Kleptomaniac (Neutral Evil) (1950+ Views!)

Old Role Ideas

Do you think the role should be added to the game?

Yes, I support it. It needs no changes.
37
53%
Maybe, but it needs work. (Please explain how I can improve the role with a reply!)
22
31%
No, this role is too overpowered. (Please explain how I can improve the role with a reply!)
8
11%
No, this role is too underpowered. (Please explain how I can improve the role with a reply!)
3
4%
 
Total votes : 70

Kleptomaniac (Neutral Evil) (1950+ Views!)

Postby KyoDaz » Thu Dec 01, 2016 3:08 pm

Role Name: Kleptomaniac (Thanks to KrioMauq for suggesting the name!)

Role Alignment: Neutral Evil

Attributes: None.

Abilities: Every night, choose someone to steal their action from them for a night, and roleblock them. You steal their action during the day and use it in the night.

Goal: Live to see the town lose the game.

Wins with: Everyone but town.

Special Attributes: When using the person's action, you will get a clue on what their role is. (See clues at the Spoiler in the Additional Comments.)

Investigative Results: Your target is skilled at disrupting others. They could be an Escort, Transporter, Kleptomaniac or Consort.
Consigliere Results: Your target is a thief. They must be the Kleptomaniac.

Achievements:

Additional Information (comments): Clues:

Spoiler: Your target has an eagle eye. They could be a Lookout, Spy, Consigliere or Witch.
Your target has experience with blood. They could be a Janitor, Doctor, Serial Killer or Vampire.
Your target is interested in one thing. They could be a Medium, Forger, Arsonist or Vampire Hunter.
Your target is very loyal. They could be a Godfather, Retributionist, Executioner or Sheriff.
Your target likes to switch things up a bit. They could be a Transporter, Disguiser, Jester, Blackmailer or Escort.
Your target has interesting information. They could be a Mayor, Framer, Investigator or Doctor.
Your target has military gear. They could be a Mafioso, Jailor, Vigilante or Survivor.
Your target is will do anything, no matter the cost. They could be a Veteran, Bodyguard, Werewolf or Consort.


The way that the stealing will work will go as follows:

Spoiler: If you chose the Vigilante and he shoots, one of his bullets is gone. You are able to kill, and the kill will have appeared to be shot by the Vigilante.
If you chose the Jailor and he executes, one if their executions are gone. You are able to kill, piercing through night immunity, and the kill will say they have been executed by the Jailor.
If you chose the Mafioso, the mafioso will be roleblocked for two nights, trying to find his gun. This will mean the godfather will go out killing instead but the night that you stole from them they can't kill. You have a kill and it will appear to have been killed by the Mafia.
If you chose the Godfather, he cannot go out at night for two nights, but the night that you stole from them they can't kill and the night after that will mean the mafioso goes out to kill. You have a kill and it will appear to have been killed by the Mafia.
If you chose the Medium, you will be able to see dead chat for the next night. The Medium won't be able to hear dead chat that night too. You will appear to dead chat as "Medium".
If you chose the Janitor/Forger and they use their ability, you will use their action as if you were them, but you've only got one charge. The Janitor/Forger that you stole from will have a charge down.
If you chose the Investigator, you will get an Investigator result.
If you chose the Consigliere, you will get an Consigliere result.
If you chose the Framer, you frame someone.
If you chose the Spy, you will be able to see who the mafia visited.
If you chose the Blackmailer, you will be able to blackmail someone.
If you chose the Bodyguard, you will protect the target you chose.
If you chose the Arsonist/SK/Werewolf/Executioner, you will become night immune for rest of the night.
If you chose the Lookout, you will be able to see who visited the person you chose.
If you chose the Jester, you are unable to be lynched the next day.
If you chose the Transporter, you will hijack their car and they will get a notification.
If you chose the Witch, you will steal their magic broom and wand making them not control for the night and you instead.
If you chose the Retributionist, their revive won't go away but the night they revive will be delayed by 1 night. (ect A revives B on night 2, B will be revived on Night 3 even if the retributionist died on N2.)

The following roles which have limited uses WONT lose them:

- Survivor
- Amnesiac
- Veteran (Thank you Spectre0 for adding these!


