Cleric [Town (Support)]

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Cleric [Town (Support)]

Postby Blackwolfe99 » Mon Jun 19, 2017 8:45 am

Name:
Cleric

Summary:
You are an exiled witch who wishes to help the town.

Alignment:
Town (Support)

Attack: None
Defense: None
Priority: 2nd (Maybe 3rd)

Abilities:
Place a Ward on a target each night.

Attributes:
-Wards cause abilities that don't protect or attack used against your target to fail.
-Wards force Astral attacks to become vulnerable to visitor triggered abilities.
-You will know if your Ward repels a visitor.

Special Attributes:
None.

Goal:
Lynch all criminals and evildoers.

Win Conditions:
Town wincon.

Investigative Results:
Investigator: Your target could be an Escort, Consort, Transporter, Hypnotist, or Cleric.
Sheriff: Your target is not suspicious.
Consigliere/Witch: Your target is a witch using white magic on the town. They must be a Cleric.

Notification Text:
Selecting a target: You have decided to place a ward on [Playername] tonight.
Switching targets: You have decided to place a ward on [Playername] instead.
When visiting a warded player(This should be on similar roles and jailed targets as well): Your ability failed because you were unable to visit your target.
When your Ward is triggered: You have warded someone off.

Reason for Idea:
This role was designed with the idea of countering effect heavy roles, especially Blackmailers, Hypnotists, Consorts, Ambushers, and members of the Coven, however it can backfire and hurt roles like crusader, bodyguard, trapper, transporter, escort, etc.. However to prevent this role from being too powerful, its abilities are limited to one person and can only be present once. It also does not prevent attacks, jester haunts, arsonist dousing, or Guardian Angel purges.

However as time has gone by, I've decided that preventing protective abilities would be dangerous for Town, Survivors, and Guardian Angels and so I removed those from the roles affected.

Additional Information:
Other denial abilities like the Cleric's Wards will cause both abilities to fail, and all others to act as they normally would.

Role Interaction:
Cleric Ability Interactions
Trackers who track a person whose ability failed because of a Ward will still see that person visit their intended target, same with Plaguebearer and who they infect.
Witches/Coven Leaders who force this role to target themselves will not receive an investigation result.

Debatable Things in Mind:
Unique or not, potential to prevent TP roles from protecting, partial defense against Coven roles, affects Janitor or Forger (Effected, justifying with ability to prevent Medusa from hiding the wills and roles of a warded target) , Roleblock immunity (removed), alignment, and ward vs Plague (Plague wins).

Achievements:
Rogue Coven- First Win as Cleric. [20MP]
Rebel Mage- 5 wins as Cleric. [20MP]
Dissented Witch- 10 wins as Cleric. [40MP]
Iconoclast Caster- 25 wins as Cleric. [100MP]
Sweet Revenge- Have your Ward protect a target from a member of the Coven. [20MP]
Diligent Citizen- Have your Ward protect a target from a member of the Mafia. [20MP]
Mistaken Magic- Have your Ward stop a member of the Town. [20MP]
Powerful Gift- Have your Ward stop 3 people in one night. [40MP]
White Magic- Successfully protect 3 members of the Town in one game. [40MP]

Lore:
As a young girl in Salem, the Cleric was a geeky type who freely practiced magic, using it at school and parties as neat parlor tricks. However, as she grew up, people grew fearful of her and her mysterious powers. No one accepted her, not the town she grew up in nor the secretive mafia that had been growing under their noses. She eventually turned to the Witch and her Coven, where they plotted against the town. Unable to accept harming the people she grew up with, she spoke out against the Coven and was promptly exiled. Following this, she lived on the outskirts of town, learning to create wards. One day while she was in the town market, she learned of a powerful mystic reviving dead citizens then revealed herself and her new abilities. Now accepted by her home town, she would help them to combat their enemies in the only way she knows how.

TL;DR:
An ex-witch who can prevent non killing roles from affecting a target each night.

Changes (based on TG staff Feedback and my own judgement):
-Removed roleblock immunity.
-Removed Town (Protective) roles from affected list.
-Changed Investigator results.
-Changed Wards from Day ability to Night ability.
-Changed attribute to say "Support Effects".
-Changed name from Warlock to Cleric.
-Removed ability notification on target.
-Removed Hex Master from primary effect, and Plaguebearer and Pirate completely.
-Made non-unique.
-Polishing up and streamlining certain information.
-Added Tracker and Plaguebearer specific role interactions.
-Added Witch/Coven Leader specific interaction.
-Edited wording for first attribute.

Other Versions:
Version 2
Version 3
Last edited by Blackwolfe99 on Thu Apr 05, 2018 11:37 am, edited 79 times in total.
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Currently Working On:
-Nothing now. A several month hiatus lead to me abandoning my ideas.

