General Information
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Instead of having a separate class card for each faction, there will now only be a single starting king
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Ancient King will replace the current starting king.
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There will now be different kings for each faction/class
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Vote now refers to election and trial votes
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Each Neutral Killing should become a separate king. I’ll make a separate thread for that and the NK changes
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Each neutral iller should become their own king. I’ll create a separate thread for the NK overhaul.
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2 new status effects should be added for the kings.
Blackmail
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Your target may not speak to anyone but you
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They may do this in a separate chat(Called Blackmail). You will appear as “Blackmailer” there
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Prevents the target from accusing, voting, and whispering.
Decree
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Prevents target from being whispered to, accused of treason, and targeted by day abilities
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The court will be notified of of which players have been issued a decree at the start of the day
Starting Kings
- Crowned From: None(Starting King)
Technical Information for Audience
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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.
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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.
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The king will appear as “King” in the chamber.
Starting Good King
Passive 1: Tenacity- Immune to occupation and redirection. Your actions do not count as visiting. Your vote will count twice. If there is a tie then your vote will determine the outcome.
Passive 2: Loyalty- If you are found guilty of treason then there will be no trial 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 Royal Decree. May not target the same player twice in a row.
Night Ability 2: Royal Guard(Uses: 1)- Send a guard to prevent all abilities from targeting chosen player. Tells you who attempts to visit your target.
Day Ability 1: Royal Finger(Uses: 2)- Put target player on the stand immediately
Day Ability 2: Decide Fate(Uses: 1)- Instantly execute or pardon a player on trial. Pardoning issues them a Royal decree for the rest of the day.
*Win Condition: (Chance: 67%) Normal Blue Dragon goal
Passive 1: Tenacity- Immune to occupation and redirection. Your actions do not count as visiting. Your vote will count twice. If there is a tie then your vote will determine the outcome.
Passive 2: Scheming- Immune to death at night once. Immune to poison and bleeding while this passive is still active.
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 Royal Decree. May not target the same player twice in a row.
Night Ability 2: Inquiry(Uses: 3)- Send a guard to learn your target’s exact class.
Day Ability 1: Royal Finger(Uses: 2)- Put target player on the stand immediately
Day Ability 2: Decide Fate(Uses: 1)- Instantly execute or pardon a player on trial. Pardoning issues them a Royal decree for the rest of the day.
*Win Condition: (Chance: 33%) Defeat the Blue Dragon
Azure King
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Crowned From: Any Blue Dragon
Passive 1: Tenacity- Immune to occupation and redirection. Your actions do not count as visiting. Your vote will count twice. If there is a tie then your vote will determine the outcome.
Passive 2: Loyalty- If you are found guilty of treason then there will be no trial tomorrow.
Night Ability 1: Royal Guard(Uses: 3)- Send a guard to prevent all abilities from targeting chosen player. Tells you who attempts to visit your target.
**Night Ability 2: Loyal Subjects(Uses: 1)-**Send a guard to issue a royal decree for your target during tomorrow.
Day Ability 1: Royal Finger(Uses: 2)- Put target player on the stand immediately
Day Ability 2: Decide Fate(Uses: 1)- Instantly execute or pardon a player on trial. Pardoning issues them a Royal decree for the rest of the day.
Win Condition: Normal Blue Dragon goal
Master King
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Crowned From: Mastermind or Cult Leader
Notes
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Upon becoming king, the Cult Leader can choose to become a Master King or a Chaotic King
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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
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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- Immune to occupation and redirection. Your actions do not count as visiting. Your vote will count twice. If there is a tie then your vote will determine the outcome.
Passive 2: Unknown- Immune to death at night once. You will not count towards your faction’s member limit. You may not speak in your faction’s night chat. You will not be notified when a faction member’s 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: 3)- Send a guard to prevent all abilities from targeting your target. Tells you who attempts to visit your target.
Night Ability 2: Conspiracy(Uses: Unlimited)- Send a guard to convert your target to your faction. 1 night cooldown.
Day Ability 1: Royal Finger(Uses: 2)- Put target player on the stand immediately
Day Ability 2: Decide Fate(Uses: 1)- Instantly execute or pardon a player on trial. Pardoning issues them a Royal decree for the rest of the day.
Win Condition: Normal faction goal
Chaotic King
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Crowned From: Assassin or Cult Leader
Notes
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Upon becoming king, the Cult Leader can choose to become a Master King or a Chaotic King
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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.
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If the Assassin becomes king, there will only be a new Assassin if the crowned one dies
Passive 1: Tenacity- Immune to occupation and redirection. Your actions do not count as visiting. Your vote will count twice. If there is a tie then your vote will determine the outcome.
Passive 2: Unknown- Immune to death at night once. You will not count towards your faction’s member limit. You may not speak in your faction’s night chat. You will not be notified when a faction member’s 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: 3)- Send a guard to prevent all abilities from targeting your target. Tells you who attempts to visit your target.
Night Ability 2: Executioner(Uses: Unlimited)- Send a guard to kill your target. Bypasses death immunity.
Day Ability 1: Royal Finger(Uses: 2)- Put target player on the stand immediately
Day Ability 2: Decide Fate(Uses: 1)- Instantly execute or pardon a player on trial. Pardoning issues them a Royal decree for the rest of the day.
