General Information
-
Instead of having a separate class card for each faction, there will now only be a single starting king
-
Ancient King will replace the current starting king.
-
There will now be different kings for each faction/class
-
Vote now refers to election and trial votes
-
Each Neutral Killing should become a separate king. I’ll make a separate thread for that and the NK changes
King Types
-
Ancient(Starting) king
-
Any Blue Dragon -> Lawful King
-
Mastermind & Cult Leader -> Master King
-
Assassin & Cult Leader-> Chaotic King
-
Any [color=Purple]Unseen/color](except for Mastermind/Assassin -> Shadow King
-
Any Cult (Except Cult Leader) -> Crimson King
-
Fool -> Depressed King
-
Sellsword -> Rogue King
-
Inquisitor & Scorned -> Vengeful King
-
Pretender, Alchemist, and Mercenary -> Selfish King
New Status Effects
Blackmail
-
Your target may not speak to anyone but you
-
They may do this in a separate chat(Called Blackmail). You will appear as “Blackmailer” there
-
Prevents the target from accusing, voting, and whispering.
Decree
-
Prevents target from being whispered to, accused of treason, and targeted by day abilities
-
The court will be notified of of which players have been issued a decree at the start of the day
Ancient King
- Crowned From: None(Starting King)
Notes
-
The win condition will work like it did before(It will be chosen between a few alternatives which are posted below.
-
Mercenary’s shield(and other similar abilities if they get added) is the only thing that can stop Order Execution.
-
Passive 1: Tenacity- Your abilities will bypass everything and not count as visiting. Immune to redirection. Your accusations of treason and vote will count twice. If there is a tie then your vote will determine the outcome. Your actions take priority over others.
-
**Passive 2: Loyalty- ** Immune to death at night once. If you are found guilty of treason then there may not be any trials tomorrow.
-
Night Ability 1: Audience(Uses: Unlimited)- Send a guard to summon your target to your private chambers for tomorrow. They may not speak to or hear anyone but you. Disables their day abilities. Prevents them from accusing, voting, and whispering. Issues them a Decree.
Technical Information
-
They will be sent to a private room(called private chambers) during the day. They will only be able to see the chamber(also prevents them from seeing trials) and its chat.
-
The chat will be called “Private Chambers” and can be accessed at any time. The king can speak in both the public chat and the private chambers.
-
The king will appear as “King” in the chamber.
-
Night Ability 2: Order Execution(Uses: 1)- Send a guard to kill your target. Notifies the court upon success.
-
Day Ability 1: Royal Finger(Uses: 2)- Immediately put your target on trial.
-
Day Ability 2: Decide Fate(Uses: 1)- Force the court to Execute or Pardon the accused. Pardoning will issue them a Decree for the rest of the day.
Win Condition
-
One of the following conditions will be chosen:
-
(Chance: 67%) Survive to see the Blue Dragon victorious
-
(Chance: 33%)Survive to see the Blue Dragon defeated.
Lawful King
- Crowned From: Any Blue Dragon
Notes
- I’m not sure the second ability or passive should be.
-
Passive 1: Tenacity- Your abilities will bypass everything and not count as visiting. Immune to redirection. Your accusations of treason and vote will count twice. If there is a tie then your vote will determine the outcome. Your actions take priority over others.
-
Night Ability 1: Royal Guard(Uses: Unlimited)- Send a guard to prevent all abilities from targeting your target. May not target the same player twice in a row. Tells you who attempts to visit your target.
-
Day Ability 1: Royal Finger(Uses: 2)- Immediately put your target on trial.
-
Day Ability 2: Decide Fate(Uses: 1)- Force the court to Execute or Pardon the accused. Pardoning will issue them a Decree for the rest of the day.
-
Win Condition: Survive to see the Blue Dragon victorious.
Master King
- Crowned From: Mastermind or Cult Leader
Notes
-
Upon becoming king, the Cult Leader can choose to become a Master King or a Chaotic King
-
The Cult Leader will not be replaced if the crowned Cult Leader is still alive. There will only be a new Cult Leader when the crowned one dies
-
The Mastermind will not be replaced if the crowned Mastermind is still alive. There will only be a new Mastermind when the crowned one dies
-
Passive 1: Tenacity- Your abilities will bypass everything and not count as visiting. Immune to redirection. Your accusations of treason and vote will count twice. If there is a tie then your vote will determine the outcome. Your actions take priority over others.
