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Discussion New Roles and New Rules Suggestion Thread

GrySun

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Submissions for new roles need to follow the next format in order to be considered:

I. [Place Holder Name]

II. [Affiliation]

III. [Short Description]

IV. [Long Description/Idea/Premise/Scope]

V. [Priority/RoleType/Interactions/other Specifics]

I. Troublemaker

II.
Town

III. Can once per game make a Day phase lynch be the top 2 voted people instead of regular 1 top voted person. Every player has 2 votes but cannot vote the same player twice.

IV. PMs the host on the night before the day he wishes to use his power on. Host announces at start of day that the 2 top voted players will be lynched.
Everyone gets 2 votes that they can use on 2 individual players. Both can be moved once like usual. Example:
!votekill1 PlayerX
!votekill2 PlayerY
!votelock2
(locks on PlayerY).

Any other format is also fine as long as players specify who they are voting and if it's a new vote or they are changing their first one.

V. Doesn't have a Priority, happens at the end of night after all other actions. Doesn't target another player. Primary role.

Since it happens at the end of a phase, the player can be both blocked and killed to prevent it happening.


I. Psychiatrist

II. Townie

III. The Psychiatrist investigates one person per night phase to see if the player has a Secondary Role. They get a "Your target has a secondary role" if that is the case, and a "Your target does not have a secondary role" if it's not. The Psychiatrist does not find out the allegiance of the target.

IV. It's a counter for scum secondaries without outright revealing them, leaving room for guess work and player reading.

V. Priority 2, Primary Role.

Current roles Approved for testing here

Rules on including those in a game:
  • A host can take any of these roles and test them in their game. Depending on results from testing the role it will either be included into the Role list or need more changes/testing.
  • A host at the very least has to announce in the opening post of the game that new roles are being tested, or alternatively even more specifically reveal the roles that are being tested.
Link to the last update post with the roles that are either close to approval or were not approved: here.
 
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James Rye

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@digitaldude Look, the werewolf role suggestion in Farfalla's post actually says what the roles is for Mason Recruiter or Mentor:

Werewolf (Third Party)
The Werewolf is a secondary role that the Townie player is not made aware of having. He can continue to write posts, vote and submit any day or night actions he has. However every 2nd Night his Action, if he has one, is autoturned into a Kill Action. If the Werewolf Player gets targeted by a kill action, his Werewolf genes get triggered and the Werewolf role replaces his primary role, killing the attacker. The goal of the Werewolf player is then to win as a SK, if never triggered he wins with Town. The Werewolf counts as a non-Townie for Detective investigations, as well as for Mason/Mentee recruitment.


So it clearly states what will happen in either case. In the MR the MR dies but the WW won't get activated as it was no kill action but in the Mentor case he would kill the Mentor and transform into a Werewolf due the Mentor recruitment action becoming a kill action when used on a non-townie. I believe this role description explains the role very well.

I also think that giving Townie a protection/kill role with the Samurai is not a bad idea, especially since it opens up the fun chance of the Samurai killing himself if his charge got killed by his own action (due PGO or would a bodyguard work against that as well?) or due a Poison action as that doesn't count as killing or due Strongman overpowering the defense. We could take out the daytime protection then hosts could decide whenever to give town a bodyguard (if an assassin is in the game) or a samurai (whenever many kill actions are in the game, like three in mine for instance) depending on how they want to empower the defense of town.

Both roles just need one more thumb up and they are good to be tried out at least once to check how they do in this game.
 

Gajeel

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Accomplice (Third Party) : The Accomplice can be assigned to a Townie Role or Mafia Role, but he can only win with the Serial Killer. This secondary role lets the player know the name of the Serial Killer at the start of the game, and the Serial Killer gets to know the name of his Accomplice . The Accomplice counts as a non-Townie for Detective investigations, but does not have the ability to perform a kill except if his original role allows it. They can talk in private at each Night Phase.

Once the Serial Killer dies, the Accomplice is overcome with such stress that he decides to take his own life right after his friend's death. The Serial Killer, on the other hand, does not die if his Accomplice dies.

A mix of traitor and lover, specifically made to buff the Serial Killer.
 