You can only steal from someone twice. Killing Roles once and Non-Killing roles twice. If you stole from a killing role and you steal from them again, nothing will happen the next night when you choose you action. You can only steal from roles that have charges once.
This role will have a 3-row column. The third bar will be useless unless you chose a Witch/Transporter.

Oh god, that took forever to create. But quite a nice idea, don't you agree? :)
Last edited by KyoDaz on Thu May 04, 2017 11:10 am, edited 28 times in total.
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Spectre0 wrote:I have a theory that whenever someone suggests a role that converts evils into town, the collective IQ of the forums goes down by a tangible amount.

This theory is mostly based on the fact that I feel my brain cells hanging themselves as I read this role idea.
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Re: Shoplifter (Neutral Evil)

Postby squimbles » Thu Dec 01, 2016 3:13 pm

This role is very interesting.
But one question: why is it called the shoplifter?
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Re: Shoplifter (Neutral Evil)

Postby KyoDaz » Thu Dec 01, 2016 3:14 pm

Don't really know tbh, it sounded like a cool name and shoplifters steal little things, so they'd steal a little thing of another person, I guess.
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Spectre0 wrote:I have a theory that whenever someone suggests a role that converts evils into town, the collective IQ of the forums goes down by a tangible amount.

This theory is mostly based on the fact that I feel my brain cells hanging themselves as I read this role idea.
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Re: Shoplifter (Neutral Evil)

Postby KrioMauq » Sat Dec 03, 2016 2:48 pm

May I suggest calling it the "Kleptomaniac" instead? Otherwise, it looks like a fun role to play as.
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Spoiler: Favorite Roles: Jailor, Investigator, Consigliere
Least Favorite Roles: Forger, Mafioso, Arsonist

Roles I've Made: Spoiler: Psychologist
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Re: Shoplifter (Neutral Evil)

Postby KyoDaz » Sat Dec 03, 2016 3:07 pm

KrioMauq wrote:May I suggest calling it the "Kleptomaniac" instead? Otherwise, it looks like a fun role to play as.


I just read up on what it means, and it's pretty fitting. Changing name now...

You have credit for suggesting the name.
Last edited by KyoDaz on Wed Dec 21, 2016 9:57 am, edited 1 time in total.
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Spectre0 wrote:I have a theory that whenever someone suggests a role that converts evils into town, the collective IQ of the forums goes down by a tangible amount.

This theory is mostly based on the fact that I feel my brain cells hanging themselves as I read this role idea.
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Re: Kleptomaniac (Neutral Evil)

Postby Kirize12 » Sat Dec 03, 2016 4:18 pm

The problem here is that it takes too long to be effective because of it's delay. I suggest making it a three-column role (three columns for dead transporters and witches) and make it work like a witch, just for dead-players.
Factional balance - understanding that whisper games are bad because they cause Town to win a disproportionate amount

Strategical balance - understanding that whisper games are bad because there's no reason to use any other strategy

Structural balance - understanding that disabling the Mayor's whispers, despite it fixing whisper games, means that a player can't use a core mechanic of the game and is still bad

This matters - educate yourself.
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Re: Kleptomaniac (Neutral Evil)

Postby KyoDaz » Sat Dec 03, 2016 4:26 pm

Thank you for sharing your feedback everyone! Im on mobile, so I can't make any changes right now. Instead, I will remove the delay of the action tomorrow. Will that make it better?
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Spectre0 wrote:I have a theory that whenever someone suggests a role that converts evils into town, the collective IQ of the forums goes down by a tangible amount.

This theory is mostly based on the fact that I feel my brain cells hanging themselves as I read this role idea.
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Re: Kleptomaniac (Neutral Evil)

Postby KyoDaz » Sun Dec 04, 2016 4:45 am

Delay has been removed. It can now use it's role effectively.
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Spectre0 wrote:I have a theory that whenever someone suggests a role that converts evils into town, the collective IQ of the forums goes down by a tangible amount.

This theory is mostly based on the fact that I feel my brain cells hanging themselves as I read this role idea.
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Re: Kleptomaniac (Neutral Evil) (100+ Views!)

Postby KyoDaz » Tue Dec 06, 2016 12:51 pm

mooneylupin wrote:not two bullets vig losses. maybe one.


