Golden Dragon 2 class cards

Note: Some of these classes might be outdated, so for people in the Golden Dragon SFoL please use the classcards provided in the SFoL’s thread.

I’ve made some changes to the golden dragon class cards for whenever I host Golden Dragon 2, so I was hoping to get some feedback.

The main changes are:

  • Most Golden Dragon classes have been nerfed.
  • Accused, Prosecutor and Lawyer have been reworked.
  • New NKs added: The Siren and The Collector
  • New neutrals added: The rivals, the occultist and The Identity Thief
  • Bounty Hunter has death immunity
  • The Count can frame two people each night instead of 1 and starts with 1 use of Fate decided.
  • EFoL notifications will be used.
  • Reptilians have been added, and will be the main scum faction.

Reptilians have been greatly changed from my original suggestion, so please give me your thoughts.


The Queen
Unique Special, Unknown Alignment. Replaces the King.
Royal Audience (Passive) - You are immune to occupation and redirection. The Queen can talk with all royals at night.
Loyalty (Passive) - If the starting Good Queen is executed on trial or killed by a Royal Guard, there won’t be any trials the following day.
The Royal Finger (Day) - Put someone immediately on trial. This counts towards the trial limit. 2 uses.
Heir (Day) - Add or remove a player from the royal chat. If you are starting Queen you will also give or remove royal blood from them. - 3 uses if starting Queen, 1 otherwise. Can be used D1.
Guards! (Night) - Prevent all visits to a player. Can target yourself. 3 uses if starting Queen, 2 otherwise.
Royal Decree (Night) - Prevent a player from being accused tomorrow, and prevent any day abilities except your own from being used on them. 3 uses if starting Queen, 1 otherwise.
Goal: Make sure your faction wins. If you are neutral, your goal is to survive.

Note: Golden Dragon, Reptilian and Neutral Queen have the same abilities. Neutral Killers turn into the Psycho Queen. All neutrals will turn into Neutral Queen except for Neutral Killers and The Count.

The Golden Dragon
Objective: Defeat the Cult/Unseen, and any neutrals that seek to do you harm.


The Bailiff
Unique Golden Dragon, Investigative. Cannot be converted. Golden Dragon always start with a Bailiff
Interrogate (Day) - Select a player. You will know who they visited last night. 2 uses.
Investigate (Night) - Check if a player is a member of the Reptilians. Players with eggs or hollow eggs will appear as Reptilians. Unlimited uses.
Scale Removal (Night) - Select a player, heal any eggs or venom they might have. 2 uses.
Goal: defeat the Reptilians and any neutrals that seek to do you harm.

Convert immune


The Captain
Golden Dragon, Offensive. Converts into the Behemoth.
On Duty (Passive) - Immune to occupation and redirection.
Lead (Day) - Select two players. Any targeted day abilities used on the first one will be redirected to the second one. Bypasses redirection immunity. Can target yourself. 2 uses.
Command (Night) - Select two players. Force the first player to target the second one. Can force a player to target you, but can’t force them to target themselves. Unlimited uses.
Self Defense (Night) - If you are attacked tonight prevent the attack and both you and your attackers will start bleeding and die in one day unless healed. 2 uses.
Goal: defeat the Reptilians and any neutrals that seek to do you harm.


The Elder
Golden Dragon, Social. Converts into the Basilisk.
Moral Support (Day) - Select a player. All their votes will count as two today. 2 uses.
Elder’s advice (Day) - Today, your next vote for pardon will count as three (can be used during a trial). - 2 uses.
Scold (Night) - Prevent a player from voting tomorrow. Cannot target the Queen. Unlimited uses.
Words of Wisdom (Night) - Send an anonymous message to the whole court. It will be delivered at the beginning of the day. 2 uses.
Goal: defeat the Reptilians and any neutrals that seek to do you harm.


The Executioner
Unique, Golden Dragon, Killer. Converts into the Komodo.
Tenacity (Passive) - Immune to occupation and redirection
Death Sentence (Day) - Select a player. They cannot be healed and will lose all their immunities for the night (doesn’t remove conversion immunity). 1 use.
Execute (Night) - Kill a player. Cannot be used until N3. 2 uses.
Questionable Methods (Night) - Select a player. If they are not GD they will start bleeding and die in one day unless healed. 1 use.
Goal: defeat the Reptilians and any neutrals that seek to do you harm.


The Gravekeeper
Golden Dragon, Investigative. Converts into The Basilisk
Silent approach (Day) - Stalk will give you extra information tonight. If a Killer, Offensive or Special Role visits your target you will get a message saying “You saw a suspicious figure visit your target last night.” 2 uses.
Stalk (Night) - Select a player. You will know who visits your target. Unlimited uses.
Exhume (Night) - Select a dead player. You will know the classes that visited them on the night of their death. 2 uses.
Goal: defeat the Reptilians and any neutrals that seek to do you harm.


