[SFoL] SFoL 58: Virtuous II -- Return of the Fallen -- Pre-Game (16/16)

Might /out depending on circumstances but for now consider me /in

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Ah, I forgot about the Wall Passives. I love them, I helped write them.

…I’m not sure which of the two things I just said is worse.

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I actually might enjoy the game more if I implement the “new strategy” I mentioned in the thread. :thinking:
It’s probably a less “welcome” way to play, but I don’t really care. Might as well experiment. I’m not planning to gamethrow.

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Was this one of the games I said I wanted to Co-Host? I forgot lmao.

Otherwise /In

I don’t remember that lol, so I’ll mark you as in for now.

Alright, I can join this, yay!

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I hope I roll one of these classes:

Neutral Non-Killers

The Alchemist :fire:

Neutral Support
Experimentation (Passive) - At the start of Day 1, you choose your win condition of 3 options. It will randomised if you do not pick a wincon by Day 2

Neutrality : Survive to the end of the game
The Ethical : Ensure that the Unseen are defeated
The Complacent : Ensure that the Blue Dragon or Hand of Byzantium are defeated.

Experimental Shield (Day) - You will be immune to death, occupation and redirection tonight. - One use
Concoct Potion (Night) - Choose from a variety of potions to use tonight. - Infinite uses

The Complacent

Crimson Potion - Heal targeted player, if you successfully heal a player from an attack that is not you. This use of Crimson Potion will not be used up. - 3 use
Tar Potion - Prevent all players from visiting your target. - 2 use

The Ethical

Misty Potion - Frame target player to Investigators - 3 uses
Concrete Potion - Prevent all visits to target player other than Killing or Conversion abilities - 3 uses

Neutrality

Tar Potion - Prevent all players from visiting target player tonight. - 2 uses
Crimson Potion - Heal targeted player, you will gain another use of it if this successfully heals an attack. - 2 uses

Crowns into Cowardly King if chosen Neutrality or The Complacent
Crowns into Liberal King if chosen by The Ethical


The Angel :shield: :fire:

Neutral Social
Second Chance (Passive) - Immune to death at night, once.
Informant (Day) - You learn the faction of your target at the end of the day. - One use
Smite the Wicked (Night) - Make a target appear to be a member of the Blue Dragon or Hand of Byzantium (Your Choice) to investigations tonight. - Infinite uses
Angelic Alteration (Night) - If the target player is executed tomorrow, they will appear to be a chosen class. - 2 uses
See three Unseen players executed, or survive to see the Unseen defeated.


The Fool :shield: :fire:

Neutral Social
Insanity (Passive) - Immune to death from non-Unseen attacks once. If more than 2 other non-Unseen are executed during the day, you will suicide the next night. You will see the true nature of any tampered lynches.
Final Prank (Passive) - You may use Deceive 2 times after the day you get lynched.
Mask of Many Faces (Day) If you are lynched today, you will flip as the class of your choice. - 2 uses
Eavesdrop (Day) - Check the alignment of the target player. You will receive the result at the start of the night. - One use
Deceive (Night) - Choose a class and whom target player visits and is visited by. Investigators visiting target player will receive results corresponding with your choices. Resolves after frames/tailors. Can target self. - Infinite Uses
Make sure no more than 3 other non-Unseen are lynched during the course of the game.


The Inquisitor :shield: :fire:

Neutral Investigative
Zealous Pursuit (Passive) - You hunt three heretics. Their starting classes are [x], [x] and [x]. They are ignorant of their own heresy. You will commit suicide after completing your righteous mission.
Holy Blessing (Passive) - You are death and bleed immune only once.
Interrogate (Night) - Learn whether target player is a heretic. Does not bypass tailors. - Infinite uses
Ruthless Efficiency (Night) - Guess target’s player exact starting class. Can only guess Unseen Heretic classes from Zealous Pursuit. If incorrect, disable Holy Blessing and Ruthless Efficiency. If correct, provided they are a heretic, kill target player bypassing everything. You cannot be prevented, occupied or redirected. This does not count as a visit. - Infinite uses
Live to see all heretics die.

Heretics cannot be Neutral Non-Killers, Neutral Killers, the Marshal, the Duke, or Kings.


