It is said their song is honey-sweet, carried on rotten air. Among the salt and carrion, it is a tonic that heals and soothes. Pray you never hear it.
ABILITY:
Each night, choose a player: they become your alignment. The previously changed player dies: they swap back before dawn, even if the Seiren is drunk. Anyone 'mad' about being evil might be executed. [-1 Minion]
STORYTELLER NOTES:
While the Seiren acts early during the night, the decay of its turning isn’t until dawn for recently dead players. Don’t forget to turn characters back as necessary to ensure that only one remains evil for the next day.
The Seiren turns players to their team before their final moments.
Playing as the Seiren
The Seiren is an incredibly powerful Demon with the ability to temporarily ‘recruit’ teammates. Early on, this provides you with ample cover from Townsfolk abilities, since a turned player will register as evil to characters such as the Seamstress or Empath. But, later in the game, players turned by the Seiren may have the ability to win the game alongside you and may actively assist you! As you learn more about the game state, consider who you turn and when, as some players may be more inclined to assist than others.
Also remember that because players who are turned register as evil all the way up until dawn, this ensures characters like the Oracle will see them as evil, so don’t be afraid to push on players you turn. But remember that ultimately, those players will be able to confess that they were only temporarily evil, so if you’re too eager, town might figure you out.
Example
Zoe is the Seiren. They select the Mutant, who neighbours the Recluse. That same night, the Chef receives a 2 instead of a 1.
Fighting the Seiren
If you suspect a Seiren is in play, be careful about when you use abilities that check alignment, like the Seamstress. You can’t be certain that the information you have is true, even if sober, so try to find other sources of confirmation. Additionally, if you are a character who can get a read on multiple characters at once, you can use the turned player as a starting point, and use it to compare to other players! Did your Seamstress get a ‘yes’ between a turned player and their neighbour? If so, you may reasonably deduce that the neighbour is evil too!
Example
Teri is the Balloonist who is turned evil on Night 5. On Day 5, just three players remain. Teri realises they must play for evil, so they change their Balloonist pings at the last minute. Sneaky Teri.
Jinxes
Monk: The Monk's ability fails if they try to protect a player already turned evil by the Seiren.
Evil Twin: The Evil Twin's good player still counts as good for the purposes of the Evil Twin's ability when turned by the Seiren.
JSON
{
"id": "seiren",
"name": "Seiren",
"image":
[
"https://i.imgur.com/Bn2Nq0K.png",
"https://i.imgur.com/edmDpWX.png"
],
"flavor": "It is said their song is honey-sweet, carried on rotten air. Among the salt and carrion, it is a tonic that heals and soothes. Pray you never hear it.",
"ability": "Each night, choose a player: they become your alignment. The previously changed player dies: they swap back before dawn, even if the Seiren is drunk. Anyone 'mad' about being evil might be executed. [-1 Minion]",
"firstNight": 41,
"firstNightReminder": "The Seiren selects a player: mark them with the 'Turned' reminder, wake them, and inform them of their new alignment.",
"otherNight": 34,
"otherNightReminder": "The Seiren selects a player: mark them with the 'Turned' reminder, wake them, and inform them of their new alignment. The previously turned character dies; inform them that they are their previous alignment before the next day begins.",
"setup": true,
"team": "demon",
"reminders":
[
"Turned",
"Dead"
],
"jinxes":
[
{
"id": "eviltwin",
"reason": "The Evil Twin's good player still counts as good for the purposes of the Evil Twin's ability when turned by the Seiren."
},
{
"id": "monk",
"reason": "The Monk's ability fails if they try to protect a player already turned evil by the Seiren. "
}
]
},