The consept behind this faction is a more mafia style faction that keeps that still has meny of a conversion game.
Faction leader
The Trainer - Resistance Special
Passive 1: Skilled - Night and Occupy immune
.
Night Ability 1: Retrain - Attempt to convert someone. If it succeeds a Resistance member dies. This cannot be healed. You select 2 targets for this, 1 is a Resistance member and 1 isn’t. (Unlimited)
Night Ability 2: Train - Convert the target into the Resistance. If this fails it will not consume a use. (2 uses)
Faction killer - Will be replaced by the oldest non trainer resistance member if he dies.
The Activist - Resistance Killer
Passive: Driven - Night immune once
.
Night ability 1: Eliminate - Kill the target (unlimited)
Night Ability 2: Rampage - Kill the target and all visitors. Peirces night Immunity. Uses transfer between Activists (2 uses)
The Planner - Resistanc Support (CW and Merc convert)
.
Night Ability 1: Misdirect - Swap all visitors of 2 targets. Resolves before other redirects (5 uses)
Night Ability 2: Zeal - Prevent anyone from visiting the Resistance tonight. (2 uses)
The Sabateor - Resistance Offensive (converted from butler and drunk)
Passive: Mischievous - Occupy immune
.
Night Ability 1: Sabatoge - Occupy the target (4 uses)
Night Ability 2: Misslead - Your first target targets your second Target. (3 uses)
The Kamakazy - Resistance Killer (converted from hunter and Knight)
Passive: expendable - If you die by any means other than replace then the trainer gets another use of train
.
Day Ability: Mark - Set a mark on your target. They will be informed. The mark lasts 1 night(Unlimited)
.
Night Ability 1: Revenge - if your target attacks or occupys someone then attack them. (3 uses)
Night Ability 2: Suicide - Attack the marked target. You and them will both die. Neither of them can be healed. (1 use)
The Informat - Resistance Investigative (converted from Princess and Observer)
.
Day Ability: Bug - You will know who your target visits tonight. (5 uses)
.
Night Ability 1: Stalk - You know who visits your target. Can target self. (3 uses)
Night Ability 2: Profile - Learn the targets class type and faction. (2 uses)
The Mystic - Resistance Social (Converted from Psychic and probably Priest later)
Passive: Call the dead - The dead resistance members can speak to the living members
.
Day Ability: Psychic message - Same as Psychic (2 uses)
.
Night Ability 1: Private matter - Hide whispers to and from you the next day (4 uses)
Night Ability 2: Mind read - Read your targets journal (4 uses)
The Medic - Resistance Support (converted from Physician)
Passive: Med kit - You will heal yourself the first time you would die at night
.
Night Ability 1: Heal - Heal the target (4 uses)
Night Ability 2: Escort - Give the target Occupy immunity if don’t they have it. Remove it if they do. They will only be notified if they are occupied. (3 uses)
The Flagbearer - Resistance Social (Converted from Noble)
Passive 1: Royal blood
Passive 2: People’s trust - Will always auto win a 1 on 1 with any class. Your guilty or pardon votes count for 2.
.
Day Ability 1: Power play - Force a player to vote target player. He cannot revoke the vote. If you target the king he will double vote. (2 uses)
.
Night Ability 1: Petition - Target player loses the ability to vote. The next day your first vote for treason counts for 2. (2 uses)
Night Ability 2: Dedication - If the trainer is dead then become a trainer with 1 use of train. You will not lose Royal blood. (Unlimited)
Scout - Resistance Investigative (converted from spy)
.
Night Ability 1: Search - Learn your targets class (4 uses)
Night Ability 2: Scan - check what classes visit your target. (4 uses)
And now for the hardcounter
Spy - Blue Dragon Investigator
.
Day Ability: Forestall - Prevent the trainer from using retrain or train tonight. (2 uses)
.
Night Ability 1: Tag - You know who the Resistance visits this night. (Unlimited)
Night Ability 2: Scan - You know what classes visit your target. (Unlimited)
Something I would like to point out:
Unseen KPN: 2 + 4 + 1
Cult KPN: 2 + 4 - 1/4
Resistance KPN: 2 + 2 + 2