Trapper
Town Protective
Attack : None
Defence : None
Abilities
Deploy/Set-up - Infinite Uses | Night
- Twice per night you may visit a player and place a Trap at their house
- You can only have 2 traps active at any time
-You cannot deploy at your own home - Traps do nothing until they are Activated
Activate - Infinite Uses | Night - Activate your traps, granting Powerful Defense and revealing if at least evil (includes Reaped/Enchanted) player visited a target that night.
- Traps demolish the end of the night they are Activated
Attributes
- You will demolish both old traps if you place new ones (but you can "retrap" a player who already has a trap)
Keywords
Trap
- The Trapper can place a Trap at 2 players, which does nothing until it is Activated.
Activate
-The Trapper can Activate their traps, giving all Traped players powerful defence and revealing if they were visited by at least one evil to the Trapper.
Why? Read the whole post on why trapper is an exceptionally bloated, unhealthy role.
How is this role meant to be played? As a more tactical, slightly delayed action cleric. In exchange for no consistent nightly protection, you double your odds on any given night of successfully protecting a player, as well as being able to protect two priority targets at once.
You also get a little bit of information to make up for the additional downsides of being vulnerable to rbs/controls twice, having double the odds of hitting one of the many roles that harms visitors, and being an absolutely diabolical shroud target.
I was originally thinking that the number of traps would be uncapped, but I also realized this would almost certainly lead to people playing it as town arsonist and trying to get everybody to have powerful defence on one night, which would be kinda stupid.