Pacifist

> *Each night, may visit and shield a player from violence
>
> Shielded players are protected from one kill that night and one kill or condemnation the following day
>
> Wins if they successfully prevent two kills or condemnations*
>
>

## Pacifist

### Choice

Night

**Pacifist** is a Third-party protective role that wins if they successfully prevent players from dying on two separate occasions.

## Mechanics

Each night, Pacifist may choose a player to visit and protect. Pacifist's night protection is identical to that of the Doctor, able to block a single kill. Pacifist receives a point if they successfully block a kill attempt. Pacifist does not receive a point if their target dies despite having blocked a kill, such as if multiple kill attempts were made on their target (e.g. Strongman will deny Pacifist of a point). Interestingly, Pacifist is NOT alerted when they successfully save their target, but in setups with no other ways of blocking kills at night, a Pacifist can deduce that they did, in fact, save their target.

Pacifist's protection also functions during the day. Identical to the night protection, the day protection can also prevent exactly one kill. It is worth noting that a single player can be both saved during the night *and* the following day as well, allowing the Pacifist to win off of a sole protection. Pacifist's day protection applies to guns and the condemnation. It is important to note that, since Pacifist can only block one kill attempt during the day, it cannot block both a gunshot and a condemnation attempt on a single player on the same day. Pacifist can also *not* protect players who are bleeding, such as through knives.

More specific mechanics:

* If Pacifist and another protective role both save the same player from dying, Pacifist will still get a point.
* If Pacifist chooses to protect a King on the night they rise to power and that King gets shot the next day, the Pacifist will *not* get a point.
* Pacifist cannot prevent against Detonator or Mad Bomber explosions, because they count as multiple kill power. The same goes for Pyromaniac.
* Pacifist cannot prevent a town-aligned player from dying if a Merlin or President dies.
* Pacifist dies if they visit Iatrophobe.
* Pacifist gets a point if they block a kill attempt on a Merlin on night 1, despite how Merlin cannot die night 1 anyway.

## Interactions

* Alcoholic, Drunk, Hooker, and tasers can be used to prevent Pacifist from visiting and thus prevent them from getting points.
* Crook, Defense Attorney, Governor, Pollster, and Suspect Governor can all modify the vote to prevent Pacifist from getting a point.
* Interceptor can visit the mafia's nightkill every night to discourage Pacifist from getting points in this way. Lurker can also do this, to a lesser extent.

## In Setups

Pacifist is not a role that you simply throw into a setup; you usually have to build the setup around it.

Because Pacifist usually does not joint win with town *or* mafia, the third win condition present in the setup is important to plan around.

Pacifist is not an adequate substitute for a town protective, because Pacifist has no reason to help town. However, Pacifist can still protect players that they think will die, as a town protective would.

Pacifist's presence in a setup will often discourage the mafia, or other killing roles, from making obvious kills. However, this is WIFOM.

## Gameplay

Pacifist should, simply, protect players that they believe will die.

Pacifist *can* play similarly to a Shaman, but it is often difficult to: they will look bad if the condemned player gets saved.

Since Pacifist is not alerted when they receive a point, setups with other ways of preventing nightkills, such as Agoraphobe, will weaken Pacifist slightly. Since Pacifist can block condemnations, after successfully earning a point, they can easily earn a second by protecting and bandwagoning an easy vote. However, if they aren't sure that they have earned a point previously, they risk outting themself if they do not win after their bandwagon. Thus, a Pacifist must exert caution when attempting to condemn their target.

All players will know that Pacifist saved a player from being condemned if they don't die. This can be differentiated from Hangman saving the condemned player, because Hangman power usage will display a system message.

## Trivia

* The most well-known Pacifist setup is So many ways to die.