-
Passive 2: Unknown- Immune to death at night once. You will not count towards your faction limit. You may not speak in your faction’s night chat. You will not be notified when a faction members class changes or when a new member is converted. Your faction members will still be told who you are
-
Night Ability 1: Royal Guard(Uses: Unlimited)- Send a guard to prevent all abilities from targeting your target. May not target the same player twice in a row. Tells you who attempts to visit your target.
-
Night Ability 2: Conspiracy(Uses: Unlimited)- Send a guard to convert your target to your faction.
-
Day Ability 1: Royal Finger(Uses: 2)- Immediately put your target on trial.
-
Day Ability 2: Decide Fate(Uses: 1)- Force the court to Execute or Pardon the accused. Pardoning will issue them a Decree for the rest of the day.
Win Condition
-
If crowned from Cult: Survive to see the Cult victorious
-
If crowned from Unseen: Survive to see the Unseen victorious.
Chaotic King
- Crowned From: * Crowned From: Assassin or Cult Leader
Notes
-
Upon becoming king, the Cult Leader can choose to become a Master King or a Chaotic King
-
The Cult Leader will not be replaced if the crowned Cult Leader is still alive. There will only be a new Cult Leader if the crowned one dies.
-
If the Assassin becomes king, there will only be a new Assassin if the crowned one dies
-
The only thing that can prevent Executioner is Mercenary’s shield(And other similar abilities if they get added)
-
Passive 1: Tenacity- Your abilities will bypass everything and not count as visiting. Immune to redirection. Your accusations of treason and vote will count twice. If there is a tie then your vote will determine the outcome. Your actions take priority over others.
-
Passive 2: Unknown- Immune to death at night once. You will not count towards your faction limit. You may not speak in your faction’s night chat. You will not be notified when a faction members class changes or when a new member is converted. Your faction members will still be told who you are.
-
Night Ability 1: Royal Guard(Uses: Unlimited)- Send a guard to prevent all abilities from targeting your target. May not target the same player twice in a row. Tells you who attempts to visit your target.
-
Night Ability 2: Executioner(Uses: Unlimited)- Send a guard to kill your target.
-
Day Ability 1: Royal Finger(Uses: 2)- Immediately put your target on trial.
-
Day Ability 2: Decide Fate(Uses: 1)- Force the court to Execute or Pardon the accused. Pardoning will issue them a Decree for the rest of the day.
Win Condition
-
If crowned from Cult: Survive to see the Cult victorious
-
If crowned from Unseen: Survive to see the Unseen victorious.
Shadow King
-
Crowned From: Any Unseen(except for the Mastermind or Assassin )
-
Passive 1: Tenacity- Your abilities will bypass everything and not count as visiting. Immune to redirection. Your accusations of treason and vote will count twice. If there is a tie then your vote will determine the outcome. Your actions take priority over others.
-
Passive 2: Unknown- Immune to death at night once. You will not count towards your faction limit. You may not speak in your faction’s night chat. You will not be notified when a faction members class changes or when a new member is converted. Your faction members will still be told who you are
-
Night Ability 1: Royal Guard(Uses: Unlimited)- Send a guard to prevent all abilities from targeting your target. May not target the same player twice in a row. Tells you who attempts to visit your target.
-
Night Ability 2: Dark Decree(Uses: 3)- Send a guard to issue a Decree for your target
-
Day Ability 1: Royal Finger(Uses: 2)- Immediately put your target on trial.
-
Day Ability 2: Decide Fate(Uses: 1)- Force the court to Execute or Pardon the accused. Pardoning will issue them a Decree for the rest of the day.
-
Win Condition: Survive to see the Unseen victorious
Crimson King
-
Crowned From: Any Cult(except for the Cult Leader)
-
Passive 1: Tenacity- Your abilities will bypass everything and not count as visiting. Immune to redirection. Your accusations of treason and vote will count twice. If there is a tie then your vote will determine the outcome. Your actions take priority over others.
-
Passive 2: Unknown- Immune to death at night once. You will not count towards your faction limit. You may not speak in your faction’s night chat. You will not be notified when a faction members class changes or when a new member is converted. Your faction members will still be told who you are
-
Night Ability 1: Royal Guard(Uses: Unlimited)- Send a guard to prevent all abilities from targeting your target. May not target the same player twice in a row. Tells you who attempts to visit your target.
-
Night Ability 2: Inquiry(Uses: Unlimited)- Send a guard to learn your target’s exact class. You may not receive incorrect night feedback tonight.
-
Day Ability 1: Royal Finger(Uses: 2)- Immediately put your target on trial.
-
Day Ability 2: Decide Fate(Uses: 1)- Force the court to Execute or Pardon the accused. Pardoning will issue them a Decree for the rest of the day.
