Cleric [Town (Protective)] V2

Old Role Ideas

Which version is better?

The original
1
33%
This version
1
33%
Neither/Indecisive
1
33%
 
Total votes : 3

Cleric [Town (Protective)] V2

Postby Blackwolfe99 » Mon Oct 09, 2017 3:06 pm

Name:
Cleric

Summary:
You are an exiled witch who uses her magic to protect the town.

Attack: None
Defense: None
Priority: 1st

Alignment:
Town (Protective)

Abilities:
Place a Ward on a target each night.

Attributes:
-Wards grant Powerful defense versus visitor attacks.

Special Attributes:
Unique.

Goal:
Lynch every criminal and evildoer.

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.

Additional Information:
Keyword Ward=
Wards prevent the player from being directly visited for the night.
A warded target and the Cleric are still vulnerable to visitor triggered effects, such as Rampages and Alerts.
Wards and other abilities that also prevent visitors will cancel the effects of each other.

Mechanics that need to be addressed.
Day abilities and infection are unaffected by wards.
Rampages won't hit a warded player if they are the target of the rampage, but it will kill all other visitors.
Ambushers and Crusaders will target the Cleric above all other visitors.
Poison, hexes, and douses can't be removed by wards if already present.
Can not stop an ignition, final hex, or Jester haunt, but can stop a powered up Juggernaut and Pestilence at the cost of the Cleric's life.
Wards do not prevent Medium seances or Guardian Angel purges.
Wards DO NOT offer full protection, so protected players are still vulnerable to rampage attacks, traps, alerts, stone gazes, and other effects.
Plaguebearers, Trackers, and Lookouts will still see players visit the warded target and Trappers will see the roles of those stopped by a ward. (Unless BMG says otherwise.)
(Anything I'm missing?)

Notification Text:
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."

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, I decided to try making this into a TP role who can deny all visitors, and see which one people think would work out more effectively.

Debatable Things in Mind:
This version of the role, unique or not.

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 people from visiting a player each night.

Other versions:
Version 1
Version 3
Last edited by Blackwolfe99 on Thu Apr 05, 2018 11:37 am, edited 5 times in total.
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[url=https://drive.google.com/drive/folders/1MZk7o65Y-BguXn9lOU9tVijQEPUZ7iYZ?usp=drive_link
]My Role Ideas[/url]
Fair warning, I know many of the ideas in this are pretty shitty/unbalanced, but I have a lot more knowledge of role mechanics and balancing now than I did then.

Currently Working On:
- Nothing in particular, might return to rework old ideas. We'll see.

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

/support
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Re: Cleric [Town (Protective)] V2

Postby TrueGuardian32 » Mon Oct 09, 2017 3:39 pm

I like it, It basically RBs all it's targets visitors with ease, It easily confirmable though.
So I'm in the /unsure category right now.
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Re: Cleric [Town (Protective)] V2

Postby DragonClaw66 » Mon Oct 09, 2017 3:44 pm

Isn't this basically a buffed Doctor? It can prevent all kinds of attacks and also prevents an Arsonist's douse, blackmailing, framing, controlling, etc.
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Re: Cleric [Town (Protective)] V2

Postby Blayzeatron » Mon Oct 09, 2017 9:28 pm

Well as it stops all visitors is has the effect of stopping all TI's (plus escorts?)
Last edited by Blayzeatron on Tue Oct 10, 2017 3:02 am, edited 1 time in total.
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Re: Cleric [Town (Protective)] V2

Postby lemonader666 » Mon Oct 09, 2017 11:12 pm

So a buffed doctor?

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Re: Cleric [Town (Protective)] V2

Postby Blackwolfe99 » Wed Oct 11, 2017 11:59 am

DragonClaw66 wrote:Isn't this basically a buffed Doctor? It can prevent all kinds of attacks and also prevents an Arsonist's douse, blackmailing, framing, controlling, etc.

It's not a buffed Doctor, since it doesn't give a night defense and can't cure poison. It only denies other visitor abilities, unlike the doctor who gives powerful defense which protects against Veteran, Medusa, Trapper, Bodyguard, visiting rampage attack targets, and every other weaker attack.

Edit: Also no self protection.
Last edited by Blackwolfe99 on Wed Oct 11, 2017 12:09 pm, edited 1 time in total.
Image


[url=https://drive.google.com/drive/folders/1MZk7o65Y-BguXn9lOU9tVijQEPUZ7iYZ?usp=drive_link
]My Role Ideas[/url]
Fair warning, I know many of the ideas in this are pretty shitty/unbalanced, but I have a lot more knowledge of role mechanics and balancing now than I did then.

Currently Working On:
- Nothing in particular, might return to rework old ideas. We'll see.

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

/support
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Re: Cleric [Town (Protective)] V2

Postby Blackwolfe99 » Wed Oct 11, 2017 12:01 pm

TrueGuardian32 wrote:I like it, It basically RBs all it's targets visitors with ease, It easily confirmable though.
So I'm in the /unsure category right now.

The warded target will not know they are warded, and visitors will not know their target is warded since I've made a generic notification that doesn't reveal a jailor before they execute or out the Cleric itself as being present.
Image


[url=https://drive.google.com/drive/folders/1MZk7o65Y-BguXn9lOU9tVijQEPUZ7iYZ?usp=drive_link
]My Role Ideas[/url]
Fair warning, I know many of the ideas in this are pretty shitty/unbalanced, but I have a lot more knowledge of role mechanics and balancing now than I did then.

Currently Working On:
- Nothing in particular, might return to rework old ideas. We'll see.

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

/support
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Blackwolfe99
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Posts: 44
Joined: Sat Feb 07, 2015 8:01 pm
Location: Watching over others from the Shadows.

Re: Cleric [Town (Protective)] V2

Postby Blackwolfe99 » Wed Oct 11, 2017 12:04 pm

Blayzeatron wrote:Well as it stops all visitors is has the effect of stopping all TI's (plus escorts?)

It stops all visitors so yes, granted Lookouts will still see who would've visited, Trackers will still see if someone goes to a warded target, and spies will see the mafia and coven visit warded targets.
Image


[url=https://drive.google.com/drive/folders/1MZk7o65Y-BguXn9lOU9tVijQEPUZ7iYZ?usp=drive_link
]My Role Ideas[/url]
Fair warning, I know many of the ideas in this are pretty shitty/unbalanced, but I have a lot more knowledge of role mechanics and balancing now than I did then.

Currently Working On:
- Nothing in particular, might return to rework old ideas. We'll see.

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

/support
User avatar
Blackwolfe99
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Witch
 
Posts: 44
Joined: Sat Feb 07, 2015 8:01 pm
Location: Watching over others from the Shadows.


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