Your actions can't be blocked, redirected or interfered with in any way.
Each night, you may target a player and create a random effect (1d10000):
1 - The game ends with your faction winning. If you are a neutral third party, Town wins.
2-99 - You will attempt to kill your target if they aren't aligned with you, or will grant a layer of Bulletproof to your target if they are aligned with you. You will also gain a layer of Bulletproof and a random invention.
100-499 - You will attempt to kill your target if they aren't aligned with you, or will grant a layer of Bulletproof to your target if they are aligned with you.
500-1999 - You will roleblock your target if they aren't aligned with you, or will protect your target if they are aligned with you.
2000-7999 - You will neighborize your target.
8000-9999 - Nothing happens. You aren't even considered to be visiting your target.
10000 - The moderator says "Pineapple is a viable topping on pizza."
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Personally, I wouldn't submit a Werewolf Anti-Mage but I wouldn't blacklist Werewolf Anti-Mage in Grandest-alikes (blacklisting would be reserved for stuff like Mafia Mason or Werewolf Innocent Child).In post 7798, Gamma Emerald wrote:Mafia Anti-Mage
You are immune to all actions involving Magic or actions taken by Mages.
Note: because this iirc affects certain Werewolf role counterparts, this should rarely if ever be allowed to be paired with Werewolf alignment. This is essentially a quick problem-avoidance patch until such time as I figure out a proper approach to the issue.
Alternately, Seers could be considered to be psychic power and not magic which makes more sense imo.