So, I've been working on Demonology in my spare time, and here's what I've come up with for Roles so far. There's a couple that I haven't added yet because they weren't feeling what exactly how I wanted, buuuuut this really feels like what I'm hoping to have. Basically, the goal is to have a more concrete idea of what could exist with a bit more flexibility. Perhaps the end goal is to allow for all sorts of Abilities and Roles, or maybe there's nothing additional. Not sure just yet, but I figured I'd post here in case anyone had some input that would make this better (Feel free to offer better names than these, I really kinda scraped what I could...)
Current Roles
- The Chosen One is literally chosen by fate to fight Evil. They are the only role that cannot be Evil, and there is always strictly one per game. The Chosen One provides some benefit to Good while alive, and some benefit to Evil while dead.
- The Chosen One always has access to Reveal, allowing them to reveal themselves as the Chosen One publicly. This grants them two additional votes at the cost of being completely susceptible to kills and immune to investigative actions.
- The Paladin is a holy warrior, fighting with an array of prayers, blessings, and divine artifacts.
- The Paladin has access to at least one Protect, Guard, or Unblockable Ability.
- The Paladin has access to at least one Revive, Kill, or Block Ability.
- The Oracle uses their visions of the future to change its direction.
- The Oracle has access to at least one Inspect, Watch, or Track Ability.
- The Oracle has access to at least one Protect, Revive, or Resurrect Ability.
- The Mercenary uses the knowledge, weapons, and training to fight.
- The Mercenary has access to at least one Kill, Poison, or Ignite Ability.
- The Mercenary has access to at least one Watch, Track, or Inspect Ability.
- The Tinkerer blends the arcane and sciences to make tools, weapons, and anything else to fight.
- The Tinkerer always has access to at least one Item or Equipment.
- The Tinkerer always has access to the Craft or Gift Ability.
- The Devicer uses items that exhibit strange or magical properties.
- The Devicer always has access to at least one Item.
- The Devicer always has access to at least one Equipment.
- The Devicer sometimes has access to an Ability to use more than one Equipment.
- The Apprentice works under the guidance of another, picking up the pieces when they can no longer fight.
- The Apprentice starts with knowledge of the role and alignment of their Master, a Town Player.
- The Apprentice always has access to the main Ability of their Master.
- The Disciple uses their secret arts and techniques to fight, and can even pass these on to others.
- The Disciple always has access to the Teach Ability, allowing them to teach one of their Abilities to another Player.
- The Disciple always has access to a Secret Ability that is unaffected by other Abilities.
- The Summoner can bring forth beings from the other realms. They tend to fight from afar, and can misdirect to protect or distract.
- The Summoner always has access to at least one Bus, Redirect, or Delay Ability.
- The Summoner always has access to at least one Ability that changes AP costs.
- The Channeler utilizes the power of an Outsider, empowering themselves.
- The Channeler always has access to at least one Protect, Inspect, or Block Ability.
- The Channeler always has access to at least one Hide, Revive, or Resurrect Ability.
- The Thief works in the shadows, preferring stealth over brute strength.
- The Thief always has access to at least one Steal, Copy, or Disable Ability.
- The Thief always has access to at least one Hide, Bus, or Untrackable Ability.
- The Elementalist uses magic from all the elements to fight, preferring no one of the other.
- The Elementalist always has access to at least four different One-Shot Abilities.
- The Hexer uses powerful hexes from the Outside realms to stop and confuse.
- The Hexer always has access to the Curse Ability, allowing them to put additional restraints on other Players and their Abilities.
- The Hexer always has access to at least one Bus, Redirect, or Block.
- The Ritualist uses the powers of rituals, difficult magic that has great returns.
- The Ritualist always has access to the Ritual Ability, allowing them to spend more or less AP on Abilities in exchange for modifying the Ability.
- The Ritualist always has access to at least 3 different Rituals.
- The Ritualist always has access to an additional Role or Role Modifier.
This game uses the AP system. You have 3 AP each Night and 1 AP each Day (lol, good luck getting a Day Ability.) This is supposed to be a more Action heavy game, but with a more solvable game state.
Players will always have one or more Roles. Right now, I think there will be additional Actions given beyond what is listed, but I'm willing to change my mind if people want more solvability in their game.
I'm still thinking about this one, but the Chosen One's boon and bane might be selectable by the Evil forces, I haven't decided. This might be something that allows for an Evil team to take a higher risk Bane for a higher reward Boon. There'd be probably three to choose from ranging in difficulty, but an example one might be:
Beacon Of Hope (Difficulty: Hard)
Boon: The Chosen One is known to all non-Evil Players. - Bane: When the Chosen One dies, the Evil Team may perform an additional Evilkill each Night. This is revealed when the Chosen One dies.
Strength Incarnate (Difficulty: Medium)
Boon: The Chosen One starts with an additional Revive. - Bane: When the Chosen One dies, all Kills are immune to Nosy Abilities, and Evilkills are immune to all Abilities. This is revealed when the Chosen One dies.
Chosen Two (Difficulty: Easy)
Boon: The Chosen One starts with a Mason partner. Each Mason can use the other's Abilities while the other lives. - Bane: The Chosen One cannot use the Reveal Ability.
These Banes and Boons will probably only be known to the Chosen One and the Evil team, but some might be revealed when certain things happen, but this means that an Evil team might feel their skills work better for certain Banes and Boons. (Plus, they might see one sucks hardcore and never pick that one because it sucks and they wouldn't be saddled with it.)
There is a list of Role Modifiers, but consider them akin to additional Roles. They are things like being a Half-Demon, a Construct, Cursed, or a Vampire, but I haven't really fleshed out what these might add to the role, so they aren't listed here. Perhaps these might be more... fluid?
There are Items in this game as well as Equipment. Equipment is more things you wear, like Armor, Jewelry, and Clothing, which provides more passive Abilities, where as Items would be something like a Weapon, Wand, or Trinket with Active uses. Items
Aaaand that's about it for now. Questions, comments, concerns, and criticism, if you wouldn't mind.