Just putting all my class suggestions together in a single post, mainly so I can organize them better.
The Golden Dragon
Golden Dragon
I was thinking about having a second “Good” faction, with different classes than the Blue Dragon to help make games more diverse. This class would be an alternative to the Blue Dragon, and games would have either Golden Dragon or Yellow Dragon. Here is a suggestion for the faction called “The Golden Dragon”.
The main differences this faction has over the Blue Dragon are:
- The Queen is a more “Social” version of the King.
- The only guaranteed role the Golden Dragon has is “The Bailiff” which works as a nonconvertible Sheriff/Paladin.
- There are no classes with royal blood, instead the Queen is able to give royal blood to whoever she wants.
- All royals are able to speak to the Queen and each other at night as long as the Queen is alive.
- Golden Dragon classes convert into their special unseen classes, and the cult classes may have different abilities than the ones converted from the BD.
- There is no Prince or jailing of any kind in this faction.
- The “Healer” of this faction can only heal poison or bleeding a limited number of times, but he can cure poison and protect someone else from attacks on the same night.
I would appreciate comments or feedback. Some of you may have noticed I reused some of my old class suggestions here. I also took some ideas from stuff others have suggested in the past, such as the Queen’s hidden whispers or The Royal Guard’s Dayvig ability.
The Golden Dragon
Objective: Defeat the Unseen or Cult, and any neutrals that seek to do you harm.
The Queen
The Queen
Unique Special, Unknown Alignment. Replaces the King.
Royal Audience (Passive) - All whispers to and from the Queen are hidden. The Queen can talk with all royals at night.
Loyalty (Passive) - If the starting Good Queen is executed on trial or killed by a Royal Guard, everyone with Royal Blood will lose it.
The Royal Finger (Day) - Put someone immediately on trial. 2 uses.
Heir (Day) - Select a player and give them Royal Blood, or remove it if they already have it. 3 uses if starting Queen, 1 otherwise.
Guards! - Prevent all visits to a player. Can target yourself. 4 uses if starting Queen, 2 otherwise.
Royal Decree - Prevent a player from being accused tomorrow. 4 uses if starting Queen, 2 otherwise.
Investigative Classes
The Bailiff
The Bailiff
Unique Golden Dragon, Investigative. Cannot be converted. Golden Dragon always start with a Bailiff
Snoop (Day) - Read a player’s logs. 1 use.
Investigate (Night) - Check if a player is a member of the Unseen or the Cult. Unlimited uses.
Interrogate (Night) - Select a player. You will know who they visit tonight and who they visited the night before. 3 uses. (Example: “You interrogated Ivo Bardolf [2]. Ivo Bardolf [2] visited John Doe [5] on Night 5. Ivo Bardolf [2] visited Johanna Doe [4] on Night 4.”).
The Librarian
The Librarian
Golden Dragon, Investigative. Converts into the Curator or the Seeker.
Record search (Night) - Learn a player’s records. Unlimited uses.
Explanation:
There are three types of records: Medical records, Criminal records and Royal records. You will get one message for every type of record a player has. If a player has no records you will get the message. “Your target has no records.”
If your target is a Medic/Surgeon/Cult Leader, or has been poisoned/bleeding or attacked and healed before, you will get the following message: “Your target has medical records.”
If your target has visited or been visited by a member of the Cult/Unseen before, is framed or has visited someone on the night they died (whether they killed them or not) you will get the following message: “Your target has criminal records”.
If your target has ever had royal blood, or has been guarded by the Queen you will get the following message: “Your target has royal records.”
Extensive research (Night) - Learn a player’s class type. 3 uses.
The Gravekeeper
The Gravekeeper
Golden Dragon, Investigative. Converted into a Mortician or the Seeker
Change of Faith (Day) - You will know if the Cult/Unseen converts someone tonight. (You will not know who they converted). 2 uses.
Stalk (Night) - Select a player. You will know who visits your target. If a Killer, Offensive or Special role visits them you will be alerted. Unlimited uses.(If one of those class types visits your target you will get the following message: “You saw a suspicious figure visit your target last night.”. You wont be alerted if the Mastermind visits your target the first 3 nights).
Exhume (Night) - Select a dead player. You will get all the notifications they got the night they died. 2 uses. (Includes stuff that happened to them and the results they got on the night of their death).
Support Classes
The Medic
The Medic
Golden Dragon, Support. Converts into the surgeon or the ritualist.
Toxin Immunity (Passive) - Immune to poison and bleeding.
Detoxification (Day) - You will heal a player’s poison or bleeding tonight. 2 uses.
Heal wounds (Night) - Heal a player’s wounds if they are attacked tonight. Doesn’t heal poison or bleeding. Unlimited uses.
Double shift (Night) - Select two players. You will heal them if they are attacked tonight. 2 uses.
