Aww man no one got my joke .
remove unseen from the class list
they only kill BD
Alongside the prior post outlining D1 executions, and the changes made to make that work, here’s the continuation of that teaser!
The Archer has been reworked entirely!
Archer, Visualized
Old Archer
The Archer
Blue Dragon Killer
Honorbound (Passive) - Only one Archer can be in the game, as we only have one quiver.Bullseye (Night) - Place a mark on the targeted player. They will lose any passive death immunity. Targeting yourself will remove all marks. Marks disappear on death or your own class change. - Infinite Uses
Eagle Shot (Night) - Kill a marked player, or remove all marks and kill all marked players. Only usable on even nights - Infinite Uses
New Archer
As a result of this “rework”, the Arbalist has flown away, and the Acolyte has eaten their sacrificial dagger. Don’t ask.
This change sponsored by Arby’s. We have the meats.
Disclaimer: This change not actually sponsored by Arby’s. Meat supply not guaranteed.
The Butler has been reduced to only three uses of Serve Wine, and Concentrated Wine no longer bypasses roleblock immunity. The latter of which also applies to the Servant.
Butler
Old Butler
The Butler
Blue Dragon Offensive
Dutiful (Passive) - Immune to roleblocking and redirection.Serve Wine (Night) - Roleblock a player by getting them drunk. Cannot target the same player on consecutive nights. - Infinite Uses
Concentrated Wine (Night) - Roleblock all players who visit you tonight. Bypasses roleblocking immunity. - 1 Use
New Butler
The Butler
Blue Dragon Offensive
Dutiful (Passive) - Immune to roleblocking and redirection.Serve Wine (Night) - Roleblock a player by getting them drunk. Cannot target the same player on consecutive nights. - 3 Uses
Concentrated Wine (Night) - Roleblock all players who visit you tonight. - 1 Use
Additionally, the Mastermind and Servant have both come to a Gentleman’s Agreement, and can no longer chain-roleblock.
Mastermind
Old MM Dirty Work
Dirty Work (Night) - Target a player with one of the following effects - Infinite Uses
- Intercept - Roleblock a player.
- Stalk - Determine who visits the target player. You will also learn if they can be converted.
- Hired Goons - Make a player immune to death tonight.
New MM Dirty Work
Dirty Work (Night) - Target a player with one of the following effects - Infinite Uses
- Intercept - Roleblock a player. Cannot target the same player on consecutive nights.
- Stalk - Determine who visits the target player. You will also learn if they can be converted.
- Hired Goons - Make a player immune to death tonight.
Servant (including the party change)
Old Servant
The Servant
Unseen Offensive
Dutiful (Passive) - Immune to roleblocking and redirection.Serve Wine (Night) - Roleblock a player by getting them drunk. - Infinite Uses
Concentrated Wine (Night) - Roleblock all players who visit you tonight. Bypasses roleblocking immunity. - 1 Use
New Servant
The Servant
Unseen Offensive
Dutiful (Passive) - Immune to roleblocking and redirection.Serve Wine (Night) - Roleblock a player by getting them drunk. Cannot target the same player on consecutive nights. - Infinite Uses
Concentrated Wine (Night) - Roleblock all players who visit you tonight. - 1 Use
The Physician is now more keen while doing autopsies, and can now determine the exact faction that killed the player they exhume, excluding players killed by Order Execute, which they can only recognize as the King’s doing.
Physician + New Feedback
Old Exhume
Exhume (Day) - At the end of the following night, determine if the target dead player was killed by a member of the Unseen or Cult. - 2 Uses
Old Exhume Feedback
“Your target was killed by a member of the Cult or Unseen!”
“Your target was not killed by a member of the Cult or Unseen!”
New Exhume
Exhume (Day) - At the end of the following night, determine what faction killed the chosen player. Receives ‘King’ for kills performed with Order Execute. - 2 Uses
New Exhume Feedback
“Your target was killed by the Blue Dragon!
“Your target was killed by the Unseen!
“Your target was killed by the Cult!
“Your target was killed by a Neutral!
“Your target was killed by the King!”
“Your target was killed by [factions, listed in alphabetical order]!”
The Inquisitor has returned, with slight changes.
Inquisitor
The Inquisitor
Neutral Investigative
Zealous Pursuit (Passive) - You hunt three heretics. Their starting classes are [x], [x] and [x]. Unseen or Cult heretics will know that they are heretics. You will commit suicide after completing your righteous mission, or if you are mechanically no longer able to do so.
