Magus (Town Protective)
Posted: Wed Aug 14, 2019 3:00 pm
Name: Magus
Alignment: Town Protective
Summary: A sorcerer with an expert knowledge of healing spells.
Stats: Attack - None, Defense - None
Specials: None
Type: Non-Unique
Sheriff Results: You cannot find evidence of wrongdoing. Your target seems innocent.
Investigator Results: N/A
Consigliere Results: Your target heals others with magic. They must be a Magus.
Abilities:
- Enchant a player at night.
- Activate your enchantments at night.
Attributes:
- Upon activating your enchantments, all enchanted players will be granted a temporary powerful defense. If one of your targets is attacked and saved at this time, all enchantments will be fade.
- You are unable to activate enchantments on two consecutive nights.
Goal: Lynch every criminal and evildoer.
Victory Conditions:
- (Current Town win conditions).
Achievements:
- Mender: Win 1 game as a Magus.
- Wizard: Win 5 games as a Magus.
- Physician: Win 10 games as a Magus.
- Shaman: Win 25 games as a Magus.
- Incantations: Save two or more players in a single night.
- Conjurations: Save three players in a single game.
- Swift Spell: Save a player on the second night.
Note: If the Magus activates all enchantments and nobody is attacked, the enchantments will not disappear.
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This is the Magus, a Town Arsonist whose "douses" heal the player upon "ignition". The Doctor and Bodyguard have higher skill ceilings as you have to accurately predict what player is going to be attacked. This role exchanges high power for high guarantee of protection (if more people protected at once, you are more likely to successfully heal someone). The Magus doesn't actually "accomplish" anything, it's just a new take on a Town Protective.
Alignment: Town Protective
Summary: A sorcerer with an expert knowledge of healing spells.
Stats: Attack - None, Defense - None
Specials: None
Type: Non-Unique
Sheriff Results: You cannot find evidence of wrongdoing. Your target seems innocent.
Investigator Results: N/A
Consigliere Results: Your target heals others with magic. They must be a Magus.
Abilities:
- Enchant a player at night.
- Activate your enchantments at night.
Attributes:
- Upon activating your enchantments, all enchanted players will be granted a temporary powerful defense. If one of your targets is attacked and saved at this time, all enchantments will be fade.
- You are unable to activate enchantments on two consecutive nights.
Goal: Lynch every criminal and evildoer.
Victory Conditions:
- (Current Town win conditions).
Achievements:
- Mender: Win 1 game as a Magus.
- Wizard: Win 5 games as a Magus.
- Physician: Win 10 games as a Magus.
- Shaman: Win 25 games as a Magus.
- Incantations: Save two or more players in a single night.
- Conjurations: Save three players in a single game.
- Swift Spell: Save a player on the second night.
Note: If the Magus activates all enchantments and nobody is attacked, the enchantments will not disappear.
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This is the Magus, a Town Arsonist whose "douses" heal the player upon "ignition". The Doctor and Bodyguard have higher skill ceilings as you have to accurately predict what player is going to be attacked. This role exchanges high power for high guarantee of protection (if more people protected at once, you are more likely to successfully heal someone). The Magus doesn't actually "accomplish" anything, it's just a new take on a Town Protective.