bishop lynches someone who it condemns then only it gets a prosecution. How does it guarantee a prosecution? It would have to condemn everyone in the town to do that, and it would still have to get someone outside the Inquisition lynched. Which is unlikely in Ranked where Inquisition is the main opposition.

The point of Judge is to discourage VFR. If players to a VFR on Day 2 then Judge can try to lead the discussion and pull off a prosecution, but it would be difficult to not get caught doing so.

How does Lawyer make Judge obsolete. It condemns someone each night and gets a 1-shot ability to change their role and will in the event that they get lynched. So they can push someone who they condemned on the night they use their forge and ideally gain credibility by framing that player as an evil role. The player still has to get guilted after being put up like any normal lynching.

That's not how Privateer works. Privateer gets to choose two targets. Target 1 can be anyone besides themselves and is the condemned player, so they will usually be a Townie. Target 2 is an Inquisition member. If anyone investigates Target 1, they get Target 2's results, which will be those of an Inquisition member. If someone tries to investigate Target 2, they get Target 1's results, which will be those of a Townie.

The point of the second use is if the first player dies or the Gladiator is roleblocked or something. But yeah in All Any it could possibly get a second player lynched.

Maybe in AA, they could get away with that, but in Ranked Inquisition is the only evil faction so there's no reason Town would want to keep an outed Inquisition member unless they think that player is condemned for some reason. The IS and IP roles are supposed to be stronger than Mafia roles since Inquisition doesn't get a stable kill, so their abilities have to make up for that. Kind of like how CL has a much stronger ability than a normal Coven member to make up for the fact that by having a CL you're foregoing a potential killing role.

Prosecutor could be negative utility in many cases so it wouldn't be too strong for Inquisition but yeah if it were a Town role it would be OP. But in Ranked no one in their right mind would out themselves as evil. I see Prosecutor being used as insurance in the event that a 1f1 occurs between a Townie and an Inquisition member. So if the Inquisition member gets lynched first at least the Inquisition gets something out of it.

Politician is different because it can get a second vote which can be pretty game-changing. I didn't see how similar they were when I first made the role so thanks for pointing that out. Any ideas on how to make it more unique?

Marshal can only transport one way, so it's not exactly the same as a Transporter, but the purpose is to be somewhat of an evil transporter.

Yeah Accountant will likely be used like a Consort by chain roleblocking one powerful Townie. But it has other abilities like tricking a TI into believing the wrong results.

Enforcer isn't exactly a 3-use Escort since it allows all Inquisition members to roleblock their target. So if used early in the game depending on which roles spawn it could result in half the Town being roleblocked at once, which is pretty powerful. And later in the game if it saves its charges it can stop multiple Townies from executing potentially game-winning plays. Like in a 2v2 where one of the Townies is a Vigilante but the Inquisition doesn't know who Enforcer could roleblock both of them at once.

In All Any that could be an issue with Preacher but in Ranked the only player it has to worry about is Vigilante, and the Preacher needs to make sure they don't act too scummy and get shot. If it's successful in getting visitors Preacher can get far more than the 0.5 KPN that a role like Swordsmith would get, so it's actually quite powerful.

Hitman also has relatively strong kill power for the faction but it's limited since popular targets won't be killable. And of course Hitman has less risk of a TP or something stopping it.

Swordsmith has the lowest kill power of the current IK roles since it ceilings at 0.5 KPN. I think I need something else to encourage it to wait the extra night to upgrade it. Could an astral unstoppable attack encourage people to wait the extra night in Ranked?
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Re: Inquisition Faction

Postby syjfwbaobfwl » Wed Jun 15, 2022 9:09 am

The simple concept of the faction is still too weak, it relies waaaaay to much in getting misslynches, and it only has 0.5 kpn so you have to get like 3 townies lynched without dying

Also 16 roles wtf, in classic town has 15 (19 in coven)
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Re: Inquisition Faction

Postby alex1234321 » Wed Jun 15, 2022 9:25 am

syjfwbaobfwl wrote:The simple concept of the faction is still too weak, it relies waaaaay to much in getting misslynches, and it only has 0.5 kpn so you have to get like 3 townies lynched without dying

Also 16 roles wtf, in classic town has 15 (19 in coven)


If you kill n1 and mislynch d2 and then prosecute you should get majority in Ranked. Even if you don't kill N1 or you lose a member or something you should still get pretty close to majority. These roles can shut people down pretty easily and are far stronger than your typical Mafia roles to make up for the baseline 0.5 KPN.

I'm gonna delete some roles. I wanted to create more of them so that I could delete the broken/bad ones. My goal is to get it down to 10-12. Any suggestions?
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Re: Inquisition Faction

Postby syjfwbaobfwl » Wed Jun 15, 2022 6:02 pm

Roles:

Inquisition Government

King
Spoiler: Role Name:
King

Summary:
You are the leader of the land and are unafraid to prosecute nonbelievers.

