Hm... you're starting to convince me of your position
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. I think that could also help avoid much confusion. Here's my ideas.
1 Liar: The person who is voted for by liar on the lynch board looses liar's vote and 1 more
3 Gamblers - Chooses two players every other round. One player‘s role is revealed to the other (it‘s random). The gambler does not get this information. This ability MUST be used when available. This ability is used by PMing the host the names of the two target players.
2 Village Idiots - Your vote doesn’t count.
1 Priest - May choose a player every other day. If the targeted player is ever targeted by the FG's, this player knows. This ability is used by PMing the host the name of the target player.
2 Con Artists - May switch one player’s vote every other round. This ability is used by PMing the host the name of the target player.
2 Vigilantes - Your vote counts twice.
1 The “Witness” - May save one person from being lynched during the game. Your role is revealed when you do this. You can’t use this power on yourself. This ability is used by PMing the host the name of the target player. You may include more than one player's name.
2 Mind flayers - Negates one player’s ability every other turn. This ability is used by PMing the host the name of the target player.
3 Tradesmen - Switches secondary roles with the target player. This ability is used by PMing the host the name of the target player.
1 Ghost - If killed with this secondary ability, can still vote.
1 Immortal = Automatically saved from death once per game.
1 Vulture = Vote power starts at 0 and increases by a half each time a person dies.
1 Armagio = Can sacrifice self to save another person from death. Does not target a player, you simply say if you want to save the lynched person or the mafia hit person. If the targeted player was also targeted by the doctor, the armagio still becomes the intended target and dies. If the doctor targeted the armagio instead, the armagio is saved, as well as the person the FG's targeted. However, this ability can not be turned off.
3 Shriekers = Can burrow self to become immune to abilities but loses voting power while burrowed. This ability is activated and deactivated by sending a PM to the host. If activated, it can only be deactivated once the round is over, and vice versa.
2 Viruses - Kills self and target player. The target player always dies unless immortal or burrowed. You still die regardless. This ability is activated by sending a PM to the host.
That's 26.
Notes:
-I don't particularly like fallen elf so I removed it. Besides, we already have plenty of roles, now that I think about it.
-If multiple tradesmen try to trade with other tradesmen, I will activate them in the order I was pmed. I will tell the tradesmen their new roles at the end of every night. Example: A is a tradesman, B is a tradesman, C is a tradesman, D is a virus. A says he wants to trade with D. Then B says he wants to trade with A. Then C says he wants to trade with D. B ends up being the virus.
-If both viruses try to suicidally attack the same person / each other, they both die and so does their mutual target / each other.
-Any strange situations that arise, I will try to handle as rationally as I can, based on how the roles work and what wouldn't be too strange
![Smiley :)](https://elementscommunity.org/forum/Smileys/solosmileys/smiley.gif)
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-Shriekers are immune only to negative secondary effects: Con artist, Mind flayer, Tradesman, Virus. I think it shouldn't be immune to gambler, because then I feel like it would destroy some of the fun
![Smiley :)](https://elementscommunity.org/forum/Smileys/solosmileys/smiley.gif)
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-Suppose con artist A and con artist B both try to change person C's vote, but to different people, D and E. Person D and E will each be given a vote, and person C's vote will be canceled. This is the only fair way I can think of.
IF THERE ARE NO OBJECTIONS, I WILL BE SENDING OUT ROLES SHORTLY.