How to fix the Mercenary and Sellsword

I understand what you’re trying to say here, but I am of the belief that not every single class has to have an outside impact on the game, or a new spin on everything. Some classes you just make because they’re fun, and they have a unique challenge of being thrust into a goal (in this case, of preserving someone whose identity you don’t initially know, nor their play style [both cases would indicate a need to adjust when you use your guarding ability, and what you do during the daytime.]

I also think that a Mercenary who can betray her target wouldn’t add anything new. We already have someone whom you are supposed to give your identity, but can already betray you. The Psychic.

Mercenary definitely shouldn’t be trustworthy. That’s why people suggest not having Stand Guard confirm the Mercenary, but really, that is the only needed change.

We don’t need to add a betrayal aspect into the game to make the game more interesting, since Mercenary can be fake claimed, or converted. I feel like that is plenty of drama on its own.

The Mercenary doesn’t need to be a hugely important piece in the meta. As long as it can faked and converted, that’s drama enough.

What you say makes sense. I will edit my post to confirm.

But what do you think would be a better second night ability for the Sellsword? I don’t like Revenge too much, but at the same time, it was there.

(I actually had something there. If it is deemed better to remove the notifications (I think I like that idea), the Sellsword’s ability to fake “Guard” her former target would be removed also.)

EDITED: By default, notifications will no longer exist. But, if they are, the “Intoxicate” ability will be a day ability to make sure that the Merc can’t be confirmed 100% (could be sellsword)

Also added Revenge back, but if there’s something that would suit better, say so.

I like option #2 more because it gives more…options to the Merc. And prevents losing due to your target DC’ing.

I also like these options. I just find it problematic that mercs can choose to throw target 1 to the wolves. So, I needed to do some things to make that less often.

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How about “betrayal”, which let’s you kill your previous contact?

Then you can “give” your contract to your fellow unseen.

Also going to have to say I disagree with the idea that there should be incentive to betray your contract while unconverted. Because then it turns into “contract the alchemist”

I kind of don’t want it to be another killing ability, especially since a use of Revenge tells the whole BD that your target is not who you say it is, and ALSO, a use of this “betrayal” would tell everyone that the Merc-claim is open for business. which means the King says “Contract this guy” and then you can’t. Unless there’s another day ability for the Sellsword (which could only really be created if all Merc notifications are removed) that allows you to give someone a fake contract

If there were no notifications, nobody would be aware you didn’t contract them.

How are you going to ask someone to accept your contract if they didn’t get a pop up saying you asked them to sign your contract?

That notification is different from the stand guard notification

I mean the idea would be so that you could give your “contract” to a member of the unseen. King doesn’t always say “contract x” (though I guess in practice they should).

Really, though, Betrayal would be more useful than Revenge and people complain about Rebound being useless all the time.

I don’t think you’re notified if you are contracted. If you are, you shouldn’t.

I’ve never been contracted by a Mercenary, but I was told you get a popup in your face asking “A MERCENARY OFFERED YOU A CONTRACT. DO YOU WANT TO ACCEPT IT?”

That is exactly what happens - it’s impossible to miss.

Oh. I never knew that. Kinda interesting.

Tbh that shouldn’t be a thing since

A: You can just screw over the Mercenary
B: It confirms the class

Perhaps Lore wise it makes no sense, but I’d remove it, since first contract doesn’t get that.

On the flip side if you take that question off, what happens is you try to contract a Fool

It doesn’t immediately give you the contract

Now you know he’s either a Fool,Scorned, or Merc.

__

At least with the question you can just assume the “Fool” said no

I think for the second contract it’s on the Mercenary to find someone who doesn’t want to get themselves killed. You just have to read the other players.

If they do contract the Fool, it should just be their mistake.

The fool might just lose thanks to the Merc. I don’t think that’s fair.

Being guarded by a Mercenary isn’t gonna prevent suspicion. Sure they Mercenary won’t help with your execution, but they can’t really vouch for how good you are.

screaming “he’s fool” sixty thousand times might work.