The Jailor only loses 1 execution because his attack bypasses night immunity.
Also, you can only steal from the vigilante once. If the vig only took 1 bullet, it would be hugely nerfed.
Witch takes 1 bullet and has a chance to get himself to suicide, so I say taking 2 bullets but he doesn't suicide is balanced.
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Spectre0 wrote:I have a theory that whenever someone suggests a role that converts evils into town, the collective IQ of the forums goes down by a tangible amount.

This theory is mostly based on the fact that I feel my brain cells hanging themselves as I read this role idea.
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Re: Kleptomaniac (Neutral Evil) (80% Support 250+ Views!)

Postby KyoDaz » Sun Dec 11, 2016 8:01 am

If anyone sees a role missing from "The way that the stealing will work will go as follows:" column please do state that with a reply.
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Kleptomaniac

Spectre0 wrote:I have a theory that whenever someone suggests a role that converts evils into town, the collective IQ of the forums goes down by a tangible amount.

This theory is mostly based on the fact that I feel my brain cells hanging themselves as I read this role idea.
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Re: Kleptomaniac (Neutral Evil) (80% Support 300+ Views!)

Postby Aki123456789 » Fri Dec 16, 2016 7:31 pm

There should be a counterpart to go with it. Otherwise, it is just way too OP.
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Re: Kleptomaniac (Neutral Evil) (80% Support 300+ Views!)

Postby fornycation » Fri Dec 16, 2016 7:46 pm

This would be a fun role to play but it is pretty OP.
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Re: Kleptomaniac (Neutral Evil) (80% Support 300+ Views!)

Postby KyoDaz » Sat Dec 17, 2016 4:15 pm

fornycation wrote:This would be a fun role to play but it is pretty OP.



Can you please explain how to balance it?
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Spectre0 wrote:I have a theory that whenever someone suggests a role that converts evils into town, the collective IQ of the forums goes down by a tangible amount.

This theory is mostly based on the fact that I feel my brain cells hanging themselves as I read this role idea.
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Re: Kleptomaniac (Neutral Evil) (80% Support 300+ Views!)

Postby KyoDaz » Sun Dec 18, 2016 7:40 am

Aki123456789 wrote:There should be a counterpart to go with it. Otherwise, it is just way too OP.



What do you mean by counterpart?
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Spectre0 wrote:I have a theory that whenever someone suggests a role that converts evils into town, the collective IQ of the forums goes down by a tangible amount.

This theory is mostly based on the fact that I feel my brain cells hanging themselves as I read this role idea.
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Re: Kleptomaniac (Neutral Evil) (80% Support 300+ Views!)

Postby Emmie737 » Sun Dec 18, 2016 12:17 pm

I like this idea, but I'm very worried about how you would get this to fit onto a role card.
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Re: Kleptomaniac (Neutral Evil) (80% Support 300+ Views!)

Postby KyoDaz » Sun Dec 18, 2016 1:18 pm

The role card would be like this (this was copied from the doctor from https://www.blankmediagames.com/roles/ )

Alignment: Neutral (Evil)
Abilities: Choose someone to steal from, roleblocking them and use their action.
Attributes: None.
Goal: Live to see the town lose the game.
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Spectre0 wrote:I have a theory that whenever someone suggests a role that converts evils into town, the collective IQ of the forums goes down by a tangible amount.

This theory is mostly based on the fact that I feel my brain cells hanging themselves as I read this role idea.
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Re: Kleptomaniac (Neutral Evil) (80% Support 400+ Views!)

Postby Kombinator1991 » Tue Dec 20, 2016 8:20 am

I would make the role stealing ability as a day ability. Then you can use the stolen role at that night. I wouldn't give any clue about the role they stolen. Only the night ability it possess. And most importantly. I would change the goal to make sure that town and mafia looses. Mafia doesn't like thieves either, and the current version is just a witch copy paste.
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Re: Kleptomaniac (Neutral Evil) (80% Support 400+ Views!)

Postby KyoDaz » Tue Dec 20, 2016 9:30 am

Kombinator1991 wrote:I would make the role stealing ability as a day ability. Then you can use the stolen role at that night. I wouldn't give any clue about the role they stolen. Only the night ability it possess. And most importantly. I would change the goal to make sure that town and mafia looses. Mafia doesn't like thieves either, and the current version is just a witch copy paste.



