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Role Suggestion Thread #141
Description
Any role suggestions not posted in this thread will be ignored!
Please post your role suggestions here as a comment, they will be incorporated into this post as soon as possible! Numbers are given to each role to make talking about them easier. At the moment, we have 72 role suggestions!
Updated 20/05/2017
Village Team
No actions
05 - Medium: (For no role-reveal games only) Each night, learn the role of the most recently-lynched player. Suggested by @RainRat
13 - Tough Guy: If attacked by wolves, does not die until the next night. Suggested by @RainRat
17 - Faithful: (see 17 - Preacher under night actions) Lowly VG, but cannot be converted to Cult. (Yes, player loses original role)
25 - Beloved Princess: If you die, skip the next day phase for "mourning" time (make it 2 night in a row)
29 - Hated Innocent: Takes one fewer vote to lynch them. (they "win" lynch tie votes they are involved in)
30 - Occult Researcher: Each day, learn how many cultists there are.
34 - Dreamwalker: As long as you are alive, a random player (maybe two) gets a "(random player) is NOT a (random role still in the game)"
35 - Amnesiac (called Drunk in some versions): You dont remember your role. You won't perform any special actions until the (players/5) night. Then you will be told your role.
40 - Dung-Keeper: No actions, but his smell will be announced on the first morning (but not his identity). That known, all attempts to kill him, be they village, wuff, sk, hunter, etc have a 50% of failing (because he stinks and no one wants to go near him) Suggested by @crtrue
41 - Pacifist: Cannot vote to lynch, but may block a shot from either the Gunner or the Hunter, sacrificing themself in the process but preventing the kill. Suggested by @crtrue
44 - Cultist Betrayer: Is a normal villager (and seen as such by Seer/Det) until they get converted (and then seen as a cultist). Then, each day, the bot will notify the cultist killer for one cultist member once you are in the cult. The Cult will lose unless they vote to lynch the Betrayer. If all cultists but the Betrayer die, he goes back to being a normal villager. Suggested by @Bluebear171
21 - Bloody Mary: If you die, kill someone from the team that killed you each night.
51 - Augur: Once per game, at night, learns of two roles not held by any living player. ie "There is currently no Prince or Tanner in the game." Suggested by @RainRat
54 - Avatar: If all the wolves who voted chose to eat them (and not saved by Guardian Angel), the wolves win the game. Suggested by @RainRat
57 - Whipping Boy: If nobody got lynched because of equal (or no) votes, he'll get lynched instead. Suggested by @Olgabrezel
59 - Voyeur: Each night, gets told who the harlot visited. Suggested by @DoctorArchimedes
60 - The Good Soul: If they're killed at night, they can still vote for lynching once after their death. Suggested by @DoctorArchimedes
61 - The Fighter: Upon being attacked by Sk (+ Ww?), has a 50% (balanceable number) chance to wake up upon the intrusion and disarm them, turning them into a normal villager. (When several wolves attacked him, only one gets reconverted to villager) Suggested by @DoctorArchimedes
62 - The Confused One: At the start of the game, they get told they're another role (just like the fool gets told he's seer.); plus get their role description. They then proceed to do their Actions as if they were that role, however These Actions are rendered useless. (see the comment for more info) Suggested by @DoctorArchimedes
70 - Possessed Villager: (see 69 - Ghost, not to be confused by a possessed player) You are a ghost but seen as villager, if you die you will be back alive as a ghost. However, all will notice you as you come back from the dead. Suggested by @Ellfaran
Night actions
15 - Priest: One night per game, choose a player. The next time that player would be eliminated at night, they survive. Suggested by @RainRat
28 - Lawyer: Choose a player each night(or maybe during the day). If that player would be lynched, they are acquitted instead.
14 - Aura Seer: Choose a player each night. Get a Yes or No answer to whether that player is anything besides an ordinary villager or a werewolf. Suggested by @RainRat
12 - Old Hag: At night, this player will indicate who must leave the village the next day. It can be from team vg or ww. Suggested by players from Filipino group, posted by @michelleized
06 - The Count: - At the first night, he/she is told how many werewolves are present in the game. Suggested by players from Filipino group, posted by @michelleized
16 - Nostradamus: - He/she will predict the winning team on the 1st night. If that team wins AND he/she is alive at the end of the game, he/she gets a solo win. For the rest of the game he/she is a villager. Suggested by players from Filipino group, posted by @michelleized
17 - Preacher: Has 0.8(30+10x) chances to convert cultists to Faithful, where x is the number of faithfuls
18 - Mad Scientist: First night only. Change a role of a person once, to a random role.
