Might as well take a shot at a popular concept…
First things first. This class suggestion includes a class called the “Zombie”. Zombies are like Death Knights. They remain dead, but can do certain specific actions from the graveyard.
Players converted to Zombie win with the Necromancer. If the Necromancer dies in any way, however, all Zombies are returned to their original classes and win conditions. This means that it is not possible to lose as a Zombie and have your victory taken away. Either the Necromancer wins, or he dies and you go back to your original class.
Please keep this in mind when reading on…
The Necromancer! (Neutral Killer)
Passive 1:
Mock Death - Each time you are “murdered” or “die” from poison or bleeding, you will survive and your “Vulture Eye” ability will receive 1 additional charge/use.
Day Ability:
Vulture Eye - If the player you select dies that night, they will become a Zombie. (2 Uses. Recharged with “Mock Death” passive.)
Night Ability 1:
Call the Horde - Choose a player to kill. If you have at least two Zombies in play, you cannot be prevented/blocked from the attack. (Infinite Use.)
Night Ability 2:
Newt’s Innards - Convert a dead Neutral player to a Zombie. (2 Uses.)
^ Get it? Newt’s Innards? Neuts In? Haaaa…
So now let’s explain…
Zombie
Passive:
Undead - You appear dead to all other players, and cannot talk to living players or vote. You will not appear in the court during the day.
Day Ability:
Infectious Bite - Cause a player to begin bleeding OR to be poisoned depending on which faction is in the round. (1 Use.)
^ Lore-wise, it’s a bite so it bleeds, but it’s infectious so it also poisons. If it’s an Unseen round you will poison your target, and if it’s Cult you will cause your target to bleed.
Night Ability:
Exhume - Choose a living and a dead player to redirect the living player to the dead one that night. (3 uses.)
^ Cause a Sheriff to check a dead person, make a Drunk debauch a corpse, whatever. Up to you guys what you think would or wouldn’t work.