The Innkeeper
Golden Dragon, Offensive. Converts into the Behemoth.
Busy man (Passive) - Immune to occupation and redirection.
Special Mead (Day) - Serve a special mead instead of beer tonight. Your night abilities will bypass occupy immunity tonight. 1 use.
Special Ale (Day) - Serve a special ale instead of beer tonight. Everyone occupied by your night abilities tonight will also be occupied the following night. 1 use.
On the house! (Night) - Give a free beer to a player, occupying them tonight. Unlimited uses.
Dinner Night (Night) - Make a dinner at a player’s room. Everyone that visits them tonight except yourself will be occupied. 2 uses.
Goal: defeat the Reptilians and any neutrals that seek to do you harm.


The Librarian
Golden Dragon, Investigative. Converts into the Basilisk.
Hidden records (Day) - Tonight, your record search ability can find murder records. If your target has ever visited someone on the night of their death, whether they killed them or not, you will get the following message: “Your target has murder records.” 1 use.
Extensive research (Day) - Tonight, your record search ability will also return the target’s class type. 1 use.
Record search (Night) - Learn a player’s records. Unlimited uses.
Explanation:
There are three types of records: Medical records, Criminal records and Royal records. You will get one message for every type of record a player has. If a player has no records you will get the message. “Your target has no records.”
If your target has a healing ability, or if they have been affected by a healing ability before (whether it was required or not), you will get the following message: “Your target has medical records.”
If your target has an investigative ability, or if an investigative ability has been used on them you will get the following message: “Your target has criminal records”
If your target is a member of the Royal chat, or has ever been visited by a member of the Royal chat (including The Queen) you will get the following message: “Your target has royal records.”
Goal: defeat the Reptilians and any neutrals that seek to do you harm.


The Mage
Golden Dragon, Support. Converts into the Komodo.
Ward (Day) - Select a player. They will be immune to conversion. This effect ends if you die or are converted. - 1 use.
Rewind (Night) - Select a player and copy the effects of targeted abilities used on them the previous night. Doesn’t copy self-targeted abilities, attacks, poison, bleeding, venom, conversion, investigative abilities and “Rewind”. Cannot be used on N1. - Unlimited uses. (Doesn’t copy any abilities copied by “Rewind”. Also, if you copy an ability affected by a day ability such as On the House empowered by Special Mead, you will only copy the base ability and not the extra effects provided by the day ability).
Example: Medic uses Cure wounds on Ivo Bardolf on N1. Innkeeper also occupies Ivo Bardolf on N1. If mage uses rewind on Ivo Bardolf on N2, Ivo Bardolf would be healed and occupied again.
Portal Trick (Night) - Select a player. Everyone that tries to visit them tonight will be immune to occupation, redirection and visit prevention. 2 uses.
Goal: defeat the Reptilians and any neutrals that seek to do you harm.


The Medic
Golden Dragon, Support. Converts into the Komodo.
Toxin Immunity (Passive) - Immune to poison/bleeding/venom.
Overtime (Day) - The target of tonight’s “Cure wounds” will also be healed the following night. (the extra heal doesn’t count as a visit). 1 use.
Double shift (Day) - “Cure wounds” will target two players tonight. 1 use.
Cure wounds (Night) - Heal a player from attacks, poison, bleeding, eggs or venom. Unlimited uses.
Goal: defeat the Reptilians and any neutrals that seek to do you harm.


The Royal Guard
Golden Dragon, Killer. Converts into the Komodo
Public Execution (Day) - Sacrifice your life to kill a player in plain daylight. Cannot be used until Day 3. Cannot target the Queen. - 1 use.
Duel (Night) - Duel a player tonight. If they would attack someone, the attack will be prevented and they will start bleeding and die in 1 day unless healed. - Unlimited uses.
Coup (Night) - Sacrifice your life to kill the Queen, bypassing her Guards! ability. Cannot be used until Night 3. - 1 use.
Goal: defeat the Reptilians and any neutrals that seek to do you harm.


The Spy
Golden Dragon, Social. Converts into the Basilisk.
Secret Code (Day) - Select a non-royal player. You and said player will be able to speak to each other on a private day and night chat for as long as you both live. - 1 use. (Cannot target Queen. This ability will fail if used on a player in the royal chat. If you or your target ever get into the royal chat, Secret Code’s chat will end).
Spread Gossip (Night) - Send an anonymous message to another player. Unlimited uses.
Hearsay (Night) - Select a player. They will be able to send you a message tonight. 4 uses.
Goal: defeat the Reptilians and any neutrals that seek to do you harm.