The Mage :shield: :fire:

Neutral Offensive
Reality Warp (Passive) - As long as you remain alive, Unseen classes that are passively immune to occupation are not.
Light Magics (Passive) - You appear as a member whichever between the Blue Dragon or Hand of Byzantium is present in the game to investigations, but you do not know which that is.
Detect Thoughts (Day) - Cast a spell that reveals your target’s last night action to you. - 4 uses
Dancing Lights (Day) - Cast a spell that causes all kills tonight to bypass all forms of protection or prevention. - One use
Mind Control (Night) - Cast a spell that forces your target to target somebody of your choosing. You will only be seen visiting the first. - 3 uses
Minor Illusion (Night) - Make yourself and one other person of your choice appear as members of the Unseen to investigations. - 2 uses
Your objective is to see the Unseen defeated at any cost.


The Mercenary :fire:

Neutral Support
Failure (Passive) - If your targets both die, you will commit suicide.
Saviour (Day) - If one of your targets is voted for execution today, take their place. - 1 use
Stand Guard (Night) - Prevent non-conversion abilities from targeting one of your targets. In addition, you are death immune this night. Counts as a visit but by an unidentifiable figure (not the Mercenary). - 4 uses :crown: [if target is king]
Your objective is to ensure that at least one of your targets remains alive until the end of the game. Your targets are [x] and [y].

The Mercenary’s targets will always be convertible Unseen classes, the Neutral Killer, or starting Blue Dragon/Hand of Byzantium.


The Scorned :shield: :fire:

Neutral Social
Resolve (Passive) - Immune to occupation and target changing and keep this part of the passive if your class changes. Additionally, you are immune to death at night until you complete your objective.
Frame (Night) - Frame one of your targets. They will appear as a member of the Blue Dragon or Hand of Byzantium to investigations tonight. - 2 uses
Bait and Switch (Night) - Swap a player with one of your targets, redirecting all actions on one to the other. - 3 uses
Your objective is to survive to see one your targets executed, they are [a] and [b].

The Scorned’s targets will always be members of the Unseen (at the start of the game). However, they can not have any Unique Unseen Classes as targets.


The Soldier :shield: :fire:

Neutral Offensive
Among Friends (Passive) - Immune to death at night, once. This passive will not apply if attacked by an Unseen player, however.
Contracted (Passive) - Immune to occupation and target changing and keep this passive if your class changes.
Stonewall (Night) - Prevent non-attack and non-conversion abilities from targeting your target. Can not target the same player two nights in a row. - Infinite uses
Intimidate (Night) - Occupy a player. - Infinite uses
Your objective is to see the Unseen defeated at any cost.


The Rebel :shield: :fire:

Neutral Social
Heaven’s Might (Passive) - You cannot be killed by players who are not members of the Unseen.
Unyielding Vengence (Passive) - All your abilities are locked and will only be usable if you are executed for treason.
Whispers of the Saved(Day) - Sends a message to a player, they will know you sent it and they can answer back. - Infinite uses
Influence of the Saved(Day) - You will be able to vote while dead for the day. - Two uses
Revengeant Hex (Night) - Permanently frames a player who voted for your execution. - Two uses
Pay for Your Sins (Night) - Puts a curse on one of the players who voted for your execution, they will need two less votes to be executed. - One use
See the Unseen defeated at any cost.

The Crone :shield: :fire:

Neutral Social
Reclusive (Passive) - You are immune to death at night and to bleeding.
Malicious (Passive) - You can use both day abilities at once. You are immune to occupation and redirection and keep this part of the passive if your class changes.
Evil Intentions (Day) - Causes a player to silently require one less vote to be executed. - Three uses
Grudge (Day) - Marks a player as a target and learns their class type. Does not work if the target is not aligned with the Unseen. - Infinite uses
Haunting Presence (Night) - Frames a player, making them show up as Blue Dragon or Hand of Byzantium to faction checks or Killer to class type checks. - Infinite uses
Nightmare (Night) - Mind warps a player, giving them incorrect feedback for the night. - Two uses
See two of your marked targets publicly executed.

