Cleric [Town (Support)]
Posted: 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
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