Board Thread:Role Ideas (Neutral)/@comment-31770642-20171106165316

ALL CREDIT TO https://www.reddit.com/r/TownofSalemgame/comments/7b4g7l/role_idea_bombmaker/



Attack: Basic, Defense: Basic

Alignment: Neutral Killing

Abilities: You may visit a player each night and place a bomb at their house. The bomb is triggered when the bombed player is visited by anyone on following nights, Rampaging at the house with a basic attack.

Attributes: Goal: Kill everyone who would oppose you
 * You can visit a bombed target to trigger the bomb yourself.
 * You can only have up to two bombs planted. Planting a third bomb will remove your first planted bomb.
 * Your bombs do NOT disappear on your death.
 * If the triggering of your bomb would result in a draw, you will be credited the win instead.

Wins with: Bombmaker, Survivor, Witch, Pirate, Guardian Angel

Special: Investigative results: Additional info/discussion:
 * You are immune to roleblocks
 * Your targets will not know that they have had a bomb planted at their home.
 * Bombed targets will come up as their normal role for investigative purposes (though the visiting investigative role will likely die)
 * Sheriff: Your target is not suspicious.
 * Investigator: Lookout, Forger, Amnesiac, Coven Leader or Bombmaker
 * Consigliere: Your target crafts bombs to murder people. He must be a Bombmaker!

Compared to other NK roles, the Bombmaker has the potential to be extremely successful (to the point of almost being a WW without the night limit) or weaker than an arsonist in several ways (only 1 basic attack per two nights). Just like WW/Arso, it can only kill starting from n2, and no NK kills by day 3 now can mean either an arso or a bombmaker.

Based on the invest results, the obvious fake claim is LO, though it could get you into trouble if you were supposed to watch a person where a bomb goes out.

The bombmaker makes for a great team with a witch, as the witch could control townies into your bombs while you plant another.

If the post-death interactions cause balance issues, they could be removed altogether. Alternatively, the bomb limit could be enforced by making the bombs only last for 2 or 3 days, in order to reduce the impact of a bombmaker post-death. Another possibility with the timer solution would be to remove the second visit-trigger interaction, and make bombs go off automatically after a couple of days.



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