Been working on this for a while. Feedback is appreciated.
Both can spawn in each game now. 1 Sheriff will always spawn, but Paladin will only have a chance of spawning.
Sheriff leans towards finding evils, Paladin leaning towards protecting BD from conversions.
The Sheriff
Scouts stays the same/gets removed
Expert investigation will find cult.
Night ability: Surveillance - If the target is a member of the cult/unseen, determine who they visited that night. - 2 uses.
The Paladin
Passive: Zeal - Immune to occupation once. You will not gain a bonus occupation immunity from occupation 3 times.
Day ability 1: Holy Candle - User is protected from day abilities (except prince jail) - 2 Uses.
Night ability 1: Hold Faith - Find out if a negative ability was used on them. Prevent that ability. Infinite uses. (Same as old magic barrier.)
Night ability 2: Smite - Watch over a target for 3 nights. If they are attempted to be converted, prevent it and attack the converter. 1 use. Sticks onto the target.
Converts:
The Marshal
Same as before
The Templar
Unseen Investigative
Passive: Zeal - same as before conversion. Resets if passive is lost.
Day ability 1: Dark Candle - Player cannot be healed tonight. 2 uses.
Night ability 1: Lingering Faith - Frame the target as the Mastermind/Cult Leader and prevent occupation/redirection abilities. Infinite uses.
Night ability 2: Unholy Slash - Prevent visitors to a player except for the Mastermind. 1 use.
I hope this change will effectively make Sheriff and Paladin a viable fake claim in both games. It shouldn’t be a detriment to anyone claiming that opposite investigative.