Win Condition: Normal faction goal
Shadow King
- Crowned From: Any Unseen(except for the Mastermind or Assassin )
Passive 1: Tenacity- Immune to occupation and redirection. Your actions do not count as visiting. Your vote will count twice. If there is a tie then your vote will determine the outcome.
Passive 2: Unknown- Immune to death at night once. You will not count towards your faction’s member limit. You may not speak in your faction’s night chat. You will not be notified when a faction member’s 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: 3)- Send a guard to prevent all abilities from targeting chosen player. Tells you who attempts to visit your target.
**Night Ability 2: Loyal Subjects(Uses: 1)-**Send a guard to issue a royal decree for your target during tomorrow.
Day Ability 1: Royal Finger(Uses: 2)- Put target player on the stand immediately
Day Ability 2: Decide Fate(Uses: 1)- Instantly execute or pardon a player on trial. Pardoning issues them a Royal decree for the rest of the day.
Win Condition: Normal Unseen goal
Crimson King
- Crowned From: Any Cult(except for the Cult Leader)
Passive 1: Tenacity- Immune to occupation and redirection. Your actions do not count as visiting. Your vote will count twice. If there is a tie then your vote will determine the outcome.
Passive 2: Unknown- Immune to death at night once. You will not count towards your faction’s member limit. You may not speak in your faction’s night chat. You will not be notified when a faction member’s 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: 3)- Send a guard to prevent all abilities from targeting chosen player. Tells you who attempts to visit your target.
**Night Ability 2: Loyal Subjects(Uses: 1)-**Send a guard to issue a royal decree for your target during tomorrow.
Day Ability 1: Royal Finger(Uses: 2)- Put target player on the stand immediately
Day Ability 2: Decide Fate(Uses: 1)- Instantly execute or pardon a player on trial. Pardoning issues them a Royal decree for the rest of the day.
Win Condition: Normal Cult goal
Selfish King
- Crowned From: Alchemist 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- Immune to occupation and redirection. Your actions do not count as visiting. Your vote will count twice. If there is a tie then your vote will determine the outcome.
Night Ability 1: Hide(Uses: 3)- Prevent all abilities from targeting you tonight. Tells you everyone who attempts to visit you.
Night Ability 2: Meditate(Uses: 1)- Issue a Royal Decree for yourself during tomorrow.
Day Ability 1: Royal Finger(Uses: 2)- Put target player on the stand immediately
Day Ability 2: Decide Fate(Uses: 1)- Instantly execute or pardon a player on trial. Pardoning issues them a Royal decree for the rest of the day.
- Win Condition: Survive
Corrupt King
- Crowned From: Sellsword(If any other neutral class gets the SS goal then it should also become this king)
Passive 1: Tenacity- Immune to occupation and redirection. Your actions do not count as visiting. Your vote will count twice. If there is a tie then your vote will determine the outcome.
Passive 2: Scheming- Immune to death at night once.
Night Ability 1: Royal Guard(Uses: 3)- Send a guard to prevent all abilities from targeting chosen player. Tells you who attempts to visit your target.
Night Ability 2: Inquiry(Uses: Unlimited)- Send a guard to learn your target’s exact class
Day Ability 1: Royal Finger(Uses: 2)- Put target player on the stand immediately
Day Ability 2: Decide Fate(Uses: 1)- Instantly execute or pardon a player on trial. Pardoning issues them a Royal decree for the rest of the day.
- Win Condition: Survive to see the Blue Dragon’ defeated.
Vengeful King
- Crowned From: Inquisitor
Notes
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To choose a class for Contraband, a list will pop up that is the same as Defile’s.
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For contraband, it says “Until you change targets” and still has 1 use. This is in case any ability which restores uses ever gets added.
Passive 1: Tenacity- Immune to occupation and redirection. Your actions do not count as visiting. Your vote will count twice. If there is a tie then your vote will determine the outcome.
Passive 2: Scheming- Immune to death at night once.
Night Ability 2: Inquire(Uses: Unlimited)- Send a guard to learn your target’s exact class. Determine if they are a heathen.
Night Ability 2: Contraband(Uses: 1) - Choose a class. Send a guard to make your target appear as chosen class upon death. Lasts until you change targets
Day Ability 1: Royal Finger(Uses: 2)- Put target player on the stand immediately
Day Ability 2: Decide Fate(Uses: 1)- Instantly execute or pardon a player on trial. Pardoning issues them a Royal decree for the rest of the day.
- Win Condition: Survive to see all heathens dead.
Depressed King
- Crowned from: Fool & Scorned
Notes
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Fool’s hide should be changed to this version. This wouldn’t be as confirmable since there are more prevention abilities.
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Possessor’s Mind Control should be changed to this version.
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Destiny can not target yourself(that would be overpowered)
Passive 1: Tenacity- Immune to occupation and redirection. Your actions do not count as visiting. Your vote will count twice. If there is a tie then your vote will determine the outcome.
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.
**Day Ability 1: Mind Control(Uses: 1)-Blackmail your target for the rest of the day. Anything you say or whisper will appear as if they said it instead of you. You will control their accusing 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)-**Instantly execute or pardon a player on trial. Pardoning issues them a Royal decree for the rest of the day. If there is not a trial then put target player on the stand immediately
- Win Condition: Convince the court that you are guilty of treason, and force them to execute you