Zinger2099 wrote:
INVESTIGATIVE
Alignment Cop (1 use) - Target a player; you learn the alignment of the targeted player.
Ally Cop (1 use, recurring) - Choose two players other than yourself; you learn if the chosen players share the same alignment, or have different alignments.
Cult Seer (1 use, recurring) - Target a player. You will learn if that player is Cult or not.
Deputy (1 use) - Target a player during the Night; if no other alignment detection abilities have been used during this Day/Night cycle, you learn the targeted player's alignment. Otherwise, this ability does nothing.
Deputy (passive) - As long as there are other players who share an alignment with you that can discern the alignment of others, this ability does nothing. If no other allies have abilities to detect alignments, this ability becomes an unlimited use Alignment Cop ability.
Diviner (1 use) - Upon activating this ability, you get to ask the mod any one yes or no question about the game. It will be answered truthfully.
Paranoid Cop (1 use) - Target a player; if the targeted player a) is any alignment other than Town, or b) has some kind of killing ability, your investigation will identify them as a threat.
Role Cop (1 use) - Target a player; you learn a random number between 1 and 6 of the targeted player's current abilities (passive abilities, and active abilities with at least one use remaining).
Tracker (1 use, recurring) - Target a player to track them; if they use an ability that targets another player(s), you learn who they were targeting.
Watcher (1 use, recurring) - Target a player; you learn if anyone else is targeting that player during this Day/Night cycle.
PROTECTIVE
Bulletproof (1 use) - Activating this ability provides you with protection until the end of the Day/Night cycle.
Bulletproof (passive) - You always have one level of protection on you.
Doctor (1 use) - Target a player other than yourself; that player is protected for the rest of this Day/Night cycle.
Faith Healer (1 use) - Target a player; the targeted player has a 30% chance of being protected until the end of the Day/Night cycle. If you share an alignment with the targeted player, the chance of protecting them increases to 40%, and they become temporarily immune to alignment-changing abilities.
Martyr (1 use) - Target a player other than yourself; that player is protected for the rest of this Day/Night cycle, but if they would have been killed without your protection, you are killed instead.
Mediator (1 use, recurring) - Target a player; if the targeted player and you share an alignment, the targeted player is protected until the end of the Day or Night. Otherwise, they are blocked.
Mob Doctor (1 use, recurring) - Target a player other than yourself; that player is protected for the rest of this Day/Night cycle. If you ever successfully protect a player from a Mafia-aligned kill action, you are killed instead.
Nurse (1 use) - Target a player; if the targeted player was not protected already, they become protected for the rest of the Day or Night. Otherwise, this has no effect.
Nurse (passive) - As long as there are other players who share an alignment with you that can protect others, this ability does nothing. If no other allies have abilities who can protect others, this ability becomes an unlimited use Doctor ability.
Reviver (1 use) - Choose a recently deceased player (one who died in the previous Day or Night); the chosen player is brought back to life.
Reviver (passive) - The first time you die in the game, you automatically revive at the beginning of the next Day. After that, this ability becomes useless.
Vaccinator (1 use) - Target a player; the targeted player's alignment cannot be changed for the remainder of the game.
INTERFERENCE
Ability Theif (1 use, recurring) - Target a player to steal one of their abilities at random. If you happen to steal an ability at the same time the targeted player was trying to use it, they are also blocked until the end of the Day/Night cycle.
Cowardly Blocker (1 use) - Target a player; that player becomes blocked this Day/Night cycle unless they use a killing ability, in which case this ability fails.
Cultblocker (1 use) - Target a player; the targeted player may not be targeted by Cult-aligned players during the rest of this entire Day/Night cycle.
Gravedigger (1 use, recurring) - The next time a player dies after you activate this ability, their alignment isn't revealed upon death.
Miller/Babyface (passive) - You always show up as Mafia in alignment investigations unless you are Mafia yourself, in which case, you show up as Town.
Ninja (1 use) - When you activate this ability, you cannot be targeted by investigative abilities for the rest of the Day/Night cycle.
Ninja (passive) - You cannot be targeted by investigative abilities.
Poisoner (1 use, recurring) - Target a player; the targeted player ceases to be protected, and cannot become protected again until the end of this Day/Night cycle.
Roleblocker (1 use, recurring) - Target a player; the targeted player becomes blocked until the end of the Day/Night cycle.
Voteblocker (1 use, recurring) - Target a player; the targeted player's votes don't count for the rest of the Day/Night cycle.
KILLING
Arms Dealer (1 use, recurring) - Target a player; the targeted player receives a 1 use Vigilante ability.
Bounty Hunter (1 use, recurring) - During the Night, you may choose to kill the player who had the second most number of votes after the lynched player. If there was no lynch, or if there was a tie for second place, you can't kill anyone that Night.
Jailer (1 use, recurring) - Target a player during the Night; the targeted player becomes blocked for the rest of the Night, and cannot be targeted by anyone else for as long as they remain blocked in this way. A private quicktopic is created for you to chat with that player for the duration of that Night, and at the end of it, you may choose to kill or spare that player.
Serial Killer (1 use, recurring) - Target a player and kill them. As long as you have any uses remaining of this ability, you MUST choose to use it over other activated abilities.
Sheriff (1 use) - Target a player; the targeted player is killed by you if they don't share your alignment. You will be told if you attempted to kill the player and failed, versus if you didn't try to kill them at all.
Suicide Bomber (1 use) - Target a player other than yourself; that player and you are both killed.
