Clock Tuah
Notes
I'd recommend stormcaught Clockmaker
I'd recommend stormcaught Clockmaker
Townsfolk
You start knowing how many steps from the Demon to its nearest Minion.
Do not disturb me. The tick must continue, for the circle is a symbol of life and contains all things - all answers - in its divine machinery. I must work.
"You start knowing how many steps from the Demon to its nearest Minion." The Clockmaker learns the distance from the Demon to their nearest Minion. The Clockmaker only learns this on the first night. The distance is the number of seated players, starting from the player next to the Demon and ending at the nearest Minion, either clockwise or counterclockwise.
Townsfolk
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Round and round the garden, go. Little girls run to and fro. Little boys climb up the tree. Which of these should Pixie be? Ladies smile and go to town. Lords with axe chop forest down. What’s yours is mine. What’s mine, divine. Silly little Pixie, me.
"You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die." The Pixie pretends to be the same character as someone else. On the first night, the Pixie learns an in-play Townsfolk. The Storyteller chooses which Townsfolk this is. The Pixie does not learn which player is this character. If the Pixie player pretends that they are this Townsfolk, they gain the ability of this Townsfolk when the Townsfolk dies. They could have spoken loudly about being the character for one day, or pretended to be the character each day this game, or accused the Townsfolk of being a liar—the Storyteller is the judge of whether or not the player was convincing, by “being mad that they are this character”. When the Townsfolk player dies, the Pixie does not learn this, and is not told that they have gained a new ability. They may learn this has happened if they wake at night and start gaining information, or are prompted to choose players. If the player the Pixie learns about changes character then dies, the Pixie gains the ability of the Townsfolk the Pixie learnt about, not the new character.
Townsfolk
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
장미는 파랗고, 제비꽃은 빨갛다네. 방금 말 일부러 거꾸로 한거야. 진짜야.
"매일 밤, 플레이어 1명을 선택하세요. 그 플레이어의 성향을 알게 됩니다. [+0~+2 동네바보. 추가된 동네바보 중 1명은 취해 있습니다.]" 동네바보들은 플레이어의 성향을 알아내는 집단입니다. 취한 동네바보는 게임 세팅 때 이야기꾼이 정합니다. 플레이어 수와 상관없이 동네바보는 1명, 2명, 혹은 3명까지 있을 수 있습니다. 동네바보가 1명뿐이라면 그 플레이어는 취해 있지 않습니다. 취한 동네바보가 참 정보를 받을 수도 있습니다. 세팅 단계에서 동네바보가 추가될 때는 다른 마을주민을 대신합니다. 게임 도중 동네바보가 생기면 한 명만 생깁니다. 동네바보들은 한꺼번에 행동하지 않고, 한 명씩 따로 행동합니다. 멀쩡한 동네바보들이 모두 게임에서 사라져도, 남은 취한 동네바보는 계속 취한 상태입니다. 멀쩡한 동네바보가 다른 이유로 취하거나 중독되더라도, 원래 취한 동네바보는 그대로 취해 있습니다.
Townsfolk
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Effendi... I am but a humble man, but my pipe is golden and a single tune will tame the wildest djinn, Inshallah. They say that greed hangs more men than rope. But not I, Effendi... not I.
"Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned." The Snake Charmer learns player after player that is not the Demon... but becomes the Demon if they get either too greedy or too bold. Each night, they choose a player. If that player is not the Demon, nothing happens. If they are the Demon, the Snake Charmer becomes that Demon and turns evil, and the Demon becomes good and poisoned permanently. If the Philosopher has the Snake Charmer ability and becomes the Demon, the Demon becomes a poisoned Philosopher.
Townsfolk
Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
Any consistent formal system x, within which a certain amount of elementary arithmetic can be carried out is incomplete; that is, there are statements of the language of x which can neither be proved nor disproved in x. Ergo, you are drunk.
"Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability." The Mathematician knows how many things have gone wrong since dawn today. When an ability does not work in the intended way due to another character's interference, the Mathematician will learn that it happened. They'll learn that something went wrong if a piece of information was false but was supposed to be true, or if an ability should have worked but didn't, due to another character. The Mathematician does not learn which players this happened to, only how many times it happened. The Mathematician does not detect their own ability failing. The Mathematician does not detect drunkenness or poisoning itself, but does detect when drunk or poisoned players' abilities did not work as intended. The Recluse registering as evil to the Chef, and the poisoned Soldier dying from the Imp's attack, would each be detected. The poisoned Empath getting true information would not.
Townsfolk
Each night*, you learn how many dead players are evil.
Only the chosen may gaze beyond the veil. The dead are restless, and they point in silence toward the icy north.
"Each night*, you learn how many dead players are evil." The Oracle knows how many dead players are evil. Because the Oracle acts after the Demon attacks each night, the Oracle’s info refers to the players that are dead when dawn breaks and all players open their eyes. The Oracle detects dead Minions and Demons, but also any other players that are evil, such as evil Travellers, or Townsfolk and Outsiders that have been turned evil. When counting the number of dead players, remember to count Townsfolk and Outsider tokens that are upside-down, which means their alignment is the opposite of what is printed.
Townsfolk
Each night*, choose a player: if they are or become drunk or poisoned tonight, you die.
Welcome, one and all, to the greatest show on earth.
"Each night*, choose a player: if they are or become drunk or poisoned tonight, you die." The Acrobat dies when they find a drunk or poisoned player. Each night except the first, the Acrobat chooses a player. If the chosen player is sober and healthy, nothing happens. If the player is drunk or poisoned, the Acrobat dies. If the Acrobat is drunk or poisoned, they cannot die to their own ability. The Acrobat may choose any player, dead or alive, even themself. If the chosen player is sober and healthy at the time the Acrobat picks, but becomes drunk or poisoned later in the night, the Acrobat dies. The Acrobat does not learn if the player they selected was drunk, or poisoned, or both. The Drunk registers as drunk to the Acrobat.
Townsfolk
Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.
Beneath the thin veneer of civilisation lies a howling madness.
"Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil." The Lycanthrope roams at night, killing the innocent, whilst the Demon cowers indoors. The Lycanthrope must choose an alive player each night. If the Lycanthrope chooses a dead player, the Storyteller shakes their head no and prompts the Lycanthrope to choose a different player. If the player that the Lycanthrope chooses is good, that player dies, and the Demon cannot kill tonight. If the player the Lycanthrope attacks is evil, that player does not die, and the Demon may still kill tonight. If the Lycanthrope attacks a good player but that good player doesn’t die, the Demon may still kill tonight. While the Lycanthrope lives, one good player registers as evil. They cannot be killed by the Lycanthrope. This evil-registration does not effect win conditions. The good player that registers as evil still wins or loses with the good team.
Townsfolk
Each day, you may make a public statement. Tonight, if it was true, a player dies.
Blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah. Blah.
"Each day, you may make a public statement. Tonight, if it was true, a player dies." The Gossip deliberately speaks lies, in the hope of uncovering the truth. Each day, the Gossip may make a public statement. If this statement is true, the Storyteller kills a player that night. If it is false, then no players die due to the Gossip. Mumbled words, whispers, statements the Storyteller doesn’t know are true or false, or statements that someone cannot hear don’t count. Like the Slayer’s ability, the Storyteller and every player must be able to hear and understand the Gossip and be aware that the Gossip is using their ability in order for the Storyteller to judge what happens next. If the Gossip made a true statement during the day while drunk or poisoned, but is sober and healthy when their ability triggers that night, the Storyteller still kills a player.
Townsfolk
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
If anything is real, beer is real. Drink, for tomorrow we may die.
"Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk." The Philosopher has no ability until they decide which character they want to emulate. They can do this once per game. When they do so, they gain that character’s ability. They do not become that character. They may want to wait a while to choose. If the Philosopher chooses a character that is already in play, the player of that character becomes drunk. If the Philosopher then dies or becomes drunk or poisoned, the player they are making drunk becomes sober again. If the Philosopher chose a character that was not in play at the time but is in play now, that character is drunk. If the Philosopher gains an ability that works at night, they wake when that character would wake. If this ability is used on the first night only, they use it tonight. If the Philosopher regains their ability via the Bone Collector, or uses their ability twice via the Barista, the Philosopher may choose a new ability, or the same ability as before. If the Philosopher’s ability works while dead, such as the Klutz’s, it works if the Philosopher is dead.
