The Innocents

Locksmith

Protect another player from all basic attacks and recruitment for one night.

YOUR WIN CONDITION

Eliminate every Cult member and hostile Neutral while an Innocent survives. Executing the Martyr makes your faction lose.

THE ART OF PLAYING YOUR PART

How to play Locksmith

Fortify another player against all basic attacks and recruitment for one night. Your small supply is most valuable when several dangers converge on a vital ally.

YOUR OPENING MOVE

Identify who is most costly for the Innocents to lose, then judge whether tonight justifies a fortification.

FROM THE LIVE GAME RULES

Your abilities

01

NIGHT ABILITY

Fortify

2 charges

Block all basic attacks and recruitment against another player.

  • Cannot target the same player on consecutive nights.

Charge counts and ability text come from the game itself. “No charge limit” does not remove timing, targeting, or other restrictions.

YOUR CLASS ACHIEVEMENT

A name to earn.

Locksmith

No Uninvited Guests

Title: The Unbroken

Deploy 20 unprevented fortifications as Locksmith.

Cosmetic title

No passive bonus. Your title changes no match powers.

Read the class guide
Browse every achievement and passive reward

A LITTLE WISDOM GOES A LONG WAY

At the table

  1. 01

    Full protection can stop several basic attacks against the same player.

  2. 02

    Fortify also prevents recruitment, so it can preserve both a player and their loyalty.

  3. 03

    Coordinate around your target restriction without publicly promising every future defence.

Mind the trap.

  • You cannot fortify yourself or repeat the same target on consecutive nights.
  • Detention can prevent the ward; an unused-looking night does not refund the charge.
  • Fortification does not prevent execution.
  • In Shade Court, an active fortification also prevents possession of the protected body.