The Mage
The Mage
Golden Dragon, Support. Converts into the enchanter or the ritualist.
Hocus Pocus! (Night) - Select a player. He can only be visited by support and killer roles tonight. Unlimited uses. (Cult leader can visit the player if they are trying to eradicate, but not if they are trying to convert).
Mirror Trick (Night) - Select a player. They will use their night ability with themselves along with whoever they target. They will not be notified. 3 uses. (So if your target heals someone else they will heal themselves as well, if they attack someone else they will attack themselves, etc. Doesn’t give the player any kind of feedback, so investigators will not get double results, etc.)
Social Classes
The Maid
The Maid
Golden Dragon, Social. Converts into the cleaner or the apostle.
Spread Gossip (Day) - Select a player, they will be able to send an anonymous message to the court. 2 uses, cannot target yourself. (Message works like a mystic telepathy).
Expose (Day) - The next whisper from anyone will be made public. 2 uses.
Hearsay (Night) - Select two players. They will be able to talk to each other anonymously for the rest of the night. The Maid can hear them, but doesn’t know who is sending the messages. Unlimited uses, cannot target yourself. (Works like conduit but targets dont know who they are speaking to).
Eavesdrop (Night) - Hear the next three messages anyone sends tonight. (Cult/Unseen, Queen Royal Bloodlines, other Maid’s hearsay, Executioner or jailed player, etc). 2 uses.
The Elder
The Elder
Golden Dragon, Social. Converts into the old man or the apostle.
Respect the elderly (Passive) - If the elder is executed on trial, the exact class and faction of the first person that accused him will be revealed. If the Queen was the first to accuse, then the second person to accuse will be revealed instead.
Moral Support (Day) - Select a player. Their accusations and votes for pardon or execute will count as two for the rest of the day. Cannot target yourself. 3 uses.
Elder’s Advice (Day) - Everyone that would abstain on this trial will instead follow the elder’s vote. 2 uses. (Turns all abstains into executes or pardons depending on what the elder voted. If two elders use this ability with different votes, then both abilities will be canceled).
Scold (Night) - Prevent a player from accusing anyone of treason tomorrow. Only your target player will be notified about this. Unlimited uses.
Words of Wisdom (Night) - Send an anonymous message to the whole court. 3 uses.
Offensive Classes
The Innkeeper
The Innkeeper
Golden Dragon, Offensive. Converts into the Tavern Keeper or invoker.
Busy man (Passive) - Immune to occupation and redirection.
Special Mead (Day) - Serve a special mead instead of beer tonight. Your night abilities will bypass occupy immunity tonight. 1 use.
Special Ale (Day) - Serve a special ale instead of beer tonight. Everyone occupied by your night abilities tonight will also be occupied the following night. 1 use.
On the house! (Night) - Give a free beer to a player, occupying them tonight. Unlimited uses.
Dinner Night (Night) - Make a dinner at a player’s room. Everyone that visits them tonight will be occupied. 3 uses. Cannot be used on yourself.
The Captain
The Captain
Golden Dragon, Offensive. Converts into the Commander or Invoker.
On Duty (Passive) - Immune to occupation and redirection.
Command (Night) - Select two players. Force the first player to target the second one. Can force a player to target you, but can’t force them to target themselves. Unlimited uses.
Stand Guard (Night) - If you are attacked tonight prevent the attack and both you and your attacker will start bleeding and die in one day unless healed. You will not know who attacked you. 2 uses.
Killer Classes
The Royal Guard
The Royal Guard
Golden Dragon, Killer. Converts into the Warden or Acolyte
Public Execution (Day) - Sacrifice your life to kill a player in plain daylight. Cannot be used until Day 4. Cannot target the Queen. 1 use.
Duel (Night) - Follow a player tonight. If said player would attack someone, you will prevent said attack and fight them. The wounds of the fight will cause both you and your target to bleed and die in one day unless healed. Unlimited uses. (Your target will be notified and will know your identity).
Coup (Night) - Sacrifice your life to kill the Queen, bypassing her Guards! ability. Cannot be used until Night 4. 1 use.
The Executioner
The Executioner
Unique Golden Dragon, Killer. Converts into the Hangman or Acolyte.
Tenacity (Passive) - Immune to ocupation and redirection
Stalk (Day) - You will follow a player tonight, learning who they visit. Said player will know you are watching them. Can be used on day 1. Unlimited uses. (Target player will get a message at the beginning of the night saying “The Executioner or Hangman is watching your every move.”).
Questionable Methods (Day) - Select a player. If they are Neutral, Cult or Unseen they will start bleeding and die in two days. The executioner is not notified if this ability worked or not, and the target player is not notified if they are Golden Dragon. 2 uses.
Death Sentence (Night) - Sentence a player to death. You will be able to kill them the next night. Cannot be used until night 2. 3 uses. (This ability has no effects on the player, it just allows you to kill them the following night. Your target is notified if you use this ability on them, so they have the whole day to claim in public and try to convince the executioner that they are good).
