Townsfolk idea: The Showman
The Showman (Townsfolk): Each night, pick a player. If they are an outsider or evil, they learn this. All chosen outsiders have no ability. [+1 Outsider]
The Showman goes around town neutralising negative outsider abilities, and confirming that they're in play as they go. To stop evil from imploding from a coy Showman picking them and waiting for them to claim it, a picked evil player learn that they were picked so they can keep bluffing outsider.
To balance for it being similar to a Nightwatchman (minus the hard conformation of learning which player picked them) who picks multiple people and neutralises outsiders, and to give them something to do in a 0 outsider game, they add an outsider like the Baloonist.
Worth noting that the abilities are restored if the Showman dies or is droisoned, so it's not 100% safe to assume the outsiders are safe to interact with. Klutz would always have to make their pick, for example.
They also go after all of the evil characters. So if a dangerous outsider outs to town, the demon can still do something about it before they lose their ability.
Because you'd know that they're not droisoned the night they send the ping, killing outsiders that trigger on death that day is useful, but it means that you're mostly going to be spending a lot of executions killing non-demons (also discouraging the demon from bluffing Saint!)
How balanced does this seem? What changes would you make?
Posted Dec 10, 2023, 5:38 PM UTC
I think the ability to remove Outsider abilities is powerful enough on its own. I don't think it requires they receive confirmation on top of it. I think it's better if town does not know if the player claiming Showman is legit or an evil bluff (was the Heretic ability REALLY cancelled or not?) "Each night, choose a player. All chosen outsiders have no ability." [+1 Outsider]
I'd add a jinx for the Drunk (If the Showman picks the Drunk, they gain the Townsfolk they think they have).
It depends on the setup tbh, its power scales with outsider count. Base 0 makes it a weaker Nightwatchman, Base 2 with a Baron makes it an incredibly powerful townsfolk who needs to be targeted by evil immediately before they pick too many outsiders. If focused, evil can eliminate them before their confirmation becomes too strong, and double claiming them can work if your cards are played right.
In a 0 outsider game, simply cancelling outsider abilities makes it incredibly weak, so I think I'd have to get rid of the +1. But that makes it useless in a 0 outsider game.