BLACKSMITH
[ACTIVE] Reforge lets the Blacksmith discard 2 Armament supply cards to take one card of his choice from the discard pile. Can be used during Daybreak, and as many times as he can afford it.
Unlike the old version, this is a trade, not a gamble — you pay a real, specific price and get exactly the card you need. No dead activations.
WARDEN
[ACTIVE] Arrest lets the Warden mark another player, blocking their ability. Can be used during Daybreak or Nightfall.
He only holds one mark. Leaving it on the same player all game means he isn't watching anyone else, and moving it costs him his turn to do it.
SENTRY
[ACTIVE] Crossfire lets the Sentry mark another player. Whenever that player takes part in an Encounter, it becomes 1 point less dangerous. Can be used during Daybreak.
She's covering that player whether or not she's standing next to them, which is what a sniper is actually for.
DUELIST
[PASSIVE] Whenever the Duelist takes part in an Encounter, he may contribute 1 or 2 cards. If he contributes 2, he draws 1 card from the discard pile.
Committing two cards partially pays for itself, turning what used to be a pure passive into a small engine with a real choice every Encounter.
ENFORCER
[ACTIVE] Investigate lets the Enforcer mark another player. Whenever that player joins an Encounter, he looks at their hand before they contribute. Can be used during Daybreak or Nightfall.
Everyone else at the table only learns what someone had after the fact — he's the one who knew going in.
FORAGER
[ACTIVE] Allocate lets the Forager shuffle the discard pile and draw 4 cards. She keeps any Supply cards she wants, and the rest go into the shared inventory. Can only be used during Daybreak.
Faster than before, and it feeds the whole group instead of making her hand out cards one by one.
GENETICIST
[ACTIVE] Profile lets the Geneticist ask another player to reveal his secret role to him. If that player agrees, the Geneticist must also reveal his own secret role in return. Can only be used during Daybreak.
Unlike other role-checking abilities, this one is mutual and voluntary — the target can simply refuse. A player with something to lose doesn't offer to show their hand first.
INSPECTOR
[ACTIVE] Select 2 other players. Designate one as the Checker and the other as the Target. The Checker takes the Target's secret role and examines it, then it's returned face-down. Can only be used during Nightfall.
He's the strangest Detective in the set — he never learns anything himself. He hands the information to someone else and has to watch what they do with it.
OUTLANDER
[PASSIVE] As an Amnesiac, the Outlander may never look at his own secret role. [ACTIVE] Flashback makes up for it — on his turn during Daybreak, he may look at another player's secret role instead.
That restriction is carrying the whole card now. He can look at somebody new every Daybreak, all game long. He just can never look at himself.
DISRUPTOR
[ACTIVE] Decoy lets the Disruptor look at the top 3 Encounter cards. She places 1 on the bottom of the deck and returns the rest in any order. Can be used during Daybreak or Nightfall.
She's the only character in the set who can make an Encounter go away for good — Pathfinder and Surveyor can only rearrange or peek, not remove.
PATHFINDER
[ACTIVE] Scout lets the Pathfinder discard 1 Sample supply card to look at the next 6 Encounter cards from the top of the deck and rearrange them in any order. Can only be used during Daybreak.
Stacking the next six Encounters is a genuinely powerful play, and now you can do it as often as you can pay for it.
PROSPECTOR
[ACTIVE] Gold Rush: whenever you draw a Supply card, you may draw one additional card. If you draw an Encounter card instead, you must face it immediately.
She's a push-your-luck character now — every draw is a real decision, all game long, with a genuine downside sitting right there in the text.
STRANGER
[PASSIVE] Elude makes the Stranger's secret role permanently unreadable — no player's ability can ever check it. Effective during both Daybreak and Nightfall.
His hand of cards can still be looked through. What he's carrying can give him away even when what he is can't.
SURVEYOR
[ACTIVE] Overwatch lets the Surveyor mark another player. Whenever they draw a card, he looks at the top 2 cards of the deck and chooses which one they draw. Can only be used during Daybreak.
He only picks between two options instead of arranging six, but he can do it on every draw for as long as he keeps his eye on them.
SURVIVALIST
[PASSIVE] Whenever the Survivalist takes part in a Zombie Encounter, once the results are revealed, he reshuffles the contributed Supplies and draws one at random — win or lose. Effective during all phases.
Losing a fight and pulling something back out of the pile is very on-theme for a Survivalist, and it means he's contributing every round instead of only on good ones.
TRACER
[ACTIVE] Intercept lets the Tracer discard 1 card of her choice, then choose a player and take and look through their entire hand of cards. Can only be used during Daybreak.
She can go back to the same person on a later turn if she thinks they picked something up. She went from one enormous moment to a constant, ongoing presence.
TRICKSTER
[ACTIVE] Imitate lets the Trickster swap character cards with another player. Once a swap happens, that player becomes the new Trickster. Can only be used during Nightfall.
Previous Tricksters and Amnesiacs cannot be targeted.
VIROLOGIST
[ACTIVE] Diagnose lets the Virologist discard 1 Sample supply card to check a player's secret role. Can only be used during Daybreak.
Samples are the one thing every escape plan actually needs, so every time she checks someone, she's burning a resource the whole table is short on.