Execute (Night) - Kill your sentenced player, bypassing everything. Cannot be used until night 3. 1 use.
Unseen Converts
Investigative Classes
The Curator
The Curator
Unseen, Investigative. Converts from the Librarian.
Extensive research (Night) - Learn a player’s class type. Unlimited uses.
Fake Logs(Night) - Swap your logs with another player. 2 uses.
The Mortician
The Mortician
Unseen, Investigative. Converts from the Gravekeeper.
Dark Faith (Passive) - After you die, the Mastermind’s Convert will become available if it was on cooldown, and guarantees that the Mastermind will convert its target. If the target cannot be converted, they will be killed instead.
Stalk (Night) - Select a player. You will know who visits your target. If a Support or Investigative role visits them you will be alerted. Unlimited uses.(If one of those class types visits your target you will get the following message: “You saw a friendly looking figure visit your target last night.”).
Fake Autopsy (Night) - Select yourself or a member of the unseen. If said player dies tonight or is executed on trial tomorrow, they will appear as a class of your choice. 2 uses._
Support Classes
The Surgeon
The Surgeon
Unseen, Support. Converts from the Medic.
Toxin Immunity (Passive) - Immune to poison and bleeding.
Placebo (Night) - Make a poisoned/bleeding player believe they are no longer poisoned/bleeding and prevent healers from visiting them. 2 uses.
Double shift (Night) - If a member of the unseen would be attacked tonight you will heal them. Also heals poison or bleeding effects on them. 2 uses.
The Enchanter
The Enchanter
Unseen, Support. Converts from the Mage
Now you see me… (Night) - Select a non-unseen player. He can only be visited by the Unseen tonight. 2 uses.
…Now you dont! (Night) - Select yourself or a member of the unseen. Prevents everyone from visiting them. 2 uses.
Social Classes
The Cleaner
The Cleaner
Unseen, Social. Converts from the Maid
Spread Rumors (Day) - Select a player, they will be able to send an anonymous message to the court. 2 uses, cannot target yourself. (Message works like a mystic telepathy).
Trollbox (Day) - Target a player and whisper a short phrase into the trollbox. It will appear as if your target said it. Unlimited uses.
Hearsay (Night) - Select two players. They will be able to talk to each other anonymously for the rest of the night. The Cleaner can hear them, and knows their identity. Unlimited uses, can target yourself. (Works like conduit but targets dont know who they are speaking to. Unlike the Maid, the messages don’t appear anonymous to the Room Keeper).
Cleanup (Night) - Select a player. If said player dies tonight, their class and logs will be hidden. 2 uses.
The Old Man
The Old Man
Unseen, Social. Converts from The Elder.
Loved by the court (Passive) - If you are executed on trial, you will appear as “The Elder”.
Respect the elderly (Passive) - If the elder is executed on trial, the first person to accuse him will be revealed as their unseen counterpart. If the player doesn’t have an unseen counterpart, they will appear as “The Assassin” instead. If the Queen was the first to accuse, then the second person to accuse will be revealed instead.
Moral Support (Day) - Select a player. Their accusations and votes for pardon or execute will count as two for the rest of the day. Cannot target yourself. 3 uses.
Elder’s Advice (Day) - Everyone that would abstain on this trial will instead follow the elder’s vote. 2 uses. (Turns all abstains into executes or pardons depending on what the elder voted. If two elders use this ability with different votes, then both abilities will be canceled).
Scold (Night) - Prevent a player from accusing anyone of treason tomorrow. Only your target player will be notified about this. Unlimited uses.
Words of Wisdom (Night) - Send an anonymous message to the whole court. 3 uses.
Offensive Classes
The Tavern keeper
The Tavern keeper
Unseen, Offensive. Converts from The Innkeeper.
Busy man (Passive) - Immune to occupation and redirection.
Special Mead (Day) - Serve a special mead instead of beer tonight. Your night abilities will bypass occupy immunity tonight. 1 use.
Special Ale (Day) - Serve a special ale instead of beer tonight. Everyone occupied by your night abilities tonight will also be occupied the following night. 1 use.
On the house! (Night) - Give a free beer to a player, occupying them tonight. Unlimited uses.
Dinner Night (Night) - Make a dinner at a player’s room. Everyone that visits them tonight will be occupied. 3 uses. Cannot be used on yourself.
The Commander
The Commander
Unseen, Offensive. Converts from The Captain
On Duty (Passive) - Immune to occupation and redirection.
Command (Night) - Select two players. Force the first player to target the second one. Can force a player to target you, but can’t force them to target themselves. Unlimited uses.
Cruelty (Night) - Make a player start bleeding. They will die in one day unless healed. 1 use.
The Hangman
The Hangman
Unseen, Offensive. Converts from the executioner.
