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Special Ability: Elemental Attunement Each night, the Avatar may use one elemental ability. They start with Airbending and unlock additional elements by assigning Past Avatars as players die. The elemental effects are based on their chosen path. Path of Light (protective, supportive) Airbending : Evasion: Automatically evade the first night action that targets you. Earthbending : Protection: Shield a player from all night attacks. Waterbending : Healing: Heal one player from a fatal effect (cannot self-heal). Firebending : Eliminate: One-time use to eliminate a player. Path of Dark (aggressive, manipulative) Airbending : Silence: Prevent a player from speaking or voting the next day. Earthbending : Block: Cancel a player's night ability. Waterbending : Corrupt: Target a player; if protected by a Nurse, the protector is revealed to you. Firebending : Eliminate: One-time use to eliminate a player. Passive Ability : Ascendant Trial You walk the world alone. Your victory depends not on loyalty but on conquest. You win by eliminating (through direct kill or nomination) at least one player from each of the following categories: Ravager Shadow Council Informant Unbound Wanderer (if in play) Eliminated targets must die while you are alive for them to count. Categories not present in the game are not required. Each Past Avatar you assign becomes aligned to you, regardless of their original faction. Past Avatars (Spirit Guidance) You may assign a Past Avatar when a player dies. You gain one elemental ability from them plus a unique one-time use power. You may have up to 3 Past Avatars at a time. If a Past Avatar opens their eyes at night to view roles, they lose their bond and cannot provide their bonus ability. Past Avatar Powers: Zano (Fire): Use Firebending one additional time. Terra (Earth): Light: Grants a one-night unbreakable shield. Dark: Reflects one attack attacker dies. Rema (Water): Light: Revive one dead player. Dark: Bind a player to your cause. They must vote with you or die. Their alignment changes to match yours. Kota (Air): Gain insight into a player s role or alignment.
Special Ability: Elemental Attunement Each night, the Avatar may use one elemental ability. They start with Airbending and unlock additional elements by assigning Past Avatars as players die. The elemental effects are based on their chosen path. Path of Light (protective, supportive) Airbending : Evasion: Automatically evade the first night action that targets you. Earthbending : Protection: Shield a player from all night attacks. Waterbending : Healing: Heal one player from a fatal effect (cannot self-heal). Firebending : Eliminate: One-time use to eliminate a player. Path of Dark (aggressive, manipulative) Airbending : Silence: Prevent a player from speaking or voting the next day. Earthbending : Block: Cancel a player's night ability. Waterbending : Corrupt: Target a player; if protected by a Nurse, the protector is revealed to you. Firebending : Eliminate: One-time use to eliminate a player. Passive Ability : Ascendant Trial You walk the world alone. Your victory depends not on loyalty but on conquest. You win by eliminating (through direct kill or nomination) at least one player from each of the following categories: Ravager Shadow Council Informant Unbound Wanderer (if in play) Eliminated targets must die while you are alive for them to count. Categories not present in the game are not required. Each Past Avatar you assign becomes aligned to you, regardless of their original faction. Past Avatars (Spirit Guidance) You may assign a Past Avatar when a player dies. You gain one elemental ability from them plus a unique one-time use power. You may have up to 3 Past Avatars at a time. If a Past Avatar opens their eyes at night to view roles, they lose their bond and cannot provide their bonus ability. Past Avatar Powers: Zano (Fire): Use Firebending one additional time. Terra (Earth): Light: Grants a one-night unbreakable shield. Dark: Reflects one attack attacker dies. Rema (Water): Light: Revive one dead player. Dark: Bind a player to your cause. They must vote with you or die. Their alignment changes to match yours. Kota (Air): Gain insight into a player s role or alignment.