Bonnie Ann Clyde

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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.