Class Reworks (Mostly Social)

Huge thanks to NuclearBurrito, who helped me refine all these ideas.

Psychic (Unique Blue Dragon Social)

Passive: Astral Network: You may speak to anyone you have linked with anonymously at night. They can also talk to each other. Anyone in jail cannot hear or speak using the chat. This passive will remain if your class changes.

Day Ability: Telepathy: Send an anonymous message to everyone. 2 uses.

Night Ability: Alter Link: Target player is immediately added to the astral network. If they are already in the astral network they are immediately removed. The network cannot have more than 4 other players at once.(Unlimited. 1 day cooldown)

Illusionist (Unique Unseen Social)

Passive: Astral Network: You may speak to anyone you have linked with anonymously at night. They can also talk to each other. Anyone in jail cannot hear or speak using the chat. This passive will remain if your class changes.

Passive: Skilled: You can use both night abilities in the same night.

Day Ability: Telepathy: Send an anonymous message to everyone. 2 uses.

Night Ability: Alter Link: Target player is immediately added to the astral network. If they are already in the astral network they are immediately removed. The network cannot have more than 4 other players at once.(Unlimited. 1 day cooldown)

Night Ability: Mind warp - Target player receives incorrect feedback tonight (unlimited)

Priest (Unique Blue Dragon Social)

Passive: Call of the Dead: Speak to the dead at night.

Passive: Devout: You cannot die until someone else dies.

Night Ability 1: Power of the Dead: Power of the Dead: Use the primary power of someone who has died. You may only use each person once, and you may not utilize a Killer or Special class. Unlimited uses.

Night Ability 2: Reanimate: Revive one Blue Dragon as a Death Knight. 1 use.

Soulcatcher (Unique Unseen Social)

Passive: Call the Darkness: Dead Unseen may speak to the Unseen while this is alive.

Night Ability 1: Power of the Dead: Use the primary power of someone who has died. You may only use each person once, and you may not utilize a Killer or Special class. Unlimited uses.

Death Knight (Blue Dragon Killer)

Passive: Undead: All players will see you as dead, you may not vote, and you may talk to the Priest at night. Your target cannot be changed, and you cannot be occupied.

Night Ability: Deathly Steel: You may attack one person. 1 use. You will die when you use this (again). Bypasses all protection (excluding immunity)

Scribe (Blue Dragon Social)

Passive: Espionage - If a hidden negative effect is applied to you then you will know

Day Ability: Private matters - Whispers to and from you are hidden for the rest of the day. (Unlimited)

Night Ability 1: Maid Spy - Hear whispers to and from Target player until you choose another player. Does not count as a visit. (Unlimited)

Forger (Unseen Social)

Passive: Espionage - If a hidden negative effect is applied to you then you will know

Day Ability: Private matters - Whispers to and from you are hidden for the rest of the day. (Unlimited)

Night Ability 1: Maid Spy - Hear whispers to and from Target player until you choose another player. Does not count as a visit. (Unlimited)

Noble (Blue Dragon Social)

Passive: Bureaucracy - You can see vote contents in real time exept when you are on trial

Passive 1: Royal Blood - You can step up to be king

Day Ability 1: Political Pressure - Force one person to accuse another and prevent further voting. (2 uses)

Day Ability 2: Noble Twin - If there is a tie on trial the person is executed. (2 uses)

Night Ability 1: Bounty - If target player is executed tomorrow and is Blue Dragon then there will be an additional trial and execution. Cannot target King. (Unlimited)

Night Ability 2: Overtime - There can be up to 3 trials tomorrow. (1 use)

Aristocrat (Unseen Social)

Passive: Bureaucracy - You can see vote contents in real time exept when you are on trial

Passive 1: Royal Blood - You can step up to be king

Day Ability 1: Political Pressure - Force one person to accuse another and prevent further voting. (2 uses)

Day Ability 2: Noble Twin- If there is a tie on trial the person is executed. (2 uses)

Night Ability 1: Bounty - If target player is executed tomorrow and is Blue Dragon then there will be an additional trial and execution. Cannot target King. (Unlimited)

Night Ability 2: Cease and desist - There can be only 1 trial tomorrow. (1 use)

Apostle (Cult Social)

Passive: Call the Darkness: The Cult may speak to their dead while you live.