Holy Blessing (Passive) - You are death immune on the first and second nights.Interrogate (Night) - Learn whether target player is a heretic. Does not bypass check obfuscation effects. - Infinite uses
Bastard Sword (Night) - Guess target’s player exact starting class. Can only guess Blue Dragon Heretic classes from Zealous Pursuit. If incorrect, disable Holy Blessing and Bastard Sword. If correct, provided they are a heretic, kill target player bypassing everything. You cannot be prevented, occupied or redirected. This does not count as a visit. - Infinite usesLive to see all heretics die. You must kill at least one yourself, see one executed, and they must all die before day 5 starts.
Heretics cannot be Neutrals, The Prince, or the starting Cult Leader / Mastermind.
The Mercenary (not to be mistaken with the forum user of the same name) has donned herself some armor, instead of being immune to death once while using Stand Guard. And before anyone else makes the joke – no, you may not undon it.
Mercenary
Old
The Mercenary
Neutral Support
Failure (Passive) - If your targets both die, you will commit suicide. This passive is retained upon class change.Savior (Day) - If one of your targets is voted for execution today, take their place. - 1 use
Stand Guard (Night) - Prevent non-conversion abilities from targeting one of your targets. In addition, you are death immune this night. The death immunity provided by this ability will only work once. - 4 uses [if target is king]
New
The Mercenary
Neutral Support
Failure (Passive) - If your targets both die, you will commit suicide. This passive is retained upon class change.
Don Armor (Passive) - You are immune to death from the first attack against you.
Savior (Day) - If one of your targets is voted for execution today, take their place. - 1 useStand Guard (Night) - Prevent non-conversion abilities from targeting one of your targets. - 4 uses [if target is king]
The Strigoi’s Vampiric Bite is now stronger, disallowing kill protection on it’s victims for two total nights instead of one.
Oh, and Blood Frenzy has been changed to accomodate for this.
Strigoi
Old
Blood Frenzy (Day) - All players under the effect of Vampirism will be death immune for this night. - 1 use
Vampiric Bite (Night) - Bite a player, infecting them with Vampirism, preventing healing on them for this night, and roleblocking them. - Infinite uses
New
Blood Frenzy (Day) - All players under the effect of Vampirism will be death immune for this night. This overrules the protection disabling effects of Vampiric Bite. - 1 use
Vampiric Bite (Night) - Bite a player, infecting them with Vampirism, preventing protection from kills on them for tonight and the following night, and roleblocking them. - Infinite uses
Speaking of Neutrals – the Decadent King’s Personal Agenda is now more organized, which is pretty wolfy.
Decadent King
Old
Personal Agenda (Night) - Depending on what neutral you were crowned from, this ability will work like one of the following.
- Stand Guard if Mercenary
- Vampiric Bite if Strigoi
- Incriminate and Disguise if Scorned
New
Personal Agenda (Night) - Use a night ability from your prior class. - inherits uses from prior class
…and speaking of Kings – The Evil and Devout have had a slight change to their passives, as the prior wording made it so, if you were crowned with prior day abilities, you had to choose to use either your old day abilities or new, which was problematic. With this, a Acolyte King would be able to use Horrid Chant and Allies on the same day.
Evil and Devout King
Old
- You can use both day abilities in the same day.
New
- You can use two different day abilities in the same day.
More on the latter of the two evil kings. Apparently during NFoL5, people had some concerns with the Devout King’s Dark God’s Power… while the intent behind the ability is that it’s supposed to be incredibly strong at the cost of likely making it obvious that it was used – this is something that shouldn’t become apparent until the night is over. As such, the ability is being changed to not disable the King’s other abilities.
Devout King
Old
Dark God’s Power (Day) - All abilities other than the factional kill will be roleblocked today and tonight, bypassing immunities. - 1 use
New
Dark God’s Power (Day) - Roleblock all non-King abilities today and tonight, bypassing immunities. - 1 use
The Neutral Evil classcards have gotten various minor changes, mostly to tidy the cards up a bit and to clarify a few things. A few changes were made, however:
- The Sellsword now investigates as Cult or Unseen only if it joins the Cult or Unseen chat, instead of passively happening on Night 3 onwards.
- The Fool wincondition was changed, so it can no longer win with the Blue Dragon. Juggle was also reworded to block everything, including the factional kill, as intended.