The Headhunter :shield: :fire:

Neutral Investigative
Hunter’s Will (Passive) - You are immune to death at night until the third night from non-Unseen classes. You will be given a class for your target. The class will be aligned with the Unseen and cannot be the Marshal or the Duke. If the last player alive of that class is executed during the day or you miss the class that is your target with the one use of Snipe, you will commit suicide. If the last player alive of that class is killed during the night, you will receive a new non-Marshal Unseen class with at least one player alive as that class. Your win condition will then transition to players who started out as the new class you have received.
Respite (Passive) - Upon fulfilling your win condition, you will leave the match.
Snipe (Day) - Kills a player in broad daylight. - One use
Camouflage (Day) - Prevents all players who are your target of being visited the coming night. - Three uses
Probing Mind (Night) - Learns your target’s class type and faction. - Infinite uses
Stalking the Prey (Night) - Learns who visited your target and who they visited. - Infinite uses
Use Snipe to kill a player whose class started out as your target.

The Insurgent :shield: :fire:

Neutral Offensive
Adversity (Passive) - You are immune to death at night and bleeding while the starting King is alive.
Rebellion (Passive) - You are immune to occupation and redirection and keep this passive if your class changes.
Sabotage (Day) - Prevents the starting King’s ability from taking effect tonight. - Two uses
Decoy (Night) - Occupies a player for the night. - Infinite uses
Barricade (Night) - Prevents all visits on your target tonight. - 2 uses
See that the starting King loses.

The Obedient :shield: :fire:

Neutral Social
Hopeful (Passive) - You are immune to death at night for the first three nights.
Visionary (Passive) - If a second Unseen member is executed, you will commit suicide the following night.
Nonviolent Decree (Day) - If a member of the Unseen is executed today then you will take their stead. - Two uses
Enlightenment (Night) - Allows your target to bypass framing. - Infinite uses
Vow of Innocence (Night) - Prevents your target from being voted tomorrow. - Two uses
Make sure no more than two Unseen members are wrongfully executed.

The Resurrectionist :shield: :fire:

Neutral Offensive
Stench of Death (Passive) - Any player visiting you will be shown as a Killer type for the current and following nights.
Corpse Shield (Passive) - Your are night immune for the first three nights against non-Unseen classes.
Raise Dead (Day) - Selects a dead player and the target’s primary ability will be Unleash Ghoul’s effect for tonight. Can only use a corpse once before it decays. - Infinite uses
Embalming (Day) - Allows you to reuse the corpse that was used in the previous day. - 2 uses
Unleash Ghoul (Night) - Uses the ability that you have obtained via Raise Dead. - Infinite uses
Wall of Corpses (Night) - Prevents all visits on you tonight. - 2 uses
See the Unseen defeated at any cost.

The Senex :shield: :fire:

Neutral Support
Mentorship (Passive) - You are immune to death at night and will have a 50-50 chance of starting aligned with the Unseen or against them. If the Senex is aligned with the Unseen, then he will lose his night immunity after the second night.
Beloved Mentor (Passive) - If you win with the Unseen, your attributes will be:

  • If you are executed on trial, then all Unseen-aligned players who voted for your execution will be occupied in the coming night, will not be able to be protected from death if they are attacked, and will have their immunity to occupation bypassed.
  • If you are killed by an Unseen-aligned killing role, then they will die of guilt.

Teachings (Day) - Reveals the user as the Senex - One use
Mind Reader (Day) - Learns the target player’s alignment. If they are not aligned with the Unseen then you learn their exact class. Can only be used if you are against the Unseen and can be used in the same day along Teachings. - Infinite uses
Traditional Herbs (Night) - Heals a player, preventing them from dying to night and cures poison and bleeding. The target player will also be seen as a member of the Unseen to faction checks. Cannot be used on the same player two nights in a row and can be used on the user. - Infinite uses
Ancient Tonic (Night) - Causes the targeted player to be night and occupy immune for the current night allows them to bypass healing, night immunity, occupation immunity, and redirection immunities. - One use
Has a random goal of either A) See that the Unseen win or B) See that the Unseen are defeated.

The Strigoi :shield: :fire:

Neutral Offensive
Blood Sucker (Passive) - If you are using Vampiric Bite then you will heal yourself if you would be nightkilled. You will always be under the effect of Vampirism and you will know all living players who are Bitten.
No Pulse (Passive) - You are immune to redirection and occupation.
Mist Form (Day) - All visits to you will be prevented this coming night - 2 uses
Blood Frenzy (Day) - All players under the effect of Vampirism will receive the benefits of No Pulse and the healing from Blood Sucker if you successfully use Vampiric Bite. - One use
Vampiric Bite (Night) - Bites a player, infecting them with Vampirism, preventing healing, and occupying them. Players infected with Vampirism will be shown as a Neutral and a Killer for investigative abilities and will have their visits hidden. - Infinite uses
Make sure at least half of the living remainder of the Court is infected with Vampirism by the end of the game.