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James Rye

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Same with Troublemaker. Either it becomes it own role or as @Vandred suggested that the Masons get it, like perhaps due a Mason only role like Mason Demagogue who adds a 2nd lynch victim once per day if there are enough Masons (like 3) to the fourth into that role. Then Masons have a purpose besides knowing and talking to each other - to get those Mason only Roles for which they need a certain amount of Masons else they are out of reach 'cause not enough influence.
--- Double Post Merged, , Original Post Date: ---

Barkeeper (Townie)
Night Action - Targets a player and gets him drunk, that player's action cannot be blocked for this phase. In the next two phases the player will have a hangover and any action he performs fails automatically as he has to recover from that hardcore night. The BK cannot target the same player twice in a row.


- Short&direct
- Can be positive for Townie and negative just like Prostitute or other town roles, should be Priority 1
- Is a Day Action "blocker" so drunken players who have a handover next day due the drinking might fail their day action if used on that phase
- No more redirect
- Changed some things after talking it out with Asako (thanks a lot, girl). Now there are no more 50% chances, straight success and fails guaranteed. With a restriction to make it a bit more challenging to plan ahead

@Asako
#returnBK2020 O0
 
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GrySun

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Same with Troublemaker. Either it becomes it own role or as @Vandred suggested that the Masons get it, like perhaps due a Mason only role like Mason Demagogue who adds a 2nd lynch victim once per day if there are enough Masons (like 3) to the fourth into that role. Then Masons have a purpose besides knowing and talking to each other - to get those Mason only Roles for which they need a certain amount of Masons else they are out of reach 'cause not enough influence.
--- Double Post Merged, , Original Post Date: ---

Barkeeper (Townie)
Night Action - Targets a player and gets him drunk. The player has a 50% chance to fail his action in this phase and in the next one.


- Short&direct
- Can be positive for Townie and negative just like Prostitute or other town roles, should be Priority 1
- Is a Day Action "blocker" so drunken players who have a handover due the drinking next day might fail their day action
- No more redirect
- If we get hosts complaining about the 50% we can change it into a delayed blocker who 100% blocks actions in the next two phases but not in the one he used his action on a player. Though 50% on a single player is way less random than 3 people 3 actions and a possible redirect result on XX players.

@Asako
#returnBK2020 O0

--- Double Post Merged, ---

That said I am locking this thread for the time being. Council will check lots of the recent and/or forgotten suggestions and then put up a big post detailing which roles are approved for testing or not.
No more new suggestions until the current backlog is sorted out.
 

Lawl Po Bia

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Clown (Townie)
Has no active role however when killed all the roles within town are shuffled-randomized by the host


I think this can be an interesting role depending on the set up and you get 2 games in 1 game kind of -ish
 

Raven

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The role suggestion thread is locked since very long time and i have suggestions that i find interesting.


Suicide bomber: (Townie)

The suicide bomber is a normal townie, If half of the players vote it for the lynch in the day phase, It’s suicidal instincts kicks in, It pick anyone who voted them with 50% chance of killing their target, If the attack is successful both, the suicidal bomber and their target dies, If it failed, the suicidal bomber dies alone.

The action is publicly announced by the hosts when triggered by pm.

Terrorist: ( Third party )

The terrorist holds up 3 bombs, It take 2 or 3 phases to successfully blow up a target and flee. It can start in any phase

First Phase: The terrorist plant the bomb, If the victim dies by any other cause, Nothing happen to the terrorist and only the victim will die and it won't count as a successful kill. can be diffused and is told by the hosts in the next phase

Second phase: The terrorist can blow up their target with 50% survival chance, Meaning it can die along with the victim in the explosion, If the victim dies by any other cause, Both the terriost and the victim dies. ( Pm required for trigger action ), can be diffused and is told by the hosts in the next phase

Third phase: The victim automatically dies, If the victim dies by any other cause, It still counts as a kill for the terrorist and it don't die. can't be diffused

wining condition, blow up all bombs and survive

Secondary role, Double Agent:

The double agent is a normal townie and normal mafia player at the same time, Except that it isn’t in a mafia group, If it helped in lynching more townies than mafia, It appears as a mafia player upon death and it’s wining condition is tied with the mafia team, If it helped in lynching mafia more than townies, It appears a townie upon death and it’s wining condition is tied with the townies. Same logic applies to det results.