-
Win Condition: Survive to see the Cult victorious
Selfish King
- Crowned From: Alchemist, Mercenary, and Pretender
Notes
- Fool’s hide should be replaced with this hide. This wouldn’t be as confirmable since there are more prevention abilities.
-
Passive 1: Tenacity- Your abilities will bypass everything and not count as visiting. Immune to redirection. Your accusations of treason and vote will count twice. If there is a tie then your vote will determine the outcome. Your actions take priority over others.
-
Passive 2: Cowardly- Immune to death at night once. If you are found guilty of treason then there may not be any further king elections.
-
Night Ability 1: Hide(Uses: 3)- Prevent all abilities from targeting you tonight.
-
Night Ability 2: Meditate(Uses: 1)- Issue a Decree for yourself.
-
Day Ability 1: Royal Finger(Uses: 2)- Immediately put your target on trial.
-
Day Ability 2: Decide Fate(Uses: 1)- Force the court to Execute or Pardon the accused. Pardoning will issue them a Decree for the rest of the day.
-
Win Condition: Survive
Rogue King
-
Crowned From: Sellsword
-
Passive 1: Tenacity- Your abilities will bypass everything and not count as visiting. Immune to redirection. Your accusations of treason and vote will count twice. If there is a tie then your vote will determine the outcome. Your actions take priority over others.
-
Passive 2: Guards!- Immune to death at night once.
-
Night Ability 1: Shadow Guard(Uses: 3)- Send a guard to prevent all abilities from targeting your target tonight. Kills everyone attempting to visit them.
-
Night Ability 2: Exile(Uses:1)- Permanently disable your target’s passives and remove their immunities. If they have any limited use abilities then you will remove one use of each. You will be notified if you remove royal blood, which immunities and how many uses you remove(if any).
-
Day Ability 1: Royal Finger(Uses: 2)- Immediately put your target on trial.
-
Day Ability 2: Decide Fate(Uses: 1)- Force the court to Execute or Pardon the accused. Pardoning will issue them a Decree for the rest of the day.
-
Win Condition: Survive to see the Blue Dragon’s defeated.
Vengeful King
- Crowned From: Inquisitor and Scorned
Notes
-
If you were a Scorned, then you will be given a random target.
-
If you were an Inquisitor, then one of your Heathens will be randomly chosen as your target if there are 2 or more alive. If there is only 1 heathen left, then they will become your target
-
To choose a class for Contraband, a list will pop up that is the same as Defile’s.
-
Passive 1: Tenacity- Your abilities will bypass everything and not count as visiting. Immune to redirection. Your accusations of treason and vote will count twice. If there is a tie then your vote will determine the outcome. Your actions take priority over others.
-
Passive 2: Rivalry- Your target(and their faction, if any) may not win as long as you are still alive. You will learn their exact class at the beginning of every day.
-
Night Ability 1: Hide(Uses: 3)- Prevent all abilities from targeting you tonight.
-
Night Ability 2: Contraband(Uses:1)- Send a guard to make your target appear as chosen class upon their death. Lasts until you or they die.
-
Day Ability 1: Royal Finger(Uses: 2)- Immediately put your target on trial.
-
Day Ability 2: Decide Fate(Uses: 1)- Force the court to Execute or Pardon the accused. Pardoning will issue them a Decree for the rest of the day.
-
Win Condition: Survive to see your target’s death and defeat
Depressed King
- Crowned from: Fool
Notes
-
Fool’s hide should be changed to this version. This wouldn’t be as confirmable since there are more prevention abilities.
-
Possessor’s Mind Control should be changed to this version.
-
Destiny can not target yourself(that would be overpowered)
-
Passive 1: Tenacity- Your abilities will bypass everything and not count as visiting. Immune to redirection. Your accusations of treason and vote will count twice. If there is a tie then your vote will determine the outcome. Your actions take priority over others.
-
Passive 2: Retribution- If you are found guilty of treason then you will kill your accuser.
-
Night Ability 1: Hide(Uses: 3)- Prevent all abilities from targeting you tonight.
-
Night Ability 2: Meditate(Uses: 1)- Issue a Decree for yourself.
-
**Day Ability 1: Mind Control(Uses: 2)-Blackmail your target for the rest of the day. You will control their speech, whispers, and vote for the rest of the day. Receive the contents of all(public and private) whispers sent to your target.
-
**Day Ability 2: Destiny(Uses:1)-**During a trial, force the court to execute or pardon the accused. Pardoning issues them a Decree for the rest of the day. Otherwise, immediately put your target on trial.
-
Win Condition: Convince the court that you are guilty of treason, and force them to execute you