Neutral Killers

The Demon :shield: :fire:

Neutral Killer
Cloak Of Mithras (Passive) - Immune to death at night, occupation and target changing and keep this part of the passive if your class changes. In addition you are immune to bleeding and will be informed upon being bled.
Brand of Sacrifice (Day) - Bleed target player. - One use :crown:
Haemophilia (Day) - Increases the power of Funeral Pyre tonight. - 3 uses, 1 day cooldown
Funeral Pyre (Night) - Set your target ablaze, killing them. If Haemophilia is used, the target is immune to visits from others except you, and anyone who attempts to visit them is also killed by the flames. In addition, Funeral Pyre will bypass death immunity on the initial target and not count as a visit. - Infinite uses :crown:
Your objective is to make it to at least (possibly fewer depending on the state of BD / HoB) the last four players alive while the Blue Dragon or Hand of Byzantium do not hold a majority over the court on their own.


The Possessor :shield: :fire:

Neutral Killer
Driven (Passive) - You are immune to occupation and target changing and keep this passive if your class changes.
Blackened Shield (Passive) - You are immune to death at night. In addition you are immune to bleeding and will be informed upon being bled.
Mind Control (Day) - Cancel target player’s vote for the rest of the day. Additionally, your second target requires one less vote for execution this day. - 2 uses
Puppet Strings (Night) - Control a player and force them to kill someone. Can be forced to target themselves. :crown:
Possess (Night) - Kill the target player. Their class will appear as one of your choice, and they will have information in their logbook of your choosing (or no logbook if nothing is specified). You will know what class they truly were, and what their logbook said. - 3 uses :crown:
Your objective is to make it to at least (possibly fewer depending on the state of BD / HoB) the last four players alive while the Blue Dragon or Hand of Byzantium do not hold a majority over the court on their own.


The Reaper :shield: :fire:

Neutral Killer
Destiny of the Stolen (Passive) - You are immune to occupation and redirection and keep this passive if your class changes…
Consume Soul (Passive) - If you die at night with at least one soul, you will consume it and come back to life. (Does not work if executed by The Duke, Prince, or Warden) You start with two souls. You will gain one soul on a successful reap. You are aware of the number of souls you hold.
Icy Touch (Day) - Choose to do a number of the following actions to target player. You will consume a soul for each action chosen. Occupy target player this day. Occupy target player this night. Cancel target player’s vote for the rest of the day. - Infinite uses :crown:
Reap (Night) - Reap the soul of a player, killing them bypassing healing and occupying them. - Infinite uses :crown:
Gather Darkness (Night) - Use Reap on target player. In addition, choose to do a number of the following modifications. You will consume a soul for each modification chosen. Bypass death immunity or you are occupy/redirection immune for this night. - Infinite uses :crown:
Your objective is to make it to at least (possibly fewer depending on the state of BD / HoB) the last four players alive while the Blue Dragon or Hand of Byzantium do not hold a majority over the court on their own.


The Sorcerer :shield: :fire:

Neutral Killer
Power of Bloodlines (Passive) - You are immune to occupation and redirection and keep this passive if your class changes…
Mage Armor (Passive) - You are immune to death at night. In addition you are immune to bleeding and will be informed upon being bled.
Walking Bomb (Day) - Place a bomb on target player. - Infinite uses :crown:
Bomb Swap (Day) - Move a bomb from one player to another one. - Infinite uses :crown:
Magic Missile (Night) - Fire a magic missile at a player, killing them. - Infinite uses :crown:
Detonate (Night) - All players with a bomb active will explode bypassing death immunity. This does not count as a visit. - 2 uses :crown:
Your objective is to make it to at least (possibly fewer depending on the state of BD / HoB) the last three players alive while the Blue Dragon or Hand of Byzantium do not hold a majority over the court on their own.


