Mercenary (NS, unique)
Attack: Basic
Defense: Basic
Abilities/Attributes:
They have 2 bullets, usable to attack at night.
Bargain (day): choose a player to negotiate your services with at night, super rb'ing them. The target player can either accept or deny. If the player accepts, you will learn their role and they will learn yours (if they're rec'd, you'll also know the other rec and you also get to know if they're TT or not). You will also bug (as in spy's) your target every night passively.
•You will be life linked to your target.
•If they're either Town or Coven (faction based), they'll be converted into a Contractor of their respective faction, losing any abilities from their previous role.
•If they're any form of Neutral, they'll retain their role.
•If they're a member of the Apocalypse, you will die (They have bargained with the devil!) and your will gets erased.
☆The Contractor has no defense nor attack and it only has a singular day ability that allows you to Mark players. Marked players will be shown to the Mercenary next night.
☆The Mercenary can select their target at night to act as a Bodyguard (tho the counter attack is basic). They can also select Marked players to attack them.
☆If there is no Contractor then the Mercenary is free to attack whoever they want.
☆The Contractor will return to their original role if the Mercenary is no longer present.
■If the Mercenary lives to see 2 marked players dead they will leave town in victory.
■The Mercenary may also win with their target's faction if they remain alive (this is the case for every Neutral/after merc dies).
□If no one accepts the Bargain until Day 4, the Mercenary will go rogue and get two random players marked. If the 2 last players are marked then the Mercenary dies (kingmaker avoider).