Necromancer - (Neutral Killer) This NK makes being killed by him, not the exit button to your next game.
Upon being killed by the necromancer, you will become a spirit in limbo tying your win condition to the Necromancer. The spirits can aid the necromancer by sharing information in a limbo tab and using their abilities at night. The spirits keep the number of uses of abilities that they had upon being killed. The Necromancer can be tied to a maximum of 3 spirits at once, but their win condition stays tied after being relinquished.
Win Condition: Same as reaper/possessor.
Passive 1:
Hearing Voices - The Necromancer will hear the voices of the spirits in limbo at night.
Passive 2:
One With Death - The Necromancer is immune to death if he is linked to 1 or no spirit.
Day Ability:
Respect the Dead - All spirits will be granted voting and accusation rights and their day abilities will become active for this day. (2 uses)
Day Ability 2:
Relinquish - You let one of your spirits pass on removing their spirit status. (Unlimited uses)
Night Ability:
Resurrection - Attack targeted player and grant the attacked player spirit status if he dies, granted that he is not immune to conversion. (Unlimited uses)
Lore: pending, will basically be about a farm boy falling in love with a physician, that is slowly converted to a herbalist, bussed by the MM and executed by BD. The farm boy finds some cult spell book that he uses together with the reanimation knowledge that he learned of his physician lover to attempt a resurrection at the graveyard. He hears the voice of his lover in his dreams and his wounds are healed upon waking up. Reinvigorated he swears to sacrifice everyone who played a role in his lover’s death, in order to become more powerful and hopefully truly reunite with his lover.
Comments: In a sense the kill ability is like raising a DK. Protection from the court is granted through Respect the Dead that allows his spirits to vote in the necromancer’s favour and in lategame to declare majority. Necromancer also has exceptional fake claiming capabilities, as he can mirror a log of a spirit of his. A downside to this is that the results of a night are delayed by a day. This all probably seems really strong and to compensate for that, he is not occupy immune, partly night immune and very vulnerable early on. Target selection is more important for him than it is for other classes.
Strong spirit benefits examples:
Knight: Can guard you twice at maximum and can still kill scum with CS, making this a great choice if scum is doing well. Will no longer be a spirit for you if he CS’es BD.
Physician: Heals every night, cannot be occupied.
Observer: Best fake logs you can imagine. Delayed by a night unfortunately.
Court Wizard: You are now occupy immune.
Hunter: 2 extra kills through wolves and then relinquishable.
Noble: Relinquish after snoops and extra voting power with Respect the Dead.
Weak spirit benefits examples:
Butler: Can provide some use, however you cannot mirror this log, because you are not occupy immune without a CW spirit.
Princess: Meager investigatory results.
Psychic: The necromancer can finally communicate with your fellow spirits, instead of having one way communication. That is the only benefit.
Drunk: Same benefits as a butler, however the living will instantly know it’s a necromancer game.
Sheriff/Paladin: They cannot find you and their logs are already easy to fake.
Mercenary: Their win condition has changed, but their guards won’t help you. Only the revenge kill might.
The possibilities and possible interactions are really exciting, so I wonder what the community thinks of this. There are many many balancing options if this is overpowered. For instance spirits can last only a certain duration before they move on etc. Or resurrection and killing can be separate abilities with limited uses.