Class Cards
Plague Doctor (Blue Dragon Support)
Naturalist (Passive) - You bleed out in three nights instead of two. Keep this passive upon class change.
Leeches (Day) - Tonight, your night ability will additionally delay your target’s bleed for a night - 3 uses
Medicinal elixir (Day) - Tonight, your night ability will be self-targeted - 2 uses
Healing potion (Night) - Heal target player. This ability does not heal bleeding unless your target was previously delayed by leeches - Inf uses
Pungent Fumes (Night) - Redirect everyone visiting your target to themselves. Does not count as visiting - 2 uses
The Potionmaster (Unseen Support)
(Converted from the Plague Doctor)
Naturalist (Passive) - You bleed out in three nights instead of two. Keep this passive upon class change.
Botched operations (Passive) - When you are lynched, every player you healed with volatile potion starts bleeding. Keep this passive upon class change
Psychotic brew (Day) - Make target player believe they are bleeding - 2 uses, cannot be canceled
Secret ingredient (Day) - Grant temporary occ/redir immunity to the assassin tonight - 1 use
Volatile potion (Night) - Heal target player. This ability does not heal bleeding - Inf uses
Etheric fumes (Night) - Redirect everyone visiting your target to themselves. Does not count as visiting - 2 uses
Why should this exist?
What does the PD do? Overall, you are a weaker physician, as you have difficulty dealing with bleeds. However, you have, unlike other healers, a way to deny converts on a certain person and on yourself, which is extremely good
What does it add to the game? It is a physician that is more fun to play, as you have a second ability other than “heal bleeds, save people”. Aditionally, the existance of this class gives evils more claim space, as you cannot heal bleeds until the third night, and bleed immune targets can claim leeched easily.
What does the PM do? You are an extremely versatile member of the unseen. You can heal your fellow unseen members, heal your targets to confirm youself, feed false information to the court, secure your assassin a kill, etc.
In-depth explaination
Naturalist is your saving grace towards bleeding. Unlike other healers, you struggle with dealing with a lot of bleeding people, and you are unable to heal yourself from bleeding, which is why you bleed out in three nights
Leeches is 3 use, as it lets you heal the 3 assassin/CL bleeds predictively (Healing them after leeching them), or it lets you mix things up a bit by leeching the same person twice. Leeches does not provide feedback, so a mastermind can falsely claim leeched to noble gossiping him
Medicinal elixir is a kind of pocket dimension, which is why it’s 2 use. You cannot heal yourself from bleeding alone, though, so you will require help from other healers to save you
Healing potion does not heal bleeding unless you have leeches on that person, giving you 2 nights if you want to fake claim a healer
Pungent Fumes is a way for you to prevent converts. It is overall stronger than your healing potion, but it may deny investigative roles information and does not give feedback to your target if the attacker attacked hum
Botched operations does not apply to people you healed before being converted. It still makes the court reluctant to execute you on stand, possibly buying you a night
Psychotic Brew is akin to the physician’s drug ability, making your target believe they are bleeding for an infinite ammount of time. This allows you to claim using leeches, or claim that your target must be mastermind, because they didnt die from bleed
Secret ingredient is extremely powerful, allowing your assassin to becomme immune to occupation or redirection. This can allow him to bypass your fumes, or kill a butler partying, or kill prince trough merc, etc.
Volatile Potion is an interesting ability. It lets you either confirm yourself, at the cost of your faction kill, or lets you try and save your fellow unseen. It’s a kind of calculated time bomb, as it can overwhelm the court with too many bleeds if you sucessfully get lynched
Etheric fumes was originally added to deny noble meta, but it can also allow you to guarentee a kill or disrupt investigative roles
Feedback
Naturalist - You started bleeding due to a Hunter, Assassin or Cult leader. You will die in 3 nights unless healed
Leeches - You took out your leeches from your vial - You put the leeches back into their jar - Tonight, your leeches will delay your target’s bleed by a night
Medicinal elixir You take a sip of elixir, envigorating you - You spit the concoction back into the flask - Your elixir is taking effect
Healing potion - You will cure [Player] tonight - You were healed last night - [Player] was attacked, so you healed them - You were healed of your bleeding - [Player]'s leeches sucked up most of the blood, letting you cure them sucessfully - [Player] did not require healing - You could not heal [Player] last night
Pungent fumes - You will unleash your concoction on [Player] tonight
Botched operations - The wounds healed by the potionmaster opened back up, making you bleed profusely. You will die at the end of the night unless healed
Psychotic brew - You slipped hallucinogens to [Player], making them believe they are bleeding
Secret ingredient - Tonight, your assassin will gain immunity to bolth occupy and redirection - You cancel your ability - You were granted immunity to bolth occupation and redirection by a Potionmaster for the night
Volatile potion - You will cure [Player] tonight - You were healed last night - [Player] was attacked, so you healed them - [Player] did not require healing - You could not heal [Player] last night
Etheric fumes - You will unleash your concoction on [Player] tonight
Changelog
V1.0 - Original
V1.1 :
- Fixed an oversight in the feedback section where I had an artifact from back when PD and PM didn’t have the same healing ability name
- Changed Phychotics ability to not be a look-alike of physician’s drug, and updated according feedback
- Nerfed and renamed Smoke bomb to Etheric Fumes to better capture the essence of the potionmaster
- Revamped Leeches
- Now, instead of directly applying leeches to your target, you apply them via a your night ability, allowing you to still be occupied
- Now extends the bleed timer by one, allowing for some very basic mixups
- Allows to unclunk the description from Healing potion
- Updated according feedback
V1.2 :
- Renamed Psychotics to Phychotic brew, and updated according feedback
- Fixed Etheric fumes’s feedback to now correctly talk about fumes and not a bomb
- Added a difference between Healing potion and Volatile potion. Removed a bunch of erronous feedback concerning a previous name for these abilities
- Revamped and renamed Empowering fumes
- Now named Pungent fumes
- The ability now redirects everyone visiting your target to themselves, allowing you to do some sort of investigative work (Like with tornadoes) and prevent converts
- Number of uses reduced to 2
- Updated accoring feedback
- Revamped Etheric Fumes to act the same as Pungent fumes and updated according feedback
- Revamped Medicinal elixir
- Added a new passive: Naturalist, so that you can deal with bleeding a little bit better now that Medicinal elixir was reworked
V1.2.1: Fixed minor oversights
V1.3 :
- Edited the description of Healing potion to better represent what it does
- Actually reduced Pungent fumes and Etheric fumes to 2 uses each
- Swapped Psychotic Brew and Secret ingredient in the day abilities order
- Revamped Secret ingredient
- Now makes your assassin temporarily immune to occupation and redirection for the night
- Ability is now cancelable
- Made Etheric Fumes a copycat of Pungent Fumes (Complete oversight on my part, you cant convert if you have a convert)
- Rewrote the Why should this exist section to better represent the new classes
- Changed potionmaster’s class to support
- Typos
V1.3.1: Made Pungent fumes and Etheric fumes to not be classified as visits, preventing the wierdness when 2 plague doctors/potionmasters use fumes on the same target