Bribe - Force one person to accuse another and prevent further voting. (2 uses)

Day Ability: Telepathy: Telepathy: Send an anonymous message to everyone. 2 uses.

Night Ability: Cult Spy: See all whispers to and from your target the next day. 2 uses.

Court Wizard (Unique Blue Dragon Support)

Night Ability: Tornado: Swap two players, making anyone who targets one of them target the other. Unlimited uses. Bypasses occupation immunity.

Night Ability 2: Magic Barrier: Prevent all negative effects on one target besides death tonight, and the next day. Unlimited uses. Does not prevent death, poison, or bleeding.

Sage’s tornado would become the same as Court Wizard.

Mercenary (Neutral Support)

Passive: Failure: If both your targets die or if your target dies after day 5, you will commit suicide.

Passive: Contracted: You may not vote up your target, and must always vote to pardon them.

Day Ability: Offer Contract: If your target is dead on or before day 5, you may select a new contract. Your uses of Stand Guard will be reduced to two, unless you have less than 2 uses.

Day Ability: Warn: Your target will need a two thirds majority to be voted up (if not already). If your target is executed, the target of this ability will be killed. Everyone will be notified, and your target cannot be the target of Imprison, Blood of Mithras, Nightshade Poisoning, or Rupture. One use.

Night Ability: Stand Guard: Prevent all visitors to your target, and prevent Prince from executing them. 4 uses. You will be immune for the night.

Sellsword (Unseen Support)

Day Ability: Threaten: Target unseen member will need a two thirds majority to be voted up (if not already). If they are executed, your second target will be killed. They cannot be the target of Imprison. 1 use.

Night Ability: Protection: All visits to target unseen member will be prevented. The Prince may not execute them.

Butler would stay the same, but would not be notified if their target was occupy immune. Same goes for Servant. Servant would get the following ability:

Hallucinogenic Wine: The target will think they were poisoned. They will receive a notification if they were healed, as will healer.

Purposes:

Psychic/Illusionist: Coordination with other classes
Noble/Aristocrat: Whispers
Priest/Soulcatcher: Having information/powers of the dead.
Scribe/Forger: Vote manipulation
Mercenary: Same
Court Wizard: Redirecting attacks and conversions, stopping conversions

Change log:
1: Added Notes
2: Fixed Typos
3: Added Mercenary and Court Wizard Reworks. Also Servant Ability.
4: Added Purposes, tweaked Political Power
5: Edited Magic Barrier, made Sage tornado same as Court Wizard’s
6: Tweaked Power of the Dead
7: Added Devout on Priest
8: Redid Psychic and Illusionist, see above
9: Reworked, again
10: Reworked Noble/Aristocrat/Apostle, added Merchant/Con Artist
11: Updated purposes
12: Renamed Merchant and Con Artist to Scribe and Forger
13: Swapped some names

Anyone like to comment?

@NuclearBurrito @orangeandblack5 @Shrimpy and everyone else?

Looking for critique here.

Could you define exactly what each of the BD classes are supposed to accomplish in the game? It makes it much easier to see what is good and what is bad.

I will try to be objective here but considering that you essentially removed my favorite class in the game I make no promises.

I put purposes for everything.

Honestly, how does Psychic beat Prince in any way? I have seen 0 instances of useful coordination by virtue of not occupying them. And it protects from kills and conversions.

I have said this before and I will say it again. Pure vote manipulation is boring. This is because it doesn’t matter unless it changed who the majority is or changes the result of a trial. This is why every attempt at a vote manip class gives them knowledge of what people are voting for so that they know if an ability can actually reverse the trial.

This can be solved in one of 2 ways: Pair it with another type of ability like the current noble, or broaden the function like I did with Merchant.

Just because people are not using it properly does not mean the proper use doesn’t exist. You may not have seen the coordination I have talked about but I have. Most of my psychic games either involve me doing that or end too fast for it to be a factor anyways (except when I am converted). This was especially true when there was the 2 target version that let 2 people talk to each other as well as you. This is why my suggestion gives them that.

Hallucinogenic Wine: The target will think they were poisoned.

This is a great idea! Would stop the butler-poison-to-prove meta.

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@Shrimpy That is the point. Makes it easier for Servant. I’d also like if Assassin and Butler poison gave the same message, but I know this at least helps. EDIT: What do you think about the other classes?