EvilPudding wrote:Interesting idea and it is balanced like the WW

/support
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Re: Warlock Town (Support)

Postby EvanFishsticks » Mon Jun 19, 2017 9:08 am

This... actually sounds like a good idea. It fills a nice niche with different abilities and some protection. It's not overpowered since it doesn't stop kills but does help against Coven/Mafia supportive roles as well as having the chance of backfiring by blocking key Town actions, so you can't just Ward willy-nilly and hope it works. You have to be tactical about your decisions and that's what I really like about this role. Maybe make a more detailed list about which actions you can Ward off, but other than that it seems fine.
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Re: Warlock Town (Support)

Postby Mystoc » Mon Jun 19, 2017 11:02 am

so basicly coven spy ehhh at least it doesn't see chat of coven that is why spy is getting reworked

it simply enough i guess i like it does it consider medusa and hex master and and poisoner an effect please list which coven roles this would stop
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Re: Warlock Town (Support)

Postby HereThereEverywhere » Mon Jun 19, 2017 11:07 am

I don't think singling out Medium with this role is a good idea, since it's not all too powerful. Also, remove the visit seeing aspect. It doesn't work with Spy, it wont work here.
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Re: Warlock Town (Support)

Postby Blackwolfe99 » Mon Jun 19, 2017 11:29 am

All feedback is appreciated and I will make edits in the next few minutes.
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Currently Working On:
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EvilPudding wrote:Interesting idea and it is balanced like the WW

/support
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Re: Warlock Town (Support)

Postby HereThereEverywhere » Mon Jun 19, 2017 11:30 am

Other than that, what counts as "Special Effects"?
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Re: Warlock Town (Support)

Postby Blackwolfe99 » Mon Jun 19, 2017 11:54 am

I'm making the list right of Special Effects now.
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Currently Working On:
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EvilPudding wrote:Interesting idea and it is balanced like the WW

/support
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Re: Warlock [Town (Support)]

Postby Blackwolfe99 » Mon Jun 19, 2017 8:55 pm

As I seek to have this go into the TG, I have made further edits to follow the criteria presented for role submissions in that forum.
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Currently Working On:
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EvilPudding wrote:Interesting idea and it is balanced like the WW

/support
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Re: Warlock [Town (Support)]

Postby Venusupreme » Mon Jun 19, 2017 9:39 pm

This.... actually seems like a pretty solid idea. If it doesn't ward off Arsonist dousings (which I agree it should not), I'd assume it doesn't ward off the Plague, either...
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Re: Warlock [Town (Support)]

Postby Blackwolfe99 » Tue Jun 20, 2017 7:42 am

Arguable, but because arsonist douse is supposed to be a delayed kill effect while plague isn't I had decided to make it prevent plague.
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EvilPudding wrote:Interesting idea and it is balanced like the WW

/support
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Re: Warlock [Town (Support)] + Hypno update?

Postby Blackwolfe99 » Sat Jul 15, 2017 1:56 pm

Bump, need feedback.
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EvilPudding wrote:Interesting idea and it is balanced like the WW

/support
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Re: Warlock [Town (Support)] + Hypno update?

Postby SkyW » Sat Jul 15, 2017 2:02 pm

Make it affect more roles, but never ever killing roles.

That way it's less swingy as it will be prevelent in more games.
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Re: Warlock [Town (Support)] + Hypno update?

Postby Blackwolfe99 » Sat Jul 15, 2017 3:35 pm

SkyW wrote:Make it affect more roles, but never ever killing roles.

That way it's less swingy as it will be prevelent in more games.

It doesn't effect killing roles, except Medusa. It just makes it so that Medusa can't hide the role or will of the target they both visit.

Beyond that, what roles should it also effect?
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EvilPudding wrote:Interesting idea and it is balanced like the WW

/support
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Re: Warlock [Town (Support)] + Hypno update?

Postby lemonader666 » Sat Jul 15, 2017 7:10 pm

>Hates roleblockers
>Proceed to make a role that kinda counter roleblockers
>Laughter.png

Seriously though, this is a really good idea.
/support
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Re: Warlock [Town (Support)] + Hypno update?

Postby Blackwolfe99 » Sat Jul 15, 2017 8:22 pm

lemonader666 wrote:>Hates roleblockers
>Proceed to make a role that kinda counter roleblockers
>Laughter.png

Seriously though, this is a really good idea.
/support

Necessary annoyances should have something to hate. Hehe.

In all honesty thanks, just need help with the swing issue.
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EvilPudding wrote:Interesting idea and it is balanced like the WW

/support
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Re: Warlock [Town (Support)] + Hypno update?

Postby Blackwolfe99 » Tue Jul 18, 2017 9:11 pm

Bump
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Currently Working On:
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EvilPudding wrote:Interesting idea and it is balanced like the WW

/support
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Re: Warlock [Town (Support)] + Hypno update?

Postby SkyW » Tue Jul 18, 2017 9:15 pm

Can you make a list of every role it affects?
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Re: Warlock [Town (Support)] + Hypno update?

Postby Blackwolfe99 » Tue Jul 18, 2017 9:18 pm

SkyW wrote:Can you make a list of every role it affects?

I did, but I changed it to say it won't affect killing or protective abilities.
Basically TK, TP, MK, NK, and Pestilence aren't affected.

