#Prophet - Town Investigative [EXPERIMENTAL] (Temporary)

1 messages · Page 1 of 1 (latest)

broken wind
#

Prophet (Town Investigative)

Attack: None
Defense: None

Abilities:

  • Foretell a player's fate at night, learning when they receive Good Fortune in the future.

Attributes:

  • Enchanted players will appear to have received Good Fortune when they have not and vice versa.

Foretell (Night ♾️)

  • Visit a player at night to permanently add them to your list of Fortold players. You may not target Revealed roles or players you have already Foretold.
  • Each night, if you successfully Foretell a new player, you will learn how many Foretold players received Good Fortune.
  • Foretold players will register as having Good Fortune if their ability has successfully found, harmed, or prevented the action of an opposing player that night or the previous day.
  • Unless they are Town, killing roles will not trigger Good Fortune when attacking an opposing player.

Harmful Abilities:

  • Any abilities that directly apply a debuff to a player are considered harmful.
#

@steep shuttle this was the role i was going to originally name Oracle btw

north burrow
#

i fw this heavy

eternal mica
#

name swap them fits better imo, but like, that would be too confusing lol, I like it

sick spindle
#

cries in Fortune Teller/Soothsayer*

floral axle
sick spindle
#

soothsayer is taken by what

broken wind
#

This is experimental

#

Btw

sick spindle
#

So lemme get this straight

broken wind
#

It'll require playtesting to see if its good or not

sick spindle
#

You basically tell if they got good feedback

#

wait no

floral axle
broken wind
#

The catching murder part is what I'm concerned about

#

Im currently trying to think of a better usecase

floral axle
sick spindle
#

Ah okay im slow ignore me lmao but this is interesting

broken wind
#

This role getting free murder checks is

#

Very much overshadowing roles like Coro

sick spindle
#

also I feel like this is slightly spite towards rng ti roles LOL

broken wind
#

I hate rng anything in this game

floral axle
#

Well, how do you get "Good Fortune" on a TK otherwise?

floral axle
broken wind
#

It's an interesting concept to tinker with, but I fear its going to be too polarizing in game

#

I should label this experimental

#

Prophet - Town Investigative [EXPERIMENTAL] (Temporary)

steep shuttle
#

Tbf if oracle was renamed

#

What could it be called instead

sick spindle
#

soothsayer

broken wind
steep shuttle
#

LUL

sick spindle
#

clairvoyant

floral axle
sick spindle
#

real Ojo

floral axle
steep shuttle
north burrow
broken wind
#

Im thinking

broken wind
#

What could this role check that would be good to work with in game

#

Right now its a little bit too linear

#

Since its easy to tell if someone got good fortune anyway, you just check to make sure they're telling the truth

#

I want it to be more nuanced

#

Maybe

#

What if instead of checking for good fortune

#

it checked for bad fortune

#

?

#

That would redefine the usecases for the role

steep shuttle
#

Does that change anything?

#

Couldn’t you just flip the results

#

Like however many players you checked, flip the number m

broken wind
#

Then again I dont like that either.

#

This is good conceptually, just not good practically I think

#

Because think about the usecases
This role confirms if TI got good info and can find evils who lie about recieving good fortune

#

It can also confirm when Tavs rb evils

#

Which is a nuanced usecase all things considered

#

But

#

It's one of few

#

Which is why i'm looking to change it so the info it detects is less direct

broken wind
steep shuttle
#

What happens if you don’t foretell

#

Pray tell

broken wind
#

As much as I hate rng
This isn't really rng so much as it is a deterrent

steep shuttle
#

Imo

#

Replace it with

#

“If you don’t visit, you learn no information”

#

Since force visit might lead to jank in some situations where townies don’t visit

broken wind
#

this idea is still very jank lmao

#

I'll maybe test it elsewhere and come back with feedback

dry wave
#

what about flipping between good/bad fortune

#

make it the shield ability and give it a 2 night cooldown

broken wind
dry wave
#

think of old cl ability

#

During the day, you can choose which one you want and which ever it ends on at the end of the day is the one you're in

steep shuttle
#

I think this ability is fine in a vacuum

#

The question is how it will interact with the pre-existing TI honestly

dry wave
#

yeah but like it's kinda

#

bland?

#

its kinda like reverse investigator

steep shuttle
#

Ah, I disagree

#

I think it's very unique since it gets reads based on how abilities performed

broken wind
steep shuttle
#

I think chilly means like

#

You can choose to either learn how many had good fortune or bad fortune

broken wind
#

I know how you would mechanically implement it

#

But I dont think thats a great direction to take the role

steep shuttle
#

I think it does lend the role to feeling like you've got more agency and ways to interpret your info

#

But how come you don't like it?

#

Is it more of a swing thing or, the fact they have access to that in the first palce

broken wind
#

How would you implement Bad Fortune?

steep shuttle
#

How Chilly said

broken wind
#

No I mean

#

What constitutes "Bad Fortune"

#

You can't just invert Good Fortune and call it a day

steep shuttle
#

nono ofc not

#

Otherwise it's what I said the first time

#

Choose someone each night to add to your list of people you learn, and you can decide to learn either "x players had good fortune!" or "x players had bad fortune!"

Good fortune being:

  • TI checking an evil
  • TP/TS/Utility disrupting others
  • TK killing an evil
  • Being Illusioned (Overrides bad fortune)

Bad fortune being:

  • TI checking a framed target
  • Having your ability disrupted
  • Being framed (overrides good fortune)
broken wind
#

Now you see the issue don't you

#

Bad Fortune is pretty awful to detect

steep shuttle
#

Not really I'm going to be 100% honest

#

Hm

broken wind
#

All it does is make Prophet more confirmable

#

Since a Prophet who checks for bad fortune and doesnt see disruptions is proven fake

#

Hence why I'd prefer it not be an option at all

steep shuttle
#

Okie dokes

broken wind
#

I still dont like how janky this idea is at all tbh

#

It's good conceptually but I dont think its that good realistically

steep shuttle
#

hmmmmkay fairs

#

I'm gonna spitball one more time

broken wind
#

It doesn't help that even the TI Benchmark in this game (Tracker) is crazy OP

steep shuttle
#

Good fortune being:

  • TI checking an evil
  • TP/TS/Utility disrupting others
  • TK killing an evil
  • Being Illusioned (Overrides bad fortune)

Bad fortune being:

  • TI checking a framed target
  • Having your ability disrupted
  • Killing a good player as an evil
  • Being framed (overrides good fortune)
broken wind
#

With botc

#

You have the freedom to design weaker investigatives

#

But in this game

#

it's go big or go home

steep shuttle
#

I think if you were to suggest a tracker rework

#

People would just be baffled

#

Because Tracker is accepted to be reasonably balanced

broken wind
#

Tracker isn't the issue
It's mainly just how this game double downs on role madness

#

If town had weaker TI, its casual appeal would vanish

steep shuttle
#

Trrrueeee

#

If you nerfed like all TI in one update