Role Name:
Fanatic
Role Alignment:
Neutral Evil
Abilities:
-Able to visit one player at night.
-Able to visit four times.
Attributes:
Defense: Basic until attacked
Attack: Unstoppable
-If this role visits anyone with a Town Protective role defending them, this role will prevent the TP from defending their target, kill them, and die.
-If you run out of visits and fail to kill a TP you will kill yourself out of shame.
-if you are still alive after all TP are dead, you become a Jester.
-This role can only appear if there is at least one TP.
-This role doesn't alert Jailed targets of their visit.
-If you stop a evil aligned role from healing a target, you will not kill them and instead learn their name. They will learn yours as well.
Notifications:
"You killed a coward keeping ___ alive!"
"You where stopped and killed by a Fanatic!"
"You where hunted down by a Fanatic!"
"A Fanatic stopped you! They looked like ___!"
"You stopped someone, but they where to strong to kill, they looked like ___!"
"All those you wish to destroy are already dead! You have become a Jester!
"You've failed to hunt those you despise. You have to stop the shame..."
Goal:
Die for your beliefs. (kill at least one TP)
Win Conditions:
Wins with any faction/role so long as they have killed a TP.
Special Attributes:
-RB immune.
-Control Immune
-Overrides BG/Crusader RNG, always dying to said roles.
-Will absorb a trappers trap attack, having the trap only hurt no one, even if a killing role attacks the same night.
Investigator Results:
Sheriff - Your target is suspicious!
Investigator - Your target could be a Survivor, Vampire Hunter, Amnesiac, (Medusa, Psychic,) or Fanatic.
Consigliere - Your target hunts those that would defend the weak. They must be a Fanatic!
Achievements:
Faith in Power- Win one round as a Fanatic.
Crush the Weak- Win five rounds as a Fanatic.
Darwinism- Win ten rounds as a Fanatic.
Firmly held Belief- Win twenty five rounds as a Fanatic.
Good Enough!- Kill a Body guard with your attack.
Cowards Everywhere!- Kill two Town Protect in one night.
Well Placed Faith- Kill a Town Protect night one.
Proven Right- Have your target die after you kill someone defending them.
Additional Information:
-Jailing/transporting doesn't count as a defensive move and will not kill the Jailor/Transporter if a Fanatic visits a target of said role
-If multiple Fanatics visit a target with one TP on them, the Fanatic that joined the lobby first will take the kill and win, the other will not kill any TP unless there is a third TP visiting that the first Fanatic missed.
-A Fanatic can kill up to two TP roles. (for instance they would kill a trapper and BG if the Fanatic visits a trapped target the same night as a BG, but if 3 doctors are on one target two of the Doctors will be stopped from defending their target and killed while the third defends said target. Targets in said 3 TP scenario are chosen at random.)
-Trappers can be killed if their trap(s) are triggered by a Fanatic. They will still be killed if their trap is triggered while in Jail.
-This role can kill a Retributionist using a TP, but not a Potion Master healing a target, or a Necromancer using a TP/PM heal.
-If a witch has a TP target a Fanatics target, the TP will die, not the witch.
-The primary purpose of this role is to dissuade Town from announcing who needs TP right from day one. Town will need to keep who needs TP quiet while the Fanatic tries to predict who will be defended.
-The limited visits is to prevent the role from mindlessly visiting everyone until they get lucky, the Fanatic will have to beat the TPs in mindgames.
-The "not killing evil healers but learning who they are" is done as while you DID stop a protect role, you failed to stop a town protect role. However, a Fanatic should be rewarded for doing there job (or a close proximity of their job), so instead you now have an evil friend to help you out. (You're both evil dude, go get 'em)
Lore:
"You are a crazed man that beliefs only the strong may live."
He still remembers the towns he used to live in.
Happy Towns where everyone knew everyone's name. Each one a peaceful land where everyone had nothing to fear.
His interest in fighting and defense was frowned upon by all his neighbors, what was he looking to fight in such a peaceful place?
Yet every town met the same fate. Murders, accusations, paranoia. Only through his intuition and skill did he survive.
Whether through public execution or fires that engulfed the town, every time the strong stood over what was left of the rubble. And he walked away with new scars.
In this world, the weak must break, so the strong may thrive.
The coward Jailor had recruited another to keep him from having to defend himself, fury was filling the mans mind as he lay in wait outside the Mayors home.
When a man clad in a surgeons outfit and another in a vest walked up, red filled his vision.
He sprung from the bushes and tore meaty chunks from the Body guards chest, them pounced upon the man cowering in fear with a scalpel in his hand.
After wiping two monsters who would interfere with the natural order of thing off of the earth, the man sucumbs to the bullet and stab wounds he endured, a smile in his face, as a man welding a Tommy Gun tips his fedora to the dying man and enters the Jailors home.