- There might be a couple more changes here, but most of these should fall under wording abilities to be interpreted as intended. (most prominent in Juggle, as stated above)
Sellsword
Old Sellsword
The Sellsword
Neutral Evil
Among Friends (Passive) - You are aligned against the Blue Dragon. After the second night or whenever you are added to the scum chat, you will appear as a member of the Unseen or Cult to investigative abilities.
Contracted (Passive) - You have access to the following effects:
- Immune to roleblocking and redirection.
- Immune to attacks from the Unseen or Cult.
- If all members of the Unseen or Cult die and you have not been added to their scum chat, you will gain a factional kill and prevent the game from ending as long as you are alive.
- Your class type is Offensive for the purpose of all interactions.
- Before the end of day 1, you must choose the effect of Intimidate to match one of the following or it will be randomized.
- The Drunk’s Debauchery
- The Butler’s Serve Wine
- The Knight’s Vigilanteism
- You cannot target the same player on consecutive nights with your night abilities.
Stonewall (Night) - Prevent non-attack and non-conversion abilities from targeting your target. Can’t be used after the second night. - 2 uses
Intimidate (Night) - Use your chosen night ability. - Infinite uses
New Sellsword
The Sellsword
Neutral Evil
Friends Among Us (Passive) - You are aligned against the Blue Dragon. Whenever you are added to the scum chat, you will appear as a member of the Unseen or Cult to investigative abilities.
Contracted (Passive) - You have access to the following effects:
- Immune to roleblocking and redirection, and from attacks by the Unseen or Cult.
- If all members of the Unseen or Cult die and you have not been added to their scum chat, you will gain a factional kill and prevent the game from ending as long as you are alive.
- Your class type is Offensive for the purpose of all interactions.
- Before the end of day 1, you must choose the effect of Intimidate to match one of the following or it will be randomized.
- The Drunk’s Debauchery
- The Butler’s Serve Wine
- The Knight’s Vigilanteism
- You cannot target the same player on consecutive nights with your night abilities.
Stonewall (Night) - Prevent non-attack and non-conversion abilities from targeting your target. Can’t be used after the second night. - 2 uses
Intimidate (Night) - Use your chosen night ability. - Infinite uses
Fool
Old Fool
The Fool
Neutral Evil
Insanity (Passive) - You are aligned with the [Unseen/Cult], and appear as a member of the Unseen or Cult to investigative abilities. If you are ever added to their scum chat, Mask of Many Faces will be disabled and your win condition will change to ‘Defeat the Blue Dragon.’
Final Prank (Passive) - You have access to the following effects:
- Immune to attacks from the Unseen or Cult on the first and second night.
- You cannot be protected from any attacks by members of the Blue Dragon.
- Your class type is Social for the purpose of all interactions.
- If a member of the Blue Dragon is executed, you will be able to use your night abilities twice the following night.
- All players who you visit will appear to be the Fool to investigative abilities for this night and the next night.
Mask of Many Faces (Day) - If you are executed, all players who voted you will be unable to be protected the following night. The Unseen or Cult will be informed that you were executed. You will also flip as a class of your choice. - 2 Uses
Eavesdrop (Night) - Learn the target player’s alignment. You will also determine who they appear to visit to investigative abilities. - Infinite Uses
Juggle (Night) - Make all abilities targeting the chosen player fail tonight. Cannot target the same player(s) on consecutive nights. - Infinite UsesMake sure no more than 1 member of the Unseen or Cult is executed during the game at any cost.
New Fool
The Fool
Neutral Evil
Insanity (Passive) - You are aligned with the [Unseen/Cult], and appear as a member of the Unseen or Cult to investigative abilities. If you are ever added to their scum chat, Mask of Many Faces will be disabled and your win condition will change to ‘Defeat the Blue Dragon.’
Final Prank (Passive) - You have access to the following effects:
- Immune to attacks from the Unseen or Cult on the first and second night.
- You cannot be protected from any attacks by members of the Blue Dragon.
- Your class type is Social for the purpose of all interactions.
- If a member of the Blue Dragon is executed, you will be able to use your night abilities twice the following night.
- All players who you visit will appear to be the Fool to investigative abilities for this night and the next night.