The Reptilians
Reptilians are a slow but powerful faction. Reptilian classes become stronger the longer they can stay alive. While there are only three reptilian classes that players can convert to, these classes can change their abilities to adapt to the current situation. This, combined with eggs that make people appear as Reptilians to investigators and Venom, a new status effect that works like a slower poison but disables day abilities, make Reptilians a very sneaky faction.

Reptilian games start with a Matriarch and one random Reptilian. There can only be a maximum of 3 reptilians at a time


The Basilisk
Reptilian Social, Converts from Social and Investigative classes.
Camouflage (Passive) - The first time each player tries to investigate you they will be occupied.
Evolve (Passive) - You start with 2 evolution points. At the end of each night, you will gain 1 evolution point. At any point in the game you might DM the host to exchange your evolution points for abilities. (You cannot buy the same ability more than once. You can only have a maximum of 2 night and 2 day abilities, if you were going to buy a third day/night ability it would replace one of the older ones)
These are the abilities the Basilisk can buy:
1 Evolution point:

  • Lurk (Night) - Select a player. You will know who visits them and who they visit. - 3 uses.
  • Mind Reading (Night) - Select a player. They will be able to send you a message tonight. - 3 uses.
  • Hiss (Night) - Send an anonymous message to another player. - 3 uses.
  • Influence (Day) - Select a player. All their votes will count as two today. - 2 uses.
  • Muting venom (Night) - Prevent a player from voting tomorrow. Only your target player will be notified about this. Cannot target the Queen. - 3 uses.

2 Evolution points:

  • Crocodile Tears (Day) - Today, your next vote for pardon will count as three. - 2 uses.
  • Thorough Investigation (Night) - Find out a player’s records including murder records and the class type of a player. - 3 uses.
  • Reptilian Echoes (Night) - Send an anonymous message to the whole court. It will be delivered at the beginning of the day. - 2 uses.
  • Reptilian Link (Day) - Select a non-royal player. You and said player will be able to speak to each other on a private day and night chat for as long as you both live. - 1 use. (Cannot target Queen. This ability will fail if used on a player with royal blood. If you or your target ever get royal blood, the chat will end).

3 Evolution points:

  • Petrifying Gaze (Night) - Attack a player. If they die, they will turn into stone and their logs and class will be hidden. - 2 uses.
  • Crippling Screech (Night) - Attack all players affected by venom. - 1 use.
  • Venomous Skin (Night) - Select a player. Anyone that accuses them of treason tomorrow will become envenomed and die in 3 days unless healed. - 2 uses.
    Goal: Defeat the Golden Dragon and any neutrals that seek to do you harm.

The Behemoth
Reptilian Offensive, Converts from Offensive classes.
Hardened Shell (Passive) - Immune to occupation and redirection.
Evolve (Passive) - You start with 2 evolution points. At the end of each night, you will gain 1 evolution point. At any point in the game you might DM the host to exchange your evolution points for abilities. (You cannot buy the same ability more than once. You can only have a maximum of 2 night and 2 day abilities, if you were going to buy a third day/night ability it would replace one of the older ones)
These are the abilities that Behemoth can buy:

1 Evolution point:

  • Paralyzing Venom (Night) - Occupy a player. - 3 uses.
  • Mind Control (Night) - Force a player to target another. Can force them to target you, but cannot force them to target themselves. - 2 uses.
  • Lead (Day) - Select two players. Any targeted day abilities used on the first one will be redirected to the second one. Bypasses redirection immunity. Can target yourself. - 2 uses.

2 Evolution points:

  • Constrict (Night) - Select a player. Occupy everyone that visits them except Reptilians. - 2 uses.
  • Permavenom (Day) - Apply a permanent venom to a player. Said player will be unable to use day abilities until healed. - 2 uses.
  • New Skin (Night) - Select a player. If they die tonight they will appear as a class of your choice. 2 uses.

3 Evolution points:

  • Iron Shell (Night) - All reptilians will be immune to death, occupation, redirection and visit prevention tonight. - 2 uses.
  • Tooth and nail (Night) - Occupy a player through immunity tonight and envenom them. The venom will kill them in two nights unless healed. Envenomed players are unable to use day abilities. 2 uses.
  • Premature hatch (Day) - If the matriarch lays an egg tonight, it will hatch immediately unless healed. 2 uses.
    Goal: Defeat the Golden Dragon and any neutrals that seek to do you harm.