Townsfolk
If you die at night, you are woken to choose a player: you learn their character.
My birds will avenge me! Fly! Fly, my sweet and dutiful pets! To the manor and to the river! To the alleys and to the salons! Fly!
"If you die at night, you are woken to choose a player: you learn their character." If the Ravenkeeper dies at night, they get to learn one player's character. The Ravenkeeper is woken on the night that they die, and chooses a player immediately. The Ravenkeeper may choose a dead player if they wish.
Townsfolk
If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
We must put our differences aside, and cease this senseless killing. We are all taxpayers after all. Well, most of us.
"If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead." The Mayor can win by peaceful means on the final day. To survive, the Mayor sometimes "accidentally" gets someone else killed. If the Mayor is attacked and would die, the Storyteller may choose that a different player dies. Nobody learns how they died at night, just that they died. If there are just three players alive at the end of the day, and no execution occurred that day, then the game ends and good wins. Travellers count as players for the Mayor's victory, so must be exiled first. Remember that exiles are not executions. Fabled don't count as players for the Mayor's victory, as the Storyteller isn't a player. If the Demon attacks the Mayor, and the Storyteller instead chooses a dead player, the Soldier, or a player protected by the Monk, that player does not die tonight.
Townsfolk
Minions & Demons do not know each other. If you die, they learn who each other are that night.
In the hidden groves of the deep forest, the black poppy dwells. To see its revelry is to be enchanted. To smell its thick aroma is to be lost forever, a slave to the gods of light and dark.
"Minions & Demons do not know each other. If you die, they learn who each other are that night." The Poppy Grower prevents the evil players from learning who each other are. The Demon still learns three not-in-play characters that are safe to bluff as. If the Poppy Grower dies, the Demon and Minions learn who each other are, as though it were the first night again. If the Poppy Grower becomes drunk or poisoned, Demons and Minions do not suddenly learn who each other are. If the Poppy Grower is drunk or poisoned when they die, Demons and Minions do not learn who each other are, since the Poppy Grower has no ability that night. An evil Traveller still learns which player is the Demon when that Traveller enters play.
Outsider
On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
<grunt><grin></grunt>
"On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.” The Ogre is someone's best friend. The Ogre's chosen player does not change, even if the Ogre is drunk or poisoned when they chose. The Ogre becomes the same alignment as their chosen player immediately on the first night, even if the Ogre is drunk or poisoned. The Ogre is not told their alignment at the beginning of the game. If the Ogre changes alignment by other means, the Ogre learns their new alignment, as normal. If an Ogre is created mid-game, the Ogre chooses a player that night, and becomes their alignment.
Outsider
You might register as evil & as a Minion or Demon, even if dead.
Garn git ya darn grub ya mitts ofma lorn yasee. Grr. Natsy pikkins yonder southwise ye begittin afta ya! Git! Me harvy no so widda licks and demmons no be fightin' hadsup ne'er ma kin. Git, assay!
"You might register as evil & as a Minion or Demon, even if dead." The Recluse might appear to be an evil character, but is actually good. Whenever the Recluse's alignment is detected, the Storyteller chooses whether the Recluse registers as good or evil. Whenever the Recluse is targeted by an ability that affects specific Minions or Demons, the Storyteller chooses whether the Recluse registers as that specific Minion or Demon. The Recluse may register as either good or evil, or as an Outsider, Minion, or Demon, at different parts of the same night. The Storyteller chooses whatever is most interesting. A Recluse that registers as a particular Minion or Demon does not have this character's ability. For example, a Recluse that registers as a Poisoner does not wake at night and cannot poison a player.
Outsider
You may only nominate once per game. When you do, if the nominee is not the Demon, they die.
Golem help? Golem smash! Golem help.
