Pacifist
Townsfolk
Distrust all in whom the impulse to punish is powerful.
Ability
Executed good players might not die.
Details
"Executed good players might not die."
The Pacifist prevents good players from dying by execution.
When a good player is executed, the Storyteller chooses whether they die or live.
As always, when abilities like this function in obvious ways, the group is not told why something has happened, only what has happened. The group learns that an execution succeeded, but that the executed player did not die—that is all.
If a player is executed and remains alive, that still counts as the execution for today. No other nominations may happen.
How to Run
- If a good character is executed, declare either that they die or they remain alive. (Do not say why.) Then, begin the night phase. (Whether the player lived or died, this was the one execution for the day.)
Additional Notes
- Triggering the Pacifist ability once per game is usually about right. You can trigger it more if you feel it is appropriate. On rare occasions, to make the Pacifist look suspicious, you can never trigger it.
Pukka Night Flowchart
Savant Proposition Generator