Neutral Killer and King Reworks

Main Thread

King (Random Special) :shield:

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%

Reaper (Neutral Killer) :shield:

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.

Day Ability: Icy Touch: Same.

Day Ability: Gather Darkness: Costs two souls. You cannot be occupied tonight, and your target cannot be healed or guarded, and you bypass immunity.

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.

Sorcerer (Neutral Killer) :shield:

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
  • Priest/Soulcatcher
  • 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.

I love all the NK reworks, especially Sorc/Inq. I’ve always thought it should be a one-on-one fight to the death between truly neutral parties, but the only issue here is there will be SO much killing since there will be two NKs instead of one. Why do they both need each other dead? Their win condition wants everyone dead, so why should they both spawn?

That’s why they both have a cooldown until the other dies on their main attacks.

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Okay we should probably figure out what happens in a situation where both Sorc and Inq are alive, but then one becomes King. Should we make the Rivalry passives carry on? Or consider as if the other is “dead”?

I would personally prefer Rivalry to carry onto other classes

Rivalry should still require the new Psycho King to die to trigger. However the one that steps up would lose the cooldown immediately as part of the reward for getting everyone’s trust.

If you think that’s sided in favor of the NK that steps up then consider this. How exactly do they plan on eliminating their rival? They can’t pierce night Immunity as king while thier rival still can.

I know, I was just thinking on Rivalry passive

Ah. I’m sorry I missed that. Then I’m a big fan of the Inq/Sorc rework for sure.

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What happens if it is Psycho King versus Sorcerer?

Or Inquisitor?

All NKs must kill all other NKs.

I’m gonna make Rivalry carry over to Psycho King. To his fatal guards, and the the other killer will have the cool down until the Psycho is dead.

“no holy hand grenade kills inq is psycho king”

Encourages Inquisitor to throw all of his grenades early on.

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Changed the Rivalry wording.

At the end of the game, Psycho King vs Sorcerer means Psycho King will win right? Just wondering

Pretty much, since the Psycho has Royal Finger.

ANd wait a minute, why are we making the Princess a magic user?

I feel that it should be the Priest, not Princess, who gets added onto the list of MUs.

Priest is on the list.

Princess is because of her wisp.

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Priest isn’t on the list for Find Magic, but now I see why Princess is on there,

This

I added it. Must have forgot.

I still stand by the opinion that Protective “Queen”'s “Head of State” Should give her night immunity.

But if not, Guards should protect herself and her target equally. If Stand Guard is less useful what’s the point of sacrificing near-anonymity to be the front and center.

Mercs should have a serious incentive to stepping up.

Be careful about this, it might make a “use your decide fate on this guy” meta.

Psycho King (not starting) should have access to this as a last second risk.

Just call it Deus Vult
you want to, everyone wants to.

Why not call it “Holy Will”/“God’s Will”/“Will of the Lord”

that’s basically English for Deus Vult but doesn’t have the negative connotation from the Crusaders