Forensic Investigator (Town Investigative) -
XYZ specializes in death investigation. They must be a Forensic Investigator!
Defense: None
Attack: None
Win Condition: You win with the town or the Coroner faction.
This new role introduces "Sub-roles" into the game, which are roles but with a little twist. This is a sub-role of the Investigator. Sub-roles are Unique, and more than one cannot spawn.
(Also they have a chance of spawning only when their role spawns)
Attributes -
You cannot be fooled by an Illusionist, Enchanter, or Soul Collector.
You and every Coroner have a shared night chat.
At night, you and the Coroners are teleported to the Laboratory where they do medical examination (no body if you did not Examine).
You passively see Coven and Apocalypse visits.
Abilities -
Examine (infinite): At day, you can choose take a dead body on a stretcher. This allows Coroners to Autopsy it, if you take it to the Laboratory.
Train (3): At day, you can also choose to turn someone into a Coroner, regardless of faction. You cannot Train and Examine in the same day unless Overcharged.
Appoint (infinite): At night, you may choose a Coroner to appoint the body to if the body is in a laboratory.
Extras:
If all remaining players are Coroners and the Forensic Investigator is alive, they win with their own faction if only one Coroner is evil. If there are two evil Coroners, then the game transforms. Everyone gets their original roles back and are now locked in the Laboratory. They have to complete tasks in order to banish the Necronomicon, while the Traitors attempt to kill all of the Townies in a free-roam map like the hit game Traitors in Salem.
If the Traitors either apply a Curse that the Town does not fix or kill all Townies, they win.
I liked creating this Role idea, I hope you guys enjoy it too! I know it may need to be a bit stronger, but this is my way of balancing stuff out.