The Komodo
Reptilian Killer, Converts from Support and Killer classes.
Reptilian blood (Passive) - Immune to poison, bleeding and venom.
Evolve (Passive) - You start with 2 evolution points. At the end of each night, you will gain 1 evolution point. At any point in the game you might DM the host to exchange your evolution points for abilities. (You cannot buy the same ability more than once. You can only have a maximum of 2 night and 2 day abilities, if you were going to buy a third day/night ability it would replace one of the older ones)
These are the abilities that Komodo can buy:
1 Evolution point each:

  • Delayed Pain (Night) - Select a player and copy the effects of targeted abilities used on them the previous night. Doesn’t copy attacks, conversion, poison/bleeding/venom, self-targeted abilities or investigative abilities. Has the same mechanics and restrictions as the Mage’s “Rewind”. - 3 uses.
  • Death Sentence (Day) - Select a player. They cannot be healed tonight and will lose all their immunities for the night (doesn’t remove conversion immunity). 1 use.
  • Recovery (Night) - Heal yourself or another reptilian from attacks, poison/bleeding/venom. 3 uses.

2 Evolution points each:

  • Egg Guardian (Night) - Eggs and hollow eggs cannot be destroyed tonight. - 2 uses.
  • Confusing Venom (Night) - Select two players. All players targeting one of them will be forced to target the other. Bypasses redirection immunity. Can target yourself. - 2 uses.
  • Venomous bite (Day) - Envenom a player. They will die in three days unless healed. Envenomed players cannot use day abilities until its healed. 2 uses.

3 Evolution points each:

  • Fatal Fang (Day) - The target will be afflicted with a fatal venom that will disable their day abilities and kill them in 1 day. Cannot be healed.- 1 use.
  • Noxious Fumes (Night) - Select a player. Anyone that visits them tonight will become envenomed and die in two nights unless healed. Envenomed players cannot use day abilities. Can target yourself. - 2 uses.
  • Hollow egg (Night) - Lay a hollow egg inside a player. When the matriarch uses hatch, your egg will hatch as well. Hollow eggs will always kill the player instead of converting them, and don’t count towards the Matriarch’s egg limit. This ability counts as an attack. There can only be 2 hollow eggs at the same time, shared between all Komodos. - 2 uses.

Goal: Defeat the Golden Dragon and any neutrals that seek to do you harm.


The Matriarch
Unique Special, Reptilian
Maternal Love (Passive) - The matriarch cannot be occupied while attempting to hatch her eggs. When the Matriarch dies, the oldest Reptilian will lose all their current abilities and turn into the new matriarch.
Premature Hatch(Passive)- If the matriarch dies before day 3 all her eggs will hatch automatically.
Quick Growth (Day) - Give a player 1 evolution point. 2 uses, shared.
Lay Egg (Night) - Lay an egg inside someone. They will not be notified about it. Can only have a maximum of 2 eggs at the same time. - Unlimited uses.
(Players with eggs inside will appear as Reptilians when faction checked. The egg will be destroyed if the target is healed. Laying an egg counts as an attack for abilities like Duel and Self Defense).
Hatch (Night) - Hatch all eggs and hollow eggs, turning the players into Reptilians. If a player is conversion immune they will die instead. There can only be a maximum of 2 more reptilians at a time (3 reptilians total with the matriarch), if a player would be converted while having the maximum number of reptilians, said player dies instead. - Unlimited uses. (This ability counts as a non-targeted ability, so it will bypass visit prevention and abilities that affect visiting players. If an egg is destroyed the same night you use hatch the target will not be killed/converted. Hatch will not kill death immune players)._
Goal: Defeat the Golden Dragon and any neutrals that seek to do you harm.


Neutrals (Non NK)

The Accused
Unique Neutral, Offensive. Always spawns with Lawyer and Prosecutor
Human Resources (Passive) - Immune to poison, bleeding, venom, occupation and redirection.
Missing record (Passive) - Your visits are hidden from investigators other than the Prosecutor. You are allied to a random faction (GD or The Reptilians). If you are allied to the GD and executed on trial or killed by a Royal Guard’s “Public Execution”, all the members of the Reptilians will gain one extra use of their limited use abilities. (You always appear as neutral to faction checks). If you are allied to the Reptilians and executed on trial the day will not end.
Suspicious activities (Night) - Occupy a player. Unlimited uses.
Sketchy reunion (Night) - Target a player, occupy all members of your rival faction attempting to visit your target. 3 uses.
Goal: Survive to see you rival faction lose.


The Bounty Hunter
Unique Neutral, Offensive
Your last job (Passive) - You are immune to death at night. You will be given a random target at the beginning of the game. If your target dies on trial or is killed by anyone else you will commit suicide the following night.

