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.
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Good King: Guards protect from conversion.
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Evil King: Identical to now.
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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%
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.
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)
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.