Credit to NuclearBurrito and Livicus, CheesyKnives, RHCube, Tiny Deer, and everyone else who has worked on this.
Social Reworks
Mystic
Blue Dragon Social
Day Ability: Telepathy
Night Ability: Conduit: Link 2 people. They may speak to each other instantly, and you may listen to their conversation. Unlimited uses.
Illusionist
Unseen Social
Day Ability: Telepathy
Night Ability: Read Mind: Read your target’s logs. Unlimited uses.
Night Ability: Conduit: Link 2 people. They may speak to each other instantly, and you may listen to their conversation. Unlimited uses.
Noble
Blue Dragon Social
Passive: Royal Blood
Day Ability: Private Matters: All whispers to and from you will be hidden while this is activated. Unlimited uses, may be toggled.
Night Ability: Maid Spy: Hear all whispers to and from your target until you use this again. Unlimited uses.
Night Ability: Reveal Transcripts: Learn all whispers to and from your target the previous day. 2 uses.
Aristocrat
Unseen Social
Passive: Royal Blood
Day Ability: Private Matters: All whispers to and from you will be hidden while this is activated. Unlimited uses, may be toggled.
Night Ability: Maid Spy: Hear all whispers to and from your target until you use this again. Unlimited uses.
Night Ability: Reveal Transcripts: Learn all whispers to and from your target the previous day. 2 uses.
Apostle
Cult Social
Day Ability: Private Matters: All whispers to and from you will be hidden while this is activated. Unlimited uses, may be toggled.
Day Ability: Telepathy
Night Ability: Cult Spy: Hear all whispers to and from your target until you use this again. 2 uses.
Night Ability: Read Mind: Read your target’s logs. 2 uses.
Killer Reworks
Hunter
Blue Dragon Killer
Day Ability: Wolf: Make your target bleed. They will die in 2 nights. 2 uses.
Night Ability: Bear
Poacher
Unseen Offensive
Passive: Isolation
Day Ability: Lure: Make the Assassin’s poison cause bleeding instead. Unlimited uses.
Night Ability: Spike Traps
Night Ability: Snare Traps
Acolyte
Cult Killer
Day Ability: Blood Sacrifice: If you die by any means tonight, kill your target. Unlimited uses.
Night Ability: Wall of Blood: Protect yourself from death, and kill your attackers. 2 uses.
Offensive Reworks
Butler
Blue Dragon Offensive
Day Ability: Nightshade Wine: Poison the King, he will die tonight. He will not be notified, and this can’t be healed. 1 use.
Night Ability: Serve Wine
Night Ability: Party
King Rework
King
Random Special
Passive: Head of State: All your votes for accusation count as two. Your actions do not count as visits, and you cannot be occupied or redirected. If you are the Psycho King, you are immune at night.
Passive: Loyal Subjects: If you are executed, there will be no trial tomorrow. Good and Foolish King only.
Passive: Failure: If your target dies, or you have no target night 3, you will commit suicide. Protective King only.
Day Ability: Decide Fate: Determine the outcome of a trial. One use. If you are the Starting Vengeful King, you cannot use this on either of your targets. 1 use.
Day Ability: Offer Protection: Choose a player. They will be your target for the rest of the game. Must be used day 3 or before. Protective King Only. (Should also replace Mercenary Offer Contract)
Night Ability: Guards!: Protect a player from death. If you are the Starting Good King, this will also protect against conversions. If you are the Protective King and you are using this on your target, it will prevent all visits. 4 uses. Does not appear on Psycho King.
Night Ability: Fatal Guards: Kill a player. Psycho King only. Infinite uses.
Night Ability: Order Execution: Kill a player, bypassing death immunity. This action will be announced to the Court. 2 uses, starting King only.
Good King: Guards protect from conversion.
Evil King: Identical to now.
Vengeful King: Crowned from Scorned, keeps targets. If starting, has random targets and cannot use Decide Fate on their target. Scorned Win Condition.
Foolish King: Mechanically identical to Good King, but has Fool Win Condition and Guards are normal and don’t protect from conversions. (and Butler won’t suicide). Crowned from Fool.
Protective King: Crowned from Mercenary, keeps target. If they are the Starting King, they will choose target. Guards on target protect from all visits, other Guards act normally.
