The Occultist
Blue Dragon Investigative
Deja Vu (Day) - Choose a player. You will know at the start of the night if they are the player that attacked/killed one of the targets of your previously used night abilities. - 5 uses.
Astral Projection (Day) - Tonight, you will enter a coma and perform your night abilities astrally. This makes you immune to occupation and redirection. - 2 uses.
Guided Seance (Night) - You will perform a seance aimed at a target player. If they are attacked, you will know the class that attacked them. This is not a visit and cannot be prevented, but it can be occupied/redirected. - Infinite uses.
Psychometry (Night) - You will examine the remains of target dead player and discover the class that killed them. - 4 uses.
Defeat the Unseen or Cult and any neutrals that seek to do you harm.
The Witch
Unseen Support
Astral Projection (Day) - Tonight, you will enter a coma and perform your night abilities astrally. This makes you immune to occupation and redirection. - 3 uses.
Dark Seance (Night) - You will make the assassin’s visit undetectable and grant them a Dark Sense that will prevent them from visiting a dangerous target. - Infinite uses.
Psychometric Imprint (Night) - You will rewrite the Mastermind’s psychic imprint, making their visits undetectable and making them appear as the class of your choosing to any investigative abilities. - 4 uses.
Defeat the Blue Dragon and any neutrals that seek to do you harm.
Notes:
- Both the Occultist and the Witch are magic users.
- The Witch’s Dark Sense that she imparts on the Assassin works similarly to the Sorcerer’s, preventing the Assassin from walking into a Hunter Bear or someone guarded by a Knight, or attacking one of their own teammates due to Court Wizard/Drunk redirection shenanigans.
- Deja Vu provides specific information. For example, after you use Deja Vu on a target, at the start of the night you would get the following message: “Your target was the Assassin that killed [playername]!”. This works even if the target has changed classes (for example, if the assassin became a mastermind) or if the Possessor has swapped bodies. In the case of Puppet Strings, the attacker is the person that is controlled by the Possessor, not the Possessor themselves.
- Psychometric Imprint overwrites the Mastermind’s passive that prevents them from being detected by investigative abilities. It is advised not to use this ability without proper coordination with the Mastermind.
- Psychometric Imprint and Dark Seance both allow the Unseen to bypass Sheriff Scouts.
- Converts into the Seeker for the Cult.
Feedback is welcome!