Board Thread:Role Ideas (Neutral)/@comment-27910165-20170423200742/@comment-30088034-20170426001249

ZedKiller13 wrote: The only problem is setting up the rules of coding.

They would need to add these:

The amount of neighbors.

The amount of neighbors left after one or both dies on either side.

'''The problem if a Transporter interferes. (Main cause)'''

Then, add the Werewolf function, then add the Serial Killer function, and then just remove it. A role that loses its killing ability is a no-no. Isn't that in the Making Rules Guide? That you can't have a role which removes its own or other roles abilities/attributes?

Also, you can't nerf the Lookout. The Forger already has trouble, and the Lookout is UP. For Amnesiac? They won't last one second in Ranked/RP if they get investigated, removing the fun from that role, which I tend to enjoy.

At least let the Sheriff always be able to see you. Removing it's ability to find you adds another coding part, of them doing for the first four days and MAKING SURE a Sheriff is alive to do so, blah blah blah.

You nerf the damn Lookout with the 4-day function as well AGAIN.

AND NERFING THE BODYGUARD WITH NIGHTS 1-4? ITS INVEST RESULT SUCKS ALREADY!

My point still stands. This role is annoying to add three whole new functions that only work for one role, it nerfs 3 roles which don't ever need to be nerfed, and it's just a mess to me currently. I see your point. Also, it is limited neutral killing, as someone else said, and it always gets rejected. I totally forgot that rule though. All the other stuff could easily be fixed, however. You could make the bg, sheriff, and lookout able to actually do crap with him nights 1-4. I would also change the invest result to a loner.

Finally, because it visits houses and not people, you could make  immune to the transporter.

As much I could try to improve it, it's still UP and limited. So I've changed my mind; thanks ppl.