Psychopath: ( Mafia )

The psychopath can kill a member every night phase of it’s own team to get another kill chance in day phase. It appears as normal mafia player for its team. The psychopath private kills is triggered by pm.
 

James Rye

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I. Mafia Informant

II. Mafia

III. Each Night the Mafia Informant can ask if Role X is in the game. Host can deny or affirm in response.

IV. Works like Mafia Detective but cannot be blocked and unlike MD can ask the right questions to help Mafia buddies figure out what roles Town does not have so they have a better chance of claiming a believable role as a cover. Basically MD finds out what roles town got while MI finds out what roles are in the game or more importantly are not. This role is here since MD loses its usefulness after two/three nights with all towns revealing their roles, same might happen to MI but at least it can figure out two-three roles the mafia know nobody else got and which they can use as cover stories.

V. Since it can't be blocked, I guess it doesn't really matter what priority it has. Prio 2, I guess. Primary Role.




I. Mafia Ghoul

II. Mafia

III. At night, the Mafia Ghoul can target a dead player to take their ability (as long as it's an active night action), and then use their taken night action on another player. He can do this every night, but never use the ability of the same player more than once. He can take the roles of dead Mafia members as well and use them once. If the role he tries to take became unusable (e.g. a defused or already exploded Kamikaze Bomb) then nothing happens.


IV. A role that helps using dead roles to take them away from Town roles that can work with said roles will help Mafia cover some tracks and hinder town information gathering. It can also help to use good roles like escort and Janitor at least once or once more if they had died on the first day or very early on in the game.

V. Priority 3 but the taken role keeps its respective priority, RoleType Effect Adding Role, Primary Role



I. Mafia Sniper

II. Mafia

III. At night the Mafia Sniper can kill by telling the host the correct role name of his victim, including sanity if the role has one. If correct, the kill becomes unblockable like with Mafia Strongman. If false, the kill fails.

IV. The idea for this is to make it a bit more difficult for towns just to reveal day 3 and force early role claims on Mafia. This way docs, BG and prostitute will have a much harder time preventing death if a sniper can use their reveals to get a certain kill each night. However since a sniper cannot be a 100% certain about sanity, roles like det, doc and spy have a certain chance of falling the kill entirely. Basically Strongman can kill once unblockable without having a requirement, Sniper can kill more than once but has to meet a requirement. This role will also have a great synergy with Mafia Detective.

V. Priority 3, RoleType Killing Role, Interactions Cannot be blocked if used Role name is correct, Primary Role

--- Double Post Merged, , Original Post Date: ---

Evil like them! I foresee new Mafia roles approved in no time! At least before the end of this year, at least...
--- Double Post Merged, ---


I. Huntsman

II. Townie

III. Can once per game do a kill action at night.

IV. Giving town a night kill action role seems long overdue. Other idea would be to give him some sort of stake out where each night he watches over somebody and gets told who used an action on said observed target. Might help with finding a target for the killing part for example.

V. Priority 3, RoleType Killing Role



I. Berserker

II. Third Party

III. The Berserker can kill once per night. If he gets killed at night instead of dying he receives an extra kill action for the next two night phases before he succumbs to his wounds. If he gets killed a 2nd time he dies right away. If he is sole survivor he wins the game.

IV. Basically a Serial Killer but with a cool gimmick to do more kills, 4 kills before end game can be huge especially if he gets those close to the end increasing his chances to win the game unlike a SK who never will.

V. Priority 3, RoleType Antagonist, other Specifics His ability does not activate with lynch, only night kills.



I. Snake oil Salesman

II. Third Party

III. Each night the SoS can sell one of his 5 items in exchange for a vote. The items are secondary roles. His chosen customers who get informed of their additional role after the nightphase in which they received said items/roles. The SoS cannot sell to the same customer twice. The SoS wins the game once he has sold all his items.

IV. Basically a vote stealer who adds a random factor to the game as the Host can decide which secondary roles to hand over to the SoS but doesn't know what the player will sell to who. I add a list of secondary roles to "other specifics".

