Board Thread:Role Ideas (Neutral)/@comment-26494712-20161029183719

Merchant (Merch)

" The Merchant, a simple man from the next town over, simply wants to make a living. Unfortunately, disaster and chaos has struck the town and the merchant has found himself in a midst of it all. With his family still in his mind, he must continue to make money, so he trades with the townspeople during the day. But a revelation strikes him during the day -- people like money. And he has money. "

Alignment : Neutral Benign

Immunities: Temporary Night Immunity

Type : Protections

Priority : 4

Restrictions : 3 coins lost per bribe

Investigation Results

Sheriff : Your target is not suspicious.

Investigator : Your target does not want to attract attention. They could be a Mayor, Merchant, or Godfather.

Consigliere : Your target deals with money. They must be a Merchant.

Summary : An innocent bypasser who was dragged into mayhem.

Abilities : '''Gain one coin at the beginning of every day. Automatically prevent someone from attacking you by bribing them with three coins.'''

Attributes : You gain one coin every day and lose three coins when you are attacked.

Goal : Live until the end of the game.

Wins with : Anyone

Mechanics ◾ When you are attacked, the attacker will take three coins instead of killing you. Night Immunity. ◾ When you are transported, you will not lose coins if you are attacked since the targets change.

◾ You will not be protected if you are role blocked.

◾ If you are attacked by a Vampire, you will lose three coins and not be converted.

◾ Your three coins will protect you from being doused but not from ignition by an Arsonist.

◾ Merchants still win in the event of a Draw.

Strategy

Like Survivor, the Merchant is a difficult role to play, since they have the same goal but their abilities work differently. Despite your only goal being to survive to the end of the game, there are several things that could go wrong. Evils might think you're a Neutral Killing trying to get away with a Merchant claim, and the town doesn't have to consider your existence for their secured victory. Considering that you won't have any abilities for the first two nights, you are extremely vulnerable and must play your cards right. However, being a free-willed loner also gives you the advantage of not caring who you win with. In addition, you don't have to play the "guessing game" on whether you will be attacked or not, as long as you have three or more coins. 