"You may only nominate once per game. When you do, if the nominee is not the Demon, they die." The Golem kills the player they nominate. When the Golem nominates a player, that player immediately dies. The nomination process continues. If the Golem nominates the Demon, nothing happens. The Storyteller doesn’t confirm or deny that the Golem nominated, and continues with the voting process as normal. The Storyteller may say “nothing happens” if clarity is asked for. After the Golem has nominated once, whether or not the nominee dies, the Golem may not nominate again this game. It is the player’s responsibility to refrain from nominating, not the Storyteller’s. Deliberately nominating when they shouldn’t is considered cheating.
Outsider
When you die, the Storyteller gains a Minion ability.
Pleauze shtay shtill. Thinks nid tiime for hillink. Myrhh-myrhh.
"When you die, the Storyteller gains a Minion ability." The Plague Doctor brings an extra Minion ability into play. The Storyteller chooses which Minion ability is gained. This ability is in effect for the rest of the game. Nothing else changes for the Storyteller – they don’t become evil, they don’t become a player, they are not a legitimate player to be targeted by other abilities, and they cannot vote or nominate. If the Plague Doctor is drunk or poisoned when they die, the Storyteller doesn’t gain a Minion ability, even when the Plague Doctor becomes sober and healthy.
Minion
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Normally, it's just business. But when you insult my daughter, you insult me. And when you insult me, you insult my family. You really should be more careful - it would be a shame if you had an unfortunate accident.
"You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]" The Godfather takes revenge when the town kills Outsiders. Whenever an Outsider is executed and dies, the Godfather chooses one player to die that night. The Godfather only kills if an Outsider dies during the day. Outsiders that die at night don’t count. If the Godfather is in play, this adds or removes one Outsider from play. At the start of the game, the Godfather learns which Outsiders are in play. If two Outsiders died today, the Godfather still only kills one player tonight.
Minion
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Any brewmaster worth their liquor, knows no concoction pours trouble quicker, than one where spies seem double.
"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.
Minion
Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.
Beware of gazing long into the Abyss, lest the Abyss also gaze into you.
"Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player." The Fearmonger creates paranoia about who nominates whom. During the first night, when the Fearmonger selects a player, all players learn this. During other nights, each time the Fearmonger selects a new player, all players learn this. If the Fearmonger selects the same player as previously, the players learn nothing. The players only learn that the Fearmonger has acted, not which player was selected. If the Fearmonger nominates their chosen player, and that nomination results in their execution, the chosen player loses, their team loses, and the game ends. Only the currently chosen player is susceptible to the Fearmonger’s ability. Previously chosen players don’t count. If the chosen player is executed but does not die, the chosen player’s team still loses.
Minion
You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
Hail the guardians of the north; by my intellect, thou art cut. Hail the guardians of the east; by my will, thou art dominated. Hail the guardians of the south; by that which lies beyond, the mystery is revealed. Hail the guardians of the west; a shield in the darkness.
"You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]" The Summoner creates a Demon. The Summoner may choose any player to become the Demon, even themselves. The new Demon does not learn which players are Minions, or vice versa. The evil players will need to talk amongst themselves to figure this out. Even though there is no Demon in play for two days, the game does not end. However, if the Summoner becomes unable to create a Demon (due to dying, becoming drunk on night 3 etc.) good wins. The newly created Demon acts on the same night that it is created.
Minion
If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
You don’t want to insult the goblins. You really, really don’t. On a completely different note… can I have another piece of cake?
"If you publicly claim to be the Goblin when nominated & are executed that day, your team wins." The Goblin takes revenge if the town knowingly executes them. If the Goblin is executed, evil wins. ...but for this to happen the Goblin needs to tell the group that they are the Goblin when they are nominated, but before votes happen, and to do so in a way that everyone hears. The good players need to know the risk. If the Goblin is executed without telling the group that they are the Goblin when nominated, the Goblin dies and the game continues as normal. The Goblin must have claimed to be the Goblin today for their ability to work. Telling the group yesterday, or even every previous day, doesn't count. Any player may claim to be the Goblin when nominated.
Minion
The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Stellar hydrogen, vast, inert; carbon, oxygen, neon gases, all ruined. Molecular chaos, entropy, yields new cosmic phenomena, rebirth from atomic chaos, dense matter collapsing. All in a teeny little bottle.