The Electromagnetic Channeler :shield: :fire:

Neutral Killer
Static Shield (Passive) - You are immune to death at night. In addition you are immune to bleeding and will be informed upon being bled.
Electromagnetic Field (Passive) - You are immune to occupation and redirection and keep this part of the passive if your class changes. Additionally, you can use both night abilities the same night.
Discharge (Day) - If you are still alive at the end of the night, all charged players will be killed (Bypasses death immunity). - Infinite uses, 1 day cooldown
Charge (Night) - Apply a static charge to a player. Anyone they visit tonight will also become charged, and you will know who they are. Your target’s visitors cannot charge anyone else, though, and your target will not charge anyone else besides who they visit tonight. This charge will only last until the end of the day phase after the next day phase. You cannot charge yourself. - Infinite uses
Magnetic Surge (Night) - Attack a player with a magnetic strike. The warping power of the magnetic field causes any players your target visits as well as any players who visit your target to be harmed in the following way, based on class type, whether your attack against this player succeeds or not. - Infinite uses, 1 night cooldown

  • Investigative: Receive antithetical results to their investigative check in every way possible.
  • Support: Players are occupied, bypassing occupation immunity.
  • Offensive: Players are redirected to themselves, bypassing redirection immunity.
  • Social: Any day abilities the player attempts to use tomorrow will use will fail.
  • Killer: Players are redirected to themselves, bypassing redirection immunity.
  • Special: Does nothing.

Your objective is to make it to at least (possibly fewer depending on the state of BD / HoB) the last three players alive while the Blue Dragon or Hand of Byzantium do not hold a majority over the court on their own.


The Archduke :shield: :fire:

Neutral Killer
Megalomaniac (Passive) - Your votes for King will count three times. Becomes the Tyrannous King instead of the Psycopathic or Sociopathic King.
Paranoia (Passive) - Grants immunity against death at night and bleeding.
Ascendance (Day) - The first player to accuse you of treason during the day today after this ability is activated will flip as an Archduke at the end of the the upcoming night if and only if that player dies tonight. - One use
Tyrant’s Orders (Day) - If nobody hits majority by the end of the day, then the player with the most votes will be executed. - 2 uses
Tyrant’s Decree (Day) - To hit majority all players need one less vote. - One use
Political Murder (Night) - Kills a player without counting as a visit, but has a one-day cooldown period after every two uses and cannot target the King. - Infinite uses
Coup d’Etat (Night) - Kills the King while bypassing healing and immunity. Can only be used in the third night or later. - One use
Your objective is to make it to at least (possibly fewer depending on the state of BD / HoB) the last four players alive while the Blue Dragon or Hand of Byzantium do not hold a majority over the court on their own.


The Basilisk :shield: :fire:

Neutral Killer
Scaled Armor (Passive) - You are immune to death at night, immune to occupation or redirection, nor can you be bled.
Drake’s Senses (Passive) - You will be alerted of every player who visited you during the night and will learn of their classes. This only detects players that actually visits you personally with an ability.
Petrifying Glare (Day) - Once the next day begins you will stone a player temporarily for the remainder of that day, in the next day they will recover from being stoned. Petrifying glare will announce at that point in the day, follows all the other same mechanics of stone gaze. - 3 uses
Gargoyle Form (Day) - Stones yourself in the beginning of the next day. Gargoyle form follows the remaining stone mechanics but doesn’t actually kill you. The basilisk will be un-stoned at the end of the day for Gargoyle Form, but this will not be announced. - Infinite uses
Stone Gaze (Night) - Turns a player to stone. Does not bypass death immunity but bypasses healing. Players who are turned to stone will be announced at the start of the day and they will be dead, but can still be targeted or voted up. Stoned players are not counted when factoring in the amount of votes to put a player on trial. Stoned players are dead but don’t actually flip from being stoned such as to make gargoyle form not useless. - Infinite uses
Gorgon Stance (Night) - Uses Stone Gaze on every player that visits you at night while also bypassing their immunities. - 3 uses
Your objective is to make it to at least (possibly fewer depending on the state of BD / HoB) the last four players alive while the Blue Dragon or Hand of Byzantium do not hold a majority over the court on their own.


