PandACT wrote:The ghost is too much escort. Possibly can only visit every OTHER night. Maybe it also role-blocks the visitor for the next night. Something like: "You were chased away from the house by a ghost!" The next night: "You were too terrified of the ghost to go outside."
Jerme wrote:@RetralMega: Which role do you mean? This post contains two.
Jerme wrote:Good, then I can keep the attributes as they are.
Should a Vigilante lose an additional Bullet when lifting the curse of a Lost Spirit, or would the one shot count to let the LS win and additionally kill the original target? Well, I imagine that if it were a Town Killer, then only three options could happen
Lost Spirit jumps in front of the bullet (Role blocking target, but wasting a charge)
Lost Spirit forces a second shot (Steals 2 Charges, doesn't role block)
Lost Spirit stands behind the target (Nothing, just wins.)
I truly can't decide which.
Currently the protection of the Spirit can prevent a death from guilt (over shooting a townmember), should it stay like that, or be removed/upgraded to: cannot die from Jester, giving them a message similar to "Someone held you back" (or the standard message "Your target was immune to your attack")?
Well. I think it should probably protect against Jester. Meaning both ways.
Jester gets hung, Lost Spirit targets guiltvictim. Results: Jester, Lost Spirit win. Town Member lives
Jester gets hung, Lost Spirit IS the victim. Results: Jester, Lost Spirit win.
These two encourage the Lost Spirit to try to get a Jester hung, risking anonymity for a win, while having to rely on trust. A lot of neutral goals are good with multiple ways to achieve the goal.
Could I also have more feedback to the Ghost role?
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