@NuclearBurrito If you could target 2 people, you could actually coordinate (especially between key Blue Dragon like King and Prince). Even so, I still feel like private night chat is under the Prince’s domain. It also gets rid of the annoying Psychic tab, which always sucks if you are jailed and linked and have to keep switching between tabs.

But honestly, I feel like getting the claims of 2 people might be too powerful, since the Psychic would move too fast.

Here is solutions to both problems:

1: Make psychic unable to link people in jail again. It worked like this for a bit already so it isn’t a big deal to do it again.

2: Make Astral project (the 2 target one) Either require that at least one of the people you link has been targeted by link minds before or require that BOTH have been.That way you would always have no more than 1 person that hasn’t been given a chance to claim to you that could in any given night.

1: You still have to worry about Cult/Unseen chat. If you had the same solution, it would set off a lot off red flags when it failed. Still, would be better.

2: I do think that would sufficiently slow it down.

Even though this would make for a better class, I still object since
a: If I was linked I wouldn’t trust the other person enough to value them over anyone else
b: Prince still does private chat

The idea is that either A: Its the psychic and someone trustworthy interrogating a 3rd person (this is not preferred and is why I was considering making it require BOTH people already be linked before.) or B: 2 people who already are sufficiently trustworthy and can thus value them. For example linking a merc with his contract or a sheriff with someone he checked.

If you have a trustworthy person linked to a non trustworthy person, it’s just a jail with two Princes, one of them known.

It’s pretty hard to get two people who trust each other.

Not when you are psychic. You just need to have enough information to know that both of them are good. Since BD will trust you if you are linking them then you can just tell them to trust each other and they will cooperate at least for that night. Maybe they won’t claim per say but you also don’t need them to because you already got their claim from link minds earlier.

Knowing they were good isn’t enough. They could be converted after you linked them, or converted right after. It’s also hard to work with someone whose claim you don’t have, since you don’t know their abilities.

And if you do claim and you’re Prince or Sheriff or something, and the other person is Unseen/Cult/Neutral Killer, they aren’t going to live very long.

Prince has a good interrogation now because
A: They are confirmed good and always will be good.
B: They are anonymous, so their target doesn’t take them out

Psychic now at least pulls off B, and part of A, but with your suggestion it pulls of neither. Therefore telling the other person your class can make you a target (unless you’re CW or something lame), and even if they are good, they could be converted and turn on you.

You can’t really coordinate if you have so little reason to trust each other.

I’m saying both players claim to the psychic (before hand and separately) and then later in the game the psychic links them both and tells them both what they need to do. Even though anyone can be converted most people aren’t.

They don’t need to trust each other, they just need to trust you.

That’s still a huge risk if one of the people is Prince. Although it is a small chance, it’s one that would definitely make me nervous. And of course, the Psychic’s judgement could be wrong.

Also, one problem with the current Psychic is that it can be converted and tell the Unseen/Cult the classes they found. I think an ability like this only works on an unconvertible, like Prince. But of course, we should generally avoid that.

That’s not a big issue. It’s part of the game to maybe trust someone who you are only pretty sure is good rather than 100% sure.

Misplaced trust is just as much part of the game as misplaced paranoia

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Regardless of Paranoia, it’s still basically redundant. Link Minds definitely is, and your new ability would either work as

A: Imprison with 2 Princes, which isn’t very helpful above Current Link Minds or Imprison
B: Having 2 people claim to each other, still subject to conversion and fake claims. You already know who one or both are, so you can just talk to each one individually.

I just feel Psychic is unworkable as long as it’s as similar to Prince now.

Besides that, what do you think of the other ideas?

The purpose of talking to both people if you already have talked to both of them is to A: Reveal that they are both trustworthy to each other. B: Allow them to plan out what they will do together given that they already trust each other for whatever reason C: To direct them both directly yourself because you know stuff that they don’t. Prince takes far longer to do all 3 of those things with or without my change but especially without.

Also remember that prince cannot jail someone more than 3 times.

There isn’t really a reason to jail more than 3 times.

Also,

A: Just tell them via link, private matters, or telepathy
B: BD can generally plan in the open, since they are the majority, unlike the Unseen/Cult.
C: It’s rare to have information they don’t have, besides claims. Anyways, Prince can do this (very slowly) and Psychic can kinda already do this. But information like this is pretty rare, since you only have claims.