Locksmith (Town Protective)

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Locksmith (Town Protective)

Postby M3rkTiger » Mon May 30, 2016 6:17 pm

Role Name: Locksmith

Role Alignment: Town Protective

Attributes: Lock your target in their homes, preventing them from targeting and being targeted.

Abilities: Can choose a player to lock in their home each night
Targeted player cannot target anybody but themselves (Veteran excluded)
Targeted player is protected from all attacks
Will be killed if locking a Werewolf in their home on a full moon.
Cannot prevent an Arsonist from igniting or from cleaning himself.
Will get himself thrown in jail if he visits jailor instead of target.

Goal: Lynch every criminal and evildoer.

Wins with: Town
Survivors

Special Attributes: Unique

Investigative Results:
Investigator: Your target is a protector, they must be a Bodyguard, Jailor, Lookout, or Locksmith.

Additional Information (comments):
I've designed this role as a weaker jailor and a more powerful escort. The idea of a "sniper" attacking all players that visit your target didn't appeal to me, but I liked the idea of defending another person from all things, including other townies.

You may say that you don't like the fact he can lock up the Mayor. I don't see why it's an issue, the jailor already can do that as it is, and the Bodyguard can do it too. However, the Bodyguard only stops attackers, whereas the Locksmith prevents players from doing anything in and around that house. His abilities would in my opinion be more useful when protecting someone that doesn't have a pressing ability to use on others.

The differences and similarities between Jailor and Locksmith
Same:
Spoiler: Both lock players up for one night
Both protect from attacks while locked up.
Both will die from werewolves on a full moon.


Differences:
Spoiler: Jailor dies to Serial Killer
Jailor can speak to their targets
Jailed player can still be blackmailed, watched, investigated, role blocked, framed, and otherwise targeted by everything except for Killing Roles
Jailor can execute players
Locked targets can still use abilities that target themselves


Text: "You have been locked in!" (When targeted by Locksmith)
"You broke out of your restraints!" (When targeted by Locksmith as Werewolf on a Full Moon, in addition to any other notifications)
"Someone tried attacking you but they couldn't get in!" (When attacked)

The 5 W's as presented by CreeperJoe (https://www.blankmediagames.com/phpbb/v ... 27&t=12887)

Who: What’s their name? What’s their background?
•What: What do they do? How do they interact with others?
•When: When does their ability work? Is it during day, night or never?
•Why: What’s their motivation/alignment?
•How: Think of how they accomplish their winning conditions. Do they murder, manipulate, etc?



Who: The Locksmith used to be a professional smithy that was prized for his ability to make impenetrable locks. These locks were often regarded as subhuman, requiring the strength of multiple men at once to even chip away at his locks. He was approached by the Jailor one late evening, The jailor said. "I need your favor, for one night. The mafia is bearing down on the town, and I need you to protect the Mayor. I can't do it anymore, the mafia knows who I am. I need you to make a lock that will keep the Mayor protected, until the mafia can be removed. Can you do that for me?" The smith replied of course, and began working on this biggest project yet in that town. As he was smithing, he fused the metal with the strongest metals he had, making sure everything was perfect. When the final design was achieved, he gawked at his work. Perfection, he said to himself. He went and set the lock late one night on the Mayor's front door, calm with the thought the Mayor would survive many more nights with this lock. He went to sleep after that, and woke up to see how his work had paid off. As the town gathered in the center square as always, he noticed the Jailor hadn't appeared like he had said. Poor man, but he gave his life for the town. However, another spot was missing, the one usually walked on by the one and only. Looking past he see's his home, the door ajar, as strong and stable as it always had been. He realized, his lock, it didn't work. He failed to do the one thing he was trained to do. Putting the blame for the death on himself, he sealed himself away until reemerging when the looming threat of the mafia arose once more.

What: They lock other town members in their houses, leaving them to whatever they can do while on the inside, but not allowing them to exit the house, nor for anything to get in, for that night.

When: During the day, the Locksmith uses his Day Ability to choose a player to lock up in their house, protecting them from others and others from them. He cannot do anything with them afterwards, releasing them before the sun blooms.

Why: They want to protect the remaining town members in the only way he can, protecting them from themselves.

