People are like shadows. They disappear when it gets dark.
ABILITY:
Each night*, choose a player: they die. Minions you choose for the first time swap characters with you and poison one Townsfolk neighbour until dusk. [-1 Outsider]
STORYTELLER NOTES:
Balance the game around the Umbra's poisoning: misinformation in the wrong places can cause the game to become near-unsolvable, so being diligent with where the poisoning lies, and sometimes sending it to dead players, can help temper the Umbra's power.
The Umbra evades execution, moving about the Grimoire, poisoning neighbours in the process.
Playing as the Umbra
You are a hyper-mobile Demon who sacrifices deaths at night in order to move about and poison players. Consider utilising Minions that kill like the Muckraker, Assassin or Gerrymanderer to cover your tracks.
Remember that swapping to a Minion does eliminate the "instance" of that Minion - so if you're swapping to your Cerenovus, their madness is removed. But the upside is that swapping to a one-use Minion such as the Necromancer or Assassin renews their ability, meaning they can use it again!
Learning where to swap to in order to guarantee the best poison, and when to swap is essential, so that you are best equipped to win as the Umbra.
Example
Damien is the Umbra. He selects the Chef on Night 2, who dies. He then selects the Chatterpox on Night 3, poisoning their neighbour, the Seamstress. The Assassin kills that night to cover Damien's swap.
Fighting the Umbra
Like Demons such as the Vigor Mortis and No Dashii, who poison nearby players, finding sources of poison within a certain proximity is key to defeating the Umbra. If a player wakes to find their information doesn't quite stack up, there's a chance they neighbour the new Umbra - so strike while they're still there. Poisoning in this context is as much a clue as it is a hindrance, but beware other forms of poisoning and drunkenness: it could be an Umbra, but it could also just be a Philosopher who has sadly chosen your ability.
Nights of no deaths are the strongest indicator that an Umbra is about, so use those opportunities to audit your information, and figure out where they could have jumped to.
Example
Nick is the Medicine Man who selects the same two players each night. On Night 3, he learns that one of them has been targeted by poisoning or madness. No deaths occur that night. Nick knows that the Umbra neighbours one of those two players.
Jinxes
N/A.
JSON
{
"id": "umbra",
"name": "Umbra",
"image":
[
"http://menagerie.splittingpixels.com.au/images/umbe.png",
"http://menagerie.splittingpixels.com.au/images/umbg.png"
],
"flavor": "People are like shadows. They disappear when it gets dark.",
"ability": "Each night*, choose a player: they die. Minions you choose for the first time swap characters with you and poison one Townsfolk neighbour until dusk. [-1 Outsider]",
"otherNight": 34,
"otherNightReminder": "The Umbra selects a player: mark them as dead. :reminder: - if a Minion is chosen instead and has not been chosen previously, inform the Umbra that they are now that Minion, and wake the Minion to tell them they are now the Umbra. Mark one Townsfolk neighbour as poisoned. :reminder:",
"setup": true,
"team": "demon",
"reminders":
[
"Poisoned",
"Dead"
]
},