The Necromancer
Neutral Killer
Hearing Voices (Passive) - The Necromancer will hear the voices of the spirits in limbo at night.
One With Death (Passive) - The Necromancer is immune to death if he is linked to 1 or no spirit.
Respect the Dead (Day) - All spirits will be granted voting and accusation rights and their day abilities will become active for this day. - 2 uses
Relinquish (Day) - You let one of your spirits pass on removing their spirit status. - Infinite uses
Resurrection (Night) - Attack targeted player and grant the attacked player spirit status if he dies, granted that he is not immune to conversion. Spirits change their win condition to winning with the necromancer, may use their night abilities and can talk in limbo chat separate from dead chat. Maximum of 3 spirits applies. - Infinite uses
Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way
Original Thread: https://forum.imperium42.com/t/class-suggestion-the-necromancer/37500
The Horologist
Neutral Killer
All the Time in the World (Passive) - The Horologist is immune to occupation, redirection and bleeding.
Groundhog Night (Passive) - The Horologist will upon being attacked, reset the night timer back to full, having every player choose their action again. They will obtain their original night results, but their actions will reset. Limited abilities will not be refunded. The Horologist is death immune after the reset. The Horologist’s original action will not reset and he can attack again after the reset. Happens only once per night.
Rewind (Day) - Groundhog Night activates tonight regardless of the Horologist being attacked. - 2 uses
Skip to the Good Part (Day) - The day timer will lose 48 hours. If it is at 48 hours or less night time will immediately begin. - 1 uses
Your Time has Come (Night) - Attack targeted player and rapidly age him towards his death. - Infinite uses
Chronic Corruption (Night) - Corrupt past selves of targeted player, attacking every player the target has visited in the game so far, including the player the targeted player visits tonight, bypasses night immunity and healing. - 2 uses
Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way
Original Thread: https://forum.imperium42.com/t/class-suggestion-father-time/37720
The Jester
Neutral Killer
The show must go on (Passive) - Immune to death, occupation, redirection and bleeding.
Audience Favourite (Passive) - Investigative checks on you always yield Blue Dragon overriding frames/mindwarps and your visits are hidden.
Need a Volunteer (Day) - Kill a player in plain daylight. You gain 1 extra use each time a member of the Blue Dragon is executed on trial. Cannot be used during a trial. - 2 uses
Switcheroo (Night) - Select two players. If one is executed on trial the other dies instead. Can target yourself. - 2 uses
Bamboozle (Night) - Select up to two players. Make them appear suspicious to investigative results and mindwarp them. Is replaced by Fin when the player count is less than 7. - Infinite uses
Fin (Night) - Attack target player. -Shared uses with need a volunteer
Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way
This is basically the count from Golden Dragon, so most credit goes to Psycho for this class, but I found it the most interesting one out of the ones he created. Purpose is to devalue investigatives or outed investigatives.
The Druid
Neutral Killer
Wall of Nature (Passive) - You are immune to death, occupation, redirection and bleeding.
Root Network (Passive) - The roots will prevent you from visiting someone if it would lead to your death.
Judgement of the Wild (Day) - Spreading Roots may target 2 players for this night and publicly mark someone. All rooted players will be silently vanillarized if the marked player is not dead by the next day. (Excluding Mastermind, Assassin, Cult Leader, Prince and neutrals) Their abilities will no longer function and only feedback given will be prevented. In addition, gain 1 use of Poison Dart. - 3 uses
Poison Dart (Day) - Silently poison target player. They will die within 1 night if not healed. - 1 use
Spreading Roots (Night) - Curl roots around a player’s room. Rooted players are framed for 2 nights. - Infinite uses
Constricting Roots (Night) - Kill all players that are rooted bypassing everything. - 2 uses
Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way.
I revamped the Druid a bit more and addressed some of the issues I thought he had. His roots have no effect on the game if he cannot “detonate” them, so I decided to give evils a lot more claimspace by claiming vanillarized anything and additionally vanillarizing a lot of BD during the game, without them knowing, to keep them invested. Vanillarization actually causes a lot of chaos within the court, which is what a NK should bring to the table. If it is too powerful it can last for only for 2 or 3 nights, but regular NK’s would just kill players, so I think it is fair to just neuter them, but let them keep their voice and vote. Other nerfs could be to let players keep passives or day abilities or night abilities or any combination of that, but it is of importance that the Roots do something to aid the scum, before they can be detonated.
Druid received some killing power in the form of Poison Dart. His mark is now actually a good incentive to consider as opposed to the previous incarnation, which was just weak and very restrictive. Princes should think twice about outing in a Druid game now. The Arsonist like nature of the class ensures he can close out the game quite well too.