Mask of Many Faces (Day) - If you are executed, all players who voted you will be unable to be protected the following night. The Unseen or Cult will be informed that you were executed. You will also flip as a class of your choice. - 2 Uses
Eavesdrop (Night) - Learn the target player’s alignment. You will also determine who they appear to visit to investigative abilities. - Infinite Uses
Juggle (Night) - Make everything targeting the chosen player fail tonight. Cannot target the same player(s) on consecutive nights. - Infinite UsesMake sure no more than 1 member of the Unseen or Cult is executed during the game and that the Blue Dragon loses.
Chancellor
Old Chancellor
The Chancellor
Neutral Evil
Determination (Passive) - You are aligned with the [Unseen/Cult]. If you are ever added to their scum chat, you will appear as a member of the Unseen or Cult to investigative abilities and Wilting Flower will be able to kill the target once.
Megalomaniac (Passive) - You have access to the following effects:
- Immune to attacks from the Unseen or Cult.
- You will appear to be a member of the Blue Dragon to investigative abilities on the first and second night.
- Your class type is Support for the purposes of all interactions. This changes to Killer if you are added to the scum chat.
- You will know how many Neutrals are in the game at the start.
- On even nights, you will be informed of the identity of a member of the Unseen or Cult.
Wilting Flower (Night) - Remove a player’s immunities. If they are not aligned with the Blue Dragon, they will appear as a class of your choice to investigative abilities. - Infinite Uses
Staged Fall (Night) - Target a player. If they are executed tomorrow and are a member of the Blue Dragon, you will receive all of the following benefits. - Infinite Uses
- Gain permanent immunity to bleeding, alongside curing any bleeding you currently may be suffering from.
- You will appear as a member of the Blue Dragon to investigative abilities for the next two nights.
- The King, if they are aligned with the Blue Dragon, will have their abilities fail the following night.
- Your next use of Wilting Flower will additionally frame the target and allow you to choose who they appear to visit.
New Chancellor
The Chancellor
Neutral Evil
Determination (Passive) - You are aligned with the [Unseen/Cult]. If you are ever added to their scum chat, you will appear as a member of the Unseen or Cult to investigative abilities and Wilting Flower will be able to kill the target once.
Megalomaniac (Passive) - You have access to the following effects:
- Immune to attacks from the Unseen or Cult.
- You will appear to be a member of the Blue Dragon to investigative abilities on the first and second night.
- Your class type is Support for the purposes of all interactions. This changes to Killer if you are added to the scum chat.
- You will know how many other Neutrals are in the game at the start.
- At the end of even nights, you will be informed of the identity of a member of the Unseen or Cult.
Wilting Flower (Night) - Remove a player’s immunities for the night. If they are not aligned with the Blue Dragon, they will appear as a class of your choice to investigative abilities. - Infinite Uses
Staged Fall (Night) - Target a player. If they are executed tomorrow and are a member of the Blue Dragon, you will receive all of the following benefits. - Infinite Uses
- Gain permanent immunity to bleeding, alongside curing any bleeding you currently may be suffering from.
- You will appear as a member of the Blue Dragon to investigative abilities for the next two nights.
- The King, if they are aligned with the Blue Dragon, will have their abilities fail the following night.
- Your next use of Wilting Flower will additionally frame the target and allow you to choose who they appear to visit.
In the same vein as above, the Poacher’s Pack Tactics has been reworded, as the current wording implies that their attack bypasses protections. It does not do that. Yet.
Poacher
Old
Pack Tactics (Night) - If the performer of the factional kill fails to visit their target, you will kill their target for them. - Infinite Uses
New
Pack Tactics (Night) - If the performer of the factional kill fails to visit their target, you will attack their target for them. - Infinite Uses
The Templar no longer has a daycop. Arete is probably really happy about this, but it was mostly because it allowed finding the Neutral Evil and recruiting them in the same cycle.
Templar
Old
Test Reaction (Day) - Determine if a player is a member of the Blue Dragon. - Infinite Uses
New
Test Reaction (Day) - Determine if a player is a member of the Blue Dragon. You will receive the results at the end of the coming night. - Infinite Uses
While the above mentioned is much less so, the following is heavily experimental. pls give feedbacks.
The Mystic is dead. The Mystic remains dead. And we have killed her.
What now? How shall we comfort ourselves, the murderers of all babysitters?
Introducing, to a feedback thread near you:
The Mystic
Blue Dragon Support
Dream Shield (Night) - Give a player death immunity tonight. If you die, you will attack them instead. Cannot target the same player on consecutive nights. - Infinite Uses
Mind Meld (Night) - If the target player is attacked, you will die in their place instead. If you die in any way when using this ability, you will create a permanent chat with your target and not be added to dead chat as long as they live. - Infinite Uses
Defeat the Unseen or Cult and any Neutral Evils.
lol just kidding Mystic is fine (for now)
However
This exists, now? Maybe?
