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.
Identify who is most costly for the Innocents to lose, then judge whether tonight justifies a fortification.
FROM THE LIVE GAME RULES
Your abilities
NIGHT ABILITY
Fortify
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.
No passive bonus. Your title changes no match powers.
A LITTLE WISDOM GOES A LONG WAY
At the table
- 01
Full protection can stop several basic attacks against the same player.
- 02
Fortify also prevents recruitment, so it can preserve both a player and their loyalty.
- 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.