"The Demon (even if drunk or poisoned) has a not-in-play good character's ability. You both know which." The Boffin replicates a good ability. While the Boffin is alive, the Demon has a single Townsfolk ability or Outsider ability. If the Demon is drunk or poisoned, the Demon keeps this good ability. If the Boffin is drunk or poisoned, the Demon temporarily loses this good ability. If the Demon dies and has an ability that functions while dead, such as the Sweetheart, the Demon keeps this ability. If a new Demon is created, such as via a Scarlet Woman or a Barber, this new Demon has an ability from the Boffin. This ability may be different to the previous Demon's ability. If there are multiple Demons alive, only one alive Demon has an ability from the Boffin. If the Demon has an ability that modifies the setup, such as a Choirboy, these changes are made during setup, as normal. Both the Demon and the Boffin learn which good ability the Demon has. The Storyteller may wake these players independently, or together. The not-in-play character may be 1 of the Demon's 3 bluffs. The Demon also wakes at night at the time that the good character would normally wake.
Demon
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
By the sins of Arnoch, I feel thy laden stench. By the curs-ed sun and her foul legion of tiny grinning gods, I corrupt thee. By the blessed night and the hidden depths of the horrid and unholy sea, I end thy squalid life upon this plane.
"Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned." The No Dashii poisons their neighboring Townsfolk. The No Dashii’s closest clockwise and counterclockwise Townsfolk neighbors are poisoned, regardless of whether they are alive or dead. If a No Dashii dies or otherwise loses their ability, then those two players become healthy. Two Townsfolk players will always be poisoned this way, as neighboring Outsiders, Minions, or Travellers are skipped. If a new player becomes the No Dashii, or a poisoned Townsfolk changes into a non-Townsfolk character, the players who are poisoned may change immediately based on who the neighbors of the No Dashii are.
Demon
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
All doors are one door. All keys are one key. All cups are one cup, but whosoever drinketh of the water that I give shall never thirst, but the water shall be in him a well springing up into everlasting life.
"Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]" The Vigormortis kills their own Minions, but those Minions keep their ability. Every time the Vigormortis kills a Minion, they die but keep their ability for as long as the Vigormortis remains alive. The Witch, Cerenovus, and Pit-Hag still act each night. Somewhat like the No Dashii, the dead Minion’s closest clockwise or closest counterclockwise Townsfolk becomes poisoned, even if they are dead. If the Vigormortis dies or otherwise loses their ability, then those players become healthy again. One Townsfolk per Minion will always be poisoned this way, as neighboring Outsiders, Minions, or Travellers are skipped. The Storyteller chooses which of the two Townsfolk is poisoned. All Minions killed by the Vigormortis keep their ability and poison a Townsfolk, not just the most recent. If a dead Minion becomes a non-Minion character, they no longer poison a Townsfolk and have no ability. If a dead Minion becomes drunk or poisoned, they lose their ability until they become sober and healthy again.
Traveller
Each day, after the 1st vote has been tallied, you may choose a player that voted: they die.
It's time someone took matters into their own hands. That someone... is me.
"Each day, after the 1st vote has been tallied, you may choose a player that voted: they die." The Gunslinger kills players who vote. Each day, after the first vote for execution has been tallied, the Gunslinger may publicly choose a player that just voted to die immediately. The Gunslinger does not have to kill a player—it is entirely up to them. Whether they use their ability or not, the Gunslinger cannot kill any further players that day. It is the Gunslinger’s responsibility to speak up and let the Storyteller know that they wish to use their ability. Since exiles are not affected by character abilities in any way, the Gunslinger cannot use their ability to kill a player that supports an exile.
Traveller
Once per game, at night*, choose a dead player: they regain their ability until dusk.
I collect many things. Hair. Teeth. Clothes. Fragments of poems. The dreams of lost lovers. My secret arts are not for you to know but my fee is a mere pittance. Bring me the blood of a noblewoman who died of heartbreak under a full moon, and you shall have your answers.
"Once per game, at night*, choose a dead player: they regain their ability until dusk." The Bone Collector temporarily gives dead players their ability back. The Bone Collector must choose a dead player. The chosen player remains dead, but they get their ability to use. If their ability was a “you start knowing” or a “once per game” ability—such as the Virgin, Slayer, Clockmaker, Seamstress, or Juggler—they may use it again, even if it was already used, until dusk falls. When the Bone Collector chooses a player, that player does not learn they were selected by the Bone Collector, although they find out soon enough when they are woken to use their ability. If the Bone Collector dies, that player no longer has the ability they regained due to the Bone Collector.
