Squidypie
August 1st, 2013, 02:37 PM
Let me preface this by saying that I don't really care about the name. Plague Bearer, Typhoid Mary, Carrier, there are a lot of ways this character could be thought of that work.
Right now we have roles that mark and kill, kill directly, and kill at location, but no roles that leave a trap that kills when someone visits a location. So I present to you the Arms Dealer (his opposite The Trapper, would work just as well in my opinion)
Arms Dealer
Arms Dealer
Neutral Killing
-Every turn arms a person, who kills whomever they visit next (including that day)
-Can arm self to kill the next person that visits the home of the Arms Dealer
-Can arm self twice to kill the next person he visits (losing both armnements in the process)
-Wins ties over mass murderer and serial killer
-option: Night Immune (Default: On)
-Option: Let those who have killed know they were armed (Default: Off)
-Option: Wins ties over arsonist (Default: off)
-Option: Armed person will randomly kill one person they gather with at night over who they visit that night. (default: off)
-Kill descriptions:
Has died in a tragic accident.
Someone has decided to take justice into their own hands.
Appears to have accidentally shot himself. (self targeted kill)
-Not Roleblock Immune
Strengths
-Can potentially get multiple kills some nights (though the average would not exceed 1 per night)
-Can make bodyguard give him an extra kill
-Can use docs to kill who they would otherwise heal
-Lookouts/detectives might take an extra day to find him
-Can “break” a heal ring if he gets one of the doctors.
-Can potentially neutralize an invest role by giving him dead leads (highly risky as a lookout would figure it out and if an invest knows that there's a pattern the person he doesn't kill that fits the Arms Dealer's description will likely be night immune.
-Less easy for escort to find/be certain of.
Weaknesses
-Does not directly choose who gets killed
-Potentially the lowest K/N of the Killing neuts because he might arm vets/mayors/marshalls/limited visit people/citizens/coroners/Survivors/spies/Vigilantes/Jailors who choose to execute. And those he arms might choose to visit someone he knows is night immune (or the Arms Dealer himself)
-Can inadvertantly help the town find Godfather
-Will statistically help mafia (since the three maf are unlikely to visit eachother, and if a mafia is visited there's a respectable chance he would be lynched the next day)
-Essentially had to spend a night arming himself to get the roleblock kill that SK has for free
-A talkative town may have an easier time finding him since they can visit-confirm each other to a small extent.
-In a crucial last few days standoff he may lose by not having armed himself twice
-The first person a Witch/Bus driver targets will be killed.
-If a killing role is armed they will perform both kills
-When arming self, the arming occurs first, when arming the bg/doc their heal/save ability is disabled
-Self kills for those such as lookout, bus driver, witched folks, MMs, and vesting cits/survivors (whose vests will save them)
-Does not expend the self-armed kill when gf visits him.
Right now we have roles that mark and kill, kill directly, and kill at location, but no roles that leave a trap that kills when someone visits a location. So I present to you the Arms Dealer (his opposite The Trapper, would work just as well in my opinion)
Arms Dealer
Arms Dealer
Neutral Killing
-Every turn arms a person, who kills whomever they visit next (including that day)
-Can arm self to kill the next person that visits the home of the Arms Dealer
-Can arm self twice to kill the next person he visits (losing both armnements in the process)
-Wins ties over mass murderer and serial killer
-option: Night Immune (Default: On)
-Option: Let those who have killed know they were armed (Default: Off)
-Option: Wins ties over arsonist (Default: off)
-Option: Armed person will randomly kill one person they gather with at night over who they visit that night. (default: off)
-Kill descriptions:
Has died in a tragic accident.
Someone has decided to take justice into their own hands.
Appears to have accidentally shot himself. (self targeted kill)
-Not Roleblock Immune
Strengths
-Can potentially get multiple kills some nights (though the average would not exceed 1 per night)
-Can make bodyguard give him an extra kill
-Can use docs to kill who they would otherwise heal
-Lookouts/detectives might take an extra day to find him
-Can “break” a heal ring if he gets one of the doctors.
-Can potentially neutralize an invest role by giving him dead leads (highly risky as a lookout would figure it out and if an invest knows that there's a pattern the person he doesn't kill that fits the Arms Dealer's description will likely be night immune.
-Less easy for escort to find/be certain of.
Weaknesses
-Does not directly choose who gets killed
-Potentially the lowest K/N of the Killing neuts because he might arm vets/mayors/marshalls/limited visit people/citizens/coroners/Survivors/spies/Vigilantes/Jailors who choose to execute. And those he arms might choose to visit someone he knows is night immune (or the Arms Dealer himself)
-Can inadvertantly help the town find Godfather
-Will statistically help mafia (since the three maf are unlikely to visit eachother, and if a mafia is visited there's a respectable chance he would be lynched the next day)
-Essentially had to spend a night arming himself to get the roleblock kill that SK has for free
-A talkative town may have an easier time finding him since they can visit-confirm each other to a small extent.
-In a crucial last few days standoff he may lose by not having armed himself twice
-The first person a Witch/Bus driver targets will be killed.
-If a killing role is armed they will perform both kills
-When arming self, the arming occurs first, when arming the bg/doc their heal/save ability is disabled
-Self kills for those such as lookout, bus driver, witched folks, MMs, and vesting cits/survivors (whose vests will save them)
-Does not expend the self-armed kill when gf visits him.