20 - Doc: Can "heal" (change roles) other players - SK -> VG, VG chance to become SK, Wolf -> VG (player dies), Cult -> original role
22 - Insomniac: Each night, bot chooses two random players. You are told which players, then Yes or No as to if either of those players woke up at night.
26 - Paranoid: The mod tells you that you are Seer, but you see everybody as Werewolf (or Random Evil Role)
27 - Naive Guy: The mod tells you that you are Seer, but you see everybody as Villager (or Random Village Role except Seer)
31 - Leprechaun: (Similar to 43 - Puppeteer) Each night, you may choose to protect someone. If that person would die, a different random valid choice dies instead.
32 - Paranormal Investigator: Each night, investigate like the seer. if you investigate a wolf or tanner; you become one.
38 - Barkeep: Knows who the drunks are, can select a player each night; if they are a villager or a mason, they will be converted to a drunk. Other villagers will not change. Has a 50% chance of dying if he tries to pour a drink for a wolf, 100% chance of dying if he tries to get the SK drunk. Suggested by @crtrue
42 - Witch: Each night can choose whether to save or kill. If the witch choose to kill she/he can save people but if the witch choose to save, there is no one die at night. Can't be killed by wolf and sk just can kill by lynch. Suggested by @myrs14
42 - Witch: (Alternative suggestion) Only has one saving potion and one killing potion. Is told who the night's victims will be each night, until she uses both her potions. Can be killed by wolf and sk. Additional feature: if a cultists tries to convert her while she still has her killing potion, she can choose whether to be converted or kill that cultist. Suggested by @Olgabrezel
43 - Puppeteer: (Similar to 31 - Leprechaun) Change werewolves' target. Only given 2 chances. Suggested by @denaasf
52 - Oracle: Once per game, at night, learns two possible roles for a chosen player. ie "[Player X] is either a [Wolf Cub] or a [Clumsy Guy]." The two roles should be on different teams if possible. "[Player X] is either a [Wolf Cub] or a [Alpha Wolf]." wouldn't be a very interesting conundrum. Suggested by @RainRat
53 - Fortune Teller: Will be able to see a player's role, up to two times per game. One vision will be true, the other random. Suggested by @RainRat
56 - Necromancer: a magical being with power over the dead. He can summon one person back from beyond the grave and will have dominion over that person. The risen player can do whatever it did when it was alive but the spell only lasts two nights. Also if the necromancer should die, the spell will be undone and the risen player will fall dead instantly. Suggested by @adrianvalistar
58 - Ghost: After the player is killed, his ghost has two nights to guess who the killer is. If he guesses right, then: Either he wins the game, or comes back to life, or his killer dies. Suggested by @Xenonium
66 - Ice Monster: You are an Ice Monster. Every night you can choose to freeze a player and thus deprive his/her ability. If the chosen one is of role with no actions, the chosen one will not be able to lynch during the day instead. (Cult conversion chance: 50%) Suggested by Phyto and Amir13842048
67 - Little Girl: Every night you get a chance to wander around the village and see who are the wolves. 60% chance to fail and be eaten, 40% chance to succeed and see one wolf. Suggested by @KevCJ
68 - Innkeeper: (see 38 - Barkeep) Will be told who is the barkeeper and Drunk. At the night, may chose a role. The chosen will live in the inn and can't attacked by Wolf or Serial Killer. However, if the chosen role is Wolf or Serial Killer, the whole role in the inn will die one by one ( SK or Wuff may choose additional victim that live in the inn ). Anyone who lives in the inn can leave anytime. Drunk however lives in inn from the start of the game with Barkeeper. Suggested by @Ellfaran
71 - Undertaker: (see 69 - Ghost, not to be confused by a possessed player) Chooses a player on the first night. If the role he chose dies, he becomes a ghost. Else, he is just a normal villager. Suggested by @Ellfaran
Day actions
03 - Troublemaker: One day per game, call for two lynchings. Suggested by @RainRat
23 - Psychologist: During the day, you choose a player. You are told whether that player is the Tanner or not.
