Talk:Roles/@comment-188.98.252.137-20141019154124

Role Name: Ghost

Alignment: Neutral Benign

Summary: A poor soul that couldn't find rest in the afterlife. Now it seeks to warn the town of the threats ahead.

Goal: Prevent at least 1 evildoer from doing their work.

Has Night Ability?: Yes

Abilities: Haunt a person each night.

Categories: Night Immunity

Attributes:


 * You may haunt up to 3 times.


 * If you are being roleblocked, you will scare the Roleblocker instead of your target. This includes the Escort and Consort.


 * You can not be killed at night


 * You can not be turned into a Vampire

Special Attributes: Night Immunity, Vampire Transformation Immunity

Investigation Results:

Sheriff: Your target is not suspicious.

Investigator: Your target seeks Justice. They must be a Sheriff, Retributionist, Executioner or Ghost.

Consigliere: Your target can move through walls. They must be a Ghost.

Role Description: Instil fear into the town in order to save it.

Story: An undead spectre that once used to live an average life. It can still now remember it's joyful days when it attended to the daily work in town and it's family life. Everyday was a normal routine and a purposeful participation in the community alike. Until one day what seemed like an accident occured and suddenly life abruptly ended. It was not the end for the once lively town member, however. That sorrowful day when it's life's flame was extinguished, just like that. Could it really have been an accident? This thought would not let the soul let go of it's worldly form. An accident in it's beloved normal town, that would seperate it from it's family forever. And it happened just like that? Strong feelings of regret enveloped the ghosts mind as the thought solidified itself that something strange was going on in it's beloved town. And this ghost would find no rest until the truth was brought to light.

Strategy

The Ghost may haunt a person each night to make them run away in fear. A haunted person will mess up their work and escape it's house in fear and hence will be unable to be targeted by anyone else's abilities.

A haunted person can not be roleblocked, attacked, controlled, healed, protected, blackmailed, cleaned, framed, forged or investigated. Visitors of the haunted person will know that their target was visited by a Ghost:

"Your target ran away as if he'd seen a Ghost before you could do anything."

A haunted person can still be jailed, transported, doused and looked at by a Lookout. The haunt will fail on jailed targets: "Your target was jailed."

Since Consorts are able to force you to target them by roleblocking you, they pose a great threat to you as they can not only permanently make you unable to perform your haunts on anyone but the Consort, but they also gain the protection from your haunts at night. The same way Vampires can force you to target them instead, but since Vampires are Fear Immune the Vampire will not gain protection from being haunted away by you. The Witch is able to control the Ghost and make it haunt whomever she wants. Therefore beware of your role being exposed.

The Ghost is the only non-evil role with Night Immunity, which makes the Ghost susceptible to accusations of being Executioner, GF, SK or Arsonist.

The Survivor, Witch, Werewolf, Vampire and Vampire Hunter are not scared by Ghosts and hence Fear Immune. If you haunt either of them they will get to know that they were haunted "Someone tried to scare you but you are Fear Immune."

If the Werewolf and the Ghost visit the same house on a full moon, the Ghost and any visitors will be killed by the Werewolf but the original occupant of the house will be scared away and survive if he is not Fear Immune.

Haunted targets without Fear Immunity will be unable to perform their action that night.

The Ghost will be scared to death if he haunts the Jester. The Jester is not Fear Immune so he will still be haunted away that night.