Role Alignment:
Inquisition Government

Abilities:
Condemn two players each night.
You may prosecute the night after a player who you condemn is lynched.

Attributes:
- None

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
Unique role


Sounds good

Queen
Spoiler: Role Name:
Queen

Summary:
You are a magical royal who curses all dissenters.

Role Alignment:
Inquisition Government

Abilities:
Condemn one player each night along with all of their visitors.
You may prosecute the night after a player who you condemn is lynched.

Attributes:
- You will learn the names of all who you condemn.
- You will not condemn anyone who has been condemned by another Inquisitor.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
Unique role


This sounds much better than a king since it has LO abilities

Bishop
Spoiler: Role Name:
Bishop

Summary:
You are a royal priest who can condemn many people at once.

Role Alignment:
Inquisition Government

Abilities:
Condemn one player each night.
Instead, condemn all players outside the Inquisition who you have previously condemned. (2 uses, one night cooldown)

Attributes:
- None

Goal:
Rid the town of heretics and nonbelievers.

Additional Information:
Unique role


Like arso but for condemn, I like it

Judge
Spoiler: Role Name:
Judge

Summary:
You are a crazed prosecutor who refuses to hear opposing evidence.

Role Alignment:
Inquisition Government

Abilities:
Condemn one player each night.
You may prosecute the night after a player who you condemn is lynched.

Attributes:
- If a player who you condemn is called to the stand, they will be lynched immediately.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
Inspired by Kirize's Blackmailer overhaul.


No, this basically makes players much harder to defend themselves, that is the point of trials with defense phase, to allow the player to explain their alibi without it getting drowned into the flood of messages

Lawyer
Spoiler: Role Name:
Lawyer

Summary:
You are a crooked official who tampers with the documents of your victims.

Role Alignment:
Inquisition Government

Abilities:
Condemn one player each night.
Forge the role of your target. (2 uses)
You may prosecute the night after a player who you condemn is lynched.

Attributes:
- Your target's forged role will only appear if they are lynched the next day. Otherwise their actual role will show. Their real will shows regardless of how they die.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
None


This is overpowered because, unlike forger, it is MUCH harder to tell a lawyer forged this guy, and you can easily confirm yourself/other inquisition as town by lynching other town

Privateer
Spoiler: Role Name:
Privateer

Summary:
You are a thief who has been hired by a corrupt government.

Role Alignment:
Inquisition Government

Abilities:
Condemn one player each night.
Choose an Inquisitor to swap documents with.
You may prosecute the night after a player who you condemn is lynched.

Attributes:
- You will swap the investigative results of your targets.
- Your targets will appear to visit each other's targets instead to Lookouts and Trackers.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
If you only choose one target, they will be condemned but their investigative results will not change.
You may choose yourself as your second target.


Like disg but better, its fine ig

Gladiator
Spoiler: Role Name:
Gladiator

Summary:
You are a government official who fights for a living.

Role Alignment:
Inquisition Government

Abilities:
Condemn one player each night.
Initiate a duel with your target. (coin ability, 2 uses)
You may prosecute the night after a player who you condemn is lynched.

Attributes:
- If you initiate a duel, then instead of a normal vote players will have to choose between killing you and your target.
- Anyone who is killed in a duel will be cleaned.
- If there is a tie vote, your target will be killed.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
None


You already know my opinion about altering lynches

Inquisition Support

Missionary
Spoiler: Role Name:
Missionary

Summary:
You are a traveling priest who forces others to confess to their sins.

Role Alignment:
Inquisition Support

Abilities:
Travel to one player's house each night, learning their role and the roles of visitors.

Attributes:
- You will not learn which players visit your target, you will just learn which roles visit.
- You will appear to be the role of your most recent target upon death.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
You will only appear as a Missionary upon death if you never targeted anyone.


This does WAAAAY too much, a shit ton of investigation AND a bit of deception into 1 role is way too strong

Prosecutor
Spoiler: Role Name:
Prosecutor

Summary:
You are the administrator of the gallows and like to tamper with the rules.

Role Alignment:
Inquisition Support

Abilities:
At night, plan a group lynching for the next day. (2 uses)

Attributes:
- Two players may be lynched the day after you use your ability.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
After the first player is lynched, their role and will are not revealed. The game moves back to voting without a clock reset. After the voting clock runs out or a second player is lynched, both players' roles and wills are revealed. If no one was lynched the first time around, this ability does nothing.


