Neutral King Reworks

This is long overdue. FoL already made this change. PK exists in ToL. So why not let neuts retain a similar wincon when they are crowned? Anyway, here it is!:

The Foolish King

Neutral Special
Passive: Tenacity: Immune to occupation, redirection, and death (unless you are using Disperse Guards or redirect a death with Absolute Foolishness). Can speak at any point during trials.
Passive: Poor Fellow: If you are executed at day, there will be no executions the next day and king elections will be delayed for an extra day. You count as BD for Butler’s Poisoned Wine, your killer will lose a use of all limited use abilities, the Reaper will not get a soul for reaping you, and the Sorcerer will only be able to detonate once after your death. Your killer will not be punished if you redirected them.
Day ability: Trollbox: Same as normal. Unlimited uses.
Day Ability: Decide Fate: Same as normal. 1 use.
Night ability: Disperse Guards: You will not be death immune tonight. 2 uses.
Night ability: Absolute Foolishness: Redirect target player to you if they are attacking and are not the Knight. You can redirect the possessor but you cannot redirect the stringed person. You will not be immune to attacks you redirect. 4 uses.
Win condition: Die by any means.

The Scorned King

Neutral Social
Passive: Tenacity: Immune to occupation and redirection. Can speak at any point during trials.
Day ability: Royal Finger: Same as normal. Unlimited uses.
Day ability: Trollbox: Same as normal. Unlimited uses.
Night ability: Guards!: Have a guard protect you, granting death immunity for the night. 2 uses.
Night ability: Incriminate: Make target player appear framed tonight. They will also be marked for 1 day. Unlimited uses
Win condition: Live long enough to see two marked players formally executed.

The Contracted King

Passive: Tenacity: Immune to occupation and redirection. Can speak at any point during trials.
Day ability: Royal Finger: Same as normal. Unlimited uses.
Day ability: Decide Fate: Same as normal. Costs 1 brilder.
Night ability: Guards!: Night ability 1: Guards!: Have a guard protect you, granting death immunity for the night. Costs 1 brilder.
Night ability: Stand Guard: Same as normal. Unlimited uses.
NOTE: Shield will not be removed, and will still give the king brilders.
Goal: Have 7 brilders by the end of the game.

The Sellsword King

Neutral Special
Passive: Tenacity: Immune to occupation and redirection. Can speak at any point during trials.
Day ability: Royal Finger: Same as normal. Unlimited uses.
Day ability: Decide Fate: Same as normal. 1 use.
Night ability: Improved Safeguard: Same as normal. 2 uses.
Win condition: Make sure the BD loses.

The Inquisitive King

Neutral Special
Passive: Tenacity: Immune to occupation and redirection. Can speak at any point during trials.
Day ability: Royal Finger: Same as normal. Unlimited uses.
Day ability: Decide Fate: Same as normal. 1 use.
Night ability: Interrogate: If target player is a heretic, you will kill them. Unlimited uses.
Night ability: Guards!: Same as normal. 2 uses.
Goal: Live to see all three heretics die.

The Alchemy King

Neutral Special
Passive: Tenacity: Immune to occupation and redirection. Can speak at any point during trials.
Day ability: Royal Finger: Same as normal. Unlimited uses.
Day ability: Decide Fate: Same as normal. 1 use.
Night ability: Guards!: Same as normal. 2 uses.

1 Like

i like the idea(if nothing else just a benevolent noot king v malicious noot king) but

big no
they would 90% of the time just not play the game and as king they would probably be killed one way or another for doing so

self proc is good but i think there was some sorta marking involved

imo should not cost brilders
should not cost brilders to use king abilities
like the name though

this is nerf to ss imo
should keep stonewall since they cant know their allies to sg anyway; is incentivized to not use abils each night

maybe refresh uses but shanking every single night could be alot

The SS is an ally :wink:

No

Yes

Rename one of these, i dont think it would be fun having 2 SKs

Also just give some of the Kings DI and give them a new ability. Probably, Scorned, Inq, and SS.

Foolish King also has no point, which is probably not a good idea tbh.

(Also you are outed FK on your Election Day since you can’t point.)

lol 3rd post but I just noticed this why

(Also excuse my nitpicking @$$) :upside_down_face:

Making Decide Fate 1 use, and Guards will gain unlimited uses period, as it’s a night ability.