#Executioner Rework V1

1 messages · Page 1 of 1 (latest)

woeful owl
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Executioner
(Neutral Evil)
Attack: Basic
Defense: Basic until Day 3
Disruption immunity: False

Win condition: Collect the heads of 5 players.

Abilities:

Bounty (Night, infinite)
At night, you may place a bounty on a player.
That player will be marked as a bounty.
Any player who visits you will be given a bounty passively.

Execute (Night, One)
At night, you may execute a player, dealing a basic attack.
You may not do this on night 1.
Players who visit while you are executing will not be given a bounty.
If all living players have bounties, you will gain one charge of execute per night.

Keywords:
Bounty

Bounties are players marked by the Executioner.
Players with Bounties will see other Bounties as Executioners when investigating them.
If a Bounty dies, the Executioner will gain the head of the player.
If there are too few people to collect the heads of the hangman will execute the executioner.
Once the Executioner reaches 5 heads collected, they will leave the town in victory.

There is also no Jester clause here.

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Let me know what y'all think of my take on the Executioner rework, I'm open to changes

wheat lily
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The current idea of executioner (Having to hang a town member) is fine.

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it just needs some tweaking

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An NE having to kill 5 people to win is horrible

timber gust
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  1. wincon is insanely hard
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  1. bit too similar to inquis
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  1. exe is fine as is for the most part
wheat lily
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Dousing everyone as arsonist already isn’t easy.

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Having to kill 5 people after dousing