Board Thread:Role Ideas (Neutral)/@comment-3560733-20170116051328/@comment-26234016-20170116222316

Azrael the Sorrowful wrote: The fact of the matter is, this is a special 'goal'ed role. It doesn't have to see the end of the game to win. It stands alone from the mafia and other neutral roles, in fact it can win with them if played correctly.

By visiting people and them not dying you then see that they're potentially on your side, as all neutral and mafia roles want the town dead, aside from surv and amne all you gather is they could help you; not what they are or anything.

That's like saying an SK could side with another SK because he attacked and the guy didn't die. Except the problem there is that the one SK doesn't know that the other is an SK or vice versa. He'd likely put it in his death note because that guy is a threat. Neutral roles are generally meant to function alone but can win with some other players depending. This role idea is a perfect example of someone who wins alone but can play both sides in order to try and garner a victor. Sure, he's a town counter, but that's the whole point.

Another key note, is, while he can team up with an SK, a WW or the maf, they won't know who he is nor do they have a reason to trust him, and if they choose to kill him, he dies. This is why he doesn't have night immunity, because he doesn't have as many people to kill. SK needs to either be the last man standing or the last of 2 or 3; same for the WW meaning they need to see in a normal game around 12-14 people dead; that's a lot. The Betrayer could potentially be the last of 4-6ish if played right; making him drastically different from others as he's only need to see 9-11 dead; and even then he really only needs a minimum like 7-8 dead. Trying to compare this to other NK roles because they all function similarly is stupid. Who says NK HAS to function the same/similarly? Go ahead and show me where BMG said that. Just helping that be a tad more legible.