Spy
Minion
Any brewmaster worth their liquor, knows no concoction pours trouble quicker, than one where spies seem double.
Ability
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Details
"Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead."
The Spy might appear to be a good character, but is actually evil. They also see the Grimoire, so they know the characters (and status) of all players.
If any character has an ability that would detect or affect a good player, then the Spy might register as good to that character. If any character has an ability that detects Townsfolk or Outsiders, then the Spy might register as a specific Townsfolk or Outsider to that player. It is the Storyteller's choice as to what the Spy registers as, even as many characters or both alignments during the same night.
A Spy that registers as a particular Townsfolk or Outsider does not have this character's ability. For example, a Spy that registers as a Slayer cannot slay the Demon.
How to Run
- Each night, wake the Spy and show them the Grimoire for as long as they need. Put the Spy to sleep.
- Each time the Spy is targeted by an ability that detects or affects good characters, choose what character and alignment the Spy registers as. (Do whatever is appropriate, such as showing a good character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect good, Townsfolk, or Outsider players.)
- Remember to keep your Grimoire tidy and show it to the Spy in the correct orientation, so the Spy can easily see who is who.
Jinxes
- Damsel : If the Spy is (or has been) in play, the Damsel is poisoned.
- Ogre : The Spy registers as evil to the Ogre.
- Poppy Grower : If the Poppy Grower has their ability, the Spy does not see the Grimoire.
- Plague Doctor : If the Storyteller would gain the Spy ability, a Minion gains it, and learns this.
- Alchemist : An Alchemist-Spy has no Spy ability & a Spy is in play. After each execution, a living Alchemist-Spy may publicly guess a living player as the Spy. If correct, the Demon must choose the Spy tonight.
- Magician : When the Spy sees the Grimoire, the Demon and Magician's character tokens are removed.
- Heretic : Only 1 jinxed character can be in play.
Pukka Night Flowchart
Savant Proposition Generator