Board Thread:Role Ideas (Neutral)/@comment-34881179-20191031000947

Name: The Fugitive

Summary: a mysterious runaway who seeks refuge from those who hunt them.

Alignment: Neutral Benign

Lore: The Fugitive hurries down the street, his heart pounding furiously. The rain patters steadily on the ground, soaking through his shoes. Finally he stops, his legs aching, in front of a house obscured by shadows. He raises a shaking fist to the door and knocks three times.

After a moment, the door creaks open. A hooded figure stands in the doorway, hesitating a moment before ushering the Fugitive inside.

The house is dimly lit. The Fugitive slumps against a wall, shivering. He pulls his jacket tighter around him and gives a furtive glance out the door. He wonders for a moment if he can trust this person who has given him shelter, but he shakes off the thought. He can't stay outside longer, in the cold and the rain, where there are surely people hunting him.

Then, out of the corner of his eye, he sees it: a flash of silver as this "host" pulls a gleaming knife from his pocket. The Fugitive stops shivering instantly; he freezes, his eyes widening. What a fool he had been to trust...

Alas, there is no safe place for the Fugitive anymore.

Attack: none

Defense: gains Basic Defense on nights where they visit someone.

Unique Role: yes (having multiple Fugitives would cause confusion and allow the Fugitives to seek refuge with each other, essentially making the role very easy to win.)

Abilities: visits someone every night. They will gain Basic Defense that night unless they visit a Serial Killer, Werewolf, or a Veteran on alert, (in which case the Fugitive will be killed).

If the Fugitive is jailed, they will be executed immediately.

Attributes: gains Basic Defense on nights when they visit a role.

Mechanics: The Fugitive chooses a target each night. They will visit their target that night and gain Basic Defense from any attacks. Their target will be notified that they sheltered someone that night. The notification will read: *Someone took refuge in your home last night.* If the Fugitive visits a Serial Killer, Werewolf, or a Veteran on alert, they will be killed.

If the Fugitive is jailed, they will be immediately executed; if the Fugitive visits the Jailor they will die as well. The Fugitive can not win the game with the Jailor still alive, as they will never be safe.

The Fugitive is a Neutral Benign role, and as such can be played by siding with either the Mafia or the Town. As a Fugitive, it is strongly reccomended that you choose a side rather than seeking refuge at random houses each night. Remember that your extra vote can be the difference between a win and a loss for the side you choose and protecting you doesn't cost them anything.

If you side with the Town, it is best to find a confirmed Townie, confess your role to them, and begin seeking refuge at their house each night. Remember that this player can not be the Mayor, as they can not whisper or be whispered to.

Siding with the Mafia is tricky because you can only communicate via whispers and not the mafia chat. It can be difficult to safely seek out their allegiance without confessing your role to a Townie. Siding with the Mafia can benefit a Fugitive, however, if the Jailor is active and still alive in the game, because the Fugitive can not win with the Jailor still alive and the Town might not be too happy about having to kill off one of their most useful roles just for your vote.

-Investigative Results-

Sheriff: Your target is not suspicious.

Investigator: Your target could be a Survivor, Vampire Hunter, Amnesaic, or Fugitive.

Consigliere/Witch: Your target seeks refuge in the dead of night. They must be a Fugitive.

Goal: Live until the end of the game.

Wins With: Town, Mafia, Witches/Coven, Arsonists, Serial Killers, Vampires, Werewolf, Plaguebearer, Pestilence, Juggernaut

Must Kill: Jailor

Anything Else: if your target dies, you will survive, but the attacker will recieve a notification that their target had a Fugitive residing in their home at the time.

Purpose/Reason: This character was inspired by a reverse Town Protective. I thought it would be interesting to create a role that could seek out protection instead of having to ask for a doctor or bodyguard to protect them. I also thought it would be more interesting to play as a Fugitive than as a Survivor, who simply puts on a bulletproof vest to survive each night and can be a bit dull to play. 