How: He prevents evildoers from doing anything at night to protect the other town members, then helps the town lynch these evildoers.
Last edited by M3rkTiger on Wed Jun 01, 2016 1:55 pm, edited 1 time in total.
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Re: Locksmith (Town Protective)

Postby DrKiwi353 » Mon May 30, 2016 6:30 pm

Interesting but slightly overpowered with mayor since it isn't unique works every night and isn't hindering the mayor in any way, mostly balanced except for that, I don't think it should be able to protect the mayor.
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Re: Locksmith (Town Protective)

Postby Mace8937 » Mon May 30, 2016 6:37 pm

We already have a Jailor.
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Re: Locksmith (Town Protective)

Postby Gildedhedgehog » Mon May 30, 2016 7:12 pm

This is basically jailor, but kinda worse
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Re: Locksmith (Town Protective)

Postby alex1234321 » Mon May 30, 2016 7:16 pm

This is just an underpowered Jailor, or, if you look at it differently, an Escort and Doctor combined. It is too close to existing roles. /nosupport
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Re: Locksmith (Town Protective)

Postby M3rkTiger » Mon May 30, 2016 7:29 pm

DrKiwi353 wrote:Interesting but slightly overpowered with mayor since it isn't unique works every night and isn't hindering the mayor in any way, mostly balanced except for that, I don't think it should be able to protect the mayor.

I missed the mention of it being a unique role.

Also suggest anything about it, that would be nice. I already know it's an underpowered jailor who's entire purpose is protection. What's to stop Jailor from doing the same thing to mayor? Not much.
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Re: Locksmith (Town Protective)

Postby RetralMega » Mon May 30, 2016 8:51 pm

This is just a nuissance to Town. Worse than a bad Transporter.
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Re: Locksmith (Town Protective)

Postby oliy » Mon May 30, 2016 9:18 pm

So, Jailkeeper? I don't really see the point in normal ToS what with Doctor, Jailor, and Escort already existing, but Jailkeeper is a widely used role in specific games without those setups.
Try expanding towards FM to increase the odds of it rolling.

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Re: Locksmith (Town Protective)

Postby RoastedAsparagus » Mon May 30, 2016 9:22 pm

This is overpowered because you could lock up an important role.
And if a troll comes along and becomes the Locksmith, he will just keep locking up the Investigator.

Maybe set it to you only have 3 locks?
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Re: Locksmith (Town Protective)

Postby M3rkTiger » Tue May 31, 2016 6:08 am

RoastedAsparagus wrote:This is overpowered because you could lock up an important role.
And if a troll comes along and becomes the Locksmith, he will just keep locking up the Investigator.

Maybe set it to you only have 3 locks? And you have trolls everywhere. You can't get away from them.


3 locks work. I thought about it.

RetralMega wrote:This is just a nuissance to Town. Worse than a bad Transporter.


Vigilante can be annoying to the town. Many a time I've seen a vigilante shoot someone important. I wouldn't think of this as any worse than an escort, and escorts can just sit there a role block. And of course you would want to be subjective with who you lock up or not do it at all because you could wasting a night for an important role.
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Re: Locksmith (Town Protective)

Postby BenZo2020 » Tue May 31, 2016 8:02 am

Woah! That was amazing! :D
Maybe the Creators of Town of Salem will see this and include it in version 1.6!
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Re: Locksmith (Town Protective)

Postby M3rkTiger » Tue May 31, 2016 9:24 am

BenZo2020 wrote:Woah! That was amazing! :D
Maybe the Creators of Town of Salem will see this and include it in version 1.6!


Sadly before I came here I managed to speak with the media person on Facebook and gave them the previous version of this and they said this

"Generally making a role that does what another role does plus something else isnt something we would want to add."

So I do not hold high hopes for this, but instead I refined it and posted it here.

But for the positive remarks thank you!
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Re: Locksmith (Town Protective)

Postby Mace8937 » Tue May 31, 2016 10:58 am

M3rkTiger wrote:
RoastedAsparagus wrote:This is overpowered because you could lock up an important role.
And if a troll comes along and becomes the Locksmith, he will just keep locking up the Investigator.

Maybe set it to you only have 3 locks? And you have trolls everywhere. You can't get away from them.


3 locks work. I thought about it.

No TP should have limited protection.
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Re: Locksmith (Town Protective)

Postby M3rkTiger » Tue May 31, 2016 2:08 pm

Mace8937 wrote:
M3rkTiger wrote:
RoastedAsparagus wrote:This is overpowered because you could lock up an important role.
And if a troll comes along and becomes the Locksmith, he will just keep locking up the Investigator.

Maybe set it to you only have 3 locks? And you have trolls everywhere. You can't get away from them.


3 locks work. I thought about it.

No TP should have limited protection.


I agree. I'll edit it when I can.
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Re: Locksmith (Town Protective)

Postby DankaldTrump » Tue May 31, 2016 2:16 pm

It's just an altered escort

/nosupport
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Re: Locksmith (Town Protective)

Postby BrianLy » Tue May 31, 2016 2:17 pm

Try not to make a rehash of 2 of the pre-existing roles. I use OrangeandBlack's role guide to help me out. viewtopic.php?f=27&t=34219
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19 - Mafioso
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16 - Investigator
16 - Sheriff
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