Notes: Your target can be any class from any faction except for the Bailiff, the Queen or any class with permanent death immunity. A message will appear in chat telling everyone that there is a bounty hunter trying to kill said player, and there will be a small symbol next to their name that everyone can see. (Example: “There is a bounty for John Smith’s [12] head!”)

A new life (Passive) - One day after you successfully kill your target you will collect your bounty. After you collect your bounty you will win and leave the castle along with a player of your choice (except the Queen). (Leaving the castle is the same as dying).

Intimidate (Day) - Select a player. For the next two nights, if they try to visit your target they will be prevented. You can also use this ability on your target to occupy them through immunity tonight. 3 uses.

The Perfect Chance (Night) - Attempt to kill your target. If your target is still alive after using this ability, you will commit suicide. 1 use.

This is MY job (Night) - Your target will be immune to death tonight and cannot be accused for treason tomorrow. You will also heal any poison or bleeding on them. 3 uses.

Goal: Kill your target and collect the bounty.


The Cleric
Neutral, Support.
Sanctuary (Passive) - People trying to visit you cannot be occupied or redirected, and their visit will be hidden from investigators. If they are an attacker, their attack will bypass healing.
Brotherhood (Passive) - You are immune to poison/bleeding/venom. If you would be attacked at night, redirect the attack to one of your visitors except the attacker, bypassing redirection immunity. If only the attacker visits you, you will die.
Blessing (Day) - Select a player. If they visit you tonight they will get a blessing that lasts for two days. The blessing makes the player immune to conversion, hides their visits and makes them appear not suspicious to investigators. 2 uses.
Mark of Light (Night) - Heal a player from attacks and poison/bleeding/venom. If you are attacked tonight, the attack will be redirected to said player, bypassing redirection immunity. 2 uses. (Sanctuary will apply to attacks redirected this way, meaning they will bypass healing and be healed from investigators).
Circle of Healing (Night) - Heal everyone that visits you tonight from attacks and poison/bleeding/venom. Unlimited uses.

Goal: Survive


The Diseased
Neutral, Offensive
Chronic disease (Passive) - At the beginning of each day (starting from day 2) if you are not poisoned, bleeding or envenomed you will become poisoned. You will die in 2 days unless healed.
Sympathy (Passive) Immune to death and occupation.
Insurance (Day) - Anyone that tries to heal you tonight will be immune to death and occupation. 3 uses.
Pity (Night) - Select a player. Anyone trying to visit said player will visit you instead. Unlimited uses.
Expunge (Night) - Everyone who visits you tonight will die. If at least one person dies this way you will be healed of any poison/bleeding/venom. 2 uses.

Goal: Survive.


The Good Twin
Neutral, Support. Always spawns with The Evil Twin.
Special Bond (Passive) - You and your twin have a private chat. If your twin dies, you die as well.
The Good Gene (Passive) - You are immune to occupation. You will appear as GD to investigative results.
Swap (Day) - Swap class cards with your twin for the rest of the game. 1 use. (You will become the evil twin and the evil twin will become the good Twin. All limited use abilities will keep the same number of uses).
Cleanup (Night) - Make your twin occupy immune and hide their visits from investigators. 3 uses.
Smart Protector (Night) - Heal your twin from any poison/bleeding/venom, and occupy anyone trying to visit him. 3 uses
Goal: You win as long as your twin achieves their goal, even if you are dead.


The Identity Thief
Neutral Special
Sneaky (Passive) - Immune to death for the first 3 nights or until you successfully steal someone’s identity, whichever happens first.
Steal Identity (Night) - Attack a player except the Queen. If the attack is successful, their class and logs will be hidden and you will steal their class, abilities and goal. Any limited abilities you steal will keep the same number of uses they had before. - Unlimited uses

Additional notes:
(You lose this ability after successfully stealing someone’s identity. You will not steal royal blood. If you kill a Reptilian you will start with the same amount of evolution points they had, you won’t know who your teammates are and won’t join them in night chat, but you do not count towards the convert limit. If you kill the Matriarch the oldest Reptilian will transform into the Matriarch and you will steal the abilities of the Reptilian that transformed instead. If you steal the identity of a Lawyer or Good Twin you will know who your teammate is but won’t join them in night chat. If you steal the identity of a Rival or Prosecutor you will know who your target is. If you steal the identity of the Accused the Prosecutor will win and Lawyer will lose and commit suicide. If you steal the identity of a Siren’s minion you will keep the goal they had before conversion instead).

Goal: Steal someone’s identity and complete their original goal.


