The Disciple (starts with 1 favour)
Win condition: Survive to see all the major factions eradicated.
Passive
Corax’s favour
The disciple’s life is tied to their master’s favour, making them immune to most about everything. (Death, poison / bleed, occupy and target change immunity) If the gatekeeper loses all of Corax’s favour, (loses one favour when attacked) they lose the immunity.
Day Abilities
Umbral gate (2 favour)
Opens a void which summons creatures from another world to drag the target to oblivion, removing any known information about the target. (whch includes name, class and logs)
Everyone in the court will be notified. If the target isnt guarded or defended, the target gets dragged in.
Corax’s presence (3 favours)
Activate to drop the day counter to the last 5 seconds, preventing any further action from the court.
Night Abilities
Blood sacrifice
Sacrifices the target to Corax, gaining their favour (receives 1 favour)
Marked (2 favour)
The disciple chooses 3 targets for Corax to devour. Those marked will be devoured the next day. Defends, guards and prince’s jail prevents the target from being marked. When the day the marks activate, only those who are succesfully marked will be killed, unless healed or having death immunity.
ps: credit to Polarthief and the guys in discord for their ideas on balancing