The Berserker :shield: :fire:

Neutral Killer
Untamed (Passive) - You are immune to occupation, target changing, and death at night, including against attacks that normally bypass death immunity. If you are attacked , then you will automatically use Bloody Swings on your attackers. If you are attacked, you will gain two charges of Rampage and empowers Bloody Swings for the next night.
Unchained (Passive) - If a player attempts and fails to occupy or redirect you or tries to bleed you, then you will gain a charge of Rampage.
Quarrelsome Banter (Day) - In the coming night, you will redirect any night actions used by the target onto yourself. - 3 uses
Wild Leeches (Day) - If you are bleeding then you can transfer the condition to another player during the day. - 3 uses
Bloody Swings (Night) - Kills a player. If Bloody Swings is empowered then it bypasses Night Immunity and healing. - Infinite uses
Rampage (Night) - Kills the target. If another player visited the target and you have more than one charge, then Rampage will chain to the next player until a player has not been visited or the Berserker runs out of Rampage charges. - 0 uses
Your objective is to make it to at least (possibly fewer depending on the state of BD / HoB) the last four players alive while the Blue Dragon or Hand of Byzantium do not hold a majority over the court on their own.


The Doppelgänger :shield: :fire:

Neutral Killer
Sadism (Passive) - You are immune to occupation, target changing, and have self-healing for the first two nights. You will gain an additional three nights of self-healing for every Unseen-aligned player executed during the day.
Sociopathy (Day) - Adds two silent votes towards a player’s lynch during the first three days and one for the remainder. - Infinite uses
Scapegoat (Day) - If a player is voted to be executed in the day, including you, then they will swap their position with another chosen player. The King cannot be the target and this ability is locked if there are 6 or less players remaining. - One use
Impersonate (Night) - Takes the form of one player and kills another one. Any investigative results a player will have on you will instead reflect on the player they impersonated. If the impersonated target has Royal Blood, then you shall also have Royal Blood for the next day. If you attack a player who is being followed, then the feedback will show the impersonated player being the visitor. The impersonated player will be framed for the night. - Infinite uses
Crushing Guilt (Night) - If an Unseen-aligned player was executed the previous day, then you can select two players who’ve voted to execute and cause them to commit suicide by guilt, bypassing healing, night immunity, and not counting as visits. - Infinite uses
Your objective is to make it to at least (possibly fewer depending on the state of BD / HoB) the last two players alive while the Blue Dragon or Hand of Byzantium do not hold a majority over the court on their own.


The Ifrit :shield: :fire:

Neutral Killer
Djinn Form (Passive) - Grants you immunity to occupation, redirection, bleeding, and death at night.
Burning Transformation (Day) - Upon killing a target, you will cause them to flip a class of your choice. If you successfully kills a player this night, you will be able to see their true class. - 2 uses
Heat Wave (Day) - Occupies all targets who try to visit you the coming night. Bypasses immunity to occupation. - 3 uses
Incinerate (Night) - Kills a player by burning them alive. Players that have been incinerated will have their logs erased. Only you will see the player’s original logs. - Infinite uses
Fires of Jahannam (Night) - Prevents all visits to the target player and attacks them, erasing their logs if they die. - 3 uses
Your objective is to make it to at least (possibly fewer depending on the state of BD / HoB) the last four players alive while the Blue Dragon or Hand of Byzantium do not hold a majority over the court on their own.


The Lich :shield: :fire:

Neutral Killer
Phylactery (Passive) - During Day One, you shall specify two players to be our Phylactery Holders. If you fail to do so before the end of the day, they are randomized. They can not choose The King to be their holder, nor can The King be a randomized Holder. You will know their starting classes, and will be night immune while at least one of them lives. If both of them die, you will die the following night. Investigations against the Phylactery Holders will also yield the additional message “You feel a chill surrounding the target player. They are a Phylactery Holder for The Lich.” If your Phylactery Holders die, this fact that they are one will be included with their class information.
Undeath (Passive) - As long as the Phylactery Holders are alive, at the start of every night you will automatically revive yourself if you are dead, regardless of how you died.
Spectral Mist (Day) - A target Phylactery Holder is healed tonight. - 3 uses
Black Fog (Day) - Attempts to investigate either of the Phylactery Holders will fail tonight. - 3 uses
Finger of Decay (Night) - Kill a player. If you were revived at the start of the night, then this attack bypasses night immunity and healing. - Infinite uses
Death’s Curtains (Night) - Kill one of your Phylactery holders (bypasses night immunity and healing), and two other targets. - Infinite uses, but only usable while you have two Phylactery Holders alive
Your objective is to make it to at least (possibly fewer depending on the state of BD / HoB) the last four players alive while the Blue Dragon or Hand of Byzantium do not hold a majority over the court on their own.