The Lawyer
Unique Neutral, Support. Always spawns with Accused and Prosecutor
Restless (Passive) - Immune to occupation. If the accused dies you will commit suicide the next night.
Confidentiality agreement (Passive) - You know who the Accused is. You and the accused share a private chat.
Burn the evidence (Night) - Prevent everyone except the Prosecutor from visiting the Accused tonight. - 4 uses.
Bribe (Night) - Select a player and offer them a deal. If they accept, you will bribe them and prevent all visits on them tonight. Bribed players will be forced to pardon the Accused as long as you are alive (Doesn’t work on The Queen or The Lawyer. Doesn’t work on players that have already been blackmailed by the Prosecutor). - 3 uses.
Goal: Make sure the accused achieves their goal.


The Occultist
Neutral Social
Demonic Shield (Passive) - You are immune to death during the first two nights.
Public Sacrifice (Passive) - If you are put up on trial, you will explode and die, bleeding the first two players that accused you and instantly ending the day. They will die the next night unless healed.
The Mark (Day) - You will appear suspicious to investigative results tonight. - 2 uses.
Dark Thoughts (Night) - Send an anonymous message to another player. - 2 uses.
Mass Hysteria (Night) - Send an anonymous message to the whole court. It will be delivered at the start of the next day. - 1 use.
Goal: Get yourself on trial


The Prosecutor
Unique Neutral, Investigative. Always spawns with Lawyer and Accused.
Restless (Passive) - Immune to occupation and redirection.
Trial Knowledge (Passive) - You know who the Accused is.
The Trial Begins (Day) - Instantly put the Accused on trial. Cannot be used until Day 4. - 1 use. This doesn’t count towards the Trial limit.
Gather Evidence (Night) - You will know who the Accused visits and which ability they used. Unlimited uses.
Blackmail (Night) - Select a player and offer them a deal. If they refuse, they will be unable to perform their night action. Blackmailed players are forced to vote execute on the Accused while you are alive. (Doesn’t work on The Queen or The Lawyer. Doesn’t work on players that have already been bribed by the lawyer) - 3 uses.
Goal: Make sure the accused dies.


The Rival
Neutral Social. Rivals always spawn in pairs.
Rivalry (Passive) - Immune to occupation and redirection.
Nemesis (Passive) - You know who the other Rival is. If you achieve your goal, you will gain unlimited uses of Fake Rumors.
Evade (Day) - Become immune to death tonight. 2 uses. Can be used D1.
Fake Rumors (Night) - Send an anonymous message to another player. - 1 use.
Frame (Night) - Frame your rival, making them look suspicious to investigative abilities. - 2 uses.
Goal: Live to see the other Rival die.


The Shaman
Unique, Neutral, Offensive.
Meditation (Passive) - Immune to death and occupation.
Pact (Passive) - You will commit suicide on Night 6. This cannot be prevented in any way.
Seance (Day) - Discover a player’s class type. - 2 uses.
The Evil Eye (Day) - Can only be used during a trial. If the person on trial is pardoned, they will commit suicide tonight. (suicide can be healed and won’t kill death immune players). - 1 use.
Soul Link (Night) - Select two players. If one of them dies tonight, the other will commit suicide. (suicide can be healed and won’t kill death immune players). - 3 uses.
Voodoo Ritual (Night) - Force a player to target another. Bypasses occupy immunity. - 3 uses.
Goal: Survive.


Neutral Killers

The Beast Lord
Neutral, Killer.
Survival Instincts (Passive) - You are immune to death at night.
Lion Form (Passive) - You are immune to occupation and redirection.
Morph (Day) - Change your second passive to a different one. You will keep that passive until you change it again. Unlimited uses, but has a 1-day cooldown. Can be used on day 1.

Available passives:

  • Lion Form (Passive) - You are immune to occupation and redirection.
  • Spider Form (Passive) - You are immune to poison/bleeding/venom. Doesn’t heal you if you change to this passive while you were already poisoned/bleeding/envenomed. You will be told if someone attempts to poison/bleeding/envenom you.
  • Chameleon Form (Passive) - Your visits are hidden from investigators.
  • Owl Form (Passive) - You are unaffected by day abilities, except for poison, venom or bleeding. You will be told when someone tries to use a day ability on you.
  • Eagle Form (Passive) - You will know who visits you every night.

Rampage (Day) - Your night ability will be instantly available tonight if its on cooldown. 1 use.
Tiger companion (Night) - Kill two players. Unlimited uses, but has a one-night cooldown.
Tame (Night) - Change your first night ability to a different one. You will keep that ability until you change it again. Unlimited uses.

