Small
Mind Shield: The Mind Shield gives the user a Mind Shield. Should the user already possess a Natural Mind Shield, it will be upgraded to an Advanced Mind Shield.
Deadman Bomb: If the Alien is lynched, he explodes killing the last person to vote for him and a random person near him. A day-kill that is not a lynch will result in two random players being killed. If he is night-killed, the bomb kills his attacker that night.
Goal changes to
Kill for the night when used
Mind Control Device: Same as Mad Scientist invention, except that the Alien who uses this will also read the controlled player's mind to find out their
Goal.
Goal changes to
Find for the night when used
Cloaking Device: The Alien may hide themselves during the night, stopping any player from physically interacting with them. Due to limited power supplies, the Alien may only hide for one night. Psychic actions will still affect the Alien, however.
Goal changes to
Survive for the night when used
Medium
Scanner: Works as a combination of the Agent and Detective, showing both Race and Role as well as any gadgets or tech possessed by the player. The scanner bypasses all role effects on investigation (such as the Kook or Dopp Leader). The scanner does not trigger responses from the target. Can be used each night.
Goal changes to
Find for the night when used
Stasis Field: One time during the night you can dramatically slow time in a very localized area. The player you target will be unable to perform any actions, but any players who step near the affected area will also be unable to do anything before the effect wears off that morning. Because they get slowed before they get a chance to react, the stasis field does not trigger any responses by the target. You may choose to warn the target ahead of time, in which case the target will not be blocked.
Goal changes to
Protect for the night when used
Holoform Modulator: When activated, a hologram of the Alien's choice of race and role will be projected going to another person's house. Anybody who targets the Alien will instead target the hologram. By the time any would-be killers can tell that they've been duped, the night will be over, effectively protecting the Alien that one night. Note that psychic actions will obviously not be fooled.
Goal changes to
Survive for the night when used
Personality Enhancer: This tech makes the Alien a far better speaker, granting him an extra vote.
Sonic Toolkit: The Alien gains a whole host of abilities using this array of tools. The Alien may use each of these abilities once
- Inspect a player's Race and Role. Goal changes to Find for the night
- Protect a player like the Guardian. Goal changes to Protect for the night
- Nightkill a player. Goal changes to Kill for the night
- Roleblock a player. Goal changes to Survive for the night
(More "always-on" techs would be good)
Large
Plasma Bomb: One use per game, this bomb will kill the target, and anyone interacting with the target, and anyone interacting with them, and so on. Cannot be protected against. It is triggered remotely. The Alien himself is immune to plasma, so he is unaffected, even if exploded on himself. Only affects people physically at that location, so Psychics are fine.
Goal changes to
Kill for the night when used
Ion Cannon: Transforms the night kill into an extermination. Not only can the target not be protected, but the target's house and belongings will be eradicated as well. Nobody will be able to figure out the target's race or role. The Alien may use his standard night kill, if he wants.
Soul Trapper: When the Alien kills, the dead player's soul will be trapped aboard the Alien's ship. As long as the Alien is alive, trapped souls do not gain access to the Dead Chat and may not speak with any Mediums.
Combat Camouflage: The Alien may, each night, choose a Race, Role, and Tech and have his kill appear to come from that Race, Role, and Tech combination (The combination must have a valid killing method). In addition, the Alien will be completely invisible while performing the kill, preventing any reaction to his kills. May choose to be visible for a night.
Intel: You begin the game with Intel on the survivors in the town. This gives you a list of all Roles in the game, but not who has them.
Psychic Energy Wave - Base Amplitude Multiplier (PEW-BAM): This exotic piece of technology will multiply the power of any psychic activity. Normal humans, dopps, and even aliens cannot whistand this kind of energy. Psychic players will be so overwhelmed that not only will they accidentlly kill their target, they'll kill themself in the process, too. Players with Mind Shields are immune to having their psychic energy multiplied, but only an Advanced Mind Shield can withstand the actual attack of such a powerful mind blast. These psychic kills can be protected against from mundane sources such as a Bodyguard.
Goal changes to
Kill for the night when used