Subject is showing remarkable promise. We shall inject another dose and apply 10,000 volts in the hope that reanimation might occur. Subject’s extremities are black and atrophied - our data did not predict this. To attending partners: caution.
ABILITY:
Each night*, the nearest healthy, good neighbour of the most recently killed executee dies: the other is poisoned. Each day, if no living player is executed, evil wins.
STORYTELLER NOTES:
You have an incredible amount of control over the game state: given that a good living neighbour of the recent executed must be killed, and the other must be poisoned, what you choose to inflict on each may lead to game-solving information. Assess the game state and use discretion to ensure balance is being maintained. For instance, if good is doing particularly well, you can hide evil neighbours with poisoning, and of course, if evil is dominating, it may be useful to out a Minion to balance out the numbers. This is a very dynamic Demon that can move through a game quickly, so good luck!
Patient Zero spreads poison and death throughout town.
Playing as Patient Zero
You have no control over your kills, except for trying to direct where nominations are pointing each day. As such, you and your Minions need to play an active role in seeding bad information, drawing suspicion towards players of your choosing, and ensuring you get kills on the board by other means.
Of course, your additional win condition, unique to that of the Vortox, demands that living players be executed each day, so there is no opportunity to sacrifice a dead body in the same way - which in turn prevents town from finding evil players by simply killing the same corpse over and over. This means that town’s ability to discern who is evil is limited, so push that advantage! Claim to be a poisoned neighbour of a recently killed good player, and do your best to verify poisoned players’ claims if it would help your team.
This in turn should cause players near recent executees to examine their information and doubt what they have received, so feel free to reach out to them and provide reasons as to why their sober, healthy information might not be.
Remember that you (probably) know your evil team, and you can figure out who is poisoned with bad info from who has died in the night, so you should always have the informational advantage.
Example
Noor is Patient Zero. On Day 1, they nominate and execute the Cartographer. The Cartographer's neighbour dies that night, and their other neighbour, the Mechanical Man, is poisoned.
Fighting Patient Zero
Vote wisely. Patient Zero can only kill good, sober living neighbours of the recent executee, so if you have located specific characters that are a “good” execution for the day and are willing to hedge your bets, go through with it. This limits Patient Zero’s ability to poison ongoing information or snuff out active abilities that would otherwise protect town. If an execution goes through on a player you are less happy with killing, take care to examine what information comes out of the night - but more specifically, examine who is impacted. Players who are poisoned or killed by Patient Zero in the night are confirmably good and once sober, so use that to your advantage, and if there are obvious gaps, you may have found your next execution!
Example
Quentin is the Mutant sitting two seats away from the most recently executed player. They claim to be the Mutant on Day 3, and is not executed. Quentin assumes they are poisoned, and nominates the other neighbour of the most recently executed player, believing them to be evil.
Jinxes
Soldier: The Soldier is safe from Patient Zero’s abilities: if one would target a Soldier, it jumps to the next player over instead.
Tea Lady: If the Tea Lady’s ability would activate via execution, this fulfils Patient Zero’s condition around execution. If it would activate at night, good neighbours are safe from Patient Zero’s abilities, but effects jump to the next player over instead.
Monk: The player protected by the Monk is safe from Patient Zero: poisoning or death jumps to the next player over instead.
JSON
{
"id": "patientzero",
"name": "Patient Zero",
"image":
[
"http://menagerie.splittingpixels.com.au/images/pate.png",
"http://menagerie.splittingpixels.com.au/images/patg.png"
],
"flavor": "Subject is showing remarkable promise. We shall inject another dose and apply 10,000 volts in the hope that reanimation might occur. Subject’s extremities are black and atrophied - our data did not predict this. To attending partners: caution.",
"ability": "Each night*, the nearest healthy, good neighbour of the most recently killed executee dies: the other is poisoned. Each day, if no living player is executed, evil wins.",
"otherNight": 34,
"otherNightReminder": "All effects that took place last night are removed. The player marked 'Dead' is killed. The player marked 'Poisoned' is poisoned.",
"team": "demon",
"reminders":
[
"Dead",
"Poisoned"
],
"jinxes":
[
{
"id": "soldier",
"reason": "The Soldier is safe from Patient Zero’s abilities: if one would target a Soldier, it jumps to the next player over instead."
},
{
"id": "tealady",
"reason": "If the Tea Lady’s ability would activate via execution, this fulfils Patient Zero’s condition around execution. If it would activate at night, good neighbours are safe from Patient Zero’s abilities, but effects jump to the next player over instead."
},
{
"id": "monk",
"reason": "The player protected by the Monk is safe from Patient Zero: poisoning or death jumps to the next player over instead."
}
]
},