1. Gadgeteer – (does not get a second class)
Pandoras Box – Choose one of the abilities below. Then choose 3, 4, or 5. Any player with whos last post is evenly divisible by the number you selected will be targeted. You can be affected by this ability. You cannot use the same chosen ability two nights in a row.
Silence- Target player cannot use any active ability that Night and will effectively be roleblocked (as this is simultaneous, your ability still goes through even if you are roleblocked).
Green Gear – Target player who uses an active ability that Night will be affected by the poison and cannot vote the following Day. It will be announced publicly that they have been poisoned and cannot vote. Should a majority of players not be able to vote, or through use of their abilities gain a lynch, the Day will immediately end in a No Lynch.
Silver Disc – Target player will not receive the results of their actions from that Night phase if they normally would. They will be notified they were blinded.
Chroma Gem – Target player’s ability will go last in the Night Action Resolution. If multiple players have this ability used on them, they will follow the NAR as normal for that group of abilities, then the non-slowed abilities will go.
Red Spring – Target player’s ability will go first in the Night Action Resolution. If multiple players have this ability used on them, they will follow the NAR as normal for that group of abilities, then the non-hasted abilities will go.
These count as global abilities.
Restriction – Gadgeteers take one less to lynch.
2. Dragoon–
Lv.1 Dragonheart - One shot ability, succeed or fail. You may use this ability during the Night phase. If you are night killed that night, the kill will go through but you will be revived at the end of the night. You cannot be affected by any actions after being killed, and your death and revival will not be shown to the public.
Lv 2. Jump – Unless there has been a change to the NAR, this ability is the first ability in the NAR. You will leave the playing field for that Night and any actions affecting you will fail. You cannot use any other abilities when using this ability. You don't kill anyone when you land the next Night phase, sorry. But I mean can you IMAGINE? A game with that many delayed vigilantes?!
You do NOT leave the playing field for the Day phase; you can still vote and all that and be affected by Day abilities. You jump on N1, you land on N2. You cannot jump two Nights in a row, to clarify.
3. Ninja –
Lv. 1 Unspell - Choose target player. Any abilities that they use that night will not affect you.
(passive) Lv. 2 Last Haste – If affected by any ability, the following Night you will not be able to be affected by any ability; this is including Night Kills.
This does NOT include global abilities; ie target all or abilities that target yourself.
Ninja Restriction- You most post at least 20 times during the day phase. If you don't you will be killed at the start of the Night phase, before night actions are sent in. This will be posted publicly. The lynched player does not count as surviving.
4. Priest –
You may only use one of these abilities per Night; you cannot use reflect and protect in the same Night Phase.
Lv. 1 Reflect – Choose a target player. Any abilities used on that player for that Night will instead be used on the player that targeted him. This does not include factional Night Kills. You may not use Reflect on yourself. Should a player be hit with reflect an even number of times (2, 4, 6, etc.,) in one Night, the reflection will cancel (not be bounced back).
Lv. 2 Protect – Choose a target player. That player cannot be killed that Night. You may not Protect yourself. You may not protect the same person two nights in a row. Should a player be protected with this ability an even number of times (2, 4, 6, etc.) in one Night, the protection will fail.
Priest restriction - unless an ability forces you to, you cannot cast the hammer vote. Any attempt to do so will fail and you will be given a MOD vote.
5. Time Mage – The time mage gets both Lv. 1 abilities if you gain any level 1 Time Mage ability.
Lv. 1 Stop - One shot ability. Choose target player during the Night phase. They will be roleblocked and voteblocked for the NEXT night/day phase. They will be notified.
Lv. 1 Haste – One shot ability. Target player’s ability will go first in the Night Action Resolution. If multiple players have this ability used on them, they will follow the NAR as normal for that group of abilities, then the non-hasted abilities will go.
Lv. 2 Quick – Choose a player. They will be given the ability to use an ability of their choice twice the next Night phase, including one-shot abilities (it will still count as a use, and they must have at least one use left to use the ability). You may not choose yourself. This ability may only be used once.
6. Thief –
(passive) Lv. 1 Steal Ability – If you are on a lynch of a player, you will receive their last used active ability during the next Night phase only. You cannot receive passive abilities, and any abilities that have limited uses will be given to you with the same limitations in mind; if you gain a one-shot ability that has been used, there will be 0 uses left. You cannot obtain Factional Night kills. Should multiple thieves with this ability be used, the one closest to the hammer will steal the last used active ability, then the next closest to the hammer will steal the active ability used after that, so on until there are no more active abilities left to steal.
Lv. 2 Steal Heart – Choose target player, then choose a victim. The following day, the target player must vote for the victim of your choosing or not vote at all. Multiple uses of this ability or any like it on the same Night phase will allow the player affected to choose between the victims given to him.
Restriction: Any abilities used on you to protect you from Night Kills will fail.
7. Templar -
(passive) Lv. 1 Astra - The first ability used on you in the NAR after this ability goes through will fail, regardless of its source.
(passive) Lv. 2 Cheer - Each of your votes counts as two votes. This will be indicated on the votecount. Note: If there are any mistakes in the votecount that result in an accidental lynch that involves this ability, the lynch will not count and the votecount will be rectified and the game will continue as normal.
Restriction: Should you be on the lynch of a townie, you will be voteblocked the following Day phase.
8. Summoner -
Lv 1. Carbuncle - One shot ability. Choose 3 target players; Any abilities used on that player for that Night will instead be used on the player that targeted him. This does not include factional Night Kills. You may not use Carbunkle on yourself.