Tenacity (Passive) - Immune to ocupation and redirection
Stalk (Day) - You will follow a player tonight, learning who they visit. Said player will know you are watching them. Unlimited uses. (Target player will get a message at the beginning of the night saying “The Executioner or Hangman is watching your every move.”).
Intimidate (Day) - Intimidate a player. They will be unable to talk, whisper or accuse anyone of treason. They will be unable to edit their logs until the next day. 2 uses.
Death Sentence (Night) - Sentence a player to death. 3 uses. (This ability has no effects on the player, it just makes them think the executioner might try to kill them).
Knock out (Night) - Make your sentenced player appear dead to the court. They won’t be able to interact with the court in any way or edit their logs, and they won’t count for the max number of votes. They will “revive” the next day unless they are attacked at night. 1 use.
Killer Classes
The Warden
The Warden
Unseen, Killer. Converts from the Royal Guard.
Public Execution (Day) - Sacrifice your life to kill a player in plain daylight. Cannot be used until Day 4. Cannot target the Queen. 1 use.
Second Chance (Night) - Select a player. If the assassin is unable to kill their target tonight for any reason, you will attack said player. Unlimited uses._
Cult Converts
The Seeker
The Seeker
Cult, Investigative. Converts from investigative roles.
Mind warp (Night) - Whoever The Bailiff investigates tonight will appear as a member of the Cult. 1 use.
Gaze (Night) - Determine a player’s class type. 3 uses.
The Ritualist
The Ritualist
Cult, Support. Converts from support roles.
Will of Mithras (Passive) - If you are sacrificed, the Cult Leader’s Eradicate ability will gain an extra charge.
Brotherhood (Night) - A chosen Cult member will appear as a member of the Blue Dragon tonight. 3 uses.
Cloak of Corax (Night) - Prevent everyone but the Cult Leader from visiting a player tonight. 1 use.
The Apostle
The Apostle
Cult, Social. Converts from social roles.
Cult Pressure (Day) -Select a player. Their accusations and votes for pardon/execution will count as two for the rest of the day. 2 uses.
Voice of Mithras (Day) - Select a player. They will be able to send an anonymous message to the court. 2 uses.
Seal of Corax (Night) - Prevent a player from voting or accusing anyone of treason tomorrow. 3 uses.
Blood Link (Night) - Select two players. They will be able to talk to each other anonymously for the rest of the night. The Apostle can hear them, and knows their identity.
The Invoker
The Invoker
Cult, Offensive. Converts from offensive roles.
Fanatic (Passive) - Immune to occupation and redirection.
Power of Corax (Day) - Your night abilities will bypass occupy and redirection immunity tonight. 2 uses.
Chains of Corax (Night) - Occupy a player. 3 uses.
Strings of Mithras (Night) - Attempt to control a player, choosing who they target tonight. 2 uses.
The Acolyte
The Acolyte
Cult, Killer. Converts from killer roles.
Revenge of Mithras - If you are sacrificed, the cult leader will get one charge of rupture in addition to the normal Eradicate charges.
Heart of Mithras (Night) - Use an eradicate charge to kill two players tonight. If the Cult leader uses eradicate as well, this ability will fail. 1 use, also uses 1 charge of the Cult Leader’s eradicate.
Ruptured throat (Night) - Select a player. If they talk or whisper tomorrow they will start bleeding. They will be notified if they are under this ability’s effects. 2 uses.
The Reptilians
The Reptilians
“The Reptilians” is a faction that can become very powerful but has a slow start. Reptilians are rewarded for being patient, but being too greedy could cost them the game. The converted reptilian classes are weak at first, but they can evolve to become more powerful, at the cost of skipping their night action.
“The Reptilians” is a set of 12 classes and 1 BD investigative that only appears in reptilian games.
Note: Reptilian games will only start with a matriarch and one random reptilian. If a reptilian successfully evolves, all their limited use abilities will be recharged.
Note 2: Reptilian’s poison is called “Venom” and has a different notification than Nightshade". The Biologist can only heal venom or eggs.
SPECIAL
The Matriarch
Reptilian, Unique, Special
Passive: Maternal Love
The matriarch cannot be occupied while attempting to hatch her eggs. If the starting matriarch dies within the first 3 nights, all eggs will hatch automatically.
Night Ability 1: Lay Egg
Lay an egg inside someone.They will not be notified about it. Can only have a maximum of 3 eggs at the same time. Unlimited uses.
(Players with eggs inside will appear as reptilians when faction checked. The egg will be destroyed if the target is healed. Laying an egg counts as an attack for Knight’s sacrifice and Hunter’s bear).
Night Ability 2: Hatch
Hatch all eggs, turning the players into Reptilians. If a player is conversion immune they will die instead. There can only be a maximum of 2 more reptilians at a time (3 reptilians total with the matriarch), if a player would be converted while having the maximum number of reptilians, said player dies instead. Unlimited uses. (This ability doesn’t count as a visit).