The Occultist :shield: :fire:

Neutral Killer
Corrupting Energy (Passive) - Your corruption rating starts at 5%. Once it increases, it can never go back down. Any player that visits you will be corrupted. For each player that is alive and corrupted, your Corruption Rating increases by 3.5% per night and caps at 100%. You will known your corruption rating at the start of each night and your gains at the end of it.
Shield of Corruption (Passive) - Provides you with defensive bonuses depending on your Corruption Rating.

  • 5%+: You will be immune to death at night.
  • 10%+: You will be immune to occupation and target changing. If your class changes after achieving this corruption level, you will retain this passive for the rest of your life.
  • 15%+: You will be immune to Bleeding.
  • 30%+: You will automatically kill all incoming attackers.
  • 50%+: You will be immune to attacks bypassing death immunity.

Mental Corruption (Day) - If the target uses an ability the coming night, they will receive incorrect feedback. Only usable if your Corruption Rating is at 20% or higher. Able to use it against two players at once if your Corruption Rating is at 40% or higher. Gains an additional charge per 15% corruption. - One use
Dreadful Omen (Day) - Skips the day and goes straight into the night. Can only be used when the Occultist’s Corruption Rating is at 50% or higher. - One use
Burst of Corruption (Night) - Only usable your Corruption Rating is at 5% rating or higher. Kills a player. Gains the following bonuses depending on your Corruption Rating. - Infinite uses

  • 10%+: The first attack does not count as a visit.
  • 20%+: The first attack bypasses night immunity and healing.
  • 27%+: The Occultist is able to select a second target.
  • 31%+: The second attack does not count as a visit.
  • 35%+: The second attack bypasses night immunity and healing.
  • 40%+: The first attack kills all players who visits the first target.
  • 50%+: The second attack kills all players who visit the second target.

Beacon of Corruption (Night) - Increases your Corruption Rating by 5% and causes Corrupting Energy to trigger against anyone visiting the your target along with the target themselves. Allows selecting two targets if your Corruption Rating is at 50% or higher. - Infinite uses
Your objective is to make it to at least (possibly fewer depending on the state of BD / HoB) the last four players alive while the Blue Dragon or Hand of Byzantium do not hold a majority over the court on their own.


The Succubus :shield: :fire:

Neutral Killer
Dependency (Passive) - If you die during the night or you are executed, all drained players will also die with you the following night.
Transfer Life (Day) - Allows you to kill a drained player overnight, provided they are not healed or night immune, during the coming night and transfer their remaining life in turns to another drained player. This will also heal the latter player. If you transfers to yourself, then you will gain a charge of Love’s Malady instead. If the first player is healed then the ability will still function but without the first player dying. - Infinite uses
Infatuation (Day) - When this ability is activated, all drained playerfs will have their votes locked to a target for the remainder of the day. - 2 uses
Vital Drain (Night) - Learns the target player’s class type and will drain them to death over the next two nights. While there is at least one player being drained then you will heal yourself if you are attacked or bleeding. If a drained player is healed then their timer until they are drained to death will not lower for the night but neither the healer nor the player will be notified. Does not count as an attack. - Infinite uses
Love’s Malady (Night) - Makes the user immune to occupation and redirection for the night and instantly kills a player while bypassing Night Immunity, healing, and does not count as visiting. - 0 uses
Your objective is to make it to at least (possibly fewer depending on the state of BD / HoB) the last four players alive while the Blue Dragon or Hand of Byzantium do not hold a majority over the court on their own.

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F l i p t a i l o r s

Me and you both bud

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Now people can try to read me based on how excited I am at SoD.

I will roll enforcer or fanatic just for you italy

What are your favorite Neutral Non-killer and Neutral Killer?

“Town” Doublevoter

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Is that from the LoTR game?

/in

This starts after FoL26 ends right?

Seems to be the case also hee hee you got 69th post

Giggity

almost certainly at this point yes

another game where I will have no clue what’s happening

/in but if it starts before Saturday I can’t

I don’t think FoL 26 can finish before Saturday