V. Priority 3, RoleType Antagonist, Interactions adding secondary roles to other players by receiving their vote for next day in exchange, other Specifics:
- Lovers, Condition: Has to be sold Night 1. Can only chose one Customer, Host chooses the other lover from the different group.
- Threesome Candidate: Can only be sold after a successful Lovers sale. Doesn't have to happen right after.
- Super Mason: Can only be given to SoS if a Mason recruiter is in the game.
- Sickly: Can only be sold to a passive Role.
- Not Voter Disease: No condition on sale.
- Hot potato: The Hot potato receives its counter from host at the start of the game. Cannot be sold night 1.
- Frenzy: Can only be sold to an active Role.



I. Frenzy

II. Secondary Role

III. If the Frenzy Holder has an active action he can use it twice per night once per game.

IV. Just an idea for SoS to have some extra oil to sell. Also thought this might be a fun addition to the game in general, similar to Sickly.

V. Priority 2, RoleType Secondary Role
 

Purity of Magi

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When the gate has been opened (suggestion thread not locked anymore), the unleashed monster is haunting for its pray once again (James chasing the council to accept his roles)
 

James Rye

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When the gate has been opened (suggestion thread not locked anymore), the unleashed monster is haunting for its pray once again (James chasing the council to accept his roles)
I haven't pinged anybody though. Yet,
How about a support role like Sexy Cheerleader which boost your action to become unblockable but then you cannot use your action next night phase because you got the lovesickness from her cheering on somebody else? Like if she were to keep on cheering on the same target the block part would keep getting delayed, that kinda thing. Ofc that would probably need a third party role which can also block so that there is a chance of 3 blocking roles in the game.
--- Double Post Merged, , Original Post Date: ---



I. Sexy Cheerleader

II. Townie

III. Can at night cheer another player who's action, if he got one, becomes unblockable for this night phase. If she chose another player next night the previous player becomes lovesick and cannot use his action in that night phase.

IV. Not sure if a third sentence is even needed to explain that if she chooses the same player again that he cannot be lovesick. I think those two sentences make that perfectly clear. I like the idea of a support role that could also be used as a delayed blocker on Mafia roles.

V. Priority 1, RoleType Effect Adding Role



I. Devious Courtesan

II. Third Party

III. The Devious Courtesan chooses one player per Night to distract. That player will be prevented from performing his Night Action, if he has one, and receive the poison status. The blocked player has from now on a 50% chance at every following night to die at poison. If successfully protected by a doctor at any night that poison status is lifted. If the Devious Courtesan is killed her killer will also get the poison status. If the Devious Courtesan is lynched the last player who voted for her also gets the poison status. The Devious Courtesan wins if she is the sole survivor.

IV. I figured a blocker Third party role should be memorable thus her not only being able to block just like a prostitute or escort but also being able to kill by leaving behind a status. We can take out the killed/lynched part but I figured this would make the DC cooler as this way she WILL leave behind an impression even if leaving the game early. And I liked the image of a "normal" prostitute and a "high society" escort whereas our Third Party is a sole agent poisoning the world for her selfish evil plans.

V. Priority 1, RoleType Antagonist, Interactions If her victims get a successful protection action by a doctor the poison status is lifted, same for if the poison would have successfully killed them in the night they got protected. A Bodyguard cannot protect from or heal said poison.
 
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James Rye

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did he really write an essay length role called crack whore? and mango somehow inspired that?? damn
Mango? When and where would Mango have inspired that?

James, please use less offensive working title names
Crack's a drug, an evil drug sure but still a drug not a slur word. But STD should be fine, that is a medical term after all.

yeah no need to call mango a crack whore!! haram af!
Again, why mango, where did I ever mention her in my explanation?

Yeah, change crack to a less offensive drug.
Nah, if drugs get you all crying I switch to medical terms right away. No way anyone can find STD as a term offensive.
 

Evil3ye

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Crack's a drug, an evil drug sure but still a drug not a slur word. But STD should be fine, that is a medical term after all.
Dude, nobody cares about the crack part.
 

James Rye

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Dude, nobody cares about the crack part.
Then why did Panda comment on changing it to Opium?
--- Double Post Merged, , Original Post Date: ---

Besides, a lot of players tend to refer to the prostitute in-game as "the hoe" yet nobody flips their shit despite that also being a legit slur word yet whore is bad suddenly? Alright then, hooker it is. Sounds better?
 
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