- note - This is an altered version of a role I suggested a few months ago so don't yell at me if it's similar to something else or by claiming that its a repost, I haven't been on the wiki in a while so I don't know what else has been suggested.
Name: Grim reaper
Alignment: Neutral Chaos
Attack: None
Defense: Basic
Unique Role: Yes
Abilities: You are given a list with the names of certain people in the town (includes all factions not just townies) - im thinking around 5-6 however this is up for debate.
Your job is to make sure all the people on this list die, either by tricking the town into lynching them, letting others kill them at night etc
Once everyone on the list is killed you become Death Horseman of the Apocalypse .
Attributes: Detection immune
Mechanics: Your list will contain a number of people who are you targets and you must get killed by various methods.
Names will be crossed off the list when the corresponding people die and you will become death as soon as the last person is killed (be careful if you were leading the charge against someone and suddenly death enters the town)
If someone leaves and they were on your list they still get crossed off (however only the next day when they appear dead)
-Investigative Results-
Sheriff: Your target is not suspicious
Investigator: Your target is a sheriff, exe, ww, grim reaper or death
Consigliere/Witch: Your target wishes dead those upon his list, he must be a Grim Reaper.
Goal: Complete your list and become death
Wins With: The standard for neutrals + plaguebringer/pestilence
Must Kill: Everyone on the list (and later everyone else)
The following is death who the grim reaper becomes when his list is completed
Name: Death Horseman of the Apocalypse
Alignment: Neutral Chaos
Attack: Varies (see below)
Defense: Invincible
Unique Role: Yes
Abilities: At night inflict a death curse upon a house which will curse the player and all who visit that night - players will know that they have been cursed.
The curse cannot be removed (except by a guardian angel) and will remain for the rest of the game.
How the curse works is described in mechanics.
Attributes: Detection immune
Mechanics: The curse works in a final destination type scenario where they will keep being attacked by progressivly greater threats and getting more fearful in the following way:
First night - basic astral attack and roleblock (too scared to go out after being cursed)
Second night - powerful astral attack and disables day chat (too scared to talk)
Third night - unstoppable astral attack and roleblock (The pestilence is immune to being cursed so no one should survive past this point)
An example of this being the godfather will survive the first attack due to his basic defence but will die to the second attack the next night, if he is heal by a doctor or jailed he can survive the second attack but he will be guarenteed to die to the third attack.
-Investigative Results-
Sheriff: Your target is not suspicious.
Investigator: Your target is a sheriff, exe, ww or grim reaper, death
Consigliere/Witch: Your target is the embodiment of oblivion - they must be Death
Goal: Kill all who would oppose you
Wins With: The standard for neutrals + plaguebringer/pestilence
Must Kill: Everyone else
If you have any critism please give suggested improvements as well, thanks.