24 - Governor: During the day, stop a lynch non-anonymously. Use the power once / game.
47 - Healer: You can resurrect someone, then you die after it. Suggested by @kopaking
50 - Villager Snoop: (Same as 49 - Werewolf Snoop) May snoop a player to learn their true role, but that player will know they were snooped and by whom. Suggested by @RainRat
63 - Gossip: Thinks they are the detective, but gets random role results. Suggested by @m----r
Wolf Team
Same actions as wolves
07 - Fruit Brute: If they are the only wolf, they do not kill at night. Suggested by @RainRat
04 - Lone wolf: Wakes with other wolves, but only wins if they are the last player in the game. Suggested by @RainRat
No actions
01 - Minion / The Foreigner: Knows who wolves are, but does not wake with them. Seer sees them as a villager. Suggested by @RainRat, @crtrue
72 - Gollum: Doesn't know the werewolves and vice versa. Is invisible due to his ring (can not be killed by werewolves), but if the Seer (or similar role) chooses him, he loses his ring and dies immediately. Suggested by @Langhaardackel
Night actions
19 - Sandman: Puts other players to sleep for the night (except wolves). 5 - 15 players - 1 time. 16 and up - 2 times.
Day actions
49 - Werewolf Snoop: (Same as 50 - Villager Snoop) May snoop a player to learn their true role, but that player will know they were snooped and by whom. Suggested by @RainRat
Cult Team
Night actions
45 - Cultist Seer: Once converted, can check whether a person is suitable to enter the cult or not. The bot will only tell him yes or no. The accuracy for the answer is around 70%. Suggested by @Bluebear171
SK Team
No actions
48 - Putrask: SK will choose one player who will inherit the blade to be his successor at the beginning of the game. If the Putrask dies, SK will choose another successor. This will continue until SK dies. Suggested by @wardnyaeoand
New Teams
10 - Hoodlum: Choose 2 other players the first night. Only wins if he survives and those two players are eliminated. Suggested by @RainRat
08 - Vampire: Choose a player each night. If that player gets two lynch votes the next day, that player dies. Suggested by @RainRat
36 - Mason Hunter: Once per (night/game) choose a player. If that player is a Mason, you kill them. If at the end of the game, all masons are dead and you are alive, you win.
37 - The Morningstar: On the first night, you are given the option to kill a single player at random with your identity announced. IF YOU SKIP, on the second night you will be presented with the option to kill two; skip again and it's three on night three, etc; once you have used this action once however, you may not use it again and your role will be known to all. If implemented, might be good to cap it at half of the players in the game to prevent too many games "blowing up". Suggested by @crtrue
39 - The Pirate: Plays "hit and run". Can choose a player to kill on a night, but then "sails away" to avoid punishment; will not show up during the following lynch (can't be lynched) nor will he be an option to target the following night. Arrives "back in port" the following morning, announced; the village must then decide to lynch him that evening or risk him killing and fleeing again the following night. Suggested by @crtrue
55 - Zombie: Starts off as villager but when killed becomes a zombie. It can infect people each night but can be stopped by either killing it a second time or having a hunter or gunner shoot it. It cannot be killed by wolf or serial killer as they will become zombies themselves. If zombie attacks wolf, wolf will devour it but in the process become infected. Suggested by @adrianvalistar
64 - Negative Tanner: Can only win if he survives until the end of the game. His victory doesn't make the other teams lose. Suggested by @me-el-nino
69 - Ghost: (not to be confused with 58) Can possess another player at the start of the game. The possessed will be told they were possessed by a ghost, and their actions will be controlled by the ghost. If the possessed person dies, the ghost will be able to choose a new person to possess. The ghost will die if they possess a cultist, if they are converted by a cultist, or if they are lynched. If the ghost (or the Undead Team, see S01) is the only one left standing at the end, they win. The person they possessed will still lose.
Additional Suggestions
65 - Chooser: Gets two or more roles (random, maybe ones that are not in the game) at the beginning of the game and can choose one of those. Suggested by @me-el-nino
S01: Zombie (55), Necromancer (56), and Ghost (69) should be part of the same team, Undead Team, and should know their teammates at the start of the game.