Team Night Kill (1 use) - When you activate this ability, your team is granted a Night Kill on the following Night that is determined by a vote, not unlike the way lynching works during the Day, only in private. If you have access to a team private chat room (such as if you are Mafia), you can discuss and vote together. Otherwise, voting is anonymous. If your team already has access to a team kill action, this ability does nothing.
Team Night Kill (passive) - As long as you remain alive, your team has a Night Kill ability that is determined by a team vote, not unlike the way lynching works during the Day, only in private. If you have access to a team private chat room (such as if you are Mafia), you can discuss and vote together. Otherwise, voting is anonymous.
Vengeful Killer (1 use) - Target a player; if the targeted player ever tried to use a killing ability on you at any point previously in the game, you kill that player.
Vigilante (1 use) - Target player is killed.
COMMUNICATION
Hopeless Romantic (1 use) - Choose a player; if you and the chosen player have different alignments, you both become "Star-Crossed Lovers", allowing you to talk to each other outside of the game thread, but if one of you dies, you both die. Otherwise, this has no effect (sorry, pal, you got rejected).
Mason (passive) - You have access to a private chat room with any other players who share this ability in the game, and the alignments of all players in the chat room will be mod-confirmed to you.
Neighbour (passive) - You have access to a private chat room with any other players who share this ability in the game.
Psychic Medium (1 use) - Choose a player, living or dead; you and that player may communicate outside the game thread for the rest of the game as long as at least one of you is dead.
Psychic Medium (passive) - You have access to a quicktopic or discord chat room where you can speak with the dead players.
Psychic Messenger (1 use) - Upon activating this ability, choose a player and compose a message. The mod will relay that message to your chosen player.
Psychic Messenger (passive) - You can send messages to other players relayed through the mod.
Recruiter (1 use, recurring) - Choose a player other than yourself and one private chat room that you have access to; the chosen player receives an invite to the private chat room (note, this power doesn't inherently come with a private chat room itself).
VOTING
Charismatic (1 use, recurring) - Choose a player. All votes made against the chosen player are worth 50% more for the remainder of the Day, including yours.
Double-Vote (1 use, recurring) - Activating this ability during the Day gives you a second vote for the rest of that Day. You may use this second vote in tandem with or independently of your innate vote.
Ghost-Vote (1 use) - Activating this ability during the Day lets you apply your votes in private by messaging the mod instead of publicly in the game thread for the rest of the Day. Your votes are counted in the vote count, but not attributed to you.
Ghost-Vote (passive) - You can vote in private, by PMing the mod, or in public as normal. Whether you choose to vote in private, or in public, your vote is never attributed to you in the vote counts (it is still visibly counted, but it doesn't list you as voting).
Good/Bad Press (1 use, recurring) - Choose a player, and decide if you want to give them Good or Bad Press. If you gave them Good Press, it takes one additional vote to see them lynched for the rest of the Day. If you gave them Bad Press, it takes one less vote to see them lynched for the rest of the Day.
Kingmaker (1 use) - Target a player other than yourself; that player becomes King on the following Day and will get to unanimously decide who to lynch. No other votes count while one player is King.
Negative-Vote (1 use, recurring) - Activating this power during the Day reverses your vote for the rest of its duration so that your votes subtract rather than add from the voting total.
OTHER
Ability Vampire (1 use, recurring) - Target a player; the targeted player randomly loses 1 use of a limited-use activated ability, and you regain 1 use of a random limited-use activated ability. If the target has no limited-use activated abilities, this ability fails.
Empath (1 use) - Target a player; if they used an activated ability during this Day or Night, you gain a 1-shot version of that ability.
Empath (passive) - Whenever you become targeted by an ability, assuming you survive the ability in question, you gain that ability. If it was a limited-use ability, you instead have unlimited uses of it.
Energizer (1 use) - Target a player other than yourself; the targeted player regains 1 use of each limited-use ability they possess that are completely out of charges.
Energizer (passive) - Whenever you use the last charge of a limited-use ability, there's a 50% chance you regain 1 use of that ability.
Cursed Merchant (1 use) - Choose a player and grant them a wish; the wish is genuine, but if they take it the chosen player becomes Cursed.
Time Traveler (1 use) - Use during the Day to go back in time to the start of that Day. Resets the Day time limit to 120 hours, and removes any votes from the votecount. Abilities used are canceled and refunded, except for this one.
Time Traveler (passive) - Deadlines aren't hard-set for you. Any votes or abilities you use past a deadline will still be counted, so long as the mod hasn't advanced the game state yet.
Transmogrifier (1 use) - Choose two players; those players transform into each other until the end of the Day/Night cycle, whereupon this ability is reversed. Transforming into another player means trading alignments (though, the transformed player isn't told if their alignment has changed), ALL abilities, and any active conditions (including the "targeted" condition - watch out).
JOKERS
Creepy Doll (1 use) - Target a player; the targeted player gains (1 use of) this ability. Players who have at least 1 use of this ability remaining can't win the game.
Frail (passive) - You are weak, and easily killed. It takes one less vote to lynch you than normal, and protection abilities don't work on you unless there are two or more active on you at the same time.
Insomniac (1 use, recurring) - When you activate this ability, you can continue to post in the game thread during the following Night phase without becoming exhausted.
Jester (1 use, recurring) - If you activate this ability during the Day, and you later become lynched during that same Day, your alignment changes to Jester and your win condition becomes "You win the game if you are dead at the end of the game". But be careful! There can only be one Jester, so your alignment and win condition revert to normal if any other players become Jester-aligned before the game ends.
Pacifist (1 use) - Activating this ability during the Day prevents players from voting for anything other than to lynch you or no lynch for the rest of the Day.
Vanilla (passive) - This ability does nothing.