If you hear the whispers that float on the wind, they may not hear your screams.
ABILITY:
Each night*, choose a player: they die. One Townsfolk you speak to yields false information until dawn.
STORYTELLER NOTES:
This is a fairly intensive Demon to run because you have to track private conversations - a simple token reminder while you stay in town is generally a good way to handle this, as would be keeping private notes. Try to corrupt the information of the Townsfolk that would best balance the game state.
The Baku inverts the information of those they speak to.
Playing as the Baku
Talk, talk, talk! Private conversations are your greatest weapon: with them, you corrupt information. Take on a role that is ready and willing to privately share information, and be enthusiastic about sharing it.
Alternatively, if you have specific Townsfolk on the table that you wish to cause problems for, limit your conversations to that select few, or bounce ideas off Outsiders and the evil team to ensure that the number of Townsfolk who can be impacted by your ability is slim without implicating yourself. Finding a balance between these two approaches is best, but the way you play the Baku is heavily influenced by town dynamics.
Note who you speak to during the day, as this will serve as a useful reminder of who is, and isn’t impacted by your ability.
Example
Julien is the Baku. They speak with five players on Day 1: the Dentist, Savant, Colossus, Blackmailer and Saboteur. The Savant, after speaking with Julien, receives two wrong statements as their information.
Fighting the Baku
The Baku’s greatest strength is in separating and flipping the information of players: so form a trusted coalition with the abundant information roles on the script, and form up!
Of course, you will need to be wary of the possibility that a Minion or the Baku itself is in that conversation: so while you may feel more obliged to share important info given the threat the Baku poses, oversharing will almost certainly lead to nasty consequences. If that happens, use it to your advantage by tracking who you spoke with to reverse engineer who may be evil. This becomes clearer as the game wears on, as players who die at night can track conversations and pin down the Demon.
You may even opt to stay out in the open, and never enter into private chats! If so, be prepared to be information-poor for most of the game, but at least you can (probably) trust your own information.
Example
Cerys is the Chef who learns true information on Night 1. They are immediately executed, and hears of a Savant who claims their information suggests their Chef 0 does not exist. Cerys asks the Savant to list who they spoke to the previous day, narrowing the Demon down to four possible players.
Jinxes
N/A.
JSON
{
"id": "baku",
"name": "Baku",
"image":
[
"http://menagerie.splittingpixels.com.au/images/bake.png",
"http://menagerie.splittingpixels.com.au/images/bakg.png"
],
"flavor": "If you hear the whispers that float on the wind, they may not hear your screams.",
"ability": "Each night*, choose a player: they die. One Townsfolk you speak to yields false information until dawn.",
"otherNight": 37,
"otherNightReminder": "The Baku chooses a player. :reminder:",
"reminders":
[
"False Info"
"Dead"
],
"setup": false,
"team": "demon"
},