Board Thread:Role Ideas (Neutral)/@comment-35813313-20180814055218/@comment-35420390-20180814071050

Slugkitty wrote: Role: Robber Oh no

Alignment: Oh no

Attack: None

Defense: None

Unique Role: Yes

Description: You are a hoarder who sneaks into homes at night and steals valuables. (Will change)

Attributes: None

Abilities: Select a player during the day to rob during the night. Oh no

Mechanics: If you select a player during the day, you will attempt to rob the player by picking the right lock. '''Wait what? Well okay sure'''


 * A menu will pop up (like the ) with /five/ locks. Once you choose a lock, the menu will close. Okay five is a little dramatic, don't you think? you ahve about 20% chance of getting it
 * Your target will know you are attempting a robbery. Why?
 * If you click the right lock, your robbery will be successful.


 * At the end of the night, you will know if your robbery was successful.
 * If your robbery is successful, you steal an item that prevents your target from doing their night ability (essentially roleblocking the player for the rest of the game). Woah, dude. You could fuck shit up then and/or make the game terrible for some players
 * People who you have stolen from will not be able to do their night ability unless they are able to get their item back. Every night after a successful robbery, the target will have a menu of /five/ buttons to choose from. If they press the right button, they win their possession back. In this case its kinda okay, but im a little agains the "all-game-roleblock thing so in my opinion this could either be 3 day roleblock or a 3-4 button screen
 * Targets will not get this menu the night after they get robbed. Bro, this is getting bad

Example:

Player 1: Robber

Player 2:

Player 3: Member

Player 1 targets Player 2, who is interrogating Player 3. Player 1 successfully robs Player 2, who is now unable to interrogate. Player 2 receives the results from that night, but will not be able to interrogate anyone else unless they are able to take the item back from Player 1.

Special Cases:


 * If you visit a, the Veteran can choose to go on alert, which will kill you.
 * If you visit a, a on even nights, a  that is stone gazing, a , or an , you will die regardless of the outcome of your robbery. The robbery will not count. Oh, so you may only fuck up the game for a , isn't that unfair?
 * Like the, you can still win beyond the grave. k
 * If you visit a Trapped target, you will trigger the trap without dying. okay
 * If you visit a player guarded by a, you will die regardless of the outcome. However, unlike the Neutral Killing roles, the robbery will count if successful. Will the die?
 * You cannot successfully rob a or an . The lock menu will appear, but all /five/ locks will be fake.So there is a change that you will try to rob them over and over and just never get it? Thats no good
 * If you successfully rob a, the will still be able to jail targets. However, the  will be unable to execute. okay


 * Your target is not suspicious.


 * Your target could be a Doctor, Disguiser, Serial Killer, Potion Master, or Actor. Actor?

/ : Your target has played many roles in their lifetime, and continues to act offstage. They must be an Actor! '''What??? Isn't this a "Robber"?'''

Goal: Have three items at a time. (If you have three items and lose an item, you still win the game.) '''Whit 5 Locks? And they can steal them back? Dude its difficult to win as a, who have 3 buttons and only need 2 treasure. This will be insane hard.'''

Wins With: Anyone

Must Kill: N/A

(this is a WIP ahaha)

Okay, so I don't like the "all-game-roleblock thing. And i Don't think its a good idea to have 5 locks and in the need of 3 items.

Overall: Almost quite good / 10