Available night abilities:

  • Tiger companion (Night) - Kill two players. Unlimited uses, but has a 1-night cooldown.
  • Rhinoceros companion (Night) - Kill a player. Bypasses healing and death immunity. Unlimited uses, but has a 1-night cooldown.
  • Crocodile companion (Night) - Kill a player and anyone that visits them. Unlimited uses, but has a 1-night cooldown.
  • Bear companion (Night) - Kill everyone visiting you. Unlimited uses, but has a 1-night cooldown.
  • Snake Companion (Night) - Envenom up to two players. They will die in 2 nights unless healed. Envenomed players cannot use day abilities. Unlimited uses, but has a 1-night cooldown.

Goal: Defeat the main factions and any neutrals that dare stand in your way.


The Collector
Neutral Killer
Perseverance (Passive) - Immune to death once.
Analyze (Day) - Select a player, you get a pairing of class types. Their class type will be one of the two. The pairings are Killer/Offensive, Support/Social and Special/Investigative. - Unlimited uses.
Exploit Weakness (Day) - Guess a player’s exact class. If you guess it right, they will be killed immediately. (Can’t be used on Queen). Players killed this way will also grant collect’s bonus - 2 uses.
Collect (Night) - Kill a player. - Unlimited uses.
You will get a permanent buff the first time you kill a player of a specific class type:

  • Kill an offensive role: You will become immune to occupation and redirection.
  • Kill a support role: You will become immune to poison/bleeding/venom. Perseverance now makes you immune to death permanently.
  • Kill a killer role: “Collect” now bypasses healing.
  • Kill an investigative role: Analyze now gives you the target’s exact class.
  • Kill a social role: Gain 2 extra uses of “Exploit Weakness”. When you use “Exploit weakness” you can guess two classes instead of one. If the target player is any of those classes they will die.
  • Kill a special role: When you first get this buff, choose a class. You will appear as that class to investigators. Also hides your visits from investigators.
  • Complete all other quests: “Collect” can now target two players.

Goal: Defeat the main factions and any neutrals that dare stand in your way.


The Count
Neutral, Social. (Has neutral killer goal and can’t spawn with a neutral killer)
Tyranny (Passive) - At any point in the game, you can DM the host to publicly reveal yourself as the Count. If you do this, all your votes and accusations will count as three.
Resolve (Passive) - Immune to death and occupation at night. You will appear as GD to faction checks.
Mimic (Day) - Select any ability from a non-killing Golden Dragon class and use it. If its a night ability, it will be used tonight instead (it will not count as visiting). 4 uses.
Fate decided (Day) - Kill a player in plain daylight. 1 use, you gain 1 extra use each time a member of the Golden Dragon is executed on trial.
Sow Discord (Night) - Select up to two players and make them appear suspicious to investigative results. Unlimited uses.
Political Backlash (Night) - Select two players. If the first one would be executed on trial, the second one will die instead. Can target yourself. 2 uses.
Goal: Defeat the main factions and any neutrals that dare stand in your way.

Note: If the Count steps up he will turn into a Psycho Queen, since he is technically a Neutral Killer.


The Evil Twin
Neutral, Killer. Always spawns with The Good Twin
Special Bond (Passive) - You and your twin can communicate at night. If your twin dies at night, his killer will be revealed to you.
The Evil Gene (Passive) - You are immune to death at night.
Slash (Night) - Kill a player. Unlimited uses.
Psycho protector (Night) - Protect your twin tonight, healing any poison/bleeding/venom effects on him and making him night immune. Everyone who visits your twin tonight will die. 3 uses.
Goal: Defeat the main factions and any neutrals that dare stand in your way.


The Psycho Queen
Unique Special, Unknown Alignment. Replaces the King.
Royal Audience (Passive) - You are immune to death, occupation and redirection. The Queen can talk with all royals at night.
The Royal Finger (Day) - Put someone immediately on trial. This counts towards the trial limit. 2 uses.
Heir (Day) - Select a player and give them Royal Blood, or remove it if they already have it. 1 use.
Guards! - Kill a player. Unlimited uses.
Goal: Defeat the main factions and any neutrals that dare stand in your way.

Crowned from Neutral Killers or The Baron.


The Siren
Neutral Killer
Charm (Passive) - You are immune to death for the first 3 nights or until you convert your first minion, whatever happens first.
Siren’s song (Passive) - You and your minion can speak at night. If you would die at night (including death by poison/bleeding/venom), your minion will die in your place.
Siren’s Gaze (Day) - Select a player. If they can be converted you will know their class type. - 4 uses.
Lure (Night) - Select a player, if they are a convertible GD class you will convert them into a minion. They will keep their previous abilities, but their goal will change to “Make sure the Siren wins.”. If you already have a minion, your current minion will die (this cannot be healed or prevented in any way) - 3 uses. You will not lose a charge of this ability unless a player is converted.
Attack Order (Night) - Send your minion to attack a player, in addition to their chosen night action. If you don’t have a minion you will attack them yourself - Unlimited uses.
Goal: Defeat the main factions and any neutrals that dare stand in your way.

