Hunter
Blue Dragon (Killer)
Passive: Isolation: Immune to occupation and redirection.
Day: Wolf Companion: 2 uses: Send your wolf to attack a player, making them bleed. They will bleed out at the end of the next two nights unless they are healed by an Alchemist or a Physician. This bypasses death immunity
(Sample notification: “Someone made you start bleeding!”)
Night: Bear Companion: 3 uses: Any killers visiting you tonight will be killed. You are immune to any attacks tonight. Using this renders the Hunter unable to use Wolf Companion the following day.
(Sample Notification: Your bear killed someone)
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Poacher
Unseen (Offensive)
Isolation (Passive): Occupy and Redirection immune
Day: Lure: Direct a rabid wolf to a player, making them bleed. They will bleed out at the end of the next two nights unless they are healed by an Alchemist or a Physician. Upon a second use of this ability, the Assassin will lose a use of Nightshade poison. (2 uses) This bypasses death immunity
Night: Snare Trap: Target player is prevented from visiting anyone tonight. They will be told they were prevented from visiting their target. Traps only work once per player. (infinite uses)
Night: Spike Trap: Target a player. Occupy them, and Everyone else will be prevented from visiting them tonight. 3 uses
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Note: With the addition of this poacher, the BD will not be automatically aware of cultists if someone begins to bleed during the day. It could be a Hunter or Poacher as well.
Note: Poacher does give the Unseen one free kill (assuming the Absence of a healer)
Note: Nightshade poison, Hemorrage, Wolf Companion, and Lure (Assassin poison/Cult Leader bleed/ Hunter bleed/ Poacher bleed) all last for the same amount of time before killing the target. This makes it so the CL/Hunter/Poacher’s bleeds cannot be told apart. This is intentional.
Note: Wolf being a day ability is not overpowered because it cannot be used if Bear was used the previous night. Yes, this cooldown is necessary.
Note: I was thinking of adding this. (Poacher. Passive: Bloody Mary: Upon becoming an Assassin, Nightshade poisons appear to be bleeds.) This makes it so they don’t do hunter checks as soon as an Assassin dies. However, it isn’t absolutely necessary, and it may be overpowered. So, leaving it out for now.
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Special thanks to @Vulgard and @orangeandblack5 for the help!
I hope that this makes it into @NightX 's Massive rework thread, https://forum.imperium42.com/t/master-rework-of-doom/47102/428
(It’s full of great ideas, feel free to check that out.)