Edit: And buffed Coven can kill, but their other abilities will fail. Witch/CL can't control, Medusa kills but doesn't stone target, PM reveal potions fail, Hex won't frame target as Coven.
Also vampires will attack instead of convert.
Pirate can't rb target, but if they win they kill their target.
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Currently Working On:
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EvilPudding wrote:Interesting idea and it is balanced like the WW

/support
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Re: Cleric [Town (Support)] + Hypno update?

Postby Blackwolfe99 » Tue Jul 25, 2017 1:48 pm

Bump
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Currently Working On:
-Nothing now. A several month hiatus lead to me abandoning my ideas.

EvilPudding wrote:Interesting idea and it is balanced like the WW

/support
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Re: Cleric [Town (Support)] + Hypno update (In need of feedb

Postby Blackwolfe99 » Thu Jul 27, 2017 11:54 am

New poll question, also I really need people to tell me if the ability still adds swing.
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EvilPudding wrote:Interesting idea and it is balanced like the WW

/support
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Re: Cleric [Town (Support)] + Hypno update (In need of feedb

Postby Blackwolfe99 » Tue Aug 15, 2017 7:26 pm

Klainatta wrote:I like it! A TP that protects everything but killing! Sounds nice to me. It may need some reworks to make it more balanced, but overall I like it.

I think it shouldn't prevent Pirate RB, I mean who chooses night action when they are Pirate'd? :p

Now wait 'til Town forms its own Coven with Medium, Retri, Psychic and Cleric.

Alignment is still a decision that isn't concrete yet, but I doubt it would be consider protective.

Anyway a few questions/statements:
1) How is it unbalanced? What would you suggest as a rework?
2) Prevents all other forms of RB except jail so why would pirate be an exception? Also roleblock immune roles do.
3) Glad I'm not the only one who noticed that. :D
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EvilPudding wrote:Interesting idea and it is balanced like the WW

/support
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Re: Cleric [Town (Support)] (In need of feedback)

Postby TrueGuardian32 » Wed Aug 16, 2017 11:28 am

Doesn't heal selected target so it isn't a Town Protective. So it fits in with Town Support. Other than that it is pretty good.
Not to swingy and can both help and hurt town.
/support
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Re: Cleric [Town (Support)] (In need of feedback)

Postby TrueGuardian32 » Wed Aug 16, 2017 1:05 pm

Klainatta wrote:As far as I understand wards can protect against roleblocks and blackmail... and what else? Does it protect against biting? What about Disguiser, will they be able to disguise as their warded target? Will transport fail if one of them is warded? Will investigations or controlling fail?

Maybe it should protect only against Astral attack?


From what I understand it blocks Everything that isn't a attack. Except for killing attacks. Dousing still happens.
Also I do support protection against astral attack. Because currently we have no way to defend against Astral Attacks.
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Re: Cleric [Town (Support)] (In need of feedback)

Postby Blackwolfe99 » Thu Aug 17, 2017 10:21 am

TrueGuardian32 wrote:
Klainatta wrote:As far as I understand wards can protect against roleblocks and blackmail... and what else? Does it protect against biting? What about Disguiser, will they be able to disguise as their warded target? Will transport fail if one of them is warded? Will investigations or controlling fail?

Maybe it should protect only against Astral attack?


From what I understand it blocks Everything that isn't a attack. Except for killing attacks. Dousing still happens.
Also I do support protection against astral attack. Because currently we have no way to defend against Astral Attacks.

As TrueGuardian32 said, if it isn't an attack or a healing/defensive ability it gets blocked.
As for the Astral attacks, I think that could be worked in, but how? Should it completely stop an Astral attack or should it force the Astral attack to be a regular attack?
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Currently Working On:
-Nothing now. A several month hiatus lead to me abandoning my ideas.

EvilPudding wrote:Interesting idea and it is balanced like the WW

/support
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Re: Cleric [Town (Support)] (In need of feedback)

Postby TrueGuardian32 » Thu Aug 17, 2017 10:33 am

Blackwolfe99 wrote:
TrueGuardian32 wrote:
Klainatta wrote:As far as I understand wards can protect against roleblocks and blackmail... and what else? Does it protect against biting? What about Disguiser, will they be able to disguise as their warded target? Will transport fail if one of them is warded? Will investigations or controlling fail?

Maybe it should protect only against Astral attack?


From what I understand it blocks Everything that isn't a attack. Except for killing attacks. Dousing still happens.
Also I do support protection against astral attack. Because currently we have no way to defend against Astral Attacks.

As TrueGuardian32 said, if it isn't an attack or a healing/defensive ability it gets blocked.
As for the Astral attacks, I think that could be worked in, but how? Should it completely stop an Astral attack or should it force the Astral attack to be a regular attack?


That is actually a good idea, how about this. If the person is warded the Astral Attacker is forced into a Unstoppable attack instead allowing the lookout to see who attacked. What if it also prevented harm from rampage? Though that would nerf WW a ton.

NM I remembered that this role prevents support from visiting. LO's wouldn't be able to visit.
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