Cowardly King: Same as the Neutral King.
Patient King: Converted from Merchant, keeps Merchant Win Condition.
Psycho King: Identical to now.
New spawn chances:
Good: 60%
Evil: 30%
Vengeful: 5%
Protective: 5%
Neutral Killer Reworks
Reaper (Neutral Killer)
Passive: Consume Soul: If you die at night with at least one soul, you will consume it and come back to life. You start with two souls.
Passive: Death’s Knowledge: You may read the logs of anyone who is reaped.
Day Ability: Ghostwrite: Edit the reaped person’s logs. 1 soul, unlimited uses.
Night Ability: Reap: Reap the soul of a player, killing them and leaving an empty body for a day. You may see and edit their logs the next day.
Night Ability: Gather Darkness: Reap and Gather Darkness combined in one action.
Sorcerer (Neutral Killer)
Passive: Mage Armor: Immune to death at night, occupation, target changing, poison and bleeding.
Passive: Rivalry: Your primary ability has a one day cool down until the other Neutral Killer dies.
Day Ability: Power Shot: Magic Magic Missile bypasses immunity tonight. 3 uses.
Day Ability: Magic Cloak: You will appear to be not magic to the Inquisitor, and as Blue Dragon. 2 uses.
Night Ability: Magic Missile: Fire a magic missile at a player, killing them. If you fail, you do nothing. If you use while on Cool down, learn the player’s class type. Unlimited uses.
Night Ability: Circle of Death: Everyone visiting target player will die, bypassing Immunity 2 uses.
Inquisitor (Neutral Killer)
Passive: No one expects the Spanish Inquisition!: You are immune to death poison, and bleeding, and your visits don’t count as visits.
Passive: Rivalry: Your primary ability has a one day cool down until the other Neutral Killer dies.
Day Ability: Find Magic: Find out if someone is a magic user at the start of the night. Unlimited uses. Magic users are:
- Mystic/Ilusionist
- Court Wizard/Sage
- Sorcerer
- Paladin
- Princess/Duchess
Day Ability: Holy hand grenade:Target player will die at the end of the next night. Bypasses everything except healing. Does not notify the target. 2 uses.
Night Ability: Ruthless Efficiency: Kill a target. Cool down does not trigger if you kill a magic user. Unlimited uses.
Note: Sorcerer/Inquisitor would have Reaper/Possessor win condition, and become the Psycho King.
Classes that would be unique
- Assassin
- Mastermind
- Cult Leader
- Reaper/Sorcerer/Possessor/Inquisitor
- King
- Prince
- Scorned
- Hunter/Poacher
Changelog
1: Added Coup
2: Added Forge and Focus Link
3: Added some Cult Reworks
4: Added Ritualist and added limited uses for Focus Link
5: Formatting, added Focus Link to Illusionist
6: Renamed some powers.
7: Formatting
8: Fixed typo
9: Renamed some things.
10: Fixed a typo.
11: Formatting
12: Added King Rework
13: Fixed typo
14: Minor changes
15: Replaced Reanimate with Awaken, added Awakened Soul.
16: Switched Ritualist and Acolyte names.
17: Added Fragile Magic
18: Tweaked Fragile Magic
19: Added Inquisitor and Neutral Killer Reworks
20: Added Hunter Rework
21: Formatting
21: Gave Hunter all uses of Bear back
22: Added Knight Rework
23: Buffed Sorcerer and Reaper
24: Formatting
25: Added List of Unique Classes
26: Fixed List
27: Minor edits
28: Tweaks
29: Made Royal Blood count as magic.
30: New King Rework, added Neutral Reworks
31: Removed Starting Foolish King
32: Redid Starting King odds.
33: Added the Merchant.
34: Added Swindler
35: Added Shields
36: Tweak
37: Some removal.
38: Added Scorned to the Unique list
39: Reworked Neutral Conversions
40: Tweaked Knight
41: Fixed typo
42: Readded Isolation
43: Reworked Sorcerer/Inquisitor
44: Tweaks
45: Removed Poss rework
46: Typo
47: Reworded Rivalry
48: Tweaked Rivalry
49: Formatting
50: Formatting
51: Added Hunter/Poacher to unique list
52: Replaced Exhume with Inoculate
53: Formatting
54: Reworking the Rework