Bonnie Ann Clyde
Special Ability: Boosted Barrow Gang
Each night, after choosing a kill, Bonnie Ann Clyde gains a new “Gang Boost.”
These boosts accumulate (stack) and increase their killing potential as nights go on.
Suggested Boost Sequence:
Night 1 – Standard Ravager kill.
Night 2 – Gain the ability to ignore protection once (bodyguards, medics, etc.).
Night 3 – Kill extends splash damage: if the target is a Protector, both they and their protected target die.
Night 4+ – Each kill eliminates the target and silences one random adjacent player until the following day.
(You could adjust the boost track to match your balance needs — but the idea is: the longer they survive, the deadlier and harder to stop they become.)
Passive Ability: Ride or Die
If Bonnie Ann Clyde is killed at night (not by vote), the Architect may immediately select a random Isleborn Citizen to also die alongside them, in a blaze of bullets.
Special Ability: Boosted Barrow Gang
Each night, after choosing a kill, Bonnie Ann Clyde gains a new “Gang Boost.”
These boosts accumulate (stack) and increase their killing potential as nights go on.
Suggested Boost Sequence:
Night 1 – Standard Ravager kill.
Night 2 – Gain the ability to ignore protection once (bodyguards, medics, etc.).
Night 3 – Kill extends splash damage: if the target is a Protector, both they and their protected target die.
Night 4+ – Each kill eliminates the target and silences one random adjacent player until the following day.
(You could adjust the boost track to match your balance needs — but the idea is: the longer they survive, the deadlier and harder to stop they become.)
Passive Ability: Ride or Die
If Bonnie Ann Clyde is killed at night (not by vote), the Architect may immediately select a random Isleborn Citizen to also die alongside them, in a blaze of bullets.