Merchant

Old Role Ideas

How many evils should it gift? Should it be NC/NE? Would you vote for this to go to TG?

Poll ended at Wed Feb 21, 2018 3:29 pm

2
2
17%
3
2
17%
---
1
8%
Neutral Chaos.
1
8%
Neutral Evil.
2
17%
---
1
8%
Yes
2
17%
No
1
8%
 
Total votes : 12

Merchant

Postby MafiaMenace » Tue Jan 02, 2018 3:29 pm

(Mini rework of my SN role)

Role Card:
Spoiler: Name:
Merchant

Alignment:
Neutral Evil (for now)

Abilities:
Night Ability: Choose an ability and a target to give it to OR give them a rotten apple.

Attributes:
You have 3 rotten apples, poisoning a player will make them sick and RB them for two nights.
Giving a rotten apple or an ability to evils will instead nullify your ability choice and give them a prompt the morning asking for which buff they want.
Cannot give something to the same evil person twice.

Abilities take no nights to create, and 1 night to give.
Rotten apples take two nights to produce.
You must give out a rotten apple or an ability every 2 nights.
Giving an ability will roleblock your target.
You have 1 self gift. (Cannot poison yourself though)
You may not give the person you gave an ability two nights before the same gift.
Abilities include: One Night Basic Defence (can be stacked onto someones natural defence, making it powerful or invincible), One Night Detection Immunity, One Astral Visit, and One Consigliere Result.
Evils cannot be RB'd.
You will be told if you have completed your goal.


Special Attributes:
Attack: None Defence: None
Unique

Goal:
Give abilities to 2 evil players.

Win Conditions:
Wins with:
Survivor,
GA,
Witch,
Pirate,
Mafia,
Serial Killer,
Werewolf,
Arsonist,
Pestilence,
Vampire
.

Investigative Results:
Investigator: Escort, Consort, Transporter, Merchant
Sheriff: Your target is not suspicious.
Cons/itch: Your target is a skilled salesman, they must be a Merchant!


Sentences that are italic and underlined are new additions.
Last edited by MafiaMenace on Sun Jan 07, 2018 2:58 pm, edited 28 times in total.
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Re: Merchant

Postby Mystoc » Tue Jan 02, 2018 3:58 pm

ok but how do you know who to gives bombs to and who to gives self vests too, it too difficult to know if you helping town or hurtin town since you dont know what roles people are

why does a bomb roleblock for 2 nights just make it be like food that's rotten that makes the person sick for 2 nights the merchant sells it to town because he's an asshole lol

evil shouldn't get roleblocked at all otherwise this cant be NE the merchant knows not give them bad stuff or they will come back an kill him (lore wie

also the goal should not just be witches goal

maybe make it sell 3 products evil people (town wont count) once it does that it leaves the game cause it out of stuff to sell and needs torestock
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Re: Merchant

Postby MafiaMenace » Tue Jan 02, 2018 4:14 pm

Okay, your English doesn't seem to be the greatest.

Make it sell 3 products TO evil people?
What would being sick do? Just roleblock them for two nights still?
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Re: Merchant

Postby Mystoc » Tue Jan 02, 2018 4:17 pm

MafiaMenace wrote:Okay, your English doesn't seem to be the greatest.

Make it sell 3 products TO evil people?
What would being sick do? Just roleblock them for two nights still?


yea sorry if a type fast i tend to skip words im dyslexic should proofed what i wrote

yea you understood what i said bombs role blocking people just doesn't make sense so i reworded it maybe make it one night instead two nights is kinda strong
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Re: Merchant

Postby MafiaMenace » Tue Jan 02, 2018 4:20 pm

The merchant automatically RB'd their target by giving them an ability, it can't be the same thing.
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Re: Merchant

Postby Mystoc » Tue Jan 02, 2018 5:38 pm

i would get rid of the crossed out info stuff since its no longer relevant

==============================================================

you should also add you get told the night after if the person you visited was evil or not cause otherwise how would you know how close you were to completing the goal

and add like a 2-3 day cooldown (maybe forever prolly too harsh) on giving an the same evil person the same product otherwise you just keep visiting them and that too ez

===================================================

it doesn't need to be day ability instead do this

if you the person you visit at night was town
-then they get roleblocked the next two nights

if you the person you visit at night was evil
-the next night after you visited they get a pop up box telling them you visited and let them choose what buff they want with a potion master like UI with 3 choices

=========================================

onto the the abiilities

these abilities need to passive buffs/changed cause forcing a killing role to use a self vest or consig result means they cant kill that night, aslo why would evils ever want to heal that goes against their goal of killing town

your abilities gives dont really help evils that much but hurt them the buffs need to passive

like basic defense if def was basic all ready becomes powerful, astral visit, sheriff immunity etc

those are just ideas you could prolly thing of more orgianly passive buffs
Last edited by Mystoc on Tue Jan 02, 2018 5:41 pm, edited 1 time in total.
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Re: Merchant

Postby MafiaMenace » Tue Jan 02, 2018 5:40 pm

Yes sorry, just carried them over from Saint Nicholas, will change it.
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Re: Merchant

Postby Mystoc » Tue Jan 02, 2018 5:42 pm

MafiaMenace wrote:Yes sorry, just carried them over from Saint Nicholas, will change it.


