No big changes here from the the last one, just a minor change to seizure that removes its investigative ability (not befitting of a social class).
Spy
Blue Dragon Unique SocialMole (Passive) - Will see the votes when a new King is elected. You will keep this passive even if your class changes.
Stake Out (Day) - During the night, you will be able to hear the messages of the Cult or Unseen. Alerts the Cult/Unseen of your presence at the beginning of the night when used. (1 use)
Bug (Night) - Send a scout to a chosen player. At the beginning of each night, the scout alerts you if the target used a day ability. Regains uses upon the scouted player dying. (2 uses)
Seizure (Night) - All Non-BD players will not receive feedback for their abilities on the chosen target. They will receive ‘prevented’ feedback. (Infinite uses)Your objective is to defeat the Unseen or Cult, and any neutrals that seek to do you harm.
Double Agent
Unseen Unique SocialExpert Espionage (Passive) - Your votes for king count as triple the normal value.
Plant Evidence (Day) - Frame a player. They will appear as suspicious to investigative classes this night. (3 uses)
Cronies (Night) - Send a crony to the chosen player. At the beginning of each night, the crony tells you what day ability the target used. Regains uses upon the targeted player dying. (2 uses)
Forge (Night) - Choose a player and rewrite their Logs at night. If they die, their Logs are replaced with your rewritten ones. (2 uses)Your objective is to defeat the Blue Dragon, and any neutrals that seek to do you harm.