Board Thread:Role Ideas (Town)/@comment-40049963-20190706131138

Name: Carpenter

Role Description: A master craftsman who reinforces homes on instinct.

Lore: "There is no one more free spirited than the humble woodworker, building their world on the most inconsequential whim. The Carpenter has built this town in all its glory, the town hall, the houses that line the neighbourhood, the gardens, the towers, and of course, the infamous lynch of Salem...

... Wait, one of those houses is on fire! Poor guy, he spent weeks building that one. I feel bad for hi-OH MY LORD, THAT'S MY HOUSE! fffffFFFFFFFFFFFFFFFF-" - Arsonist

​​Alignment: Town

Attack: None

Defense: None [Basic]

Unique Role: No

Abilities:
 * Choose one person during the day to barricade their home during the night.
 * You may barricade three times.
 * You may barricade yourself.
 * Only one barricade may be present at a time.
 * Neighbours will hear a barricade being demolished.

Attributes:
 * A barricaded home has the following bonuses:


 * It will provide basic defense for the target. A basic attack is required to remove the barricade.
 * Non-Killing abilities will be blocked on the target. This includes helpful abilities from Doctors and Transporters, and harmful ones like Framers and Hex Masters.
 * The only roles that will be able to interact with a barricaded player is the Jailor, Plaguebearer and the Witch/Coven Leader.
 * Powerful attacks will break through, and kill the target. Multiple attacks at the same time will also kill the target. This will also allow role abilities to take effect the same night the barricade is broken, such as Doctor or Janitor.
 * If a target is attacked during your building, you will be attacked instead. If it's a basic attack, you will die and the barricade will remain intact. If it's Powerful, the barricade will not exist.
 * The two neighbouring town members to a destroyed barricade will know. This goes to the nearest clockwise and anti-clockwise player.
 * If you choose to barricade yourself, you will consume all your remaining resources instead of one. This is to ensure an element of risk taking.
 * Barricades will decay after two nights. Building a new barricade causes the old one to decay during the next day, allowing a single instance of night where the effect is in twice.

Mechanics:
 * I wanted to make a Town Protective that had a high risk factor, with a low key element of investigation. They have no kill capacity, but they do override abilities that other people may use on the target. This goes both ways.
 * There's probably a good reason why positioning based mechanics aren't in the game (at least, outside of plaguing I think). I wanted to make one that I felt was useful in the right situation. The meta may become to place one the person next to you, so you can self confirm as the 'neighbour', or place it on the Mayor so a Bodyguard can protect the Jailor. It gives unorthodox information people can use, such as scum reading people who should be saying it but they remain silent about it.

Sheriff: "Your target is not suspicious."

Investigator: Bodyguard, Godfather, Arsonist, Crusader or Carpenter.

Consigliere/Witch: "Your target is an unparalleled artisan. They must be a Carpenter!"

Goal: Lynch every criminal and evildoer.

Wins with: Town

Must Kill:  Mafia, Vampires, Arsonist, Serial Killer, Werewolf, Witch, Coven, Plaguebearer, Pestilence, Juggernaut.

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Support results on Barricaded target: "Your ability failed because your target was hiding inside a barricade house."

Attack on a Barricaded target: "You attempted to attack your target, but you had to dismantle the barricades first. You let them be."

Role Immunity List for Barricaded targets: Bodyguard, Doctor, Escort, Investigator, Sheriff, Spy, Transporter, Vampire Hunter, Blackmailer, Consigliere, Consort, Disguiser, Forger, Framer, Janitor, Hypnotist, Pirate, Potion Master (invest), Hex Master, Poisoner

Note that these will go through the if used the same night the Barricade is broken. 