you may of missed some of what i just said i edit a lot sorry may want to reread what i said

also i don't like the NK version of the role at all seems to slow to me stick to NE one
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Re: Merchant

Postby MafiaMenace » Tue Jan 02, 2018 5:50 pm

I meant to word both NK and NE/NC one as You have to give out a bomb or an ability every 2 nights.
But okay.
The evils don't have to use their newfound ability, they can also use both abilities at the same time which I forgot to mention.
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Re: Merchant

Postby Mystoc » Tue Jan 02, 2018 5:57 pm

this looks good but it doesnt need to be a day ability read above what i wrote let them choose what buff they want

=============================================

if you the person you visit at night was town
-then they get roleblocked the next two nights

if you the person you visit at night was evil
-the next night after you visited they get a pop up box telling them you visited and let them choose what buff they want with a potion master like UI with 4 choices

letting them choose the buff makes the role more dynamic as opposed to you just giving choosing a buff that may not work for them
Last edited by Mystoc on Tue Jan 02, 2018 5:59 pm, edited 1 time in total.
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Re: Merchant

Postby MafiaMenace » Tue Jan 02, 2018 5:58 pm

They do choose their buff, read the second line under attributes.
Also evils can't be roleblocked.
Town is.
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Re: Merchant

Postby Mystoc » Tue Jan 02, 2018 6:06 pm

MafiaMenace wrote:They do choose their buff, read the second line under attributes.
Also evils can't be roleblocked.
Town is.


okay it being a day ability means you cant be stopped at night that's to strong

town protection like crusader and trapper and bg cant stop you LO cant see you and tracker cant follow you

this also removes the risk of vet ambusher and medusa

it needs to be a night ability rbing someone two nights is very strong it needs counters, it's not just because of mechanics it cause of balance

if concerned the role will be slow change goal from 3 to 2 evils and make it so the same evil person cant be visited Again
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Re: Merchant

Postby MafiaMenace » Tue Jan 02, 2018 6:09 pm

Sorry, didn't think about it as a day ability.
Will change to 2, you were the one who suggested three anyways.
Will make it so it can't visit the same evil person.
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Re: Merchant

Postby Mystoc » Tue Jan 02, 2018 6:14 pm

MafiaMenace wrote:Sorry, didn't think about it as a day ability.
Will change to 2, you were the one who suggested three anyways.
Will make it so it can't visit the same evil person.


i see no problems with the role then i would vote for this role in TG

maybe the choices of buffs can be reworked to be more original but for now they work and buffs can easily changed
Last edited by Mystoc on Tue Jan 02, 2018 6:23 pm, edited 2 times in total.
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Re: Merchant

Postby MafiaMenace » Tue Jan 02, 2018 6:15 pm

Thanks :)
Will think of more buffs.
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Re: Merchant

Postby Mystoc » Tue Jan 02, 2018 6:23 pm

oops i missed something

You will be told if you have given an evil an ability.
Evils are not forced to use their ability.
Evils can use both abilities at the same time.


-i don't think the last one is mechanically possible at the moment i would remove that
-i like that they can refuse it but since most of the buffs are passive now i doubt they would though
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Re: Merchant

Postby MafiaMenace » Tue Jan 02, 2018 6:25 pm

Done.
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Re: Merchant

Postby MafiaMenace » Tue Jan 02, 2018 10:40 pm

Anything else to add to this discussion anyone?
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Re: Merchant

Postby BasicFourLife » Wed Jan 03, 2018 12:08 pm

How the fuck are you supposed to find 2 - 3 different Evil roles to give a gift to?
There are 5 evil roles in a game not including you, that you can give a gift to.
Games usually last for 5 - 7 days, so if you give 1 ability to a Town member, you've instantly lost.

Please consider these parts.
I am kindly telling you to fuck off. Thank you.

FM / TG: 5 - 10 - 8
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Re: Merchant

Postby MafiaMenace » Wed Jan 03, 2018 3:09 pm

Well then I guess gifts take no nights to craft.
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Re: Merchant

Postby MafiaMenace » Sun Jan 07, 2018 2:37 pm

/bump

Only have two opinions, if anyone wants to add ANYTHING even if it is already said, it would be welcome.
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Re: Merchant

Postby Mystoc » Sun Jan 07, 2018 2:52 pm

looks good to me when will you submit it to TG i know a lot people haven't given feedback besides me s thats prolly what you're waiting for?

on the goal you should have a set number 2-3 is confusing (i would put it at 2 for now)
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Re: Merchant

Postby MafiaMenace » Sun Jan 07, 2018 2:57 pm

Alright, I have submitted it to TG. (messaged the TG mods)

Also I did change it a bit to where abilities no longer take two nights, is that fine? (Basics opinion)
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Re: Merchant

Postby Mystoc » Sun Jan 07, 2018 3:00 pm

MafiaMenace wrote:Alright, I have submitted it to TG. (messaged the TG mods)

Also I did change it a bit to where abilities no longer take two nights, is that fine? (Basics opinion)


it should be
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Re: Merchant

Postby MafiaMenace » Sun Jan 07, 2018 3:03 pm

So it giving out abilities once per night is fine? I don't see it being good, I find it O.P.-ish, but I want more opinions on the matter.
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