The Inviter (Neutral Evil)
I want to make some changes before sending this to TG this week, so suggest away.
Rolecard
Spoiler:
Attack-Unstoppable
Defence-None
A ritualist who baits innocent souls into his goal for an eternal afterlife.
Abilities
-At night, choose to start a Ritual. You will gain powerful Defence. (2 charges to start with) Anyone who visits you will go missing. Once per game, any evil Killing roles will get away, but will not harm the Inviter.
-You'll be forced to commit suicide if you run out of charges.
Attributes
-Immune to roleblocks.
-People who go missing will be set free once you die.
-Everytime you capture an innocent soul, you will get an extra charge for the alerts.
-After you catch atleast 3 innocents, you will kill them all after one extra night of preparing the ritual. Their roles will be shown, but their wills would be "Too bloody to read."
-While preparing the ritual after capturing enough innocents, you will not be able to alert.
-Missing in action players will be considered dead until they are released or the Inviter completes its objective and kills them.
Goal: Successfully capture 3 innocents and sacrifice them to your god. (The game continues until this goal is reached if the Inviter is still alive.)
Wins with
Town
Survivors
Mafia
Coven
Vampire
Serial Killers
Werewolfs
Arsonists
Juggernaut
Pestilence/Plaguebearer
Achievements
Spoiler:
-Kidnapping-Win one game as the Inviter
-Come on in- Win 5 games as the Inviter.
-Make yourself at home-Win 10 games as the Inviter
-Invited- Win 15 games as the Inviter.
-Be my guest- Win 25 games as the Inviter.
-House Party- Complete the ritual by night two.
-Nothing personal- After being attacked by an Evil, accidently trap them after they attack you again.
-Ritualist Master- Be the last one standing.
-Hoarder- Kidnap 6 people in one game.
-False Prophet- Kidnap the Plaguebearer
-The one true God- Attempt to Kidnap Pestilence before promptly dying.
Additional information
Spoiler:
-If a Plaguebearer turns into Pestilence while you have them kidnapped, you will die.
-If you Kidnap a fully powered Juggernaut, you will see the message "Your guest doesn't seem to be entertained" before it kills you.
-Kidnapped targets may talk to each other, but they wont be able to talk in dead chat or living chat. You will be able to talk to your victims.
-You will know the roles of your victims.
Examplar
Spoiler:
-Investigator investigates John, John is the Inviter.
Once visited, the Investigator goes missing. This will be announced by "Investigator has gone missing."
They will appear in the graveyard with 'MIA' replacing the role.
Once the Inviter kidnaps atleast three people, the Inviter will kill all of them, and the deaths will be shown as normal, but the will wont be shown. So the Investigator's role will be shown, but their will full of useful information wont be shown, and this message will appear 'Their will is covered in their own blood, it's impossible to read!'
Flavour text.
Spoiler:
Alerting
"You have decided to try and capture victims tonight.'
'You have changed your mind.'
Kidnapping
-"You locked a visitor in a room last night, they are a (Role). You gained another alert!"
"You heard someome outside your home, but they did not enter"
All innocents captured
"You successfully captured enough innocents! You begin to set-up the ritual!"
Sacrificing
-'You begin the ritual!'
Visiting an Alerted Inviter.
"The person you visited locked you into a room as you entered! You have been Kidnapped by an Inviter!"
Attacking the Inviter
"You tried to attack your target, but some strange force stopped you. You left them alone."
Attacking them again.
"You forced yourself to attack your target."
Idle night while kidnapped
"You wait for your fate."
Being sacrificed
"Your captor enters the room with a knife! You have died!"
Start of Day - Captured
"______ went missing last night. They were kidnapped by the Inviter."
Start of Day - Sacrificed
"______ was brutally murdered last night. They were sacrificed by the Inviter."
"'Their will is covered in their own blood, it's impossible to read!'
Intended Playstyle and reasons for the role existing
Spoiler:
The Intended way to play is to try and lure players into investigating or protecting you to try and achieve your goal of sacrificing three innocents. Imagine Vet baiting but you have to be careful to not arrouse suspicion that you are the Inviter.
This makes people suspect people asking for Tp/LOs much more then usual, and adds more risk at night when visiting, as you will need to pay close attention to if they want you to visit them, or if they are actual scum
Not only that, but the role is very risky to play. Messing up will get you killed, but baiting incorrectly will get you outted or no one will visit you.
Alerting N1 wont get you a win.
.
Investigation results
Spoiler:
Sheriff - Not suspicious.
Investigator - Your target is waiting for the perfect moment to strike, they must be the Sheriff, Executioner, Werewolf, Poisoner, or Inviter (I feel bad for the Sheriff.)
Witchsigliere - Your target is attempting to draw in innocents. They must be an Inviter!
Investigative results TG - Your target practices the dark arts. They must be a Retributionist, Necromancer, Paradoxist, Raindancer, or Inviter.
Interviewer - Group G ToS
Interviewer - Group K
Lore
Spoiler:
On the outside, he was a friendly man, he would regularly go on walks during the day, shake hands with others, and would regularly invite others for dinner.
But on the inside, a twisted ideology has planted its roots in his mind.
It was a stormy night, the constant rain muffled out the sounds around him, as he sipped some tea.
There was a knock on his door, and he simply smiled.
He opened the door to see the Sheriff that he invited over for dinner, and promptly let him in, and offered to take his coat.
He hangs up the coat, and turns to the Sheriff. "The dining room is next to my fireplace, just go on in, i'll get the food ready." He said, with a strange sense of excitement in his voice.
The Sheriff walked up to the door, and he saw that it was locked. Spotting the key on the fireplace, he simply grabbed the key, and entered the dining room, leaving the key in the door.
But then he noticed. There was no table or chairs, or even windows. The light from the fireplace shined on the corner of the room, revealing the Escort who was presumed dead, in a fetal position with her clothes torn.
He realized what happened, and as he turned to escape and report his findings, he heard the door lock.
How the kidnapped have it
Spoiler:
The kidnapped can only talk to other victims during the day. At night, they can talk to the Inviter, but no one else.
The dead can't see the chat, and the living can't see the chat. If spy ever could hear night chats of their targets, the Inviter would easily be caught if they act suspicious when not alerting.
If the Inviter dies, they will be released
.
THIS IS THE LAST ROUNDS OF CHANGES EVERYBODY. BE BRUTAL
Poll records
Spoiler:
-Most agreed 3 kidnaps is a good goal. This will stay. 22:56 GMT 28/06/17
-Answer these two questions. (Alignment, and amount of starting charges) I have decided to give the role two charges, and to change the alignment. 8:33 30/6/17 ended
-How good do you feel the role is? (Majority said to send it to TG)
Edited the title 16/07/17 to fix a typo in the title (it's NE, not NC)