Noble
Reason for change: To focus on just whispers, since it’s hard to do both Vote Manipulation and Whispers.
Noble
Blue Dragon Social
Passive: Royal Blood
Day Ability: Private Matters: All whispers to and from you will be hidden for the rest of the day. 2 uses.
Day Ability: Political Pressure, 2 uses.
Night Ability: Maid Spy: Send a maid to hear the target’s conversation, allowing you to hear their whispers. It will stay on the target until you use this again. Unlimited uses.
Night Ability: Reveal Transcripts: Learn all whispers that were sent to and from target player yesterday. 2 uses.
Aristocrat
Unseen Social
Passive: Royal Blood
Day Ability: Private Matters: All whispers to and from you will be hidden for the rest of the day. 2 uses.
Day Ability: Political Pressure, 2 uses.
Night Ability: Maid Spy: Send a maid to hear the target’s conversation, allowing you to hear their whispers. It will stay on the target until you use this again. Unlimited uses.
Night Ability: Reveal Transcripts: Learn all whispers that were sent to and from target player yesterday. 2 uses.
Psychic
Reason for change: Psychic is basically a discount Prince. This makes it interesting and different.
Psychic
Blue Dragon Social
Passive: Astral Network: You may speak to anyone you have linked with anonymously at night. They can also talk to each other. Anyone in jail cannot hear or speak using the chat. This passive will remain if your class changes.
Day Ability: Focus Link: Reset the cool down for Alter Link. 2 uses.
Day Ability: Telepathy: Send an anonymous message to everyone. 2 uses.
Night Ability: Alter Link: Target player is immediately added to the astral network. If they are already in the astral network they are immediately removed. The network cannot have more than 4 other players at once. Unlimited uses. 1 day cool down.
Illusionist
Unseen Social
Passive: Astral Network: You may speak to anyone you have linked with anonymously at night. They can also talk to each other. Anyone in jail cannot hear or speak using the chat. This passive will remain if your class changes.
Passive: Skilled: You can use both night abilities in the same night.
Day Ability: Focus Link: Reset the cool down for Alter Link. 2 uses.
Day Ability: Telepathy: Send an anonymous message to everyone. 2 uses.
Night Ability: Alter Link: Target player is immediately added to the astral network. If they are already in the astral network they are immediately removed. The network cannot have more than 4 other players at once. Unlimited uses. 1 day cool down.
Night Ability: Read Mind: Get a copy of your target’s logs. Infinite uses.
Hunter
Reason for Change: To make it a bit more fake claimable, even if not perfectly.
Hunter
Blue Dragon Killer
Day Ability: Wolf: Make a player bleed. They will die in two nights. 2 uses.
Night Ability: Bear
Poacher
Unseen Offensive
Passive: Isolation
Day Ability: Lure: The Assassin’s nightshade will inflict bleeding instead of poison for the day. 1 use. Assassin will be notified. 2 uses.
Night Ability: Spike Trap
Night Ability: Snare Trap
Mercenary
Target not notified of guarding
Convert immune?
Court Wizard
Court Wizard
Blue Dragon Support
Passive: Fragile Magic: If you are redirected while using Tornado, you are occupied instead.
Night Ability: Magic Barrier: Place a barrier on someone. They are immune to negative effects besides killing. When this blocks something, it is dispelled. If you cast this on someone else, it is dispelled. Infinite uses.
Night Ability: Tornado, but with infinite uses.
Sage
Unseen Support
Passive: Fragile Magic: If you are redirected while using Tornado, you are occupied instead.
Night Ability: Tornado, but with infinite uses.
Night Ability: Wall of Fire
Reaper
Reaper
Neutral Killer
Passive: Consume Soul
Day Ability: Ghostwrite: Edit the reaped person’s logs. Costs one soul.
Night Ability: Reap
Night Ability: Gather Darkness: Reap + Gather Darkness, just in one action.
Sorcerer/Inquisitor
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:
- Psychic/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.
King
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.
Night Ability: Convert: Convert someone into a member of the Unseen. Unlimited uses, 1 day cool down. Only if starting class was the Mastermind.
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Good King: Guards protect from conversion.
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Evil King: Identical to now. Keeps conversion if they started as Mastermind.
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Vengeful King: Crowned from Scorned, keeps targets. If starting, has random targets and cannot use Decide Fate on their target. Scorned Win Condition.
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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.
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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.
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Cowardly King: Same as the Neutral King.
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Patient King: Converted from Merchant, keeps Merchant Win Condition.
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Psycho King: Identical to now.
New spawn chances:
Good: 60%
Evil: 30%
Vengeful: 5%
Protective: 5%
Physician
Physician
Blue Dragon Support
Passive: Remedy Studies
Night Ability: Heal
Night Ability: Inoculate: Make your target immune to poison and bleeding for the rest of the game, and cure any they might have. 1 use.
Scorned/Fool
Fool
Neutral Social
Passive: Poor Fellow: If you are executed, the Blue Dragon will be unable to take any action tonight. Imprison will fail, but Scout will continue to work.
Day Ability: Trollbox, unlimited uses
Night Ability: Hide, 2 uses
Scorned
Neutral Social
Passive: Resolve: You are immune to death at night.
Passive: Ending: You will commit suicide when a target is executed, or both targets die.
Day Ability: Trollbox, unlimited uses
Night Ability: Incomplete Justice: Protect a target from death tonight. 2 uses.
Cult
Apostle
Cult Social
Day Ability: Telepathy, 2 uses
Day Ability: Mind Control, 2 uses
Night Ability: Cult Spy, 2 uses
Night Ability: Probe Mind: Learn all whispers that were sent to and from target player yesterday. 2 uses.
Acolyte
Cult Killer
Night Ability: Wall of Blood: Protect yourself from death, and kill all attackers. 2 uses.
Night Ability: Blood Sacrifice: If you die from any means tonight, you will kill your target. Infinite uses.