Lv. 2 Phoenix- One shot ability. Choose three players. They cannot be NKilled this night; they will be considered bulletproof. You cannot use Phoenix on yourself.
Restriction: The Summoner cannot use any other abilities when using a Summon ability, including multiple uses of the same ability, and takes one less vote to lynch (minimum of one vote to lynch)
9. Illusionist -
Lv1. Prominence - Every player including yourself will take one less to lynch the next day. This cannot go below one to lynch. You may not use any other abilities while using this skill. This is a global effect and does not target an individual player.
Lv2. Wild Tornado - Anyone who uses an ability (not including global abilities) on you will take two less to lynch the next day. This cannot go below one to lynch. You may not use any other abilities while using this skill. This is a global effect and does not target an individual player.
Restriction: The Illusionist cannot be the opening vote on a player. If they attempt to do so, they will receive a MOD vote and the vote will not register.
10. Sage -
Lv. 1 Sage Blind - Choose two players. Target players cannot use any active ability that Night and will effectively be roleblocked.
Lv. 2 Drain – Choose a player. That player will take one less to lynch the following Day phase and you will take one more to lynch the following Day phase. This will be publicly noted.
Sage restriction - You may only use abilities on players who were on a successful lynch at the end of the previous Day phase. Those "Not Voting" or voting for a non-lynched player for any reason cannot be targeted directly by you.
11. Assassin -
Lv. 1 Return Fire - One shot ability. When using this ability, anyone targeting you with an ability CANNOT be Night Killed. You may still be Night Killed.
Lv. 2 Last Breath – One shot ability. Choose target player. This will count as a NKill and you will die if your target dies from this ability. You will not be notified of its success in any way; the only way you know you succeeded or failed is if you are alive. You can only use this ability on even numbered nights, and cannot use it when using other abilities. This ability will only go through if you are alive; if you are NKilled prior to the ability going through, your kill will not go through. Any sort of bulletproof status cannot protect you from killing yourself with this ability.
Assassin Restriction - The Assassin is voteblocked the following Day phase whenever he uses a Assassin ability.
12. Blue Mage (no second class)
Learning - Choose two target players. The first player you will mimic, using the same abilities they use (any and all, excluding Killing abilities) on the second targeted player (if it is not a targeted ability, it will still be used globally or individually). You will not be notified what ability or abilities you are using.
13. Soldier
(passive) Lv. 1 Sensor - You cannot be roleblocked or redirected by other players’ abilities.
(passive) Lv. 2 First Aid - Should you be NKilled on N1 or N2, the NKill will fail and you will be voteblocked/roleblocked the following Day phase. Daykills will still work.
Restriction - You must be on a successful lynch every day. Should you not be on a successful lynch at the end of the Day phase you will lose your Soldier abilities. This still occurs during a No Lynch but does not occur if a Day phase ends for any reason other than a lynch (mod kill, special phases, etc.)
14. Archer
Lv. 1 Boost - Choose a night phase. Your ability will go through on that Night Phase, even if you died prior. For all intents and purposes the ability will be "used" on that Night, but any prevention of that ability would need to occur on the Night Boost is used.
(passive) Lv. 2 Concentrate - If you had at least four votes on you (not including MOD votes) at the end of the previous Day phase, that night you may use any ability twice. This does NOT include one shot abilities or Killing abilities, regardless of uses left.
15. White Monk
Lv. 1 Reflex - Two uses only. Anyone who targets you with an ability the Night you use this ability will be roleblocked the next Night Phase.
(passive) Lv. 2 Counter -One use only, passive. If someone tries to kill you during the Night phase, they will be roleblocked that Night AFTER the kill should have affected you. You will be killed. Any abilities used prior to the NKill will still go through.
16. Alchemist
Lv. 1 Bio – Target player who successfully uses an active ability that Night will be affected by the poison and cannot vote the following Day. It will be announced publicly that they have been poisoned and cannot vote. Should a majority of players not be able to vote, or through use of their abilities gain a lynch, the Day will immediately end in a No Lynch.
Lv. 2 Return Magic - Should an active ability be used on you (not including global abilities), the same ability will be used on the person that used it on you. It will still come from the original source, so any results that would normally be given will be given to them. This does not include Factional Night kills. Some abilities may not be reflected for various reasons. The original ability will still affect you. The ability will not be reflected if you die before you can use this ability.
17. Defender
Lv. 1 Aura- Choose target player. Should they be affected by any active ability, you will be affected by it instead. This includes Factional Night kills. Please note that this does not count as a redirect but rather you “taking their place”; as such if you are killed any other abilities will continue to hit the normal target. This does not protect against global abilities.
Lv. 2 Expert Guard – One shot ability. The Night you use this you cannot be killed by a Night Action and will be unlynchable the next day. Should you be hit with multiple Night Kill Actions in one Night, you will die as your Bulletproof status is one-shot. Should any special lynch activities appear, such as two people being lynched in one day, you may be lynched in the new lynch scene.
18. Gunner
Lv. 1 Scareshot - During the day phase, choose two target players. Player A will take one vote less to lynch if they are voting for Player B. It will be privately noted that you scared the player. You cannot use this and Charmshot in the same Day phase.
Lv. 2 Charmshot - During the day phase, choose two target players. Player A will become a double voter if they are voting for Player B. It will be privately noted that you send charm to the player. You cannot use this and Scareshot in the same Day phase.
Restriction: The Gunner cannot use any Killing abilities nor be protected from Night Kills. This overrules any bulletproof ability you may have.