Board Thread:Role Ideas (Neutral)/@comment-25375217-20170119230915/@comment-25375217-20170122005947

Okay, so I suppose the biggest complaint is its similarities to Arsonist and Werewolf. So let's see...

Current similarities to Werewolf:
 * Kills target and all of their visitors.
 * Can only attack every other night at most.
 * Breaks through night immunity.

Current similarities to Arsonist:
 * Must spend one night targeting, another night triggering.
 * In the case of two, they can each keep the other from killing them by doing nothing.
 * Kill breaks through Doctor's healing.
 * Breaks through night immunity.
 * "Targeting" visits, "triggering" does not.

Current differences from both:
 * Can choose to use part of their ability from jail.
 * No night immunity.
 * Certain circumstances can allow them to kill upon death.

Here are a couple ideas to make them more different: And anything else anyone would like to suggest.
 * Give them the ability to plant up to two bombs (taking two nights). Probably OP, but it would make the "every other night" thing less of a big deal.
 * Give them the ability to plant and detonate on the same night. They will still visit to plant the bomb, and if they are killed the bomb will not go off.
 * Allow them to ally with the Mafia. Not really a Neutral Killing attribute, which adds uniqueness but is still apparently not well-received.
 * Remove their ability to defuse other bombers' bombs. Possibly while leaving the ability to know that there is a bomb.
 * Remove their detection immunity. Makes it harder for them to win, but it's something that Arso and Werewolves both have (well, Werewolves have temporary detection immunity).