Lets see how far I can go!
General
All NKs are now Unique
Max of two NK roles per match
They can no longer be raised by Necromancer
Serial Killer
Gains a new ability: Fright
If anyone visits your target, you will make them Afraid. You know the roles of Afraid players. Afraid players will be permanently blinded, and may no longer receive any information due to fright. Afraid players may no longer gain defense.
You may choose by which way to die when Jumping, preventing yourself from being tracked
Arsonist
Gains a new ability: Gas pile (2 time use)
Instead of dousing someone, you may place down a gas pile. This will douse anyone that visits that player. If that player visits, they will spread the gas pile to the person they visited. You are immune to gas piles.
You are no longer seen as trespassing when visiting Townies.
Upon dousing someone, learn their role.
You are immune to Fright
Werewolf
Scent buff: You may cast scent independently from Rampage. You learn if any of your scented targets attacked someone that night. Upon using scent, learn the Scented players role.
On non-full moon nights, you aren't seen as Trespassing on Town.
You are now Roleblock immune.
You are immune to Fright
Shroud
General buff: When shrouding, is NEVER seen as evil (Spy can't detect them, Coroner cannot see them as the killer, never has Murder, doesnt trespass on Town, Inno, seen as Town to Psy and Seer.)
New Shroud ability: You may shroud someone. They will appear as the Shroud. You may attack someone of your choice. That player will then appear to visit and kill that player. This is a basic attack
Basic Attack: Is now always Powerful Attack. It also pierces any defensive abilities. It also goes through Bodyguard, Trickster and Trapper. Only innate defense does anything.
Goal: Make NK roles a MASSIVE threat that can 14 v 1 effectively
(Think, in 100 matches, the NK should win 20 of them, with 40 being Coven and 40 being Town)