TIER 1
Tier 1 are all the classes that people start with right after being converted.
The Agama
Reptilians, Offensive. (Converts from offensive roles)
Passive Ability 1: Frilled
Immune to occupation.
Night Ability 1: Flare
Occupy a player. Unlimited uses.
Night Ability 2: Evolution
Evolve into “The Gila”
The Iguana
Reptilian, Killer. (Converts from killer roles)
Day ability 1: Venomous bite
Poison a target, they will die in 2 days unless healed. 1 use.
Night Ability 1: Delayed Venom
Select a player. If they accuse anyone of treason tomorrow they will become poisoned and die in two days unless healed. Unlimited uses.(They will be notified about this “A Gila/Iguana/Komodo has infected you with delayed venom! If you accuse anyone of treason today you will become poisoned.”)
Night Ability 2: Evolution
Evolve into “The Gila”
The Gecko
Reptilian, investigative (converts from investigative classes)
Passive: Camouflage
The first time someone tries to investigate you, they will be occupied.
Night ability 1: Lurk
Hide in a player’s room. You will know who visits them and who they visit. Unlimited uses.
Night ability 2: Evolve
Evolve into “The Chameleon”
The Saurian
Reptilian, social (converts from social classes)
Day ability 1: Mind control
Force a player to accuse another player of treason. 1 use.
Night ability 1: Advanced hearing
Select a player. You will be able to hear all whispers to and from them tomorrow. Unlimited uses.
Night ability 2: Evolve
Evolve into “The Chameleon”
The Turtle
Reptilian, support (converts from support classes)
Night ability 1: Roadblock
Select a target. Anyone who tries to visit that target will visit you instead. Doesn’t affect occupy immune players or other reptilians. Unlimited uses.
Night ability 2: Evolve
Evolve into “The Tortoise”
TIER 2
Tier 2 classes evolve from Tier 1 classes, they usually combine some abilities of two Tier 1 classes into a more powerful class.
The Gila
Reptilian, Killer. (Evolves from “The Iguana” or “The Agama”)
Passive Ability 1: Sheer Will
Immune to occupation.
Day ability 1: Venomous Bite
Poison a target, they will die in 2 days unless healed. 2 uses.
Night Ability 1: Tooth and Nail
Occupy a player. If they accuse anyone of treason tomorrow they will become poisoned and die in two days unless healed. Unlimited uses.
Night Ability 2
Evolve into “The Komodo”
The Chameleon
Reptilian, Investigative (evolves from “The Gecko” or “The Saurian”)
Passive: Camouflage
The first time someone tries to investigate you, they will be occupied.
Day ability 1: Mind control
Force a player to accuse another player of treason. 1 use.
Night ability 1: Stalk
Hide in a player’s room. You will know who visits them and who they visit. You will be able to hear all whispers to and from them tomorrow. Unlimited uses.
Night ability 2: Evolve
Evolve into “The Basilisk”
The Tortoise
Reptilian, support (Evolves from “The Turtle”)
Passive: Hardened shell
Immune to death once.
Day ability 1: Egg Guardian
The eggs laid by the matriarch cannot be destroyed tonight. 1 use.
Night ability 1: Roadblock
Select a target. Anyone who tries to visit that target will visit you instead. Doesn’t affect occupy immune players or other reptilians. Unlimited uses.
Night ability 2: Evolve
Evolve into “The Behemoth”
TIER 3
Tier 3 classes evolve from Tier 2 classes and they improve some of their class abilities and also add a second day ability.
The Komodo
Reptilian, Killer. (Evolves from “The Gila”)
Passive Ability 1: Sheer will
Immune to occupation.
Day ability 1: Lethal bite
Poison a target, they will die the next day. Cannot be healed. 1 use.
Day ability 2: Noxious Fumes
Select a player. Anyone trying to visit said player tonight will become poisoned and will die in one day unless healed. 2 uses.
Night Ability 1: Tooth and Nail
Occupy a player. If they accuse anyone of treason tomorrow they will become poisoned and die in two days unless healed. Unlimited uses. Infinite uses.
Night Ability 2: Evolution
Evolve into “The Matriarch”. Only usable if the Matriarch is dead. (If multiple reptilians use this ability, only the first one to use it will have effect.)
The Basilisk
Reptilian, Investigative (evolves from “The Chameleon”)
Passive: Camouflage
The first time someone tries to investigate you, they will be occupied.
Day ability 1: Mind control
Force a player to accuse another player of treason. 2 uses.
Day ability 2: Confusing Gaze
Confuses a target. No one will see the next three messages they send except themselves. (they will not know about this.) 3 uses. Can be used when someone is on trial.