It's similar to the witch, but it's not a witch copy/paste.

Also, removing the clues will get rid of some of it's originality. I personally wouldn't like the day ability to be a thing.
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Spectre0 wrote:I have a theory that whenever someone suggests a role that converts evils into town, the collective IQ of the forums goes down by a tangible amount.

This theory is mostly based on the fact that I feel my brain cells hanging themselves as I read this role idea.
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Re: Kleptomaniac (Neutral Evil) (80% Support 400+ Views!)

Postby Oleptro » Tue Dec 20, 2016 12:50 pm

I really like the idea, but the role name feels off. I have no suggestions for that though.
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Re: Kleptomaniac (Neutral Evil) (80% Support 400+ Views!)

Postby Bangsgaard » Tue Dec 20, 2016 2:59 pm

A witch that visits by himself and only gets clues for the targets role.
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Re: Kleptomaniac (Neutral Evil) (80% Support 500+ Views!)

Postby Spectre0 » Tue Dec 20, 2016 4:31 pm

How many Action-stealing roles need to be shot down for people to stop making them?

This is only slightly better than Firefighter, originality wise.
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Re: Kleptomaniac (Neutral Evil) (80% Support 500+ Views!)

Postby WeedRaccoon » Wed Dec 21, 2016 4:10 am

As much as I'd like to see such a role, I do think it'd overcomplicate a lot of things. We can hardly handle a transporter. If you find a way to make it less complicated for new players then I'm 100 % supporting this.

Note: I did only briefly read the 1st post. I might've missed something ofcourse!
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Re: Kleptomaniac (Neutral Evil) (80% Support 500+ Views!)

Postby KyoDaz » Wed Dec 21, 2016 6:29 am

WeedRaccoon wrote:As much as I'd like to see such a role, I do think it'd overcomplicate a lot of things. We can hardly handle a transporter. If you find a way to make it less complicated for new players then I'm 100 % supporting this.

Note: I did only briefly read the 1st post. I might've missed something ofcourse!




Describing the role in 1 sentance:


Roleblock someone and use their action as if you were them
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Spectre0 wrote:I have a theory that whenever someone suggests a role that converts evils into town, the collective IQ of the forums goes down by a tangible amount.

This theory is mostly based on the fact that I feel my brain cells hanging themselves as I read this role idea.
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Re: Kleptomaniac (Neutral Evil) (80% Support 500+ Views!)

Postby WeedRaccoon » Wed Dec 21, 2016 7:00 am

KyoDaz wrote:
WeedRaccoon wrote:As much as I'd like to see such a role, I do think it'd overcomplicate a lot of things. We can hardly handle a transporter. If you find a way to make it less complicated for new players then I'm 100 % supporting this.

Note: I did only briefly read the 1st post. I might've missed something ofcourse!




Describing the role in 1 sentance:


Roleblock someone and use their action as if you were them


That sounds too much like witch. More like: Roleblock someone and become them for one turn while they might lose some of their abilities, which in my opinion is long and still pretty vague. A roleblocked medium doesn't lose his ability to talk to the death etc.
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Re: Kleptomaniac (Neutral Evil) (80% Support 500+ Views!)

Postby Spectre0 » Wed Dec 21, 2016 8:08 am

KyoDaz wrote:
WeedRaccoon wrote:As much as I'd like to see such a role, I do think it'd overcomplicate a lot of things. We can hardly handle a transporter. If you find a way to make it less complicated for new players then I'm 100 % supporting this.

Note: I did only briefly read the 1st post. I might've missed something ofcourse!




Describing the role in 1 sentance:


Roleblock someone and use their action as if you were them


...and steal actions from about 50% of the roles.

If you chose the Vigilante, two of their bullets are bye bye. You are able to kill, and the kill will have appeared to be shot by the Vigilante.
If you chose the Jailor, one if their executions are gone. You are able to kill, piercing through night immunity, and the kill will say they have been executed by the Jailor.
If you chose the Janitor/Forger, you will use their action as if you were them, but you've only got one charge. The Janitor/Forger that you stole from will have a charge down.


The following roles which have limited uses WONT lose them:

- Ret
- Survivor
- Not sure about Veteran, since he's not mentioned.

I'm not counting BG's self-vest and Doc's self-heal, because they have function outside of those abilities.
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