Traveller
On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).
For years have I traveled, studying the ways of The Craft. Which craft, you ask? Simply that of the simple folk. Nothing to worry about. Not yet.
"On your 1st night, you gain a Townsfolk ability (if good) or a Minion ability (if evil)." The Apprentice has either a Townsfolk or a Minion ability. A good Apprentice gains a Townsfolk ability. An evil Apprentice gains a Minion ability. They have this ability until they die. The Apprentice learns their ability on their first night, and they may act that night if the character whose ability they gain would do so. Only abilities listed on the character sheet may be gained. If the Apprentice gains an ability that normally only functions on the first night of the game, such as the Grandmother’s, it functions on the Apprentice’s first night instead. The Apprentice does not literally become the character whose ability they gain. They are the Apprentice, a Traveller, so they may be exiled but not executed, and they do not count toward the number of alive players to see if evil wins due to just two players being alive. Also, other characters’ abilities that detect characters would detect the Apprentice as the Apprentice.
Traveller
If a player of your alignment is executed, you might be executed instead.
Good evening! Thank you for inviting me to the ball. I'm not from around here, but you sure seem like a friendly bunch, by golly. I'm sure we'll get along just dandy. What's all that rope for?
"If a player of your alignment is executed, you might be executed instead." The Scapegoat is executed instead of an ally. If the Scapegoat is evil, they might die instead of an evil player dying. If the Scapegoat is good, they might die instead of a good player dying. When exactly this happens is up to the Storyteller. This can only happen due to an execution, not death by other means such as a Demon or Slayer. The Scapegoat being killed still counts as an execution, so no more nominations occur today. As always, players do not learn the alignment of the Scapegoat when they die.
Traveller
All players start knowing a player of your alignment. You may choose to kill anyone who nominates them.
Four the score or seven beers, no shows are goes for me and my. A prank to crack the cranks and planks o’ the floor foundation length, so incontravertabubbilly mini. The large essays down streams of joyse, no greater than is scene, not inherdt. Ha-urrumph.
"All players start knowing a player of your alignment. You may choose to kill anyone who nominates them." The Gnome protects one player on their team. The Gnome starts as the same alignment as one other player - their "amigo". The Storyteller publicly announces which player this is. When their amigo is nominated, it is the Gnome's responsibility to speak up. The Storyteller may not prompt them to use their ability. If their amigo changes alignment, the Gnome's alignment does not change. The Gnome may use their ability any number of times over the course of the game, including zero. Their amigo may still only be nominated once per day. When the Gnome uses their ability, and the Storyteller confirms it, the nominator dies immediately. Voting for execution still occurs. Regardless of what the group wants, it is always the individual player's decision whether they wish to nominate or not, and always the Gnome player's decision on whether they wish to use their ability or not. If the Storyteller feels that a player is being pressured into nominating or using their ability when they don't want to, the Storyteller may not recognize that nomination or ability use.
Loric
Name a good character. If in play, they can only die by execution, but evil players learn which player it is.
At dawn, the temple’s long shadow creeps to the fountain. At dusk, the obelisk blocks the red glare, cooling warm water under the archway. All lines converge here. A storm is coming, and this, this pebbled and lush and holy place between the apple trees, is the eye.
"Name a good character. If in play, they can only die by execution, but evil players learn which player it is." Use the Storm Catcher to focus the game on a particular good character. If you want to construct a script based around the actions or information of one particular good character, if you want to have this character in every game (or at least have an evil player bluffing as this character), you can use the Storm Catcher. Your chosen character will play a big part in the game, will be the focus of a lot of group discussion, and will probably live until the final day. The Storyteller declares that one character can’t die, unless by execution. This character may be in play, or not in play. If it is in play, this good player lives as long as the good players want them to, since evil players cannot kill them. If it is not in play, all evil players learn this, so any evil player can easily bluff as this character. (They don’t have to, but they can.)