Night ability 1: Stalk
Hide in a player’s room. You will know who visits them and who they visit. You will be able to hear all whispers to and from them tomorrow. Unlimited uses.
Night ability 2: Evolve
Evolve into “The Matriarch”. Only usable if the Matriarch is dead. (If multiple reptilians use this ability, only the first one to use it will have effect.)
The Behemoth
Reptilian, support (Evolves from “The Turtle”)
Passive: Hardened shell
Immune to death once.
Day ability 1: Egg Guardian
The eggs laid by yourself or the matriarch cannot be destroyed tonight. 2 uses.
Day ability 2: Lay Egg
Lay an egg inside a player. When the matriarch uses “Hatch” she will also hatch your eggs. This counts towards the max egg limit. 2 uses.
Night ability 1: Roadblock
Select a target. Anyone who tries to visit that target will visit you instead. Doesn’t affect occupy immune players or other reptilians. Unlimited uses.
Night ability 2: Evolve
Evolve into “The Matriarch”. Only usable if the Matriarch is dead. (If multiple reptilians use this ability, only the first one to use it will have effect.)
BD INVESTIGATIVE
This class replaces “The Sheriff” or “The Paladin” and can only appear in Reptilian games. Reptilian games will always have at least one Biologist.
The Biologist
Blue Dragon, Investigative (Only appears in Reptilian games)
Night ability 1: Skin check
Investigates a player. If your target is a Reptilian you will be notified. Targets with eggs inside will also appear as Reptilians. Unlimited uses.
Night ability 2: Scale Removal
Target a player, you will heal them of any venom or eggs (cannot heal nightshade or bleeding, only reptilian’s venom). If said player is a reptilian trying to evolve, you will kill them. 3 uses.
Neutrals (Non NK)
The Bounty Hunter
The Bounty Hunter
Unique Neutral, Offensive
Lore: I’m not good at writing proper lore, but basically the bounty hunter was a knight who accidentally killed an innocent person and lost his job. There was a trial but his actions were forgiven by the King himself. However, many people still hated him for what he did and wanted him dead, so he decided to become a bounty hunter in order to get enough money to leave the castle with his family and start a new life.
Victory condition
Kill your target and collect the bounty.
Passive Ability 1: Your last job
You are immune to death at night. You will be given a random target at the beginning of the game. That target’s exact class and faction will be revealed to you. If your target dies on trial or is killed by anyone else you will commit suicide the following night.
Notes: Your target can be any class from any faction except for the following: the King, the Mastermind, the Inquisitor, the Scorned or a Neutral Killer). A message will appear in chat telling everyone that there is a bounty hunter trying to kill said player, and there will be a small symbol next to their name that everyone can see. (Example: “There is a bounty for John Smith’s [12] head!”)
Passive Ability 2: A new life
One day after you successfully kill your target you will collect your bounty. After you collect your bounty you will win and leave the castle along with your family.
Notes: Your “family” will be two living players chosen at random (except the king), who will also leave the castle. Leaving the castle will make your name and number disappear, and It works similar to death with the difference that you cannot see or write in dead chat or be revived, and no one will be able to know your previous class or see your logs.
Also, you do not immediately win after killing your target, you need to survive one more day before you can win, which means you need to take observers into account before killing your target.
Day Ability 1: Intimidate
Select a player. He will be unable to visit your target for the next two nights. You can use this ability on your target to prevent him from using any self-targeting abilities until tomorrow. 3 uses.
Notes: If used on your target it will prevent any self-targeted abilities, even if they are day abilities and even if your target is occupy immune. Prevents things like “Stoneskin potion”, “Concentrated wine”, “Bear Companion” or “Self Care”.
Night Ability 1: The Perfect Chance
Attempt to kill your target. If your target is still alive after using this ability, you will commit suicide the following night. 1 use.
Night Ability 2: This is MY job
Your target will be immune to death tonight and cannot be accused for treason tomorrow. You will also heal any poison or bleeding on them. 3 uses.
The Shaman
TThe Shaman
Unique, Neutral, Offensive.
Goal: Survive.
Meditation (Passive) - Immune to death and occupation.
Pact (Passive) - You will commit suicide on Night 6.
Soul Link (Day) - Select two players. If one of them dies tonight, the other will die as well. 3 uses.
The Evil Eye (Day) - Can only be used during a trial. If the person on trial is pardoned, they will die tonight. 2 uses.
Seance (Night) - Discover if a player is able to kill at night. Unlimited uses.
Voodoo Ritual (Night) - Force a player to target another. Bypasses occupy immunity. 3 uses.
The Cleric
The Cleric
Neutral, Support.
Goal: Survive
Sanctuary (Passive) - People trying to visit you cannot be occupied or redirected, and their visit will be hidden from investigators. If they are an attacker, their attack will bypass everything except visit prevention.
Brotherhood (Passive) - If you would be attacked at night, redirect the attack to one of your visitors except the attacker, bypassing redirection immunity. If only the attacker visits you, you will die.
