Board Thread:Role Ideas (Town)/@comment-32994909-20180405091410/@comment-27575896-20180405170243

JamJamalWiki wrote: I submitted this role before, but it was Mafia Support. I think it might be better as a town. You can coil one person every night. You cannot coil yourself, even if you are controlled or transported into yourself. It just cannot be done. It will not do. You cannot.
 * Name: Coiler
 * Alignment: Town Protective
 * Summary: You are a carpenter who handles trip-wires.
 * Attack: None
 * Defence: None
 * Priority: 1
 * Mechanics

The coiling will give your target Powerful defence for that night.

The trip-wire will cause the abilities of most visits against your target to fail.

'''"Most" needs to be clarified. Remember, BMG doesn't like RNG unless it's their own role. Don't make it complicated either.'''

They will recieve the message: Your ability failed because you stumbled over a trip-wire!

The trip-wire will not effect:

- transporters

- hex master will necronomicon (the attack will not be able to kill the Coiler's target due to the powerful defence given, but the target will still be hexed.)

'''"with necromancion, not will" And no, Hex Master with Necromancion delivers an Unstoppable attack, not powerful. Fix this. Without it I understand.'''

- ambusher

This should kill the coiler.

- pirate (the powerful defence is still too strong for the pirate to kill but they can still win the duel)

- jailor (the coiling would fail against a jailed target anyway)

- juggernaut with unstoppable attack

- other Coilers

They will recieve the alternative message: Someone tried to trip you up but you are immune!

Rampaging attacks from the following roles will not fail, but will not be able to kill the target due to powerful defence given. Instead it will attack all visitors including the Coiler.

- werewolf

- pestilence

- juggernaut when it can rampage, but does not yet have an unstoppable attack

They will recieve the alternative message: You stumbled over a trip-wire but you rampaged anyway.

The Coiler will be informed of:

- how many abilities from visits failed successfully (immune visits do not count)

The protected will be informed if:

- someone tries to attack them

- someone tries to role block them

- someone tries to control them

- someone tries to blackmail them Needs fixing, but the concept is good. However, the issue I'm having is MORE TOWN PROTECTIVES. There is currently MANY ways to avoid/kill evildoers, and more added on isn't much helpful. Escorts can be major game changers, and Doctors and Bodyguards are decent enough. The Trapper, which this is similar to but not directly, was made to balance it out. The Crusader can easily be a good game changer if used correctly. It is not a bad role. Mayors and Jailors need protection. Just watch the Crusader and protect the Mayor/Jailor/other important role, and you'll be good. Nobody else visit the Jailor. It's all communication.
 * Sheriff: Your target is not suspicious.
 * Investigator: Your target could be a Spy, Blackmailer, Jailor, Guardian Angel or Coiler.
 * Consigliere/Coven Leader/Witch: Your target trips people over. They must be a Coiler!

What you need to decide is how this can be a good role but not have an overlong and easy lasting effect on the game. Something that can do it's job, but easily bypassed. This role seems very easy to use but extremely easy to change a game in Town's favor, which we don't want.