SCORNED FACTION MEMBERS
Murderer (Scorned Faction)
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Passive abilities:
Knife in the shadows: you lose your death immunity on Nights you attack.
Self-Aware: you are immune to death at Night.
Day Abilities:
Bleed: A player will begin to bleed. They will die in tonights unless healed. All players will be alerted that someone has started to Bleed. They will not know who caused it. (1 use)
Night Abilities:
Decisive Strike: Kill a player tonight - Infinite Uses.
Clean Slate: You will be seen as Not Suspicious if investigated tonight - Infinite Uses.
Goal: Kill all Ghost Survivors.
Scorned Protector (Converted Scorn) converted from knight.
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No Passive Abilities.
Day Abilities:
- First Aid: Cure a player of bleeding. Can select yourself (1 use’
Night Abilities:
Grimwork: Kill a player (3 uses) 1 night cooldown.
Goal: kill all Ghost Survivors Faction members.
Recruiter (Scorned Faction member) original scorned.
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Passive abilities:
Connections: As long as you’re alive, the Scorned have a private chat.
Day Abilities:
- Passive: Gain a random Passive that the selected player also has. They will not be alerted (1 use)
Night Abilities:
Convert: Recruit a member to the Scorned.
Goal: Kill all Ghost Survivor members.
Scorned Medium (Converted Scorned member)
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Passive abilities:
Call Of The Dead: Speak to the Dead at night.
Day Abilities:
- First Aid: Cure a player of bleeding. Can select yourself (1 use)
Night Abilities:
No Mithr: Silence a player tomorrow (1 use)
Goal: kill all Scorned Faction members.
Ghost Survivors Faction:
Sheriff (Ghost Survivors Faction)
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Passive abilities:
Determined: Your attacks bypass death immunity. Immune to conversions.
Day Abilities:
- Detection: Discover a players ability. You will learn it tonight (3 uses)
Night Abilities:
Justice: Kill a player tonight. Bypasses Death Immunity - Infinite Uses.
Investigate: Learn if a player is a member of the Scorned - Infinite Uses.
Goal: Kill all Scorned faction members.
Messenger (Ghost Survivors Faction)
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Passive abilities:
Objective: Occupation immune. You keep this Passive even if your class changes.
Day Abilities:
Private Matter: Send a message to the group. They won’t know who sent it - Infinite Uses
Night Abilities:
Seer: Learn every action that happened to a player. Excludes attacks, conversions and investigations - Infinite Uses.
Devour Hope: Steal a players night ability and use it yourself the next night. They will not be alerted. There is a one night cooldown with this ability - Infinite Uses
Reality Check - Use That players ability - Infinite Uses
Jailor (Unique Ghost Survivor Class)
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Passive abilities:
Cutthroat: If you jail and pardon the Murderer, you will be killed.
Day Abilities:
Imprison: Jail a player tonight. They will be occupied.
Night Abilities:
Execute: Kill the jailed player. Can only be done after Night Two. You will lose this ability if you execute a Ghost Survivor (2 Uses)
Watchman (Ghost Survivors Faction)
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Passive abilities:
Objective: Occupation immune. You keep this Passive even if your class changes.
No Day Abilities.
Night Abilities:
Watch: See who your target visits and all players who visit your target.
Goal: kill all Scorned Faction members.
Merchant (Unique Ghost Survivor)
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Passive abilities:
Objective: Occupation immune. You keep this Passive even if your class changes.
Day Abilities:
- Unbreakable: Votes Cast onto a player will be ineffective. If you are voted up you will use this on yourself automatically (1 use)
Night Abilities:
Sold: You will kill any players who visit you tonight (2 uses)
Mayor (Unique Ghost Survivor)
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Passive abilities:
Leader: You will have permanent double votes once you reveal.
Day Abilities:
- Reveal: All players will know your class (1 use)
Night Abilities:
Self Care: Gain Death immunity for tonight (1 use)
Goal: kill all Scorned Faction members.
Knight (Ghost Survivors Faction)
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Passive abilities:
Shining Armour: Immune to death at night. You lose this Passive after you’re first attacked.
Day Abilities:
- First Aid: Cure a player of bleeding. Can select yourself (1 use’
Night Abilities:
Protect: You will guard a player tonight. If they are attacked, you will kill the attacker. You will also die unless you have the Shining Armour Passive.
Goal: kill all Scorned Faction members.
Spiritualist (Unique Ghost Survivor)
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Passive abilities:
Call Of The Dead: Speak to the Dead at night.
No Day Abilities.
Night Abilities:
Revive: Return a dead Ghost Survivor member to life.
Goal: kill all Scorned Faction members.
And all the Neutrals, which are named as the Factionless here.
Magician (Factionless)
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Passive abilities:
Magical Escape: Immune to death at night. You lose this passive after you are first attacked.
Day Abilities:
Magic Show: Force a player to vote another player. They cannot revoke their vote (2 uses)
Catalyst: Poison a player tonight. They will die in two night unless healed (1 use)
Night Abilities:
Fatal Mistake: Regain a use of Catalyst. 1 day cooldown - Infinite Uses.
Barrier: Occupy a player tonight - Infinite Uses
Goal: Survive to see the Ghost Survivors die.
Mercenary (Factionless)
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Passive abilities:
Contracter: You can not directly kill your target.
Business: Your partner will know who you are.
Day Abilities:
Meet: Organise a meeting with another player. They can refuse. If they accept, you can talk with them for the remainder of the game (1 use, unless refused)
Night Abilities:
Kill: Kill a player. Can not kill your target.
Deal: Your partner is granted a use of Kill. (1 use)
Goal: Kill your target by any means possible.
just to be clear:
Unique Ghost Survivors are convert immune.
The Sheriff is unique, although I didn’t put it here.