Tabletop Simulator

Tabletop Simulator

+ The Resistance CS +
GiantDwarf01  [developer] 9 Mar, 2017 @ 10:53pm
Custom Roles
Part of what makes Resistance fun are the roles, and with TTS, it's not hard to add even more roles!

So I'm offically starting...

The Custom Role Collection
If you have an idea for a custom role, write it in the comments or message me and I'll add it to the list.

If you like an idea in the List +1 it in a comment or say you like it or something and for the roles that have the most interest I'll prototype actual working in game versions.

All types of roles are welcome - Resistance, Spy, Solo, somrthing that completely changes the very fabric of the game.
Plus, since The Resistance is scripted, it opens up a world of possibility for roles the IRL game might not be able to pull off (hidden defectors is a good example of one such feature).

Protoype Custom Roles
These are the custom roles that are either in the mod or currently being added to the mod for playtesting.

The Mayor
The Mayor may Reveal themselves at any point during the game. After they are revealed their vote will count as 2 votes during the Accept/Reject Team phase.

Revealing lets the Resistance know you can be trusted, but may help the Spies narrow down their targets for the Assassin/Chief and Hunter Roles.
-Suggested By GiantDwarf01

The Politician
Requires Mayor
The Politician is a spy member who may Reveal themselves as the Mayor, gaining the same double vote ability as the Mayor.

Revealing can cause the Resistance to incorrectly trust you or make them wary of trusting the real Mayor if they have also Revealed.
-Suggested By GiantDwarf01

The Hitman
Requires Mayor
The Hitman is a spy who gains an extra mission card called a Hit. The Hitman's goal is to play a Hit during a mission the Mayor is also on. If he is successful, the Spies instantly win. If he plays a Hit without the Mayor on the mission, it is ignored and the Hitman loses one shot.

A Hit does not count as a Fail and the Hitman only gets 2 shots with 7 - 10 players and one with 5 - 6 players. The Hitman knows all the spies as normal except for the Politician.
-Suggested By GiantDwarf01

The Mole
The Mole is an agent of chaos and only cares about himself. When on a mission he is only allowed to play a Fail or a Sabotage card. He wins if he can play a Sabotage on the 5th mission. If he plays a Sabotage on any other mission, it is ignored and does not count as a Fail.

The Mole appears to the Spies and Commander as a normal Spy. He also knows the idenities of the Spies.
-Suggested By QuakeNLD

Custom Roles for Consideration
Feedback on all the following Roles would be much appreicated.

The Confidant (Guinevere for Avalon) - Resistance
(Giantdwarf01)

Abilities: Knows the identities of the Defectors (or Lancelot in Avalon). For Hidden Defectors, also knows when they switch.

Best Played with: Defectors, obviously. Really could be useful with Hidden Defectors

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Bounty Hunter - Solo (Maybe Resistance)
(Giantdwarf01)

Goal: Wants to successfully assassinate their target - either another custom role, or a randomly chosen role/person.

Ability: After Mission 2, if he and their Target is on a mission together, they can try to Collect the Bounty, but can only do it once per game.

Best played with: Anything really. Could add a unqiue gameplay element, especially if their target is a spy who might be under suspicion - trying to help convince everyone else he's alright only to Collect on him.

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Executer - Either Resistance or Both
(Giantdwarf01)

Ability: Can reveal and Execute a player and prevent them from going on any more missions, maybe with the exception of the final mission. Or perhaps prevent them from being a Leader.

Best played with: Probably anything, Adds an element of if one person is sure another is a spy, they can make sure no one else will pick them. Like on a 2-Player or 3-Player mission, if it fails.
Last edited by GiantDwarf01; 13 Mar, 2017 @ 9:37am
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QuakeNLD  [developer] 10 Mar, 2017 @ 11:57pm 
Okay, should probably type this. A small variation of the Rogue which I really dislike for some reason as it is very difficult to win with this one.

Mole - Solo
Story:
The mole likes chaos, and just likes to watch everything burn on both the Resistance side and the Spy side.

General Role Information:
* Is treated as Spy for the Role Count
* If Assassin is enabled, also requires Commander AND Body Guard.
* Spies do not know identity of the Mole
* Commander/Merlin does not know identity of the Mole
* The Mole knows identity of ALL Spies
* The Mole knows the identity of the Commander AND Bodyguard

Explanation:
During Missions: the Mole only gets 1 card, the Sabotage Mission Card. This does force that player to play that card every mission.

Victory:
The Mole obtains victory in either these 2 ways:
1. Play 2 Sabotage Mission Cards
2. Play 1 Sabotage Mission Cards, then have the Resistance and Spies each score 2 points.

Additional Text:
* If the Commander/Assassin is in the game: The Assassin does NOT shoot if the Mole wins by victory condition #1, but he DOES get to shoot for Commander if the Mole would win with victory condition #2. If the Commander is shot, Spies win, if the Body Guard is shot, the Resistance wins, if any other player is shot, the Mole wins.
Last edited by QuakeNLD; 11 Mar, 2017 @ 12:01am
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