The Shaman
Blue Dragon Social
Totem of Dying (Day) - Target player cannot be healed tonight. Cannot target the same player two days in a row. - 2 uses
Siphon Life (Night) - Target a player. When they die, you will steal their first night ability as a 1 use ability that can be used alongside other actions. If their first night ability would be one of the following, you will get the corresponding ability that is listed - Infinite Uses
- Capable of targeted killing: Heal
- From Unseen/Cult: Lacerate [see Assassin]
- From Neutral Evil: Stakeout [see Observer]
- Otherwise unusable: Heal
Defeat the Unseen or Cult and any Neutral Evils.
The Shaman converts into The Warlock or The Apostle.
and it’s Unseen counterpart:
The Warlock
Unseen Social
Primal Axis (Passive) - Upon the death of a player you have targeted (for any reason), the stored ability will activate.
Equip Gorehowl (Day) - Cause a player to start bleeding. They will die in two nights if not healed. - 1 Use
Hex (Night) - Target a player with one of the following abilities (cannot use the same ability more than once). The ability will be stored instead of activating.
- Steal the primary ability of the targeted player. If the ability would give you the capability of killing, converting, or would otherwise be impossible to use, gain Heal instead.
- Clean the targeted player’s flip. You will learn their true flip.
- All players with the same class type as the player you targeted will be unable to be protected the following night.
- If the targeted player is executed at day, gain occupation and redirection immunity permanently.
Defeat the Blue Dragon.
i want some arby’s now after writing all of that
we have the meats
It still lives on thanks to hunter
the abovementioned dagger
Is this…
Even a real world?
it just means frames/tailors
Shouldn’t this be Special technically?
mystic was gonna die and it was gonna have a 2nd night ability very similar to mindmeld but mystic undied and the typing has stuck for now
special is kind of only reserved for MM/CL though (would need a reworking of Bounty otherwise)
Only bit of negative feedback is on the New Strigoi Vampiric Bite
And it’s a grammatical thing.
I don’t think you meant to have “them them” at the end of that sentence since it doesn’t make sense.
Otherwise really nice changes.
F, for the Archer.
But it’s out with the old and in with the new.
Shaman looks nice.
And the other changes are good.
One small question is, if somehow the Warlock (Shaman convert) managed to get through all 4 night abilities. What does it do then? Just rely on its passive to active abilities? Maybe have it be like a JOAT who just has to go through each ability before having it again? Idk. I do really like the “storing” ability concept though. But that could be a day thing “store the ability you used on the previous use of Hex”
I also know the only way that this could be negative is in an absolutely huge game of FoL which lasts a really long time (and therefore likely wouldn’t happen), but it’s good to work out anyway.
nevermind
I don’t like this card
It’s got specific conditions you need to do to specific people yet you don’t even know who they are to begin with
I mean this just looks like borderline RNG for trying to get the specific person executed
Additionally, you instantly lose if you guess a heretic’s class wrong which is a 1/3 chance even when knowing they’re heretic
The cherry on top is the time limit which is ??? why does that even exist?
Not to mention that you’ve got to do individual things to individual heretics
Execution is going to be hard because you’ve either got to push for a ML as a solo neutral OR push for a scum lynch which is going to have resistance from their team
AND if it’s scum you’re trying to kill as your heretic you can’t even fufill the ‘kill at least one by yourself’ because you can only guess Blue Dragon classes from Bastard Sword
This Inquisitor is not balanced and need rethought
what is this wincon
I hate it
keep in mind if two of them are killed at night or one is converted and the other is killed at night and the final one is scum, you can autolose by night 1.
Yeah. This card is a disaster.
So many obvious issues that have just been completely ignored for some reason
I forgot to mention that Cult also might want to sacrifice someone for usages and if it’s going to be anyone that gets sacrificed it’ll be a Heretic, which doesn’t achieve either them being executed or you killing them.
Not to mention you can’t kill someone N1 at all, you have to find them first.
I mean… you can find them N1.
You just have to guess their exact class, you’ve got to also guess that they’re a Heretic or you instantly lose because your ability gets disabled and you can’t fufill the ‘kill a heretic’ condition
inq is bad