This role will almost never do much, in fact its more likely to harm inquisition
Inquisition gets target lynched
Town "lets lynch accuser just in case"
Now inquisition is lynched


Politician
Spoiler: Role Name:
Politician

Summary:
You are a young bureaucrat hoping to rise to the top.

Role Alignment:
Inquisition Support

Abilities:
Challenge one player to an election the next day. (1 use)

Attributes:
- Immediately after deaths are announced the next day, if your target is alive, all players will be able to vote in an election between you and your target.
- The player that receives the most votes will have an extra vote for the rest of the game.
- The loser of the election will immediately be dealt a powerful attack and appear cleaned.
- You may not use your ability the first night.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
Both you and your target may vote in the election.


I am against day kills because they have little to no counterplay, and is not really hard to win an election
Just select a weak role like sheriff and get your team members to support your claim, now you killed a townie AND you have extra votes


Inquisition Patrol

Marshal
Spoiler: Role Name:
Marshal

Summary:
You are a guard who redirects people to other houses.

Role Alignment:
Inquisition Patrol

Abilities:
Direct visitors from one player to another player each night.

Attributes:
- Anyone who attempts to visit your first target will instead visit your second target.
- Both of your targets will be told that they were transported.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
None


Can it target other inquisition?

Accountant
Spoiler: Role Name:
Accountant

Summary:
You are an employee of the king who makes sure all evidence adds up.

Role Alignment:
Inquisition Patrol

Abilities:
Audit one player each night, forcing them to repeat their last action.

Attributes:
- Your target will target whoever they targeted the previous night.
- If your target changed roles or did not perform an action the previous night, they will be roleblocked.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
Your target is not notified that you performed your ability on them.


Sounds like too much reward for very little risk, the only situations I see this being bad is by targeting a esc who rbed inquisition

Enforcer
Spoiler: Role Name:
Enforcer

Summary:
You are a police officer who imposes curfews on the town.

Role Alignment:
Inquisition Patrol

Abilities:
Roleblock one player, preventing them from performing their ability. (3 uses)

Attributes:
- You will impose a curfew each night you perform your ability, roleblocking anyone else who is visited by an Inquisition member.

On the first nights you are getting 4 roleblocks, if you use it n1 n2 n3 that is like 10 or 9 total roleblocks

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
You only visit the player who you target. All other roleblocks are performed by the visiting Inquisition member.
All Inquisition members become roleblock immune the night you use your ability.


Inquisition Killing

Preacher
Spoiler: Role Name:
Preacher

Summary:
You are a vocal priest who craves attention.

Role Alignment:
Inquisition Killing

Abilities:
Expend one kill charge to deal a basic attack against a target.

Attributes:
- You gain one kill charge for every player who visits you.
- You learn how many players visit you each night but not their names.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
You may not kill anyone the first night.


It is pretty weak, normally you dont want people visiting you as evil unless you are medusa or another similar role

Hitman
Spoiler: Role Name:
Hitman

Summary:
You are employed by the government to kill heretics in secrecy.

Role Alignment:
Inquisition Killing

Abilities:
Deal a basic attack against one player each night.

Attributes:
- You will not attack your target if someone else visits them.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
None


More consistent, I like it

Swordsmith
Spoiler: Role Name:
Swordsmith

Summary:
You are a weapon manufacturer who fights for your faith.

Role Alignment:
Inquisition Killing

Abilities:
Expend one kill charge to deal a basic attack against a target.

Attributes:
- Each night your attack increases by one level. (none -> basic -> powerful)
- Your attack resets to none each time you use it.
- Your attack stays at powerful if you repeatedly choose not to use it.

Goal:
Rid the town of heretics and nonbelievers.

Win Conditions:
Wins with Inquisition, Survivors, and Witches.

Additional Information:
Your attack starts at basic.
Inspired by Xebic's Engineer.

More proof that preacher is too weak, but this role is fine
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Re: Inquisition Faction

Postby alex1234321 » Mon Jun 20, 2022 2:34 pm

I pruned the faction down from 16 roles to 10 and nerfed Queen, Missionary, Accountant, and Enforcer. What do you think of the faction now?
#SaveTheTG

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Re: Inquisition Faction

Postby alex1234321 » Wed Oct 12, 2022 12:27 pm

I made some edits to Inquisition after it got destroyed in the last role poll. Now, there may only be one IK per game, and Inquisition members may NOT condemn each other. I also changed the final stage attack of Swordsmith to give it stronger killing power.
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Re: Inquisition Faction

Postby alex1234321 » Wed Feb 08, 2023 11:09 am

I changed Enforcer a little bit and changed the names of King/Queen/Bishop to Pope/Cardinal/Deacon to avoid name conflict with the Chessmen. I also changed the Investigator results. Thank you to Syj, Wave, and Phoenix for the suggestions.

Let's get Inquisition into the TG!
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