Role Name: Gatekeeper
Role Alignment: Town Power
Special Attributes:
- Roleblock Immunity
- Control Immunity
- Unique
Defense: None
Abilities: Lock the gate between players 7 and 8, preventing anyone from crossing to the other side.
Attributes:
- There is a gate between players 7 and 8, in which you can track, lock and see people cross.
- You will know the names of every player that passes your gate (Apart from astral visits).
- 2 times per game, you may lock the gate, preventing anyone from crossing to the other side.
Goal: Lynch every criminal and evildoer.
Investigative Results:
Sheriff: You cannot find evidence of wrongdoing. Your target seems innocent.
Investigator: Your target could be a Spy, Blackmailer, Jailor or Gatekeeper.
Consigliere/Witch/Coven Leader: Your target is the warden of the gate in the middle of town. He must be a Gatekeeper!
Notifications:
For the Gatekeeper:
- You saw ____ pass through your gate.
- You locked your gate, preventing anyone from passing through.
For other players:
- You were unable to visit your target, because the gate was locked.
Additional Info:
Yes, this role can block Transporter from passing through the gate (it's similar to jailing in that regard). However, it won't block a Pirate, since pirates cross over before the night begins.
A Transporter passing through will only generate one notification, even if both his targets are on the other side.