Blessing (Day) - Select a player. If they visit you tonight they will get a blessing that lasts for two days. The blessing makes the player immune to conversion, hides their visits and makes them appear not suspicious to investigators. 2 uses.
Curse (Day) - Select a player. If they don’t visit you tonight they will get a curse that lasts for two days. The curse makes the player unable to talk or accuse anyone of treason. 2 uses.
Circle of Healing (Night) - Heal yourself and everyone that visits you tonight. Unlimited uses.
Special mechanics and interactions:
- Your sanctuary passive only works on people that TRY to visit you. It will not work on people that are redirected into you by a court wizard or invoker. (Would be weird to make them redirect immune if they were already redirected into you…)
- However, brotherhood passive does work on all visitors, whether they try to visit you or are redirected by someone else.
- While Circle of healing heals yourself as well, the Sanctuary passive makes attackers trying to visit you bypass everything including healing. This means you can only heal yourself from poison or bleeding with this ability.
- Neither blessing or curse give a notification to the player when you use the ability. This makes cleric somewhat fake claimable (unless someone gets occupied while trying to visit you). This can also be used to convince people to visit you even if you didn’t use any of your day abilities by making them think you did.
The Diseased
The Diseased
Neutral, OffensivePassive: Chronic disease
At the beginning of each day (starting from day 2) if you are not poisoned or bleeding you will become poisoned/bleeding (depends on the evil faction). You will die in 2 days unless healed.Passive 2: Sympathy
Immune to death and occupation.Day ability 1: Insurance
Anyone that tries to heal you tonight will be immune to death and occupation. 3 uses.Night ability 1: Pity
Select a player. Anyone trying to visit said player will visit you instead, they will not know who they were forced to visit. Goes through redirection immunity. Unlimited uses.
(Anyone redirected by this ability will get a message saying “You were forced to target The Diseased!”).Night ability 2: Expunge
Everyone who visits you tonight will die. If at least one person dies this way you will be healed of any poison/bleeding. 3 uses.Goal: Survive.
The Lawyer, The Prosecutor and The Accused
Notes:
- Since all three classes always spawn together, there will not be any other neutrals besides the neutral killer in “Accused” games.
- For the same reason as above, Sorcerer will never spawn on “Accused” games, since there won’t be space for the Inquisitor.
- After the Accused has died, neither the Lawyer nor the Prosecutor will be able to use their abilities.
The Accused (Neutral/Offensive)
Passive 1: Human Resources
Immune to poison, bleeding, death and occupation.
Passive 2: Missing record
You are allied to a random faction (BD or Unseen/Cult). If you are allied to the BD and executed on trial or by the Prince, all the members of the cult/unseen will gain one extra use of their limited use abilities.
Night ability 1: Suspicious activities
Occupy a player. Unlimited uses.
Night ability 2: Sketchy reunion
Target a player, occupy all members of your rival faction attempting to visit your target. 3 uses.
Goal: Survive to see your faction win.
The Lawyer (Neutral/Social)
Passive 1: Restless
Immune to death and occupation. If the accused is executed you will die the next night.
Passive 2: Confidentiality agreement
You know who the Accused is. You can talk to the Accused at night.
Day ability 1: Trollbox
Choose a target player and whisper a short phrase into the troll box. It will appear as if that player said it. Unlimited uses.
Day ability 2: Bribe
Make someone unable to talk or whisper for the rest of the day as long as they are not on trial. The ability cannot target the King or the prosecutor. 1 use.
(This is like an assassin’s distract that lasts the whole day but loses its effects if the target is put on trial).
Night ability 1: Burn the evidence
Hide the Accused’s visits from investigators. 3 uses.
Goal: Make sure the accused achieves their goal.
The Prosecutor (Neutral/Social)
Passive 1: Restless
Immune to death and occupation.
Passive 2: Eavesdrop
You know who the Accused is. You can read all whispers to and from the Accused.
Day ability 1: The trial begins
Put the Accused immediately on trial. Cannot be used before day 4. 1 use.
Night ability 1: Gather proof
Follow the Accused to see who they visit. Unlimited uses.
Night ability 2: Forge evidence
Make a player believe they were occupied. 3 uses.
(Target player will receive a message saying they were occupied and won’t get any feedback messages from their abilities, but their ability will still go through. If the player is occupy immune they will get a message saying someone tried to occupy them instead).
Goal: Make sure the accused is executed on trial or by the Prince.
The Masochist
Class type: Neutral, social.
Goal: Be killed at night. (Being executed by the prince doesn’t count).
Passive 1
Immune to death at night and occupation. (Read his first night ability for context, this avoids the masochist winning by doing nothing, decreasing the chance of him dying from being attacked randomly)
Passive 2
If you are killed at night, your assassin will die of guilt the next day. (Bypasses death immunity and cannot be healed.)
