Mechanics:
-
Occupation:
Merge multiple occupation feedbacks into a single message. (if you were occupied by 2 butlers you would only see one occupation message) -
Day abilities:
Day abilities that take effect during the night (CM, Exhume, Poison, etc.) will not be consumed until day ends. If you are executed during the day, they will not be used. -
Silence
Will also prevent voting. -
Mind Warp
Cult or Unseen members investigated by an invest class affected by Mind Warp will appear as ‘not suspicious’ -
Heathens
You will lose the game if the Inquisitor has achieved his win condition.
Smaller class changes
-
Court Wizard:
Clear Mind reduced to 2 uses.
New day ability: Overloaded (2 use): Your empower will also affect you based on your targets class type. You will be unable to empower your target again. -
Hunter
Hunter’s mark will not attack when redirected (like Knight’s CS) -
Maid/ Handmaiden
Nosy Servants and Prying Servants are now a day ability. -
Noble/ Aristocrat
Noble Twin (2 use): Choose a player. All day abilities that target you will also affect your target. Does not affect Imprison and Noble Twin. -
Inquisitor
Interrogate will now give 1 use of RE for each Heathen you find.
Ruthless Efficiency uses reduced to 1.
Heathens will now lose the game if the Inquisitor wins. -
Mercenary
Now needs 7 brilders to win. -
Scorned
Will be able to keep framing people after winning.
Each additional mark gives you bonus GP.
After winning, if you are unable to get a successful mark each day you will suicide. -
Sellsword
Win condition changed to: “Survive to see the Blue Dragon defeated”
New passive: Dirty Deeds: You will be immune to non-BD attacks once.
Big class reworks
- Mystic Rework
Mystic (BD Social, Unique)
Passive:
Busy Mind: Immune to occupation and redirection. You will keep this even if your class changes.Day:
Telepathy (2 use): Telepathically send a message to everyone.
Will get a dedicated input box for itself (like Trollbox). Can be canceled.
Private Matters changed into Connection
Connection (4 use): Add a player to your Conduit group. (Can be used d1)Night:
Link Mind (inf use): Link a player, you will be able to talk to him during the night. Cannot target the same player twice in a row.
Conduit (2 use): Link all players in your Conduit group together, you will be able to talk to each other.
Illusionist (Unseen Social, converted Mystic)
Passive:
Busy Mind: Immune to occupation and redirection. You will keep this even if your class changes.Day:
Telepathy (2 use): Telepathically send a message to everyone.
Will get a dedicated input box for itself (like Trollbox). Can be canceled.
Private Matters (2 use): Link your minds with the other Unseen members. You will be able to talk privately today (Unseen day chat)Night:
Mind Warp (inf use): Anyone the target player investigates tonight will appear framed or disguised to them.
Mental Blur changed into Conduit.
Conduit (2 use): Link all players in your Conduit group together, you will be able to talk to each other.
- Pretender Rework
The Pretender
Neutral Special
Passive:
Dirty Blood: You are death immune and appear as royal to investigative checks.
Usurper: During the King election, votes for you will be multiplied by the number of Kings you have successfully killed. (starting at 1x, so if you kill one king you get 2x which is royal blood, 2 kings 3x, etc.)Day:
Bribe (1 use): Your attack will bypass the Kings guards tonight.
Silence (2 use): Silence a player for 20 secondsNight:
Blood Test (inf use): Check if a player has Royal Blood or is the King. If they are you will attack them tonight. They can not be healed. Cannot be used on the same target twice in a row.
Mimicry (inf use): Use the first ability of the last Non-Unique class with Royal Blood that you killed.Win condition: Become King and survive until the end of the game.
New class!
Highwayman (BD Killer)
Passive:
Guilty Conscience: You cannot shoot twice in a row. If you shoot a member of the Blue Dragon you will be unable to use Pistol shot. You will also bleed yourself.
Anemic: You cannot be healed from bleeding. You will keep this passive even if you change your class.Day:
Tracking Shot (1 use): Mark a player, if they die tonight regain 1 use of all your abilities.
Cripling Shot (1 use): Attacking someone with Pistol Shot will also occupy them tonight.Night:
Pistol Shot (2 use): Attack a player. You will not attack if redirected. Cannot be used before n2.
Riposte (0 use): You will attack everyone that attacked you tonight. (MAX 1)
Still working on a conversion for him.
New abilities.
Some buffs.
Some nerfs.
A new class.
Should be fun.
Edit #1:
Some small wording changes.
CW Overload will now disable empowering that player after being used on him.
Removed the Princess change.
Removed the ability to chain Noble Twins.
Scorned will suicide if he can’t get a successful mark after winning the game.
Sellsword moved to small changes. Stonewall now works as it used to.
Mystic and Illusionist now easier to look at.
Illusionist Private Matters now works as a day chat.
Complete Pretender rework.
Some small HWM wording and Pistol Shot changes.
Edit #2:
Small Pretender change.
Inquisitor changes.
Removed occ immunity from Bear.
Edit #3:
Actually finished the Illusionist class card.
Edit #4:
Removed the Hunter’s arrow change, remains last to vote.
Small Inquisitor nerf and heathen mechanic change.