User:BobFasul
Hey!
I'm bobfasul / bojidar-bg, and this is my user page on the wiki.
Role ideas
Luminary
light <nick>
to illuminate a player, causing the player beyond them to see a shadow of their role.When the luminary uses the light
command on someone, the player as many spaces away from them as the luminary would see a shadow of the person's role. The luminary knows who will receive the shadow, but cannot say for sure what shadow was cast.
The shadow message specifies the exact role seen, similar to how revealing totem / detective does. Similar to detective, but unlike revealing, if an amnesiac is lit up, they do not immediately remember their role
If there are 5 players, A, B, C, D, and E, and B shines a light at D, the shadow would be seen by A, since they are two players away from D just as D is two players away from B.
A potentially imbalanced case exists in games with an even number of players, if a luminary lights the person directly opposite them. This could be disallowed, or alternatively an exception added to the rule so that the person after the luminary would see the shadow in this case. If knowing the exact role proves imbalanced, the shadow can be changed to show "wolf" with some chance if the target is cursed.
(Name suggested by User:Fwilson)
Errant
The errant is a neutral role template, that has a high potential of betraying its normal team, depending on the quest. The errant does not get information when completing their quest, as that might result in e.g. village knowing if the traitor is still alive immediately after lynching a "villager".
The errant template cannot apply to winstealers, though other neutral roles are valid targets. When an errant vengeful ghost dies, they cannot win as ghost, but only as errant. Likewise, a turned errant-lycan or a turned errant-wild child still wins as errant only.
There should be a large array of quests, such as:
- Participate in lynching a wolf team player.
- Get voted by at least two wolf team players. (self-vote also counts)
- Participate in lynching a non-wolf night role.
- Receive at least 2 totems over the course of the game.
- Ensure
<nick>
survives till the end of the game. - Ensure
<nick>
and<nick>
die before the game ends. - Survive until day 3.
- Ensure that a village-aligned player is voted day 1.
- Ensure that day 1 is shorter than 4 minutes and 30 seconds.
Games with multiple errants can be fun, especially when combined with a variety of templates and night roles.
(Alternative names: quester, adventurer)
Gravity gunner
Got implemented as the Master of teleportation, except it works during the night rather than during the day.
Pacifist
The pacifist is a leadsafe, able to easily prove his/her identity by voting and observing that their vote is not registered. Wolves gain little by killing them, except perhaps to force another safe to claim on the next day.
Fakeclaiming pacifist is unnecessary for villagers, and fakeclaiming wolves are going to be unable to prove being pacifists once day comes. Therefore, it is possible for pacifist to claim during n1 (if both pacifist and a wolf claim during n1, safes should PM neither, and let each prove their identity during day).
To limit the amount of checks other safes have to do for fake votes (such as !<bold><reset>v
), the bot might announce that someone is a pacifist when they fail to vote without totems. Alternatively, making the bot ignore formatting and zero-width characters will alleviate the need for such an announcement (and allow wolves with narcolepsy totems to challenge the pacifist).
Note that for lore reasons, the pacifist should not also be a gunner.
Gentleman
!duel <nick>
during the day to summon another player to a duel. Afterwards, both can use !choose <nick>
to pick a second among the other villagers.The gentleman can similarly to the gunner pick a target to shoot, but is too honourable to not let the target fight back. The resulting duel can result in the death of either party, though the gentleman's experience would let him live through most duels.
Choosing seconds properly is vital, as having one seconds be a wolf severely reduces the chances of the gentleman living, and having both be wolves makes it almost impossible. Neutral seconds are counted as wolf team 50% of the time and as village team otherwise. (turncoats, wild children, and other team switching roles are counted as being on the team they are currently on.)
Seconds | Vil/Vil | Vil/Wolf | Wolf/Wolf |
---|---|---|---|
Gentleman survives | Usually (80%) | Seldom (40%) | Rarely (20%) |
Wolf target survives | Rarely (20%) | Sometimes (60%) | Usually (80%) |
Vil target survives | Sometimes (60%) | Seldom (40%) | Rarely (20%) |