


Echo, Warden of Amber Plains
Special Ability: Arcane Echo
Each night, you may select one player and tune into their magical frequency, gaining their special ability. The target does not lose access to their ability, nor are they blocked.
You will not know what the ability is until you use it. On the night it’s absorbed, the Architect will tell you:
Whether it is a day or night ability
How many targets it requires (one, two, or three)
You may use the absorbed ability that same night, or save it for any future night
You cannot use the ability on the player you copied it from.
You can only absorb abilities from players with fixed alignment, i.e. Isleborn Citizens or the Shadow Council (Ravagers and SC Members)
You cannot absorb abilities from Unbound or Wanderer roles
If you attempt to absorb one of these, the Architect will inform you that the target is “resistant to resonance.”
You may store only one ability at a time. Absorbing a new one replaces the previous, even if you haven’t used it.
If you need clarification about how an ability works, you may speak with the Architect during the following day.
Passive Ability: Shifting Aura
Due to absorbing magical signatures from both good and evil sources, Echo’s alignment becomes temporarily unstable.
If you absorb an ability from an evil-aligned player you will register as that specific evil character if investigated that night or during the following day.
This false identity will affect other roles as well—any role that interacts based on alignment or identity (e.g., Bag Lady, Frostbite Hunter, etc) will treat you as the evil character you echo.
The false reading and identity remain in effect until you absorb a new ability.
You cannot absorb from the same player twice.
Special Ability: Arcane Echo
Each night, you may select one player and tune into their magical frequency, gaining their special ability. The target does not lose access to their ability, nor are they blocked.
You will not know what the ability is until you use it. On the night it’s absorbed, the Architect will tell you:
Whether it is a day or night ability
How many targets it requires (one, two, or three)
You may use the absorbed ability that same night, or save it for any future night
You cannot use the ability on the player you copied it from.
You can only absorb abilities from players with fixed alignment, i.e. Isleborn Citizens or the Shadow Council (Ravagers and SC Members)
You cannot absorb abilities from Unbound or Wanderer roles
If you attempt to absorb one of these, the Architect will inform you that the target is “resistant to resonance.”
You may store only one ability at a time. Absorbing a new one replaces the previous, even if you haven’t used it.
If you need clarification about how an ability works, you may speak with the Architect during the following day.
Passive Ability: Shifting Aura
Due to absorbing magical signatures from both good and evil sources, Echo’s alignment becomes temporarily unstable.
If you absorb an ability from an evil-aligned player you will register as that specific evil character if investigated that night or during the following day.
This false identity will affect other roles as well—any role that interacts based on alignment or identity (e.g., Bag Lady, Frostbite Hunter, etc) will treat you as the evil character you echo.
The false reading and identity remain in effect until you absorb a new ability.
You cannot absorb from the same player twice.