Day ability 1
The next message you send will be hidden from everyone except Special and Killing classes. Unlimited uses. (Lets you claim an important role to bait killing roles into attacking you without fear of the BD thinking you are suspicious, however the prince and hunter can also see this message).
Night ability 1
Lose your night immunity tonight. If someone tries to convert you tonight, you will die instead. 3 uses.
Night ability 2
Select a role from the list. You will appear to have that role and faction to everyone who investigates you tonight. 3 uses. (This helps you hide from BD faction checks, and will also help you if the cult/unseen have a marshal/seeker/etc.)
Neutral Killers
The Twins
The Evil Twin
Neutral, Killer
Goal: Kill the BD, Cult/Unseen and anyone who opposes you.
Special Bond (Passive) - You and your twin can communicate at night. If your twin dies at night or is executed by the prince, his killer will be revealed to you.
The Evil Gene (Passive) - You are immune to death at night.
Slash (Night) - Kill a player. Unlimited uses.
Psycho protector (Night) - Protect your twin tonight, healing any poison or bleeding effects on him and making him night immune. Everyone who visits your twin tonight will die. 3 uses.
The Good Twin
Neutral, Support
Goal: You win as long as your twin achieves his goal, even if you are dead.
Special Bond (Passive) - You and your twin can communicate at night. If your twin dies, you die as well.
The Good Gene (Passive) - You are immune to occupation. You will appear as BD to investigative results.
Swap (Passive) - Swap places with your twin for the rest of the game. Cannot be used if you or your twin are on trial. 1 use. (This is similar to possessor jump, since it changes both twin’s names and positions.)
Cleanup (Night) - Make your twin occupy immune and hide his visits from investigators. 3 uses.
Smart Protector (Night) - Heal your twin from any poison or bleeding, and occupy anyone trying to visit him. 3 uses
The Count
The Count
Neutral, Social.
Win Condition
Defeat the BD, Unseen/Cult and anyone who opposes you.
Passive 1: Royal Connections
You can step up for king as if you had royal blood. Your votes for execution will count as two. (No one will be notified about it.)
Passive 2: Resolve
Immune to death and occupation at night. You will appear as BD to investigative roles and your occupation immunity is hidden.
Day Ability 1: Triple Trollbox
Trollbox a target, can be used up to three times a day. Unlimited uses.
Day Ability 2: Decide fate
Decide the fate of a player. It will appear as if the King or a mercenary did it. Cannot be used on the king. You can use this ability while you are on trial to force pardon yourself. 1 use.
Night Ability 1: Sow Discord
Make a player appear suspicious to investigative results tonight. If that player is executed on trial tomorrow, the first person to accuse them (besides the Count) will die of guilt the next night. Unlimited uses.
Night ability 2: Political Backlash
Select two players. Anyone trying to accuse the first player will instead accuse the second one. Can target yourself. 2 uses.
Note: If the Count steps up for king he will turn into a Psycho King, since he is technically a Neutral Killer.
The Beast Lord
The Beast Lord
Neutral, Killer.
Win condition: Defeat the Blue Dragon and the Unseen/Cult.
Description: A shapeshifter and beast tamer able to adapt to every situation.
Survival Instincts (Passive) - You are immune to death at night.
Lion Form (Passive) - You are immune to occupation and redirection.
Morph (Day) - Change your second passive to a different one. You will keep that passive until you change it again. Unlimited uses, but has a 1-day cooldown.
Available passives:
- Lion Form (Passive) - You are immune to occupation and redirection.
- Snake Form (Passive) - You are immune to poison/bleeding. Doesn’t heal you if you change to this passive while you were already poisoned/bleeding.
- Chameleon Form (Passive) - Your night abilities don’t count as visiting.
- Owl Form (Passive) - You are unaffected by day abilities, except for poison, bleeding or jail.
- Eagle Form (Passive) - You will know who visits you every night.
Rampage (Day) - Your night ability will be instantly available tonight if its on cooldown. 1 use.
Tiger companion (Night) - Kill two players. Unlimited uses, but has a one-night cooldown.
Tame (Night) - Change your first night ability to a different one. You will keep that ability until you change it again. Unlimited uses.
Available night abilities:
- Tiger companion (Night) - Kill two players. Unlimited uses, but has a 1-night cooldown.
- Rhinoceros companion (Night) - Kill a player. Bypasses healing and death immunity. Unlimited uses, but has a 1-night cooldown.
- Crocodile companion (Night) - Kill a player and anyone that visits them. Unlimited uses, but has a 1-night cooldown.
- Bear companion (Night) - Kill everyone visiting you. Unlimited uses, but has a 1-night cooldown.
- Wolf companion (Night) - Make a player start bleeding. They will die in one day unless healed. Unlimited uses. (This is the only night ability that doesn’t have a cooldown).