This might be a dumb idea for reasons I’m not yet aware of but hope you enjoy reading anyway.
The Jouster
Blue Dragon Killer
Joust (Day Ability) - Use the next trial to play a game of rock–paper–scissors (execute–pardon–abstain) with a player of your choice. They receive an automated whisper from you like this, “I CHALLENGE YOU!”
- Draw: Be immune to their attack tonight.
- Victory: Attack them, bypassing immunity.
- Defeat: They are forced to attack you. This is in addition to their normal night ability, and they are not notified.
Strike (Night Ability) - If your target attacks you, attack them back. (2 uses)
Parry (Night Ability) - Be immune to your target’s attack. (2 uses)
You will lose all charges of Joust if you kill a Blue Dragon player.
How does this work? Say you use your Joust ability on someone during the day. As soon as the next trial begins, they will receive a whisper from you warning them that they are being challenged to a joust.
- If you both vote the same way, it’s a draw.
- Whoever votes exe (rock) beats the one who votes abs (scissors).
- Whoever votes pard (paper) beats the one who votes exe (rock).
- Whoever votes abs (scissors) beats the one who votes pard (paper).
The Duelist
Unseen Killer
Duel (Night Ability) - Attack a player, but force them to attack you also unless they are occupied. This is in addition to their normal night ability, and they are not notified. (Infinite uses)
Rebound (Night Ability) - Attack a player who has helped vote an Unseen player up to the stand, but didn’t vote execute. (2 uses)
Obviously to win a duel you have to play dirty by convincing someone to heal you. Rebound is supposed to punish sheep who mindlessly hop on random bandwagons. Maybe it wouldn’t be good at accomplishing that, I’m not sure.