3 Likes

The problem as prosecutor is once your target out a themselves as the accused you are pretty much done. Because the lawyer can back them up

The accused’s alignment is random, so the prosecutor isn’t exactly scum, which means they can out themselves without fake claiming. Both lawyer’s and prosecutor’s jobs are to convince the court that the accused is either on their side or against them.

1 Like

Also with 2/16 votes already with the accused the likely hood of the prosecutor winning is little to none once the accused reveals.

Tbh, you kind of made misplay after misplay in the last match and made yourself look scummy while you could easily have outed as the Prosecutor and started attacking ethos by compiling and detailing his scum-tells.

Claiming that ethos was fakeclaiming as a neut was a downright bad play as the existence of the Lawyer basically automatically confirms him as Accused. Also the by-the-numbers play was a pointless move as the EV from lynching the Accused was technically a negative as if a GD-aligned Accused was to be lynched then the Assassin would have gained an additional 2F1 and boosting the Unseen’s KPN by one for a night. After that, you called for Marl to be lynched over him trying to lynch Pug for being a Neutral, which in retrospective made you look like a hypocrite or scum, so yeah.

What you should have done was to analyze ethos’ post while putting a realistic negative spin on it, outing yourself as a Prosecuter, and then presenting it as an ISO and having a good reasoning to why ethos was not on GD’s side.

3 Likes

Also for the accused I suggest doing it similarly to do what I did for the Senex. He should either see BD win or fall as the current state makes him a neut that cannot win with the NK in any situation whatsoever unless he become Queen.

Accused can get rekt n1 lul

So uuuuuh @psychoneirik we brought this up when reviewing the game, and I think it’s best if I told you this:
Once an Evil Queen is electedd it is physically impossible to get a Good Queen back on the Throne.

like a starting Evil Queen is fine, but anything other than that and BD is stuck with either no Queen or only an Evil Queen, because scum factions know their allies and can just hand them Royal Blood, which could theoretially allow them to brute force win with Queen’s abilities.

Scum will die pretty fast that way though

I changed the Queen, does it look better now?

This is redudant nerf. Golden Dragon already are much more rellying on lynches than Blue Dragon considering they have a Prince AKA Jailor.
Public Execution is one of the “High Risks and Hights Rewards” abillities. It’s already balanced considering Royal Guard ALWAYS commiting suicide after this.

Added that because Royal Guard could find NK easily, but since I changed his duel I guess I can remove it.

That’s too much of a nerf. I suggest that it simply doesn’t bleed immune players or notify the guard.

Otherwise it only works on one fucking class in the whole game (assassin or cult leader IF they are attacking)

Ok, I changed it back, but it will not detect attacks that are hidden to investigators, so most NK’s have a way to plan around it without being completely immune. (The twins need good twin to hide the visit that night, Beast Lord needs to change their passive to chameleon form, etc).

Btw what do you guys think about the new classes? Reptilians and Siren

they look really good tbh. there are quite a bit of choices for reptilians to do, making them incredibly malleable depending on what you claim. Siren has alot of late game power with the minion giving them a vote on their side that can be game winning in some scenarios.

I also changed Mage. Does this look better than the old one?

The Mage
Golden Dragon, Support. Converts into the Komodo.
Ward (Day) - Select a player. They will be immune to conversion. This effect ends if you die or are converted. - 1 use.
Rewind (Night) - Select a player and copy the effects of targeted abilities used on them the previous night. Doesn’t copy self-targeted abilities, attacks (can copy non-direct attacks like Royal Guard’s duel), conversion, investigative abilities and “Rewind”. Cannot be used on N1. Unlimited uses. (Will not tell mage which abilities were copied, if any. Doesn’t copy any abilities copied by “Rewind”).
Portal Trick (Night) - Select a player. Everyone that tries to visit them tonight will be immune to occupation, redirection and visit prevention. They will not be notified. 2 uses.
Goal: defeat the Reptilians and any neutrals that seek to do you harm.

Interesting for sure. Im guessing you find what ability that you get the next night?

It just “extends” any abilities used on them the previous night, for example if a player is healed on N1 and you use this on N2, they will be healed again.

Mage doesn’t know which ability they copy because mage would end up using that ability for investigative purposes.